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Projekt “W” Phase 2 – New beta release (#201) + linux x86_64 support ?>

Projekt “W” Phase 2 – New beta release (#201) + linux x86_64 support

The current open beta of Projekt “W” – Phase 2 has been updated to revision 201. New for this release : Added a linux x86_64 release. From now on all upcoming releases will also be available for linux x86_64. Fixed a bug that stopped ecology buildings from getting finished. Fixed wrong global project calculation for minimum required funds to progress. (Linux) The sound library (libbass.so) is now loaded dynamically. If there was a problem loading it you get a corresponding…

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Projekt “W” Phase 2 – New beta release (#190) ?>

Projekt “W” Phase 2 – New beta release (#190)

Later than expected (partially due to a power supply failure on my PC) here’s the new beta release #190 of “Phase 2”. As usual it’s available for windows and linux : (Windows) Projekt “W” – Phase 2 – Open Beta rev. #190 (~83 MBytes) (Linux, i386) Projekt “W” – Phase 2 – Open Beta rev. #190 (~80 MBytes) Here are some highlights from this release, for a full list of changes take a look at the changelog : AI Builder…

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Projekt “W” Phase 2 – New beta release (#170) ?>

Projekt “W” Phase 2 – New beta release (#170)

It took much longer than initially expected, but here comes a new release of Phase 2, both for linux and windows : (Windows) Projekt “W” – Phase 2 – Open Beta rev. #170 (~74 MBytes) (Linux, i386) Projekt “W” – Phase 2 – Open Beta rev. #170 (~78 MBytes) Selection of screenshots : As hinted in my last postings this release includes the new space backdrops as well as the extensive ingame tutorial that’s aimed at both beginners, as well…

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Projekt “W” – Phase 2 – First linux release! ?>

Projekt “W” – Phase 2 – First linux release!

Believe it or not, but after a month of hard work (and only very little sleep), the first open beta release of “Phase 2” for linux (i386) is finally here! Only a few small issues had to be fixed since my last posting about going multi-platform. No big deal, only a few visual glitches, missing staff images and (very annoying) a missing flood fill algorithm. I use flood fill to generate the colored territorial maps on each turn, and lazarus…

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Going multi-platform, part 5 : Finishing touches ?>

Going multi-platform, part 5 : Finishing touches

After weeks of hard work and learning a lot about the differences between coding on windows and linux, the current source revision of Phase 2 is completly functional on linux and playing the same as a windows version. So if you’d put them side-by-side in fullscreen mode you wouldn’t notice any differences! Currently I’m putting the finishing toches on the linux release and only a very few minor things have to be fixed and adjusted before I’ll release the linux…

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Going multi-platform, part 4 : First run on a native linux ?>

Going multi-platform, part 4 : First run on a native linux

After another week of intense coding on “Phase 2”, trying to fix the mistake I made with nativeXML, I finally got all of the xml stuff switched over to my own xmlwrapper. As hinted at in my last posting, nativeXML wasn’t working on linux (and I haven’t been unlocked for their support forums, after over a week of wait!) so I decided to write my own wrapper unit that uses fpc’s or delphi’s xml implementation, depending on the compiler target….

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2012 – Final posting (and a new release) ?>

2012 – Final posting (and a new release)

We’re in the final days of 2012 (and the world didn’t end, who would’ve thought) and continuing my “tradition” this will be the final post of this year including different topics. So first of all I’d like to wish all my friends, relatives and readers a good start into 2013! As for my personal situation, a lot changed in 2012 (if you’ve read last years final posting you might remember) and mostly for the positive. As of may 2012 I’m…

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New Projekt “W” – Phase 2 beta release (#121) ?>

New Projekt “W” – Phase 2 beta release (#121)

I have updated the “Phase 2” beta to release #121.  This is dubbed the “AI update”, as it adds a lot of functionality and tweaks to the (enemy) AI of the game. When releasing the first “Phase 2” beta, it’s AI was pretty much at the same code level as the one for “Phase 1” and it actually didn’t do a lot of the new stuff that the gameplay offered. So during the last few weeks I’ve been putting a lot…

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Projekt “W” – First public “Phase 2” Beta ?>

Projekt “W” – First public “Phase 2” Beta

More than five years after the release of “Phase 1”, the first public beta for “Phase 2” goes live! I’ve been working on “Phase 2” almost every single day for the past five years, and a lot of coding, creativ work and though went into this game. And though at some times it looked like I’d never get it done I finally got to a point where the game is in such a good shape that I can release a…

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