Hobbyist Game Developer: Pat AfterMoon's blog
December 17, 2007
The official release of
phpBB™ 3.0 "Olympus"
is now available. My scripts for the conversion of the actual coopordie player list
are finished and tested. I'm only waiting for the QuakeSrc.org admin to export my
old coopordie forum. I hope to be able to launch the new coopordie website merged
with the forum before the end of the year.
October 25, 2007
The merge of the worldserver code and database with a
phpBB
forum is almost done. I need to make some improvement to the player profile page,
some cosmetic enhancement, and a complete test. When I will have a valid version
tested locally, I will migrate the 3000 players account to the member list of
the forum.
After this update, registering on the forum will replace the actual COOP or DIE
registration process.
October 4, 2007
Better late than never !
Since today I run a dual-boot with
Ubuntu 7.10 ("Gutsy Gibbon") on
my computer. I'm in the process of migrating all my data to Linux. I will probably
use Vista only for some professional task and for gaming. Since many year I use
OpenOffice,
FireFox,
ThunderBird,
Filezilla,
and some others multi-platform
applications, so in theory, my switch to Linux shouldn't be a pain ;-)
For Quake modding, my use of
GtkRadiant,
GCC,
Code::Blocks,
GIMP and other free tools will remain the same.
One cool feature that could probably be expected for the next months, is a Linux release of
COOP or DIE for Quake2.
September 20, 2007
It's just arrived today!
An Intel® Core™2 Duo 2,20Ghz, 2GB of DDR2 RAM and a NVIDIA® Geforce
8600M GT 512MB all in a 14.1" notebook !
I'm ready for
Enemy Territory: Quake Wars ;-)
September 9, 2007
The player's base of
COOP or DIE for Quake2
grow months after months at it's quiet rhythm. Like a lot of ancient players come back
regularly, the number of game played each days is in constant augmentation. The number
of players per game also increase. In the past, most people were playing with one friend
or just alone, taking a look and waiting for a teammate. Now most games are played
by three or four players.
September 5, 2007
I'm back from holidays, and ready to take an inside look at the Tremulous
bot framework
made by andi christ (cyr). After a first start with my habitual tool
Microsoft Visual Studio, I have chosen to follow the majority of tremulous
developers and modders. I have switched to the GNU compilation tools.
Using
MinGW and MSYS for compiling the source
code of Tremulous wasn't difficult with the help of this
guide. But I would like to retrieve the same
level of comfort I was used to with my previous IDE. By the way, I have tried
Code::Blocks, and be very happy of it.
June 10, 2007
After one decade of resistance to what I consider to be a hard drug, I have finally
fallen into
MMO. I've bought a
Lifetime Membership to the
Lord of the Rings Online.
It is a really good gaming experience. I like to play with my guardian.
The ambiance between all players on the role-play server is really good. I'm
currently not a member of any Kinships (guild), but I've enjoyed every fellowship
(group) I've played with.
Inevitably it take a big part of my spare time, and my development projects
are slowing down.
But while I play, some other works, and there is some good news for the next
COOP or DIE.
Like you can read in this thread about
Tremulous A.I.,
artificial intelligence for computer opponent become more down to earth.
Of course it's not tomorrow you will be able to play cooperatively against a
decent team of aliens, but it take the path. Maybe it could motivate me to take off
my armor, put down my shield and my axe, and take some time to look at this piece
of code, thanks to the open-source community
May 4, 2007
Today I have modified the internal code of the
COOP or DIE webchat for preventing
spam bots. It is a minor modification without anything noticeable by classic user.
It seem to work and I haven't noticed any new spam in the webchat since the update.
The spam problem make me a little angry about the future merge of PhpBB with the
COOP or DIE worlserver. I plan to only allow users to post messages in the forum
after their first ingame connection to the worlserver.
I think spam bots will have some difficulty with that. Of course an alternative
to the forum will be used for providing support to player who have problems to
connect. Something like a direct
message
to the admin will do the job.
April 11, 2007
What's happen since the last four months ? Well, I have sold my XBox 360,
I have bought a WII, and after played to the European
Lord of the Rings Online
beta on my PC, I have pre-order the game.
On the development front, I have worked on my first
Tremulous map.
It's a work in progress and I have
probably started on a way too much complicated. A part of the map is supposed to
be natural cavern, and it's a hard task for a newbie mapper. When my map for
Tremulous
"Mine 17 level 1"
will be finished, I will restart to work on
COOP or DIE.
The long awaited merge of the database and registration system with
PhpBB forum will be done. Then, I will
start to work for adding RPC capabilities to Quake3. Contrary to what
I have done with Quake2, I won't add the RPC part in the game dll/qvm part but
on the engine itself. The process will be splitted in two :
- The engine will handle the identification and connection process with the
worldserver. It will also provide an API for the game dll/qvm. It's the generic
and low level part.
- The game dll/qvm will only manage the data related to the game mode. It's the specific
and high level part.
This partition will be more conform to the Quake software architecture. It will
also be more easy to use it for other Quake3 project who want a centralised
players account system.