Moving the Blog
July 13th, 2008I’ve neglected the SF.net blog for too long, from now on the official DSP blog will be over on my blog:
http://localhost.geek.nz/category/dsp/
There is even an updated post!
I’ve neglected the SF.net blog for too long, from now on the official DSP blog will be over on my blog:
http://localhost.geek.nz/category/dsp/
There is even an updated post!
I’ve just changed the blog settings so only logged in users can post. You can freely create users.
Hopefully this will lower the amount of spam posted in comments as sourceforge doesn’t let u run the akismet anti-spam stuff ![]()
Sorry this has been a bit delayed, but here we go finally!
Changes since last SVN build:
If you wonder why you keep losing in the test level, it is because the path 2 wave (which starts spawning soon after the left one) is tagged as SaveTheHouse, so if any of the enemies get through you lose!
I’ve been hacking away at DSP over the weekend, got some good bits done.
Changed since the last SVN build:
There have been a couple of regressions which I have yet to fix up.
Expect another SVN build during the next week or so when I’ve tackled some more big parts ![]()
Well, finally here is a SVN build of DSP.
(Windows only, linux people can build it from source, PSP still needs lots of work)
Things I can think of off the top of my head that don’t work yet:
It seems to run well enough and all of the files are now .xml, so check the dtd/ folder and the included test level for examples!
The dtd files can also be used to validate your XML, I’ll leave shazz to tell you how to do that
HOW TO : Validate your XML Files before testing
I’ll post this HOWTO on the SF.net website wiki later… let’s say that a beta version for designers like Apfel
1. Requirements
2. Instructions

<!DOCTYPE Level SYSTEM “http://dsp.svn.sourceforge.net/viewvc/*checkout*/dsp/trunk/dtd/level.dtd”>
<!DOCTYPE Level SYSTEM “level.dtd”>

Hope that helps, I was happy to use it to port the StarCraft map…

Doesn’t it look cool ? ![]()
Well, there has been lots of progress since my last post.
The new XML-based loaders currently support (As far as I remember) everything that the previous flatfile ones did. As well as a couple of the new features.
I’ll upload a SVN build this weekend if all goes well (intended for level developers). I need to write up a list of features that don’t work yet and try get some more changes done first :).
Changes since last post (see svn logs for more details):
I have added into the SF svn a preview of the C++ Particles Engine.
I have reused some old code from the Shoot(r) SF project as it looks exactly what we need :
So currently, it only builds on Windows (using VS2005) and it is not integrated into DSP (yet) but there is a demo application to show some effects easily done using the engine.
So, check out the svn project, run Particles.exe then press :

enjoy it !
– Shazz
I’ve just checked in an initial level.xml parser.
It loads just enough to get into the level without crashing, needless to say lots of work to do their still
I don’t feel very motivated this evening, so thats it for today.
Edit, Next Day: Another slow evening, did a bit more on <Level> / <Wave> Parsing, still not playable.
The enemy.xml loader is complete for now, except for LeaveSound/Weaknesses.
The tower.xml loader has also had a bit of work done on it, the basic loader is done, it loads just enough to make towers usable.
Plenty of things aren’t used yet, but I’ll start on that once all the new file loaders are done.
Edit: tower.xml loader now loads requirements, it is about as feature complete as the old loader! Plenty of TODO’s around ![]()