guys I reached out to Daniel and he was kind enough to give me the latest update below:
----------------------------------------------------------------------------------------------------------------------------------------------- "Wings: it is almost done since months. Beta testing had already been started but then the project fell into hibernation again 😕 What remains to be done is bug fixing (mostly dogfight AI related; some airplane model LODs need extra love; some other minor stuff), the Compositing render path (all the rendering layer had been rewritten during the project, and the Compositing backend has not been fully reimplemented yet) and some details here and there.
Before anybody asks: no, I have not taken or seen or wanted even a single dime of those preorders so far, when the game is done, then and only then I'll request my share.
And no, the game has not been released yet. There exist packages for people who asked for a CD which only contains a dev demo build from about one year ago.
It is preorders so if people dont want to wait longer they can cancel it and get their money back.
It is done when it's done. I and only I will say when. Any news on that from other sources is nonsense. Sorry that this has become a neverending story but it is as it is.
Unfortunately this is one of those seldom projects for which I have heavily underestimated the workload (yesyes, T57 too but thats a different story, there the "port" became half of a rewrite because of bad original code).
Wings is no port in the sense that you have some rather portable C code.
It is a game written from scratch with only a pile of partially incomplete or broken or faaar too heavy assets and a few js scripts and such as base. Plus an exe and some youtube vids to check out how it should work and look like. The conversion and downstripping of the hundreds of 3D models took muuuuuuuch more time than I had thought. So did level "conversion" and especially the testing etc (countless maps you all have to check for little issues caused by buggy original data or because you missed subtle details)
If you spend month after month with sth like that, workflow and motivation doesn't become better 😕And other projects are to be done as well.And other projects are to be done as well.Both for a living and for Amiga. Anyway, on some day it will be done. I won't trash a project that has costed so much sweat and has come so far." ---------------------------------------------------------------------------------------------------------------------------------------------
so it's 'almost' done but done only when it's done and I for one am very fine with that considering Daniels track record with various successful Amiga projects
I heard nothing from the main company behind this (Cinemaware) since months and haven't got an answer to two emails i sent them. So i really do hope Daniel *WILL* get his share once he's finished. Though i fear Cinemaware will cease to exist before that...
This is going to be OT, but since i don't know who to ask here goes.
Who is responsible for the development of minigl.library? I think i read somewhere that it is sitting on an Open Source repository? Who will be doing a new release?
Reason is, there were some additions done (years ago by Daytona) that i would need in an "official" library to be able to release a port of mine to the public. (Otherwise the bugs in that port prevent me from that)
Is there still a "new" minigl.library (project) coming from Daytona?
@328gts Yo John, this forum here I actually do monitor Yes, it's done when it's done and it will be done and unfortunately it's almost done for a long time already
@Raziel Quote:
Who is responsible for the development of minigl.library?
The last ~ four years Biró, Hans and I improved / fixed it from time to time. But it is not "our" project, so I'd only call us "responsible" to a certain degree
Quote:
I think i read somewhere that it is sitting on an Open Source repository?
You can compile yourself a recent version. Or you can take those binaries I once provided in that 7z there (probably outdated already). Other than that I asume (pure personal asumption) that Hyperion will distribute a fresh version via amiupdate from time to time (or maybe if you request it) or when the next OS or SDK update is being released.
Soooo, if you are not the one doing the "official" builds for minigl, i take it that minigl reloaded is something else?
(Sorry, if you already explained that, i keep forgetting stuff i should remember)
I still have that 7zipped release and i still use that to betatest residualvm, but without an official release of that lib/fix i can do nothing with port.
Thank you again very much for implementing all that stuff to make it work back then.
@Hans
Could we please have a new minigl.library with all the bells and whistles added in the meantime?
Could we please have a new minigl.library with all the bells and whistles added in the meantime?
Sorry, but I stopped working on MiniGL years ago, and have no idea what changes have been made since the last version I made. I'm not going to create a release of something when I'm not sure what the changes are, or if they've been adequately tested.
A new release should come from someone who's made the more recent changes. There's a nice little script to build the release archive, so it's not hard.
@Hans Actually, the current version with Birós and my fixes over the last years is most likely much better tested in real world than most of the stuff made before. Most of our changes were direct consequences from feature requests (which were tested then by the requesting party) or from reported bugs or MGL bugs we found when actually working with it, e.g. during Freespace dev or MGL Reloaded dev or A1222 dev, which revealed tons of bugs in MGL which nobody even noticed until then, although they were often pretty obvious and some even showed in the GL demo progs (so much to the quality of previous tests...)
So all in all you can be 100% sure that this is the most bug-free and feature-rich MGL version that ever existed.
The only reason why you are now the one who's required to do some action is because you happen to be the one who uploaded a version to os4depot in 2015 - which is unfortunately definitely a version which is extremely outdated by now and known to be full of now fixed bugs. And as Raziel pointed out its existence blocks further game dev.
Now you may either update your upload or delete it (or rename it by appending "outdated" or whatever) so that somebody else can upload a fresh version and so that people don't get too confused.
@kas1e Sounds good to me. But nevertheless Hans should take action so that we don't end up with MiniGL-downloads confusion on os4depot.
@Daniel Anyone can upload new minigl version over hans's one, just hans will have mail about if he doesnt mind from os4depot, or even Orgin directly can be asked there so he can delete old one and allow to upload new one, i.e. i can sort it all for all of you if noone have time for