Since Rosanna has had some time off work, she’s been knitting again: The pattern will be available on Github shortly.
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Yesterday, we unexpectedly hit the front page of Reddit. We’ve more or less survived, and learned a fair amount – including the obvious “how not to write things if you want them to scale.” Here’s what we learned. 1. What went right: We were able to patch a number of issues in the master server [...]
Well, looks like this traffic storm isn’t stopping. We’ve got a lot of mirrors deployed now, and my web host is still unhappy with me . This is actually a *good* thing, of course – there’s not much point in building software that noone wants to actually *use*. We’ve got a lot of useful feedback [...]
Interest in OpenRA seems to have just exploded in the last couple of days. Naturally, this had to happen when our website build was critically broken (crashed on joining a multiplayer game), but that’s fixed now, so we’re winning. Here’s a quick overview of what’s been done recently: Bob did a whole pile of work [...]
Because I clearly don’t have enough stuff on the go currently, I’ve started hacking on a tool to help with my flying – a flight management system to run on my HTC Touch 2. Yes, these kind of things exist already, but they tend to have at least one fatal flaw: extreme cost, extreme slowness, [...]
As part of the general polishing of everything in OpenRA, we’re talking about replacing the ingame chrome with something a little more… polished. We know we need a few things that the current chrome doesn’t have: Orders palette for selected units More useful unit stats in production tooltips Objectives display for singleplayer missions (oh, yeah, [...]
MSN spambots which just throw out context-free malicious links have been around for years, but recently I’ve observed a far more clever variant in the wild – it pretends to have a conversation with you, although it doesn’t care what you say at all. Observe a sample conversation (but don’t follow the link, it’s a [...]
A lot more work has been done on OpenRA, including a revamp of the pregame UI. The server browser is no longer a complete hack; the lobby has been rewritten as widgets; we have real textboxes, etc; As part of that, we’ve also thrown out the preset color palettes in favour of a custom player [...]
There are various bits I’ve written for OpenRA which analyze the game rules to aid in balancing – among them, dpstool, which determines the damage per second dealt by each unit, in ideal circumstances. Enjoy:
A while ago, I wrote a quick & dirty tool to render code as a black & white bitmap, one pixel per character. Here’s the results of it, applied to the current OpenRA code base: