03.03.2008, 15:59:58
Possibly, some people desperately load this site and wait for some kind of a status update, to no avail.
Of course, not everyone looks into the forums (although I recommend to do that!).
So let me make an "official" status report for everyone.
I'm still working on the base of this DLL project - replicating the original game's classes and making its functionality available for C++.
That alone is a huge bunch of work. IIRC, I have about 80 C++ files now, each at about 2KB. Now imagine that amount of source code.
Bad news: it's not even close to being done.
The good news is however, that I don't need it actually done to start working on "RockPatch2", which will probably be split in two parts with different names.
That's why I will begin to work on it parallely to the base, YR++.
So what can you do with YR++?
Well, if you know C++ (and I really mean if you do know it... hello world skills are far from enough), you can do a bunch of things already.
Add superweapon types, add hotkey commands, ah, you name it.
The functionality grows and grows, the result will be something similar to the DirectX SDK.
So when will there be "RockPatch2"?
Sorry, no ETA.
At the moment, I'm having technical difficulties, the mainboard of my desktop is broken and I don't really plan on getting a new one too soon.
I ordered an external HDD case though which will allow me to continue from my laptop.
I've been out of work for 2 weeks now, a time in which I could have done a lot actually. The "early 2008 release" is in danger, but still a doable thing (my definition of "early" includes the whole April).
About the RP2 features, all the things that have been done in assembly (see the striked-through items here will be ported to C++. After that, I'm going to continue with a huge bunch of new possibilities.
Of course, not everyone looks into the forums (although I recommend to do that!).
So let me make an "official" status report for everyone.
I'm still working on the base of this DLL project - replicating the original game's classes and making its functionality available for C++.
That alone is a huge bunch of work. IIRC, I have about 80 C++ files now, each at about 2KB. Now imagine that amount of source code.
Bad news: it's not even close to being done.
The good news is however, that I don't need it actually done to start working on "RockPatch2", which will probably be split in two parts with different names.
That's why I will begin to work on it parallely to the base, YR++.
So what can you do with YR++?
Well, if you know C++ (and I really mean if you do know it... hello world skills are far from enough), you can do a bunch of things already.
Add superweapon types, add hotkey commands, ah, you name it.
The functionality grows and grows, the result will be something similar to the DirectX SDK.
So when will there be "RockPatch2"?
Sorry, no ETA.
At the moment, I'm having technical difficulties, the mainboard of my desktop is broken and I don't really plan on getting a new one too soon.
I ordered an external HDD case though which will allow me to continue from my laptop.
I've been out of work for 2 weeks now, a time in which I could have done a lot actually. The "early 2008 release" is in danger, but still a doable thing (my definition of "early" includes the whole April).
About the RP2 features, all the things that have been done in assembly (see the striked-through items here will be ported to C++. After that, I'm going to continue with a huge bunch of new possibilities.