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Looking Back 2011-01-17 21:47:44

Recently there was a bit of interest in my old Overload/Harvester mods for Skulltag. It's always a bit interesting looking back on old projects. Not so much because the code was bad on those projects, but rather due to the vast amount of new features available in Skulltag. As such a new release of the Overload/Harvester mods may be in order within the coming months. There are also some changes planned that will make them less of a port of the Quake 3 Team Arena mode, but will hopefully improve game play a bit. (Particularly on Overload.) Something that will be coming out of that soon is a DesignatedTeam property for DECORATE. This will allow any actor to be assigned to a team and have friendly fire calculations apply to them. What's interesting though is I had requested this many years ago and have actually found it to be quite easy to implement. Odd that it got shot down.

My Descent Maximum lets play should be continuing shortly as well. I got an S-Video cables and a splitter for Christmas and recently worked out some issues with it. Namely the S-Video port on my projector being too loose to hold the splitter, but fortunately 25ft was just enough to reach the AV receiver. So now it's just a matter of rehearsing the levels and remembering how I did the recordings.

Also I moved ECWolf's source repository over to Bitbucket. This shall serve as my first experience in maintaining a Mercurial repository and if everything goes well (and I'm sure it will) then I'll probably be converting more projects over as well.

Laziness 2010-12-13 17:35:05

So since thanksgiving break I've been on a lazy streak! Pretty much the only thing I can think of that I did was add support for the Chocolate Doom master server in Doomseeker and commit what changes I made to ACC++ on the Mac (my new computer is working now). Other than that there is the work I did in school which will allow the newspaper to publish their InDesign documents on the website (using a combination of HTML5 and Java).

Hopefully I'll get around to working on my Lets Play of Descent Maximum within the coming weeks. Right now I'm planning on recording more over Christmas break.

Doomseeker and ZDaemon 2010-11-09 23:26:04

I've made a statement about Doomseeker's ZDaemon support over at altdeath.com.

In related news. Skulltag 0.98d and Doomseeker 0.7 Beta have been released. Although the Doomseeker packages haven't been uploaded yet (since I'm waiting for my new motherboard to arrive).

Hacx 1.2 2010-10-15 19:54:45

The biggest thing I can think of that happened this month was Xaser has released Hacx 1.2. For those that are interested more information can be found on Nostromo's Hacx website. (Which was updated to not look like a product of 1998.) Of course the people on Doomworld were quick to point out how it contains some enhancements for ZDoom, but the main purpose of this release was to convert Hacx into a stand alone IWAD.

Since school started again I've been working on BitOwl Application Suit 2.0 again. I recently overhauled the CP (going through old code is always fun). Now instead of a large amount of templates it simply uses a forms system. This allows for a much more unified user experience between modules. Hopefully I can actually get around to releasing the script sometime (maybe by the end of this year).

I've also upgraded to Kubuntu 10.10. So far the upgrade has been "painless". I rebooted to an unusable X setup, but after a while I was able to get the bad packages un-installed. (I blame my impulsive need to use third party upgrades.) The only main problem I've had with this release was KMix only showing the PulseAudio streams (so I can't easily turn my digital I/O on/off). Definitely better than 10.04 was thus far.

For ZDoom I finally got unlazy enough to add joystick support for Linux. Now if only I could get my Sixaxis controller to work over blue tooth (according to the utility my blue tooth card is too old). Of course it would be nice if the wires weren't disappearing from my computer as well.

Oh and Front Line Assembly is stuck in my head now.

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