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Oops... It's been almost a year...
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Well geez... where has time gone?
I promised some better blogging than this on the game, and I apologize for not delivering... so, here's an update:
We've been working more on it lately than in the past seven months. This is mostly due to the fact that, well, I got married. Who knew it took so much time? Anyway, we're back into it, and have solved several problems with the client code that cropped up.
One of the major difficulties was that the client was incorrectly parsing the incoming commands from the server. It had to do with Ogre3D and C++ native string classes not being completely compatible. You'd have to ask my brother exactly what he did to fix the issue (my guess is that he worked to ensure he was only using one string class, not both accidentally), but it works now. So we're on to the next big issue.
Not sure exactly what that is yet.
I'll keep you posted.
I promised some better blogging than this on the game, and I apologize for not delivering... so, here's an update:
We've been working more on it lately than in the past seven months. This is mostly due to the fact that, well, I got married. Who knew it took so much time? Anyway, we're back into it, and have solved several problems with the client code that cropped up.
One of the major difficulties was that the client was incorrectly parsing the incoming commands from the server. It had to do with Ogre3D and C++ native string classes not being completely compatible. You'd have to ask my brother exactly what he did to fix the issue (my guess is that he worked to ensure he was only using one string class, not both accidentally), but it works now. So we're on to the next big issue.
Not sure exactly what that is yet.
I'll keep you posted.
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