Battlefield 1942: Beta1 of the server is available from EA's FTP server. Updated builds that are applied over the thing you get from EA's server are here. PLEASE READ THE README. PLEASE SUBSCRIBE TO THE MAILING LIST. PLEASE REPORT BUGS TO BUGZILLA AND NOT MY EMAIL ADDRESS. Still merging the 1.3 codedrop. The code is merged now, but I'm still getting it to build again. I really hate this part. Serious Sam: beta1 is now available. (Bugzilla is more effective than emailing me bug reports directly.) beta2 is available with a few important fixes: http://icculus.org/news/news.php?id=1235 The Second Encounter will probably go beta soon, since it seems more or less playable already, despite some obvious issues. Unreal Tournament 2003: Another patch is on the fast track, apparently. We will be doing an updated demo for win32, Linux, and MacOS X, btw. No timeframe right now. MOHAA: So the damned game uses the Miles Sound System for audio. I called RAD Game Tools about stapling the Linux port of MOHAA onto EA's win32 Miles license, but it's a no-go...RAD wants money for each platform you release your game on...which is fairly obnoxious, considering we're talking about 4,000 bucks a pop here. For win32 and mac, this is a justifiable expense, but since this is a sort of unauthorized (and FREE) port, I was hoping for a little charity. Instead, I'll have to jettison that code and put an OpenAL solution in its place. Bernd, Nicholas and myself banged our heads together to do this at Loki for FAKK2 (Medal of Honor uses FAKK2's codebase as a foundation), and it was not fun. It'll be interesting to see how it turns out when rewriting it from scratch, though. That being said, OpenAL is a better audio API in my opinion, has been proven robust by several triple-A games for Windows, Mac, Linux, and XBox, has (among others) Creative Labs and Nvidia supporting API/driver development, and is free for any developer that wants to use it, look at the source, or reimplement the specification. There is NO good reason to license Miles any more. I'm talking to you, game developers. Save your money and make my life easier by using OpenAL in the first place. (And yes, I'm pissed that I was given a "tough shit" attitude by the RAD sales guy. But I mean it, OpenAL is better.) That's the client. As for the Spearhead server: Beta2 is here: http://icculus.org/betas/mohaa/spearhead_lnxded_2.11-BETA2.tar.bz2 I'm waiting on latest codedrop from EA. Once that's merged, I'll clean up some last minute bugs and release a stable Spearhead server. America's Army: Fixed my stupid showstopper (bug in UnrealScript compiler generated wrong code), now I can run the obstacle course at boot camp. Some other bugs, still, but partially I'm waiting on the Army to stabilize the codebase (they just moved to Epic's post-ut2003 codedrop, so they're still picking some bugs out on their end, too). Current version (1.5.0)'s dedicated server is doing wierd things on mapchange. Maybe I should be so hard on DICE for restarting bf1942 at the end of each round. Other stuff: I really want to get back to working on Toby, but there's never time. I also want to wrap up a 1.0 release of PhysicsFS,but there's never time. I'd love to work on pushing SDL towards 1.3, but there's never time. I want to read the mail that's been filling my inbox, but there's never time. The idea of taking a vacation makes me panic. There's never time. I work too goddamn much. --ryan.