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Archived news from 09/99. |
Links | FAQs | Contact : rogue@skoardy.demon.co.uk |
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| Thursday 30th September 1999 |
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- Space... Erm. A couple of problems with 'the roguelike formerly known as Space Rogue'. First it seems that the file available on the homepage didn't have directory structures and so was a bit foobared. Robin Gawlik has corrected this oversight and also renamed the project as Star Rogue as there was already a game using the old name. Tsch! |
| Wednesday 29th September 1999 |
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- 2nd Testbuild. There is another 'testbuild' of Legends Of The Seers available for you to... erm... test. This version features a much improved 3D
engine, the optional creation of the whole island with map transitions,
improved landscape creation routines, trees (untextured, though) and several
bugfixes. As with before, you have to be on the LotS mailing list to access the file area. - LotS Mail. Bernhard Rems is changing email addresses to 'bgrems@blinkingdot.com' so if you're planning on stalking him over the internet, be sure to jot that snippet of infomation down. Oh, useful if you want to mail him about LotS too, I suppose. |
| Tuesday 28th September 1999 |
- Bunch'o'Ports. Prfnoff must have had a quiet afternoon to spare as he's created Mac ports of GSNband (v2.01), PernAngband (v4.0.0b), SBFband (v0.2.1) and his own little ZAngband tweak (a2.3.0). You can grab all the necessary files from...
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| Monday 27th September 1999 |
- New Space Rogue. A new version of the sci-fi roguelike, Space Rogue, is available. Robin Gawlik has released an alpha version (0.04) with the following changes...
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| Friday 24th September 1999 |
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- Devteam List. Now that you know who is on the ZAngband devteam, do you also want to know what is going on inside their brains? Not as sinister as it sounds as all you have to do is join the new ZAngband mailing list. It's going to be the new hotbed of discussion for Z-type development. It's not aiming to take over from general ZAngband discussions which people are advised to keep for the newsgroups but if you're interested in joining, you can subscribe to this Onelist run list by popping along here. - Buggy Roguelike? A new roguelike could be in development, with your help. Currently, it's just a few concepts and creature ideas but the author (who we shall call 'Michael') is planning to create a game inspired by the Starship Troopers novel and animated TV series. He'd appreciate some assistance in creating this game so if this sounds like your idea of bliss, you could do worse than mailing Michael for more details. |
| Wednesday 22nd September 1999 |
- ZAngband Dev Release. Going all official and organising a 'devteam', Robert Rühlmann, (along with Topi Ylinen, Eric Bock, Remco Gerlich, Mark Howson and Chris Kern) have released a development version of ZAngband (v2.3.0). As such, this develoment version should be considered a beta. Here is a list of the changes...
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| Tuesday 21st September 1999 |
- New SBFband. A new version (0.2.1) of SBFband, the 'David Eddings'/'Record of Lodoss War' variant, has been released courtesy of Steve Fisher. Here's a cut down list of changes...
- Another Shadowdale. If you're too lazy to move files about but will quite happily download another three or so meg, then this is for you. Dave Moore has made another version of Shadowdale available (v0.06a) which has the bitmap problem all taken care of. The new archive can be for on the Shadowdale homepage. |
| Monday 20th September 1999 |
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- New Dev Article. Joseph Swing has kindly donated an article entitled 'A Better Monster AI' to the Development section. It offers some insights into making your dungeon critters a little more complex than the average adventurer fodder. If you haven't taken a peek at this section of RLNews before, I suggest you do so. A lot of creative people have offered help on how to go about creating your own roguelike game and with people like Joseph writing new articles, it's getting better every month. - LOTS Testbuild. You can now download a 'testbuild' from the Legends Of The Seers team. The 'testbuild' allows you to create terrain and wander around the 3D landscape. Ofcourse, this demo is released in the hopes that you give feeback, bug reports and suggestions to the 'LotS' guys. There are two versions available to grab. One is 200k and is just the program. The other is 1.6meg and features a video. Note: To download the 'testbuild', you must first join the 'LotS' mailing list. This gives you access to the mailing list file area. - Shadowdale Fix. Dave Moore has spotted the problem with his last Shadowdale release and offers a quick solution for anyone who downloaded the original archive. In his own words... "The problem is due to the PICTURES directory (and it's contents) being in the DATA folder, when it is meant to be in the GRAPHICS folder - I looked at the test compile on my machine and this had the same error....the solution is make a GRAPHICS/PICTURES directory, and to copy the contents of the DATA/PICTURES directory into it..." |
| Friday 17th September 1999 |
- Amiga GSNband. Making sure that the Amiga community can get their hands on the recent GSNband (v2.01) release, Bablos is once again doing the honours. The file is located...
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| Thursday 16th September 1999 |
- New GSNband. Gwidon S. Naskrent has released a new version of GSNband (2.01). DOS binaries and Source are available (links listed below) with a Windows version again coming courtesy of Dennis van Es. Here are the changes...
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| Wednesday 15th September 1999 |
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- New Shadowdale. Dave Moore has released a new version (v0.06) of Shadowdale. No word on what changed as that information is only available from within the helpfiles included with the game. As it's a 5mb+ download, I'm not feeling particularly inquisitive... Sorry. |
| Tuesday 14th September 1999 |
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- Majik4 Source. As Majik4, the MUD/rpg/roguelike project, came to an end (or rather mutated into another project), the Majik* team are making the source public under the GNU Public Licenses (GPL). If you want to take a look, you'll find more details here. - Hack, Chop. August has been archived, in the Archives no less. Ps. Is it quiet in here or is it me? |
| Tuesday 7th September 1999 |
- New Angband. Strange not to have a bunch of letters on the front of that word *grin*. Well, it looks like a new version of Angband is on the horizon (in beta at least) with Ben Harrison's recent post to the Angband newsgroup. It went a little something like this..."There is a *BETA* version of Angband 2.8.5 available at the ftp site, in the "Patch" directory, called "angband-285-beta.tar.gz", along with a "angband-285-beta.txt" file, and a "diff-283-285-beta.txt.gz" file. I *know* there are bugs in this release (some are mentioned in the "angband-285-beta.txt" file). If you find any bugs *not* mentioned in that file, please let me know. :-) Please do *NOT* compile this *BETA* release for anybody else, since I intend to replace it with a better documented and hopefully less buggy release in a week or two, after people have had a chance to find any "obvious" bugs and tell me about them.... I am still waiting for a simple fix to the "keypad bug" on Windows, if I don't get one, I may try drastic measures. :-)"- I love BT. Tried to get online last night only to find that my phone wasn't giving a dial-tone. It's happened before and whenever I tell British Telecom, they say "We'll test it.... nope, seems to be fine". Fine?! I have no dial-tone! Arrrgh! Top that off with them sending me a constant barrage of letters to convince me to return to BT (I never left in the first place!) and you'll understand how much I love BT. |
| Monday 6th September 1999 |
- More Cave Fun. Steve Fuerst has updated his dungeon generation patch for Angband 2.8.3 with several fixes and two new random vaults. To tinker with the files, you be wanting...
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| Friday 3rd September 1999 |
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- Help LOTS. Legends Of The Seers is progressing well with the landscape engine producing some very nice terrains (take a peek at the screenshots on the homepage). To this end, Bernhard Rems is hoping to have a tech demo ready for the end of September, all things going to plan. One point that they could do with outside assistance is in the creation of 2D interface artwork. If you think you could perhaps lend a hand, don't hesitate to contact Bernhard and let him know. - RISC Port x 2. Musus Umbra has created two new Acorn RISC OS ports of CthAngband (v3.1.2b) and ZAngband (v2.2.6c). Both of these ports can be obtained by visiting his homepage here. - Whoops. Three days in and I forgot to change the logo. Tsch! What am I like? :) |
| Thursday 2nd September 1999 |
- More GSNband. Well, to be accurate, it's the same GSNband (v2.0) but luckily, someone has stepped forward (that someone being Dennis van Es) and compiled a Windows version of the last release. If this is what you've been waiting for, you'll be wanting...
- PernAngband RISC OS. Henry Helliwell has created a RISC OS port of the new PernAngband (the one without the character creation bug) and made available on his homepage here. |
| Wednesday 1st September 1999 |
- GSNband Final. Gwidon S. Naskrent has released the non-alpha version of GSNband 2.0 with a couple of bug fixes and tweaks. You can pick up the source and DOS binaries (Win version still waiting for a kind compile-meister) from the GSNband homepage. Here's the changes...
"If I may take a moment of your time, I'd like to introduce you to the Story Engine that I mentioned in my last update: Let's face it: Computer programmers and game developers are not asked to write the scripts for blockbuster movies. Not surprising, considering that storytelling is not what a programmer is trained to do. A developer may build great software, but it takes a writer to build a great story. The Story Engine is a tool that allows writers to create interactive stories for a game. Some of the engine's features include: - Non-linear stories: Writers can develop stories that players can explore at their own pace. - Multiple story threads: More than one story can be active at a time. The stories may be related, or independent of one another. - Scripted Stories: Writers can use any scripting language (Visual Basic, Java, Perl, etc.) to enhance their stories. - Event-driven interface: A story can respond to any action that the player takes. - Complete control of the game environment: All aspects of the game, (people, places, special effects, camera angles, etc.) can be controlled by the writer. - Dynamic Casting: This powerful feature allows a writer to take advantage of a cast of thousands without having to create each character individually." |