
Also the Gusanos network engine got cleaned up a bit.
#Openlierox for mac code
There has been quite some work on the Gusanos code to make it more stable. Some server filtering.) And of course do also some more crazy stuff in maps/mods (whatever you can imagine - you really have access to *everything*). (In the future, you might script your own clan ladder system based on that. You could script the game in any way you want it. There is also a new global Lua instance which is always available, even when you are not running a game. You can basically control the whole game. If it turns out that the performance is too bad for playing, this can easily be improved later based on this work. The network engine was not really tested that well yet, esp not over laggy networks. Right now, the network sync implementation is quite simple but this whole design greatly allows for huge improvements in the future. Most of the old network code has become obsolete now and isn't used anymore if you have only >=0.59b10 versions in a network game. This is also used now to sync the state over network. right now from Lua scripts or from console). This basically means that you can access every object and every attribute from everywhere (i.e. It means that all game objects are serializable. Not all changes are directly visible to you, though. These changes are some of the biggest internal changes since the first OLX release.

However, in the last 3 months, I got quite active again and made quite a lot of huge internal changes. This was mostly that we have been inactive on OLX for quite some time. * source code (sorry, no Ubuntu/Debian package for now… but as usual, building on Linux is easy)
