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 Post subject:Re: Onlink Progress (blog?) (Last updated 7 Nov)
PostPosted:Mon Feb 09, 2009 10:06 am 
Literally Nine
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Joined:Tue Mar 01, 2005 9:00 am
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Actually, I just keep running into problems. This time? CPU fan died. Again. Trying to build Onlink causes the CPU to overheat and halt. I only tried this once.

Either way, new fan is to arrive on Wednesday, since I purchased it Saturday (when the computer sepukku'd) and I ordered second day air. (would be shipping out about now, actually).

For once, I actually had the money I needed for the repairs up front, albeit just. Dev goes on...

...or will. Wednesday, specifically.

EDIT: Might as well update the list. There's actually 12 things I want done, but the 12th item is one that would take to about August, whether or not I have lots of time to code. It's something thusly for the 0.2.x FINAL version and not a beta, 0.2.0 final, or the like. There will be a 0.2.1 at minimum.


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 Post subject:Re: Onlink Progress (blog?) (Last updated 9 Feb)
PostPosted:Tue Feb 10, 2009 9:48 pm 
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Awesome... Only 11 items left (right now)! Can't wait for the next release.

Though, I better wait.

Ok. I'm waiting now.

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 Post subject:Re: Onlink Progress (blog?) (Last updated 9 Feb)
PostPosted:Thu Feb 12, 2009 2:35 pm 
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Joined:Tue Feb 03, 2009 2:38 pm
Posts:25
Hey Miah recibed the fan?

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All together, you'll neer be stronger than ME.


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 Post subject:Re: Onlink Progress (blog?) (Last updated 9 Feb)
PostPosted:Thu Feb 12, 2009 3:24 pm 
Literally Nine
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Yeah, and installed it. Everything's back to normal, and I'm in a better mood just because my computer no longer sounds like a failing jet engine ;)


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 Post subject:Re: Onlink Progress (blog?) (Last updated 9 Feb)
PostPosted:Thu Feb 12, 2009 11:56 pm 
 

Joined:Sun Jan 18, 2009 4:20 am
Posts:40
Could be worse and sound like a working jet engine.

But glad you got it back :P


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 Post subject:Re: Onlink Progress (blog?) (Last updated 9 Feb)
PostPosted:Fri Feb 13, 2009 7:03 am 
 

Joined:Tue May 27, 2008 10:35 am
Posts:24
how sweet, 11 items left ^^
Keep on going, Miah, we all with you.

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 Post subject:Re: Onlink Progress (blog?) (Last updated 13 Feb)
PostPosted:Sun Feb 15, 2009 4:11 pm 
 

Joined:Tue May 27, 2008 10:35 am
Posts:24
1. Why 12 now? =)
2. Nice to see that 0.3.0 is in queue
3. What is LanLade II?

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 Post subject:Re: Onlink Progress (blog?) (Last updated 13 Feb)
PostPosted:Mon Feb 16, 2009 12:24 am 
Literally Nine
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Joined:Tue Mar 01, 2005 9:00 am
Posts:1263
Quote:
1. Why 12 now? =)
Truth be told, when I saw Tycho back in November, I bought a backup drive and wiped my internal to prep a triple boot environment.

I had backed everything up except the todo list. Go figure. I had two options at this point, stab in the dark or re-record everything that is vital to a primary 0.2.x release, namely the storyline and the dependencies it bears. For example, 0.2.0 will not see the revamped stock exchange system (in part courtesy of Mc2m) or the networking functions I've been planning (think a modlink-sort of thing, but in the game, not a site), bit they will be seen in a later 0.2.x release. That's the new number as well.

That's the long story. The short one is that I forgot to readd the CMDB to the list. Whoopsies. The CMDB itself is not a dependency of the storyline, but it does appear to be a very sought feature.
Quote:
2. Nice to see that 0.3.0 is in queue
0.3.x are things I've been wanting to do for ages, but I've been way too lazy to start the full recode it would require. It will be the defining moment the Onlink will have zero code related to Uplink. You'll see what I mean, but it's going to involve a new graphical core (the current one is too limiting), a better networking engine (I'll be using the antique tcp4u library that Uplink used for the multimonitor feature, it has limitations I can barely explain, but they are damning if I ever stop owning my own server), new file structures (at last, you will be able to patch user files!), a new sound engine, new music types allowed, better support for custom interfaces, and better debugging tools to tie it all in. It's not going to be small, but it's going to be well worth it.

Don't worry, though. I've stalled development on this core until I can finish 0.2.0 at minimum. I don't want to leave people hanging.
Quote:
3. What is LanLade II?
LanLade II is the successor to LanLade I, which allowed for foreign language additions and UI modifications. It's going to be retagged as a part of Umbra, which will be a part of the core suite mentioned in point 2.

I'll release a specification later.


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 Post subject:Re: Onlink Progress (blog?) (Last updated 13 Feb)
PostPosted:Tue Feb 17, 2009 2:44 pm 
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Joined:Tue Feb 03, 2009 2:38 pm
Posts:25
Miah, what I'm going to ask you is a little bit strange but, ¿Could you please upload every HUD image (I don't know if they are called HUD Images, the ones like the ConnectionAnalyser, or LanView, or Financial Status) in a rar file to download?
I don't think you'll do it, becouse its a litlle bit strange, but thanks anyway.

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Well, I'm back and stronger, and I'm not just what you see. And I last much longer, you can bet your sanity.
All together, you'll neer be stronger than ME.


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 Post subject:Re: Onlink Progress (blog?) (Last updated 13 Feb)
PostPosted:Tue Feb 17, 2009 3:20 pm 
Literally Nine
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Joined:Tue Mar 01, 2005 9:00 am
Posts:1263
Uh. Okay. I've been asked weirder things.

In the future, don't ask me something and in the next breath say I probably won't. I felt it offensive. Not sure WHY, but it felt that way.


Attachments:
File comment:WinRAR Compressed Archive
hud_buttons.rar [165.34KiB]
Downloaded 621 times
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 Post subject:Re: Onlink Progress (blog?) (Last updated 13 Feb)
PostPosted:Tue Feb 17, 2009 4:00 pm 
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Joined:Tue Feb 03, 2009 2:38 pm
Posts:25
Quote:
In the future, don't ask me something and in the next breath say I probably won't. I felt it offensive. Not sure WHY, but it felt that way.
Oh sorry, it wasn't my intentions to make you feel an offense. I meant no offense at all.
And really thanks you.

_________________
Well, I'm back and stronger, and I'm not just what you see. And I last much longer, you can bet your sanity.
All together, you'll neer be stronger than ME.


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 Post subject:Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted:Wed Feb 18, 2009 1:39 pm 
 

Joined:Thu Apr 28, 2005 3:57 pm
Posts:175
AOL:DKWiz214
Only 7 more! That's really exciting :D I can't wait to play it.

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 Post subject:Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted:Thu Feb 19, 2009 7:50 am 
 

Joined:Tue May 27, 2008 10:35 am
Posts:24
Quote:
Only 7 more! That's really exciting :D I can't wait to play it.
absolutely agreed

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 Post subject:Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted:Thu Feb 19, 2009 9:43 am 
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Quote:
Quote:
Only 7 more! That's really exciting :D I can't wait to play it.
absolutely agreed
Ditto.

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 Post subject:Re: Onlink Progress (blog?) (Last updated 18 Feb - PM)
PostPosted:Thu Feb 19, 2009 10:37 am 
Literally Nine
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Joined:Tue Mar 01, 2005 9:00 am
Posts:1263
Try not to get too overly excited. It's not done yet. As I mentioned to Mc2m yesterday...
Quote:
<Mc2m> "Items remaining on the internal todo list for 0.2.0: 7", That's the reason why you were online this morning (local time) ?
<Miah> Yep
<Mc2m> Well, it's strange because I stayed till 3 am to recode the transaction part + correction of the name of the shareholders...
<Miah> How's it strange?
<Mc2m> Well, I wanted to code more than usual the same day you code more
<Miah> I have different coding methods
<Miah> Generally I work on anywhere from 4 to 10 things at once, so it tends to happen that nothing is finished for a while, and then out of nowhere, 3 or 5 things are finished the same day
<Miah> I have to be in the right mode for certain areas
<Miah> For example, the <snip> lock is hell
<Miah> Let me show you...
<Miah> <difficult code block>
<Miah> Though I knew what I wanted to do for a long time, it wasn't till this morning that this method came to me
<Mc2m> Yep, I know what you mean
The lock I spoke of isn't actually hell, it follows a very basic process, though the idea is somewhat abstract. Coding an abstract idea into a purely logical syntax was the "hell" part.

Unfortunately, my code-a-lot-get-a-lot-done-at-the-same-time rule can't apply to everything here. Certain parts (e.g. individual acts of the new storyline) need to be sequential.

Also, you can expect the number 7 to inflate a lot before it goes down again. Don't panic though, if it happens, it's because I broke apart my todo list from "Act IV" to, say, "Act IV, Scene 1" to "Act IV, Scene 8."

I might also do a little from the 0.2.x section if the mood isn't right. Something like "Hardware degradation/defective" fall under this category, and while it's not going to be immediately in 0.2.0, I did pause a small time to code in the class that would allow this later. Truth be told, there's a whole lot of abstract things to do in the 0.2.x area.

More teasers (things not for 0.2.0 but will show up in 0.2.x):
Backdoor missions
NPC attacks against the player
LanLade
Multiple remote connections
Online abilities such as a "store" to download Onlink additions (custom LANs, gateways and themes, don't think "multiplayer" yet, please)


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