Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - whitelynx

Pages: [1] 2 3 ... 9
General / Re: Vending Machine
« on: March 31, 2010, 01:26:53 pm »
You get Steven Tyler and Joe Perry in a toy box.

I insert Android.

General / Re: Vending Machine
« on: March 01, 2010, 12:43:05 pm »
I insert a slightly bloody coat hanger.

You get an equally bloody lab coat.

I insert Psyduck.

Developers Journal / Catching Up
« on: November 10, 2009, 03:12:11 pm »
The developers have been scarce around here lately. Honestly, there's been way too much Real LifeTM happening for most of us, and the forums just haven't been high enough on our priority list to make the cut; I'm hoping that will change in the coming months.

There have been a lot of developments in the GNE universe since the last time I gave any sort of update here.


First, we moved all of our development pages from Trac to Redmine, a similar project management system. It was an improvement, but we still weren't quite happy with it, so we wrote our own, called EPIC. We haven't fully switched over to using EPIC in place of Redmine yet, but that should be coming in the next month or two.

Second, there have of course been huge developments in Precursors. Around the beginning of 2009, we switched engines from Crystal Space to Panda3D, mostly because of its superior Python support, and the fact that we got back to the furthest point we had been at under CS within about 2 months with Panda, coding everything from scratch. (compare to the years it took us to get to where we had been when we were actually making "releases" with CS-based code) We've continued hacking at Precursors, and right now we have full physics-based movement, shiny graphics, a fully themeable HUD system, a rather epic input system with support for multiple game controllers, and full network support, among other things. Our approach to coding the game has also changed; now we're using more rapid prototyping techniques, and since all of our code is now in Python, it's infinitely simpler to maintain and incrementally develop with.

On the side, we've also started a couple other projects: EPIC, mentioned above; Coconut, our own WebKit-based browser; and Q'niform, a PyQt-based writing tool aimed at novel writers and anyone else who wants a more organized way to write than the standard word processor.


Aside from the strictly GNE-related things, there have been a lot of changes in the developers' personal lives. I recently moved to Lubbock, TX, where Morgul, Caenus, and Burstaholic (as well as several other forum members) are from, and got my first actual programming job. (it's fun to get paid to do stuff you love!) Chris (Morgul) has also since gotten a job at the same place I work.


I'd also like to encourage all the forum members to start throwing their game ideas at us again; I miss the days where we'd have in-depth discussions about game mechanics, ideas for ships, and questions about the universe Chris has created. Let's see some more talk about the games!

Insert Catchy Closing Title Here

There's currently much more in the works for GNE, so keep your eyes peeled! We'll be announcing some big changes pretty soon that have us really psyched for the months ahead.

Wallpapers / Re: Emerwyn's RFI Wallpapers
« on: May 13, 2008, 10:48:28 pm »
Think you could render up a 1440x900 version of this one? I like :)

Short Stories / Re: Consumption
« on: April 25, 2008, 09:30:24 am »
Fuckin'.... WOW. :ultramon:

That kicked ass.

Funny thing is, I didn't even notice any grammar issues, and you know how fast those usually catch me... 0.o

Developers Journal / News late in breaking!
« on: April 24, 2008, 02:41:08 pm »
This is old news to some, but I figured I'd say it again:

Precursors is back!

We've decided to switch development focus back to Precursors, starting off with a full rewrite. The only piece of code that has been kept so far is the GUI, because that was one of the last pieces to be implemented, and one of the best designs out of our old code. Other than that, we're starting from scratch.

Some of you may be asking, "why?" We have been working on Precursors for 4 years now (wow!) and over that time, we've grown exponentially as developers. We've learned a lot of lessons from our work on Precursors thus far, and it has helped us realize the shortcomings in the initial design.

Also, all of the libraries we based the game on have undergone significant changes since we last worked on Precursors, forcing us to make a decision: either struggle trying to update our code for the latest version, or rewrite from scratch. Since we decided some time ago that our underlying designs were in dire need of rethinking, we chose the latter option.

Since we decided to start over from scratch, we've taken the opportunity to make some other administrative changes to the project. First off, we renamed Precursors. It is no longer The Seventh Game: Precursors, it is now Requiem for Innocence: Precursors. (Nee!) (Shh!) Second, we moved Trac over to our main web server, upgraded it to the latest version, and made a completely new Trac project for the game, clearing out a bunch of old, outdated information. Third, we switched our source control from Subversion to Bazaar, a decentralized revision control system, allowing us much more flexibility in our development model.

As of right now, we have code in the repository which shows a nicely reskinned GUI. It's far from fully functional (we'd need the rest of the game implemented to be able to do that) but it's a great start, and allows us to get development started on a number of different platforms. We're also in the midst of designing a new networking plugin for Crystal space and CEL, geared toward MMO gameplay and integration into the CS framework.

Things are currently a bit slow-going, as most of us have plenty of other 'real-life' issues on our plates at the moment, but stick with us... we'll be back to give you that kickass game we've been promising.

Thank you, baby :)

I think we're going to get a, "Get a room, you two!" soon :-p

Yeah, I actually really suck... I just make you think I'm good.


I'm actually just using hypnosis to make her think I look like Orlando Bloom.


General Discussion / Re: Very Late Engagement Announcement
« on: April 07, 2008, 07:15:02 pm »
Thank you Morgul and PieceMaker.  :)

Precursors / Re: Back for Nexus
« on: March 26, 2008, 09:23:44 pm »
This counts as me getting in contact with you.  :-p

We can definitely use the help with the programming... the bad news is that 95% of the early coding is going to be C++, and the remainder will be Python... later on in the project we'll be doing more Python and less C++, but that won't happen for quite some time.

First thing we're going to need to do is get you some accounts made for Trac and the GNE Google Apps system. PM me with your full name, and I can get stuff set up for you.

General Discussion / Re: Gentoo Help!
« on: March 17, 2008, 09:06:21 pm »
Ok, try this... (as root)
Code: [Select]
eselect profile list
That should print out something like this:
Available profile symlink targets:
  [1]   default-linux/x86/2006.1
  [2]   default-linux/x86/no-nptl
  [3]   default-linux/x86/2006.1/desktop
  [4]   default-linux/x86/2007.0 *
  [5]   default-linux/x86/2007.0/desktop
  [6]   hardened/x86/2.6
  [7]   selinux/2007.0/x86
  [8]   selinux/2007.0/x86/hardened

Choose one of the ones that starts with 'default-linux' and has nothing after the year/release number. (so something like default-linux/x86/2007.0) Then, type this in as root: (replacing the number with the number that matches the profile you chose)
Code: [Select]
eselect profile set 4
If this doesn't give you any output, it should have worked; after you've done this, try those emerge commands from the earlier post I had made.

General Discussion / Re: Gentoo Help!
« on: March 17, 2008, 05:59:09 pm »
Ouch... that's very very bad.

This is straight Gentoo, right? (not Sabayon or something)

First, check that /etc/make.profile exists:
Code: [Select]
file /etc/make.profile
If it doesn't, you can try this, then retry the commands in my previous post:
Code: [Select]
ln -s /usr/portage/profiles/default-linux/x86/2007.0 /etc/make.profile

General Discussion / Re: Gentoo Help!
« on: March 17, 2008, 04:23:29 pm »
When you install something using Gentoo, you don't need to download the file yourself; if that file is on your desktop, you can delete it.

Type all the following commands in a root console.

First, we'll make sure gaim is uninstalled:
Code: [Select]
emerge -C gaim
Then, we'll ensure that pidgin is installed:
Code: [Select]
emerge pidgin
After that, you should be able to run pidgin from a (non-root) console by typing:
Code: [Select]
If you get any errors from the above commands, post them here.


 :moose: :moose: :helicopter:

The Wallth Are Thoundproof / Re: Emergency! READ THIS NOW!
« on: March 15, 2008, 07:10:34 pm »
See, a couple of years ago stuff like this would be commonplace at 4am while working on Precursors...

I guess times have changed.

In other news...  :catholic: :elmohanged:

:calvin: :hobbes:

Precursors Artwork / Re: Prometheus Space Station
« on: March 11, 2008, 01:12:18 pm »
Kinky Forbidden Attitudes

Killer Furby Attic

Keebler Fitzgerald Addition

Kids Find Ass


Precursors Artwork / Re: Art Request: logo work
« on: March 11, 2008, 01:04:27 pm »
Did anything ever happen with this? I'd like to see what those results were....

General Discussion / Very Late Engagement Announcement
« on: March 09, 2008, 11:56:56 pm »
Since I haven't been on here in ages, I figured I'd let all the forumites know...

I'm engaged! (as of October)

My fiancee is on here too... her name is MissTake1024. She's talented, and pretty, and intelligent, and I love her! ;D

So anyway... sorry for the incredibly late announcement.

Pages: [1] 2 3 ... 9