[Hopperxx] ***SPAM*** Re: ***SPAM*** Re: yay hopper

Jim Andrews jim at vispo.com
Fri Jul 11 23:40:51 CDT 2025


Thanks, Buzz.

I've heard that Director was started in 1986 and it was pre-OOP.

Was it in C++? What IDE was used?

ja

On 2025-07-11 6:42 p.m., Buzz Kettles wrote:
> It's a long time ago so bear with me
> &/*if anybody wants to correct my recollections*/*/, please feel free 
> to do so/*
>
> As far as who was in charge of what, the Director management team 
> changed with nearly every release.
> Individual team members got focused on whatever new features were 
> being included in that release.
> We paired 1 DEV with 1 QA for each new feature.
> At the time of d5 release, the 'Director team' was actually several 
> teams:d5 (desktop), Shockwave+player and the original Xtras team (+ 
> some long term planning groups).
> As the releases moved from d5 to d6 to d7 (and for dot releases), 
> these teams were shuffled to meet release requirements.
> Dot releases were a distraction on the main flow, but absolutely 
> necessary for the product to reach a 'reference release' that would 
> sithappily in the market for roughly 1.5 years.
>
> Some features rcvd ongoing updates and so some devs stayed with a 
> particular feature thru more than a single release..
> JT always seemed to have some Lingo architectural work with each 
> release (duh).
> From d6 on, Greg Yachuck always included some sound updates (these 
> were often experiments that became new features when marketing 
> heard about them)
> Glenn Ruhle did Text for D5 & 6, & then Alex held that chair for D7 (I 
> think).
> The original Shockwave team members generally continued to support the 
> networking processes.
>
> BUT everything was in flux from d5 to d7.
>
> d5 was desktop, mac/win, old player, multi-cast
> Shockwave 5 incorporated the swa Xtra set & streaming sound 
> w/SoundEdit 16 to make the swas (mp3 was still an unknown)
> d6 (originally d5.5) glued in swa (allowed compressed audio in 
> projectors!) and I think had bhvrs + maybe the full blown score (& 
> lots more)
> d6.5 added Flash + other 'original Xtras (I think)
> d7 was the rebuild of the Director UI, attached to the player, 
> requiring several new Xtras. - the UI had many features that folks 
> didn't know existed, so we had a very BIG checklist incorporating 
> every UI element & interaction.
> As we discovered, the Paint window had tons of 'hidden' features that 
> had been incorporated way, way back in the 80s - the beta program 
> helped find a lot of these.
> d7.0.2 polished up d7
> d8  was more polish + it's attendant new features
> d8.5 was 3D - a massive update that doubled the size of Lingo.  IMHO 
> it should have been called d9.
>
> I hope this helps
>
>
>
>
>
>
>
> On Fri, Jul 11, 2025 at 2:51 PM Darrel Plant <dplant at moshplant.com> wrote:
>
>     Not so much the tech writers as other folks in the dev group. I
>     didn’t always know who was in charge of what; I would have loved
>     to have been more tied into the inner workings of the team, but my
>     imposter syndrome inclination to be amazed that I was included at
>     all kept me from asking questions when I should have.
>
>     Buzz Kettles is on here, he was inside the team the whole time I
>     was writing remotely and knows more names and actual roles than I
>     remember at this vasty remove.
>
>     > On Jul 11, 2025, at 12:41 PM, Jim Andrews <jim at vispo.com> wrote:
>     >
>     > Were you in touch with the tech writer(s) who worked on
>     Director? Who were they?
>
>     ------------------------------------------------------------------
>             Darrel Plant     phone: 503-490-1388 dplant at moshplant.com
>     ------------------------------------------------------------------
>      “I’ve flashed in a lot of pans in my time." -- Darrel Plant
>     ------------------------------------------------------------------
>
>
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