Patch v32: the start of a new era

This is a somber menu, you guys.
This is a somber menu, you guys.

It should also be known as “Holy crap, there are bugs in this patch!”

I am rushing out this release because a lot of internal and base code has been changed, and I need you to test and report those bugs for me. While there still isn’t code in place for reporting bug crashes (soon, guys, shhh!), you can very well leave a comment anywhere and I’ll promptly read it (or contact me directly if you have such ways).

I am labeling this new stage as FrankenEngineThe process of getting code from the new engine onto the old one. Think of it as a castle made of LEGOs. I take out the old foundation bit by bit, without messing with the castle itself; and I fit in the new foundation, also bit by bit. This while everything that’s on top stops working, in which case I just make it work by lightly hitting on things with a screwdriver. By that, I mean putting hot patches into old code so it works.

After all the foundation is ported, I’ll start phasing out the old code and rewriting new stuff. Think of it as rebuilding each room of the castle.

Huh, that’s actually a nice metaphor.

Continue reading Patch v32: the start of a new era

Back in development

This seems like a never-ending rollercoaster, and I’m the guy that won’t shut it off.

I am resuming development on the previous codebase (formerly known as old build), and I’m going to expand from there. This means development on the new engine is scrapped, but I will rewrite the current (old) engine over time in order to integrate the new code.

After the jump, I made a little FAQ. If you have any more questions, please leave them in the comments and I’ll do my best to reply.

Continue reading Back in development