This is my current worklog.
Updated daily and archived by the weekend.
Currently mostly working on Nuclide and connected games.
* = Completed
+ = Completed at later date than specified
- = Cut/discarded at a later date
~ = Ongoing
= 2025-05-09 ==================================
Spent the last few days acquiring/setting up
a new BSD workstation to address some issues
there.
I will also take this opportunity to dig out
the TRUESTEP scripts so I can bootstrap my
GNUstep environment on BSD... will post
them if that goes anywhere. Last time I
spent too much time fighting some auto-detection
system within autotools or something.
= 2025-05-06 ==================================
Maintenance stuff elsewhere.
= 2025-05-05 ==================================
Last week I ended up doing a lot more work on adding
animation features and polish, since a mod is going to
be using Nuclide as a base.
I can share some more about that, as the announcement
will drop today anyway:
https://www.moddb.com/mods/overturn/news/welcome-aboard3
Basically, an old Half-Life mod named Overturn is making
a comeback. I have nothing to do with it on the creative
side of things, but even in its hey-day I helped the team as a
programmer. Back then I helped both tundra_cool on Quiver and
Overturn figure out some misc programming work, but it was mostly
visual fluff stuff like the particle systems and palettes.
Recently, I was showing my work off to members of the old
team and they began prototyping stuff in the old Overturn
data. In a weekend they had all the old ideas for weapons
prototyped with me not having to assist with coding.
That just kinda started to get the ball rolling on fixing
a load of issues. The benefit will be everyone elses for the
taking too - the mod currently has 0 game code. Just a custom
HUD module - so it'll be a great showcase of how you make
a Half-Life mod with custom NPCs, weapons, items, game modes
without even having to code.
From what I understand there will be a playtest, so there's
a lot of pressure on me to ensure things are as stable as
they can be. Given that this is a new generation of Nuclide-SDK
please keep in mind that there's aspects of testing we just
haven't run into yet consistently. As with TWTest a few years
ago I should be able to iron out the most troublesome issues
before launch, but you never know.