Merged #2

Yes, yes, yes! 🙂 CGE2 engine is finally merged, the fruit of this summer grew ripe! 🙂

This week I was busy with fixing issues regarding my merge request and other problems reported by Coverity. Also, I found the sound system of the game still pretty buggy, but after a day of work, it finally works as intended. Other than that, the engine is really complete now, we are only waiting for a decent translation, and that’s all, it will be free to download from our site. 🙂

About Avalanche: as I said, I started to work on Avalanche engine again. This week I spent my time with the objectifying of the dropdown menu’s code, and now I can say that even if it’s not perfect, but it’s much cleaner than before and easier to read. Now, during the remaining two days of this GSoC, I plan to implement the keyboard handling of the dropdown menu. We’ll see if I’ll have enough time for that…

Now only the end of the program remains, so I’d like to say to you guys as a closing a big thank you for this another great summer! I am especially thankful for the work of Arnaud, Paul, David and Thierry. I wouldn’t be here without you guys!

I am still very proud to be a member of ScummVM. 🙂

Another avalanche

Hi everybody! 🙂

As I mentioned at the end of my last post, from now I’ll work on my previous GSoC project, Avalanche. As you can see on it’s wiki page if you click on the link, there are still much and more to do until not only the game is completable but actually the engine itself is complete.

I already started a new branch and started my work with a quite great deal of refactoring and reworking the drawing of sprites. Now they are fully handled by my putImage() implementation, what is really similar to Pascal’s. (Yes, I know that there a couple of commits with CGE2 tags, my bad, they’ll be amended before the merge.)

From now, you can take the TODO section of the wiki page as a listing of milestones for the remaining two weeks of GSoC. I’ll do my best to erase as much as I can from that list. Today, during the refactoring, I fixed half of the Shoot em’ Up – the display of the heads of shot people in the pallets were not right at all. Now, using drawSprite() – which uses the brand new putImage() –  it’s all right. Besides that, there’s still a little graphical glitch in it regarding Avalot’s walking – it’s a bit too robotic at the moment. To be fixed as well. 🙂

Finally, I decided I will take care of the rest of the main menu this week. There’s still a missing “pushed in” state for the buttons, and several menu items are just placeholders, selecting them does nothing, since they are not implemented yet. That’ll be my first concern from now.
See ya guys!

Merging #2

This time: CGE2!!! 🙂

You can follow my pull request here!
I am very happy and very proud of the four of us that we got to this point that early. Great work guys, we deserve a beer! 😉
On the other side, my last week was spent mostly with cleaning up TODO-s, FIXME-s and CHECKME-s in the engine’s code.
All the while, Paul fixed our FXP implementation, so the ever haunting bug concerning pathfinding is finally fixed.
Also, as David supplemented me with a couple of Valgrind error logs, I was able to fix almost all of the memory leaks until now. I write “almost”, because David wasn’t able to play trough the whole game yet, so issues could still arise, but I am pretty optimistic about things now. 🙂
The autosave functionality and the Return to Launcher support are also added to CGE2 now, so we can say: the engine is finally complete!

For the remaining weeks of GSoC, I’ll implement the rest of my last summer’s project, Avalanche, and of course, I’ll keep a very keen eye on my pull request to fix every problematic part as soon as possible.

See you soon! 🙂