I think it's time to give you a more detailed report about my ETR rewrite. Don't think that I'm sleeping.
First: I'm not sure but I hope to be able to meet the release date (July/Aug 2010). The work makes good progress. As I already said, in respect to the appearance I'll try to be close to current ETR so that you won't detect significant differences in the first view. Of course, there will be some minor changes. For example, there will be 2 additional buttons on the race selection screen: a button for selecting the character (future option, when the characters will be shaped as real 3d models). Another button is intended for selecting all conditions at random.
The papercut font is typical for ETR. So I've implemented this font but it's possible to select a normal font like Arial as well. That's more or less a matter of taste.
At the moment I'm working on the configuration. My configuration screen will contain less options than the ETR configuration. In my opinion, most adjustments are never or seldom used. Those adjustments should be done in the original options file.
Some ugly bugs will be fixed, the wrong terrains for example. In ETR, on some courses, the rock terrain appears as ice. That's a bug in the function that parses the terrain.png. Another bug is the appearance of the trees. In ETR the snowy trees don't appear white but in a nasty light blue colour, that's wrong. The light blue colour is the result of the ambient light adjustment, the diffuse colour dosn't take effect since the tree normals are not correct.
Some options will be better, the snowfall or the wind calculation for example. I've written some algorithms that allow a very dense snowfall without dropping down the performance in a remarkable way.
Possibly you will miss some options or courses. The course "Doing" is nonsense! Lot of objects on the course are silly tricks, and the jumping platform is unbearably bad. The terrains are unrealistic. No, this course is a test object for developers and shouldn't be part of the official course list.
Although I've already implemented a new physics and collision model in the previous Bunny Hill version, I've been fallen back to the original physics engine of Tuxracer. I've to accept that the motion of Tux is smoother and more pleasing in Tuxracer. As a result of this decision there are no 3D models on the course, and the race stops abruptly at the finish line, as before. It will be possible to implement some more keyframes but that's a future task, as well as 3d collision and other core changes.
Nevertheless, great parts of the code are rewritten, even those modules that seem to be the same as of Tuxracer or ETR. You won't notice in the first view that my rewrite doesn't use Tcl. The resources and configuration adjustments are completely loaded and parsed by the SP library. The code gots much shorter, easier and clearer. Maybe that future developers can't agree with SP, so everyone should feel free to adapt the code to a more common format like XML. Translating the new SP code to XML will be much easier than translating the scattered Tcl code. Anyhow, it's not my intention to offer a perfect program. The most important advantage of the rewrite will be that I'm familiar with the code. If someone asks for help I will be able to give a lot of answers and hints.
Not to forget: Course development becomes more important. It will be the task of the course creator to define the keyframes or the environment location. Or to adjust the challenges like herrings or time requirements. It will be a great task to help potential creators with good documentation and (perhaps) some tools.
At last I've to admit that there are uncertain aspects, particularly the translations. I hope that I will be able to understand the related ETR code. If not, someone must help. But for all that my rewrite is without obligation. I will not be disappointed or annoyed if the rewrite is not accepted.
