Re: Birgers/JB's WinRott Port Thread Part 2
JBailey, I sent a pretty long e-mail. I don't know if you got it, but here is the update since the last e-mail. I Think I have the resources to alpha/Beta test any updates your team makes to the network code. I could even test cross-platform through WINE on Linux! I am also going to experiment with VMWare player inside of Linux as well. I have heard your plea for getting the networking going on this game. My dad and I have 6 systems of various antiquity. 2 of them are Laptops dedicated to Windows (XP & Vista OS). 2 are desktops dedicated to Fedora 8 Linux. 2 are dual-boot systems with the capability of launching either Windows XP or Linux. , and we are WILlING TO COMMIT these resources to Alpha/Beta testing the network capabilites our old favorite multiplayer game. As far has programming, I've had an introductory Java Course in Spring 2004 and an introductory C++ course in Fall 2004. I was very good at programming with what I knew then, but I am extemely rusty and am going to take another Programming course in the upcoming Fall Semester. Obviously, I am not the expert you were looking for, but I am willing to do anything I can to help out with this objective.
I've been able to get WinRott more or less working well on Linux through WINE. After using Winefile and some DLL overrides and stuff for WINE, I've been able to network A Linux computer\ through WinRottGL crossplatform to a Windows XP laptop (although very unstably)!! I still have more networking tests to do, but I was wondering, does the game typically become unsychronized after 30 seconds to about 2 minutes going Windows to Windows? It's been my dream to see a High Resolution/OpenGL port of ROTT with networking capabilites to work crossplat-form through Windows and Linux. Accomplishing this through WINE would be nice. IF we could compile a Linux Version (call it LinRottGL maybe?) that would be even sweeter.
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