Simufarm is currently on hold until further notice.I apologise for the inconvenience, but we won’t be releasing any more versions for a while.
Got a few surprises coming soon elsewhere in Razor-Studios, so stay tuned.
Suf Dev.
Simufarm is currently on hold until further notice.I apologise for the inconvenience, but we won’t be releasing any more versions for a while.
Got a few surprises coming soon elsewhere in Razor-Studios, so stay tuned.
Suf Dev.
I think it’s going ok. The only problems we have at the moment is the Crop system and a small bug with the shadows. This release i’m focusing on minor issues like joystick control and better scripting. Dan’s focusing on the crop system which will hopfully have alot of new features.
But, we’re still only shaping 0.5.1, there’s still alot to do.
At current, Suf will crash if theres a problem with the scripts, mainly due to trying to load a resource that isn’t there. I’m going to rework this process so if theres a syntax problem, it logs a message and pops up a gui box with an explanation.
Log messages. They are a mess. I’m considering a separate log for messages JUST for simufarm stuff (not ogre), Perhaps even a “scripter’s debug” mode which will turn on verbose logging, otherwise it won’t log these messages, only renderengine messages in the ogre.log. I probably wont use the current log manager, i’ll make my own log manager. Also, i’m going to reword all the log messages so they have the name of the function in them. For example, if there is a message while creating a new game, it will say: “newGame: Blah blah blah”. This way we can pinpoint things that have gone wrong.
i really want to make it easier for modders. Also, i want to open the source up to more developers. after 0.5.1 i’ll probably be looking for an extra C++ programmer to join the team.
I’ve given dan the sole task of coding the crop/field system. i’ll handle everything else for now, untill we get an extra programmer.
Theres a few other things left to clear up, the terrain needs a few more buildings, and we need a new shadow technique..
A few days ago i talked about winding Simufarm down (see the razor studios page). Well i’ve had a bit of a rethink and i think for now we will carry on. It’s a shame to throw all our work away..
More updates soon.
As you should all know by now, v0.5 is finally here. You can find it on the downloads page, and the readme is included in the simufarm directory. Any problems, just head over to the forum.
Since the release on Thursday 17th of July, we have had over 4,800 downloads! That’s fantastic news, and i’d like to thank every single downloader for their continued dedication to us.
Obviously, we’re already working hard on the next version, 0.5.1. I started a topic about this on the forum, and you can find it here. Theres news and updates on our progress, and some screenshots of work on extending the terrain to add new features like fuel stations, grain co-ops and dealerships, the later of which i have lots of plans for
I’d like to see more members on the forum. We have a brilliant forum which covers basically anything to do with Simufarm, and alot more. You can get help, or just have a chat! Most of the breaking news about Simufarm is written there too. So why not join in the community and register today? Just hit the “Forum” link on the right hand side.
Over the weekend, 3 new machines were relesed. JD3350, JD6800 and a Zetor 15245 Turbo. You can find them in the repository (link is on the right hand side). Please note that some files you will need to use WinRar to open, and Readme files are included within the zip and rar files.
Website news now, I’ve added a compatability message at the top of the screen. If you get a yellow box with “You may have problems with viewing the site, click here for details” then click the link and follow the instructions. You need Javascript enabled and IE6/Firefox2 or Higher, due to the overlaying transparency which is only available in modern browsers like Firefox2 and IE7. I reccomend Firefox3 personally, and the Simufarm engine uses the Mozilla engine for the GUI via Navi, which i can totally reccomend to my fellow developers!
We’ve also started a new Wiki. The old wiki was out of date, and on an unreliable host. This host is alot more reliable, and we’ve started anew with the information, so it should be up to date. I’ve appointed –tractorman– in charge of the wiki for now, hopfully he can fill it up a bit and make it welcome for other users. I’ve also added the latest readme to the wiki, so if you need it, it’s there. Ofcourse, it’s a Wiki, so anyone is welcome to submit their knowledge! To visit, just click the “Wiki” button on the right hand side.
Anyhow, thanks for reading, and thanks again for visiting. Hope to see you on the forum soon!
Russ & Dan
Thisevening, we wanted to show off v0.5 before the launch tomorrow, so we invited some of our friends to a Live web broadcast of Simufarm 0.5, to show off some features. This work realy well, and we got alot of positive response and ideas about the game.
Our web broadcast page is justin.tv/simufarm , and you can find old broadcasts on justin.tv/simufarm/archive
Infact, the broadcast went so well, we plan to do another on saturday. So look out for info about our next live webcast!
From the forum:
Hi everyone
We hope that Version 0.5 can be released on Thursday 17th of July 2008, at around mid-day. More details about the release will follow.
Sorry for the delay in giving you this release date, i’ve been busy with adding new stuff to simufarm. Check out the dev gallery for pics!
About the Repository, it’s now open for uploads, but please don’t upload v0.4 mods… only upload v0.5 mods and above, and if there is a change in the future that breaks backward compatibility with the mods, then i will add a version system so you can set which version you made your mod for..
Thanks!!
Rusty
Hello,
Just to let everyone know that Simufarm Beta testing has began. So far, the tests have been sucsessfull and we’ve fixed pretty much every bug that has been suggested.
If you’re a beta tester and you don’t have the beta yet, head over to the Forum>>Beta Lab to get your copy right now
On saturday, we will announce the Release date for Simufarm 0.5.
Thanks for your patience, and sorry for the delays.
Russ and Dan
Since we plan to make some FPS games after we are finished with the Simu* series, we have begun work on our own game engine.
It’s API is very O-O. For example, this is how a new Physics Object is created:
As always, the same libraries come into play:
Hi Everyone, and welcome to the new look website. I hope you will enjoy this website, but if not please tell us! if you find any problems, or if you have any suggestions or comments please see this forum thread.
Thanks for visiting, There will be more Simufarm 0.5 news soon!
Russ and Dan