New Lua API glue on the way

Last few days were spent on migration to a new Lua glue API. This should greatly reduce the amount of bugs (or possibility of bugs). I'm also expecting the glue code to shrink by quite a lot, while being more readable. After the new API is in, it'll go through heavy testing and alpha 10 release will arrive. I'm roughly expecting that for next week.

Besides the new API, the new release will include quite a few other things:

  • Latest Cube 2 codebase merged in, with all the new features (new map format, national codepage support)

Spam accounts 2

Forums: 

I've noticed there were a lot of suspicious accounts registered. I've deleted them all, but it's possible some real one got deleted; please re-register if that's the case.

q

EDIT: Account registrations now have to be approved by one of administrators. This action has been taken in order to prevent spam; new accounts should be activated in a short timespan.

0.1.8 Alpha 9 released!

Forums: 

OctaForge 0.1.8 Alpha 9 is out.

See Download page to get it.
TODO for next alpha available here.

This release is brought to you after many unexpected delays, but we hope we make up for it by the amount of news :)

OctaForge scripting API v1 (stable) coming soon

Forums: 

I'm currently in process of finishing first stable version of OctaForge scripting API.
That will include both core API v1 and extension library v1. Both should be included
in OctaForge alpha 9 release.

That means it will be possible to script serious things without having fear of breakage.
There are a few things that will be deprecated for version 2, but OctaForge will always
support also older scripting API version for some time so scripts have time to migrate.

Currently known things to rework for v2 (but feel free to use their current versions):

Spam accounts

Forums: 

I've noticed that recently there were several spam accounts created on the site. I deleted all those which were suspicious (all were empty except one that had a spam blogpost) - if any of them were real accounts, please notice me. :)

OctaForge going biweekly

Forums: 

All releases from now on will be biweekly instead of weekly. That means more work done for releases - we'll be working on big features so we need enough time for them.

Stay tuned! :)

q

0.1.7 Alpha 8 released!

Forums: 

OctaForge 0.1.7 Alpha 8 is now out.

See Download page to get it.
TODO for next alpha available here.

This release was done concentrating on new UI system and here's result of all the work - completely new tabbed GUI. There aren't any other new things otherwise. Consider it still WiP, but it works for big part.

No release tomorrow

Forums: 

OctaForge 0.1.7 alpha 8 won't be released tomorrow because of ongoing work on new GUI system.

Stay tuned! :)

0.1.6 Alpha 7 released!

Forums: 

OctaForge 0.1.6 Alpha 7 is now out.

See Download page to get it.
TODO for next alpha available here.

This release improves gameplay capabilities and adds a few new elements.

Highlights include:

  • Cutscene performance improvements in edit mode.
  • Multipart rendering.
  • Entity querying.

0.1.5 Alpha 6 released!

Forums: 

OctaForge 0.1.5 Alpha 6 is now out.

See Download page to get it.
TODO for next alpha available here.

This release was done with gameplay features in mind, so it includes a lot of highlights from that area.
It also fixes some of regressions previously appeared.
This is also the first release to include Windows installer thanks to NSIS project.

Highlights include:

  • Working area triggers and two entities using them - jumppads and teleporters.
  • New improved class system with basic mixin support in Lua.
  • Firing / gun handling (without projectiles nor examples for now).
  • Global per-map rain support (configurable, does not fall through ceilings).
  • Action key bindings for specific maps.
  • Event library with more actions.
  • Easier function exposing from C/C++ side.
  • Configurable marker-based cutscene handling using the builtin editor, with support for subtitles, custom actions etc.
  • More caching - better performance (i.e. array surrogates).
  • Lots of bug fixes (server crashing bug is resolved at least on POSIX OSes - needs Windows testing, loading entities from file now works properly, no weird characters in some strings, fix SIGABRTing server, fix writecfg segfault and others).

Note that this is developer release and is NOT meant for normal usage, unless you're adventurous.
Windows support is still HIGHLY EXPERIMENTAL and might not work for everyone! Proper Windows support planned for next releases.

Contributors are welcome. We'd use a hand at basically everything - scripting, artwork, code, ideas, web development...
Feel free to join us at forums or our IRC channel: #octaforge on FreeNode.

In README you can find what to do in case you find a bug.

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