diff --git a/web/classes/frontcontroller.class.php b/web/classes/frontcontroller.class.php index ca9a27b851..dd4c1ceada 100644 --- a/web/classes/frontcontroller.class.php +++ b/web/classes/frontcontroller.class.php @@ -259,7 +259,7 @@ private function outputBuildsFeed() { require_once(DIR_CLASSES.'/feed.class.php'); - $feed = new Feed('http://code.iki.fi/builds/events.rss', 3); + $feed = new Feed('http://dl.dropbox.com/u/11948701/builds/events.rss', 3); $feed->setTitle('Build News', 'projectnews-label'); $feed->setGenerateElementHTMLCallback('FrontController::generateFeedItemHtml', array('titleTemplate'=>'{title} complete', @@ -561,8 +561,8 @@ public function outputHeader($mainHeading='') - - + + diff --git a/web/html/libraryicons.html b/web/html/libraryicons.html index ac9e27405a..2bfc7257be 100644 --- a/web/html/libraryicons.html +++ b/web/html/libraryicons.html @@ -1,14 +1,14 @@
\ No newline at end of file diff --git a/web/html/validatoricons.html b/web/html/validatoricons.html index 7409615c46..e7c2584898 100644 --- a/web/html/validatoricons.html +++ b/web/html/validatoricons.html @@ -1,7 +1,7 @@
\ No newline at end of file diff --git a/web/plugins/0#panoramarotator/panoramarotator.php b/web/plugins/0#panoramarotator/panoramarotator.php index 9bd7f1a486..1029ebdf22 100644 --- a/web/plugins/0#panoramarotator/panoramarotator.php +++ b/web/plugins/0#panoramarotator/panoramarotator.php @@ -59,7 +59,7 @@ static function panorama() $paths = array(); //$paths[] = $imageDir.$file; - $paths[] = 'http://code.iki.fi/dengine.net/images/panoramas/'.$file; + $paths[] = 'http://dl.dropbox.com/u/11948701/dengine.net/images/panoramas/'.$file; $i++; } } diff --git a/web/plugins/buildrepository/buildrepository.php b/web/plugins/buildrepository/buildrepository.php index 96e4e2cc45..124e644b1b 100644 --- a/web/plugins/buildrepository/buildrepository.php +++ b/web/plugins/buildrepository/buildrepository.php @@ -59,8 +59,8 @@ class BuildRepositoryPlugin extends Plugin implements Actioner, RequestInterpret public static $name = 'buildrepository'; /// Feed URIs: - const XML_FEED_URI = 'http://code.iki.fi/builds/events.xml'; - const RSS_FEED_URI = 'http://code.iki.fi/builds/events.rss'; + const XML_FEED_URI = 'http://dl.dropbox.com/u/11948701/builds/events.xml'; + const RSS_FEED_URI = 'http://dl.dropbox.com/u/11948701/builds/events.rss'; /** * Plaform (Record): diff --git a/web/plugins/buildrepository/html/streaminfo.html b/web/plugins/buildrepository/html/streaminfo.html index 1844a75475..8a075b6c6f 100644 --- a/web/plugins/buildrepository/html/streaminfo.html +++ b/web/plugins/buildrepository/html/streaminfo.html @@ -10,7 +10,7 @@
Unstable
-

 Build News
-XML Build Log

+

 Build News
+XML Build Log

The first version of jHexen was released on November 1st, 1999. All dependencies on Allegro had been removed by that time. The Microsoft DirectX API was used for low-level network communications, playing sound effects, and getting input from game controllers. The majority of all improvements were technical: gameplay remained the same as in the original Hexen, with the only major addition being mouse look. The console, a Quake style in-game command line interface, was also included.

-

Screenshot depicting translucent, glowing flames in JHexenThe first translucent glowing flames in JHexen.

-

Screenshot depicting heavy use of lens flare effects in JHexenThe lens flares were initially not that subtle.

+

Screenshot depicting translucent, glowing flames in JHexenThe first translucent glowing flames in JHexen.

+

Screenshot depicting heavy use of lens flare effects in JHexenThe lens flares were initially not that subtle.

Being a fan of DOOM and Heretic as well as Hexen, Jaakko started looking into the possibility of somehow utilizing the existing jHexen code to create ports of the two other games. During the spring of 2000, the jHexen project changed focus and became the Doomsday Engine. After studying the DOOM and Heretic source code and finding them to be very similar to each other, Jaakko decided to extract the common parts of all the three games and create a game-independent engine out of them. This took a couple of months to get working. In retrospect, too much of the code was left in the game modules. The engine became little more than a collection of subsystems: graphics, sound, input and low-level networking. Since then, a major trend in the development of the engine has been to further unify the code bases and move common code into the engine.

-

Sreen grab of the first Doomsday LauncherThe first incarnation of the Doomsday Launcher.

-

Screenshot depicting dynamic lighting in jHereticDynamic lighting further improved for jHeretic.

-

Screen grab of the jDoom website circa 2002The jDoom website back in 2002, before the DoomsdayHQ was created.

+

Sreen grab of the first Doomsday LauncherThe first incarnation of the Doomsday Launcher.

+

Screenshot depicting dynamic lighting in jHereticDynamic lighting further improved for jHeretic.

+

Screen grab of the jDoom website circa 2002The jDoom website back in 2002, before the DoomsdayHQ was created.

Active development work on the engine continued until 2006. During this period, other developers joined the project team. Over the years, the engine's visuals were greatly improved with the introduction of 3D models, high-resolution textures, particle effects, dynamic lighting, and shadowing effects. Customizability of the games was made possible with improved flexibility in the DED definition files and the addition of user-definable map line and sector types (XG).

-

Screenshot depicting the a 3D model of the DOOM Cyberdemon in jHereticThe Cyberdemon briefly visited Corvus during the development of 3D model support.

-

Screeshot depicting the effects of Detail textures in DoomsdayDetail textures are superimposed on top of normal textures.

-

Screenshot depicting a Particle Generator explosion in DoomsdayParticle generators enabled more complex effects such as explosions.

-

Screenshot depicting the use of high-resolution textures in jDoomHigh-resolution textures make for a crisper appearance.

-

Screenshot depicting the effects of Light Decorations in jDoomLight decorations allowed light sources to be attached to world surfaces.

-

Screeshot depicting the effects of FakeRadio in DoomsdayFakeRadio was developed to make ambient lighting look more natural.

+

Screenshot depicting the a 3D model of the DOOM Cyberdemon in jHereticThe Cyberdemon briefly visited Corvus during the development of 3D model support.

+

Screeshot depicting the effects of Detail textures in DoomsdayDetail textures are superimposed on top of normal textures.

+

Screenshot depicting a Particle Generator explosion in DoomsdayParticle generators enabled more complex effects such as explosions.

+

Screenshot depicting the use of high-resolution textures in jDoomHigh-resolution textures make for a crisper appearance.

+

Screenshot depicting the effects of Light Decorations in jDoomLight decorations allowed light sources to be attached to world surfaces.

+

Screeshot depicting the effects of FakeRadio in DoomsdayFakeRadio was developed to make ambient lighting look more natural.

However, in 2006, the speed of development reduced substantially as Jaakko, the lead developer, withdrew from active participation in the project due to other time-consuming commitments. Unhappy with the increasingly messy code base of the project, Jaakko had in 2004 began investigating the possibility of redesigning the architecture and rewriting the engine in C++. While this work had progressed on the side, it had provided little benefit, being mostly just a further distraction from work on the main code base. Things took a turn for the better in the beginning of 2009 with the release of version 1.9.0-beta6. The development team now consisted of Jaakko and Daniel Swanson (danij), and motivated by a new vision for the project, active development was once again started. As the months passed and new releases were made, it become clear that larger changes in the code base were called for. Jaakko devised a plan to integrate his earlier architecture redesign work into the main code base. Soon after the plans for version 2.0 of the engine were formed. The push towards 2.0 began in earnest during the summer of 2009 with the introduction of libdeng2, which featured a new networking subsystem and a powerful new scripting language core.

@@ -26,6 +26,6 @@

Today, as we celebrate the 10th anniversary of the first release of JHexen, the project exists in a dual state. Development work in the Beta 6 series is subsiding and shifting towards the new 2.0 architecture. The future will see a more powerful, more flexible, and a more beautiful engine that will refine and perfect the ideas and work that was begun in the 1.x series.

-

Screenshot depicting the new Bias lighting modelNew Bias lighting model.

+

Screenshot depicting the new Bias lighting modelNew Bias lighting model.

— the deng team, on November 1st, 2009

\ No newline at end of file diff --git a/web/plugins/pages/html/doom.html b/web/plugins/pages/html/doom.html index eec81bc895..abde3702a9 100644 --- a/web/plugins/pages/html/doom.html +++ b/web/plugins/pages/html/doom.html @@ -1,4 +1,4 @@ -
DOOM2 title screen
+
DOOM2 title screen

In DOOM, the player takes the role of a tough space marine. The game begins on Phobos, a moon of Mars, where the player confronts the consequences of the secret experiments of the Union Aerospace Corporation. Forced to fight for his life and single-handedly try to stop the onslaught of demonic monsters before they can reach Earth.

id Software released DOOM for MS-DOS in 1993. It soon became a massive hit and is regarded as the game that popularized the first-person shooter genre. Since then the franchise has been continued in several sequels, starting with DOOM II: Hell on Earth in 1994. DOOM and many of its follow-ups have been ported to numerous other platforms, and to this day remains a favorite among gamers.

External links

diff --git a/web/style.css b/web/style.css index 71b721e890..804ddf3a52 100644 --- a/web/style.css +++ b/web/style.css @@ -75,12 +75,12 @@ a[class ="link-definition"]:after { a[class ="link-external"] { padding-right: 18px; - background: transparent url(http://code.iki.fi/dengine.net/images/Icon_External_Link.png) no-repeat center right; + background: transparent url(dl.dropbox.com/u/11948701/dengine.net/images/Icon_External_Link.png) no-repeat center right; } a[class ="link-rss"] { padding-left: 13px; - background: transparent url(http://code.iki.fi/dengine.net/images/rssicon.png) no-repeat center left; + background: transparent url(http://dl.dropbox.com/u/11948701/dengine.net/images/rssicon.png) no-repeat center left; background-size: 13px 12px; } @@ -357,7 +357,7 @@ ol.jumplist li { } #menu li.logo { - background: url(http://code.iki.fi/dengine.net/images/denginelogo.png) no-repeat; + background: url(http://dl.dropbox.com/u/11948701/dengine.net/images/denginelogo.png) no-repeat; background-position: 0 22px; padding: 75px 0; margin: 0; @@ -544,7 +544,7 @@ p.legal a { font-family: Verdana, Arial, Helvetica, sans-serif; font-weight: lighter; min-height: 139px; - background: url(http://code.iki.fi/dengine.net/images/shadow.png) no-repeat; + background: url(http://dl.dropbox.com/u/11948701/dengine.net/images/shadow.png) no-repeat; } #projectnews ul { @@ -605,7 +605,7 @@ p.legal a { font-size: xx-small; font-family: Verdana, Arial, Helvetica, sans-serif; min-height: 139px; - background: url(http://code.iki.fi/dengine.net/images/shadow2.png) no-repeat; + background: url(http://dl.dropbox.com/u/11948701/dengine.net/images/shadow2.png) no-repeat; background-position: top right; } @@ -1330,23 +1330,23 @@ ul.games_list li a.game_badge span { } .game_badge_doom { - background: url(http://code.iki.fi/dengine.net/images/doom_badge.png) no-repeat; + background: url(http://dl.dropbox.com/u/11948701/dengine.net/images/doom_badge.png) no-repeat; } .game_badge_heretic { - background: url(http://code.iki.fi/dengine.net/images/heretic_badge.png) no-repeat; + background: url(http://dl.dropbox.com/u/11948701/dengine.net/images/heretic_badge.png) no-repeat; } .game_badge_hexen { - background: url(http://code.iki.fi/dengine.net/images/hexen_badge.png) no-repeat; + background: url(http://dl.dropbox.com/u/11948701/dengine.net/images/hexen_badge.png) no-repeat; } .game_badge_hacx { - background: url(http://code.iki.fi/dengine.net/images/hacx_badge.png) no-repeat; + background: url(http://dl.dropbox.com/u/11948701/dengine.net/images/hacx_badge.png) no-repeat; } .game_badge_chex { - background: url(http://code.iki.fi/dengine.net/images/chex_badge.png) no-repeat; + background: url(http://dl.dropbox.com/u/11948701/dengine.net/images/chex_badge.png) no-repeat; } /*---------------- Platform Pages -----------------*/ @@ -1373,7 +1373,7 @@ ul.games_list li a.game_badge span { .package_badge { background-color: transparent; - background: url(http://code.iki.fi/dengine.net/images/download_badge.png) no-repeat; + background: url(http://dl.dropbox.com/u/11948701/dengine.net/images/download_badge.png) no-repeat; height: 60px; min-width: 320px; padding-top: 1.5em;