On 7/20/07, Kai Sterker <[EMAIL PROTECTED]> wrote:
And if I don't hear otherwise by tomorrow, I'll do the animation playback too :-).
That one is done, implemented as I had suggested earlier. While that is definitely a lot of overhead for _one_ animation, I do hope that it is sufficiently fast when considering all the objects that are not really animated. One thing that bothers me a little is the low resolution of the timer and the dependency on cycle time. Right now, the in-game timer ticks every 5 game cycles, so with 25ms per cycle we'll have a resolution of 125ms. That kind of works out with NG, where I set the delay between frames to 250ms. If we need much shorter or more fine-grained delays, we'd have to change implementation.
Not sure yet, how busy my weekend will be (there's some kind of festival going on we might check out), so I might not be able to get everything done in time. But a day more or less shouldn't matter after a couple years without any release ;-)
With the animation playback complete, everything is ready for release. I've updated the PLAYING file with the gamepad configuration (see http://cvs.savannah.nongnu.org/viewvc/adonthell/test/README.worldtest?root=adonthell&view=markup) If I can get the OSX package done today (still working on a script to do most of the work), I could at least upload stuff. Don't think I can get all the announcements done before tomorrow, though. Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel