Archive for December, 2007
Thursday, December 27th, 2007
Christmas has passed, and the 0.76 release did not come, but I have it on good authority a release will happen before or on new years day under the best of circumstances.
Unabated by the delay of the much anticipated release, content makers have been busying themselves in hopes their frantic typing and screaming will keep their Christmas dinners from exiting the wrong orifice.
One such artist being ralphie, who re-engineered charlie in the hills into a much prettier spectacle. Granted the older version was a little crooked but ralphie has taken the golden game play of the original and improved upon perfection itself!

In response UF was down for christmas day as IaMaCuP applied much needed maintenance to his servers.
The great former king of the mods Caydr has re-appeared on the spring forums! Advising forum goers on cut price games on steam before january 1st, he has started a discussion on what to call AA’s next version in light of the AA 5.2 fiasco.

And it seems aGorm may have another map up his sleeve! In highlighting part 1 on the spring forums aGorm posted this image:

l have also been adding more features to aflobby, removing clunky slow html panes and adding fast clean and pretty UI table controls, compelte with filters, icons, sortable columns, amongst other things:

FibreV5 was also released, sadly there was no screen shot parade, but what we did get was a slew of CA concept art models and their 3D equivalents. Of note was a cannon by Treeform based on the CA concept art I reported a few weeks ago:

Indeed Treeform has been busy, he found the time to create this Jethro model:
Argh however, has been spending his Christmas wisely. Having completed most of the Overmind race, he has started work on the second faction of P.U.R.E. As well as preview images of what is yet to come, he has added new balancing units to the Overmind faction:



The starwars people are getting twitchy, and they too have started releasing more images again:
Visit the Star Wars Hype Thread
Submit channel icons for AFLobby
Watch Treeform turn turrets into art deco
Deliver Arghs lua Christmas present
Help name the next version of AA
Dance with Charlie in the hills
Posted in AFLobby, Artwork, Spring, lobby development | 3 Comments »
Sunday, December 23rd, 2007
Here is the week leading up to Christmas in picture form!
First off, fnordia popped in and updated phpbb to version 3. A discussion has since broke out over broken BB tags and font sizes. I personally believe they’re non-issues. Suffice to say phpbb 3 is far better:

Argh faces scrutiny over team colours. He’s released 2 more version of P.U.R.E to correct bugs and enhance team colours! New explosion effects were added in for good measure:

Masure posted old news in the art forum, having rediscovered prometheus grounds a few weeks too late. (Its recommended you read the prometheus spawning grounds blog post in the artwork category). In light of the non-revelation, Treeform posted a work in progress model based on a bomber design:

Noize handed out the presents in his new remake of comet catcher entitled ‘Christmas Comet’

Revel in Masures non-revelation
Launch bombing raids with gifts on Christmas Comet
See Arghs team coloured assault shells
Complain about broken BBcode
Posted in Uncategorized | 1 Comment »
Wednesday, December 19th, 2007
Recently I’ve had a little more time than usual with aflobby. Of note are a slew of bug fixes and glest support.
I’ve corrected numerous aesthetic issues, including icons that stretch tabs, and windows that are still undecorated such as the warning window. The bundled Substance has been updated to 4.1 stable, and I’ve made other GUI tweaks to make minor improvements.
I will make clear that 3.9.9 will not support the svn protocol changes unless spring is released before 3.9.9.
Glest Support?
Indeed, with the recent Glest 3 multi player alphas there’s been some talk over glest lobbies. Sadly martinho tried out the wrong lobby program and was repulsed by tasclient, resulting in official support being dropped. Nonetheless, unofficial support started. Hailstone has been working on patching glest to give external lobby support, and I can announce that the aflobby side support is now completed, and sitting in the spring svn.
So what does this involve?
Glest games in the lobby will use the ‘Glest’ mod to identify them from spring based games. Battles will then move into a battle room before the host launches the glest battle set-up screen. Details such as team numbers, spectator modes, maps or battle status are all to be ignored. Chat, player joins, exits, kicks, locks and launches are all that are needed.
More updates
I’ve also removed the html control with the clunky html tables on the player list tab. Instead it now uses a table control, so the whole thing is much faster and prettier.

Posted in AFLobby, Glest, Spring, lobby development | No Comments »