Pat AfterMoon
Hobbyist Game Dev.
Bio Links Contact

Unity 3D
Game Development
2014 Connected Pylons 2011 prototype Online Demo
(December 1, 2011)
2009 prototype Forum

GPL Quake
Mod. Development
My favorite tools COOP or DIE
for Quake2
Forum QuakeSrc Index Tremulous bots











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Pat AfterMoon

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Hobbyist Game Developer: Pat AfterMoon's blog




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December 17, 2007

phpBB3 Gold Released

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

COOP or DIE forum : work in progress

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

I've finally rejoined the right side... LINUX !

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

My new notebook : Zepto Znote 6224W

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

COOP or DIE for Quake2 has reached 3000 registered players

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

Tremulous, compilation tools, Code::Blocks ...etc

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

Some holidays in Middle-Earth

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 wink
May 4, 2007

COOP or DIE : webchat modification for preventing spam

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

Lastest news and 2007 plan

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 : 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.


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