IRE - Latest News
IT-HE Roleplaying Game Engine
The progress log is available here: WORKLOG (updated sporadically)
08-01-2006 - Release 9.3 is available.
These are the highlights of the new release, see the Status page for details:
- Now uses Allegro 4.2
- Added optional new logic for handling the death of the hero.
Previously the game would continue with other party members if the hero died. Now you can
have the game halt instead (as with U6 and U7).
- Various improvements to the editor
- Fixed several serious bugs when loading maps, where the old map was not freed properly.
This should also fix the bug where the game would crash out with the message 'could not find xxx' when restarting or changing maps. Fingers crossed.
- Fixed bugs involving large creatures such as dragons and jaguars, where they would not cross bridges, and also where they could walk through trees.
- Various optimisations, game should also use less CPU when idling
19-04-2005 - Oops
Fixed download link for Windows build.
25-06-2004 - Release 9.2 is available.
Release 9.2 is a fixed version of 0.91. See 0.91 below for updates since 0.90.
- Fixed bug moving between maps where items would be distributed wrongly and you would end up with a cow in your pocket or some other nonsense
- Fixed similar bug where conversation flags and other data would not be stored and retrieved properly.
- Fixed bug in conversation involving conditional links (Ya'Do in Reign of the Just)
31-05-2004 - Release 9.1 is available.
- Improvements to frame-locking, especially with mouse control
- More pathfinder fixes
- Numerous optimisations
- Editor displays radius for trigger objects
- Editor now handles invalid objects intelligently again and asks the user what to do
- PNG image file support (from Michael Lefebvre)
- SDL audio support for Linux/UNIX (doesn't work in Windows, though)
- Triggers should now work correctly on large objects.
- Proper GNU configure script (from Michael Lefebvre)
- Various bug fixes
31-08-2003 - Release 9 is available.
Release 9 (0.90) started out as a minor update, but breaks package
compatability with previous versions (.rar support is dropped).
These are the highlights (see the Status page for details):
- The game and editor are now frame-locked and will not run at insane speeds on very fast machines when the map is nearly empty.
- Works in DOS again (and shouldn't crash randomly on shutdown anymore ;)
- Censorware engine doesn't censor innocent words like 'scrap' anymore
- Vastly improved handling of large, rectangular objects by the pathfinder. This makes it possible for the dragon to move around the castle (no, this isn't in the released demo)
- Various esoteric fixes, and a few new special effect types
- Editor now uses a pick-list for editing statistics. Not as pretty but very much easier to maintain.
- Editor now saves User1 and User2 values (oops)
- Game now saves global variables in the savegame. However it should still be compatible with savegames from the previous release.
- Built with Allegro 4.0.3
- Lots of miscellaneous bugfixes (and it compiles cleanly with -Wall)
- Simplified the way config files are handled, but this is not backwards compatible. The Flat and Reign Of The Just have been repackaged for this new, simpler format.
- Dropped support for .rar files, datafiles are always loaded directly from a directory now.
- A few fixes to The Flat
29-08-2003 - Release 9 coming soon
IRE 0.90 is undergoing testing before release. It isn't directly
backwards-compatible with 0.81, hence the version number jump.
There are various bugfixes and numerous enhancements to support
the development version of 'Reign Of The Just'.
Some of the more important features are:
- Game and editor are frame-locked and work properly on fast machines
- Configuration system was rationalised.
- Game packaging has changed.. .RAR archives are no longer used.
- DOS support is back again
- Various bugfixes and improvements to the savegames, but should
still be backwards-compatible with 0.81.
23-02-2003 - BeOS version re-uploaded
The BeOS version had a corrupted ZIP file. Fixed.
13-02-2003 - Updated datafile for IRE 0.81
An issue has been found with the Flat demo supplied with IRE 0.81.. there is
no command console. Yes, this is glaringly obvious but was somehow overlooked
in the rush to get Reign of the Just out of the door.
If this annoys, download the new 0.81a datafile from the downloads page.
22-01-2003 - Debian Package available
Alexandre Pineau has once again made a Debian package of the game.
The editor is still not available yet, but there is a package for Reign of the Just.
You can obtain the packages from: Here
12-01-2003 - IRE 0.81 update for Linux
Thanks to the help of Michaelle Febvre, a new version of the Linux binary
is available which should work on other distributions than just Mandrake.
A replacement base081L.zip has been uploaded but may take a while for the
mirrors to sync. An update containing just the new executables is also
This is just a change in the way the program was linked, so there are no source
updates, and this does not affect the Windows version.
10-01-2003 - IRE 0.81 source fix
A slight problem has emerged for people trying to recompile IRE with ALOGG.
IRE 0.81 was developed with a beta release of ALOGG 1.30. It seems that the
interface has changed in the final ALOGG 1.30 release and compilation fails
with the following error:
alsound.c: In function `StreamSong_start':
alsound.c:325: too few arguments to function `alogg_start_streaming_callbacks'
make: *** [alsound.o] Error 1
The fix is to add an extra NULL argument to the call in this line. I've
added a small .zip to the download page containing a fixed version of the
This does not affect any binary releases or people recompiling with FMOD.
31-12-2002 - Reign of the Just is released
The game IRE was invented for is finally released, albeit in demo form.
Reign of the Just - The False Messiah is available at http://rotj.it-he.org
it is not complete but should provide a good few hours of entertainment.
Binaries are available for Windows and Linux, approximately 10MB each.
29-12-2002 - Release 8.1 is released.
Release 8.1 (0.81) is a point update for the Reign of the Just project,
which will be released imminently.
These are the highlights (see the Status page for details):
- Menu support.
- Ability to start the game from a saved position instead of beginning a new game and then reloading
- Allogg support under Linux (Free-speech music playback)
- Savegame support has been rewritten and hopefully works more reliably
- A bunch of (esoteric) new features to the script
- Video mode selection in Windows finally looks as good as other platforms
- Room blanking fixes
- LHS support under Linux
- Lots of miscellaneous bugfixes
- DOS version is not working reliably but I don't know why. I'm hoping to have working DOS support again by the next release.
25-11-2002 - IRE 0.80 Updates
Bug reports from Debian-land have uncovered a few problems with the datafiles, so
a fixed version of the base08.zip file has been released.
The new version is 2230198 bytes long and has an extra changelog file, 'update1.txt'.
To make sure you get the new version, it is advisable to download from the Downloads page rather
than the Sourceforge file releases, at least until the mirrors have had a chance to catch up.
Similarly, the Linux binary has a packaging error that prevented the editor from
working, so a new base08l.zip file has been released too. This one is 1034277 bytes long.
21-11-2002 - Debian Package available
Alexandre Pineau has kindly made a Debian package of the game. Apparently the editor will be
packaged at some future date once it has been made more FHS-compatible.
You can obtain the package from: Here
28-09-2002 - Release 8 is released.
Release 8 (0.80) contains a huge number of internal changes, and lots of
feature enhancements for the Reign of the Just project. There are also
a number of improvements visible in the demo, chiefly mouse support.
These are the highlights (see the Status page for details):
- Mouse support, including regular point'n'click and the ability to
move the player by holding down the right mouse button and dragging.
- When browsing a container inside the player's pocket, you can now go
back up to the object it is inside.
- Ogg Vorbis streaming for music, courtesy of the FMOD audio library by
Firelight Technologies Pty, Ltd.
- Special effects.
- New documentation of the script language (but not complete)
- Some syntax changes to the script.
'wait' now has two parameters, not one. The second parameter is a flag,
which should be either 'BLOCKING' or 'NONBLOCKING', depending on whether
you want the screen animation to stop.
'if_line_of_sight' has been replaced with 'get_line_of_sight' which
loads a given variable with the distance away. A zero distance means
no line of sight.
The IS_RANGED flag has been replaced with 'stats.range', which contains
the actual target range of the weapon. Code will need to be changed
accordingly if you wrote your own combat routines.
Arrays are now 1-based, not 0-based. The engine will shout if you try
to access element 0 of an array.
- Book viewer for rapid conversation prototyping.
For an example, start the game with 'ire -book flat/books/arkdiary.txt'
This is most useful for testing conversations quickly.
- Resedit, the unmaintained resource editor is no longer provided because
it is obsolete to the point of being dangerous. I found that I never
used it myself anyway, except for calculating the size of large objects.
So, I have added this feature to the world editor.
If you run, for example, 'ed -area bed'
..the editor will launch straight into the large object calculator and
display the bed object. You can choose any object in resource.txt.
The area calculator has been enhanced somewhat and now displays the
lines to be put into your object entry at the bottom of the screen.
- New, text-based world format
- Allegro upgraded to 4.02
- Plus the usual assortment of bug fixes.
23-12-2001 - Release 7 now available!
Release 7 (0.7) is mainly an update of 0.68, but it does have several
major enhancements. SEER is now gone completely and everything is
handled by PEscript instead. Room blanking is vastly improved and
there is support for multiple maps! Check the basement in the demo..
These are the highlights of 0.7:
- Multiple map support. Either by walking off the edge of the world, or
using PEscript, e.g. for stairs and teleporters.
- Creature Eggs.
- At last, a complete absence of SEER, mainly due to gcc 3.0 not liking it.
This has meant porting most of the demo scripts.
- Decorative Object support. This a really something of a kludge to save
memory. Decoratives are used for objects such as trees which are all
identical. Decoratives are all copies of the same object, which can save
heaps of memory for a forest or similar. The demo does not have any.
- Data tables in the resource.txt file. They are basically lookup tables
which can contain strings or integers. You can access them from PEscript
with the get_data command. At present they are read-only.
The 'sitting down on a chair' code in the demo uses this.
- The map editor can now animate map tiles. This is particularly useful
for rivers and the sea, where you need to be able to see the water flow to
edit it properly.
- New converation commands [append=""] and [random_page=""]
- Windows version now built as a console application, so you can see what
it is doing as it starts up.
- Savegame code revamped. Savegames are now stored in the user's home
directory under Unix and co, and in the game's working directory under
Windows and DOS.
- Area blanking is now much improved, corners are dealt with correctly.
- Allegro upgraded to 4.00
- Plus the usual assortment number of bug fixes.
11-08-2001 - New TFM screenshot
There is a new screenshot from The False Messiah, on the Screenshots page.
22-04-2001 - Game modules page has returned
There are now screenshots and notes about TFM and The Flat.
There is also a link to the original (1991) version of The Flat, for all you DCWorld nostalgics :-)
19-04-2001 - Release 6.8 Now available
Version 0.68 is now available for all platforms.
15-04-2001 - Release 6.8 News
Progress link points to proper place now.
The engine is ready, but the sample environment (The Flat) isn't.
Of late, most of the effort has gone into the new game and
extensions that the engine needs to support it, rather than
improving The Flat.
These are the highlights of 0.68:
- BSD license.
- Lots of enhancements and bugfixes in the PE script language.
- Support for Tile objects in PEscript.
- When a PEscript crashes, a disassembly of the script is written to the logfile.
- Support for arrays of objects.
- Very crude support for AND and OR
- Object functions are now handled by PE scripts, instead of SEER.
Currently a lot of these call a SEER function anyway, but not for long.
- Enhancements to the conversation script. New tokens, and
the ability to censor swear words from the conversations if desired. :-)
- Symbolic links for NPCs.
- Support for objects bigger than 128 pixels wide.
- You can set the size of the game window.
- Areas you should not be able to see are now blanked like Ultima 6.
This is incomplete and needs further work.
- Fixed bugs in keyboard handling.
- The latest version of Allegro is used so BeOS version is a lot better.
13-01-2001 - Moved to Sourceforge
The project has been moved to Sourceforge.
Additionally, I have switched to the BSD license.
32-08-2000 - Release 6.5 Out Now
It is here.
The demo environment is rather untidy (to say the least) and there are
still a few rough edges, but it should be MUCH better than R6, at least as
far as the engine itself is concerned.
25-07-2000 - Release 6.5 News
I haven't updated this page for more than half a year, so this item is
to explain why Release 6.5, which (barring MSVC) is hopefully on it's way,
is so horribly, horribly late.
With luck and a following wind it should be released in a few weeks, with
or without a Windows version of the binary. In the worst case scenario, Windows users will have
to either make do with the DOS version, or compile it themselves.
If this happens, I will naturally post a Windows executable as soon as I
have one to give.
The reasons it is late are as follows:
I rewrote an awful lot of tightly-knit code. Essentially I removed the ITG
graphics library and SDL, replacing them with Allegro, which provides a
uniform interface between DOS, Windows, BeOS and the Unices such as Linux.
What started out as an experiment rapidly got out of hand, eventually
becoming mainstream code, as this change paid off by simplifying the code
and making it somewhat more maintainable. The price was a small
performance hit, since my graphics library was super-optimised for 16bpp
and Allegro is far more generalised, and also it uncovered bugs in the
code which had been previously hidden by the ITG for some reason.
An awful amount of time was spent tracing bugs that eventually turned out
to be caused by SEER!
Re-writing the graphics subsystems added problems of it's own which
needed to be hunted down and rectified.
What started out as a bugfix revision of R6 rapidly turned into something
After a revelation while showering I implemented static lighting, which
was scheduled for Release 7. It hasn't contributed that much to
the delay, on the other hand it hasn't helped at all.
The 'new scripting language' took on a life of it's own. It was only
supposed to be experimental in R6.5, instead it is nearly ready to take
over from SEER, which I had initially considered to be so much of a
pipedream it wasn't on the roadmap at all!
Instead, it is now driving some of the game's most critical modules.
Serious extensions have been made to the conversation engine allowing
NPCs to remember conversations with specific individuals. It also allows
you to make copies of the same character (such as a guard) and each one
will have separate memories.
The file format of the MZ1 map files has been replaced with one that uses
.WAD file structure (I kid you not) for easier expansion, as a side-effect
you can theoretically repair damaged MZ1 files by loading them into DEU
or another WADfile utility and thereby replace the damaged blocks with
ones from a different version of the level.
I am waiting for Windows binaries. Mike, who maintains the port has been
very busy lately and the new code has not been that amenable to a Win32 port
owing to the fact that MSVC is a pot of shite.
I managed to compile it with the Introductory version of MSVC which I
have, but it prevents you from distributing binaries, even LIBs and DLLs..
and this is currently holding up the project since that means recompiling
the libraries, a hard job made worse by the IDE doing nasty things of
it's own. I hope to eventually produce a makefile so that it can be rebuilt
without all the buggering around that the IDE entails.
None of the libraries were intended for MSVC, which is subtly different
from GCC used on all the other platforms. When I actually managed to make
Windows binaries with MSVC-Intro, I discovered that they would freeze
Windows totally (reset time!), so even if I do get a Windows binary
to play with, it might still need a lot of very tricky/dangerous
bughunting before it is suitable for public use.
Thankyou for your patience.
17-01-2000 - Version 0.061 for Windows released
This adds 4 new video modes to the Windows version.
If you have problems making it work, this should help
16-01-2000 - DEC Alpha port now available
The (highly experimental) binaries for the DEC Alpha (Windows NT) are now
The port was done by Mike Rich, who also ported it to Windows 95.
27-12-1999 - IRE Release 6 is now available
I hereby release the new version of IRE.
It features, among other things, the following:
-Detailed demo environment, with many Easter Eggs for you to discover.
-Linux and BeOS support for the editors
-Improved AI system with A-Star routefinding
-Advanced character tasking and scheduling
-Characters can now be male or female
-Balanced weight and health, improved status area
-Partial-invisibity (invisibility potion)
-Day and night
-Object animation can be random and animations can be spliced together
-Water that you can throw objects into and boats to cross it with
-Animating and scrolling map tiles (only sprites could animate before)
-Experimental support for sounds fading with distance
-PCX loader bugfixes (works with small images now)
-JPEG support (intended for backdrop images etc)
-Major overhaul of combat system, including guns and other ranged weapons
-Multicoloured font support
-New black-and-white SVGA and MCGA video drivers for Riva-based cards in the DOS version
-A bank, featuring cashiers, ATMs, cashcards and the ability to deposit money
-More stable and many other bugfixes
For yea, this version does please me greatly.
IRE Release 6, coming soon
The DOS and Linux versions are ready. BeOS works but isn't wonderful.
The release is waiting on the Windows port.
15th November 1999
The history log works again.
5th November 1999
Here's some info about the next release, hopefully before Christmas.
- The editors now work under Linux, and partly under BeOS
- Character AI is vastly improved, with NPC schedules and pathfinding
- Much better water that you can throw objects into
- Tiles can scroll in any direction and object animation is more flexible
- Primitive support for '2d sound effects'
- Support for Karma, Guns, custom calender and JPEG images
- DOS version supports 8bpp and VGA modes for cheap, nasty graphics cards
- And of course much, much more..
11th Aug 1999
The downloadable documentation link was incorrect: fixed.
There is an error on the documentation of take_quantity() and
Documentation reads the parameters as:
(OBJECT *container, int quantity, char *type)
In fact it is
(OBJECT *container, char *type, int quantity)
30th Jun 1999
Source code for 0.5 is now available.
28th Jun 1999
Release 0.5 for Windows is now available.
The source is packaged for release but still needs testing with Visual
27th Jun 1999
Release 0.5 is now available for DOS, Linux and BeOS.
Win32 port will follow when I get a recompiled version back from the
guy who's doing the port.
The source code for 0.05 will be released soon, hopefully tomorrow.
First I need to merge it with win32 source among other things..
11th Jun 1999
Uploaded documentation for 0.5.
0.5 itself is coming on nicely and should be ready very soon.
A win32 port by Michael Rich is in its early stages, but not yet complete and will almost certainly not make 0.5.
4th Jun 1999
Hopefully there will be a release of 0.5 in a few weeks, now with support for BeOS pentium Release 4.
There have been massive changes to the way the world is handled internally, and many additions to the world format.
It is however backwards-compatible with the older format.
The game now runs much faster. On a P75 it now runs like the last version did on a P200.
The conversation system has been completely rewritten and is now based on a simple language similar to HTML.
It is so flexible it can also be used to make books, run the help system and probably much more I haven't yet thought of.
Again, the demo is even richer and more interactive, now with money, simple theft detection and bombs.
Rooftops support is back and totally rewritten: you will need to delete your old .mz2 files.
17th Apr 1999
Release 0.41 had some bugs.
The Editor would crash (because it was compiled with -O6 and the optimiser went insane).
A recompiled version is now available.
There were very stupid bugs in the Linux source code
The X11 driver works by pure luck. A source patch is available.
28 Mar 1999
Release 0.41 is now available for Dos and Linux.
The program has not changed outwardly, but there have been massive internal changes to allow for the new Linux support.
The rewritten VRM system sees native GCC code replaced with interpreted SeeR-C so that the compiled scripts are compatible with Linux.
The VRM programming API has changed a bit as a result.
Fixed bugs with objects under doors, bags, translucency in 16bpp and the player being hurt too many times.
20 Jan 1999
Ok, I lied.
Release 0.4 is now available!
15 Jan 1999
Hopefully there will be a release of 0.4 in a few weeks.
The world structure has changed considerably and there have been slight
changes to the file format of worlds.
The demo is richer and more interactive. Simple conversations are
implemented and the editor can now work with objects inside containers.
The VRM system now requires gcc281, so you may need to upgrade to DJGPP
2.02 if you plan to edit scripts.
26 Nov 1998
Initial PUT onto web server.
Everything should be OK: Please let me know if you find any problems.
25 Nov 1998
Re-design of the web page to give a more sensible appearance than the cobbled-together mess on FORTUNECITY.
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