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From: Max A. F. <ma...@co...> - 2004-09-07 01:18:30
|
> -----Original Message----- > From: Jerome Zago [mailto:alm...@ag...] > Sent: Monday, September 06, 2004 12:43 > To: ma...@co... > Subject: Fwd: 621.1 Bug (paused game) > > scujuan96 and Wandering Loan (I) are currently in Triplets [Triplets Tourney > (Romulan)] 185. I log in with Wandering Loan and notice there are only about > 2 minutes left for me to update the game. Impossible to do with three > empires. Therefore since scujuan96's empires are requesting a Pause, I decide > to quickly pause my three empires so that I have time to update. The Active > Game List then displays "(paused)", but the time before next update still > decreases. Till it becomes negative ! > > I'm lucky though, the game doesn't update, so I can make my moves with my > empires. Right now, I can read "Error: -1901 (paused)". I've postponed > hitting End Turn with one of my empires so that you can have a look at the > game. There is some new pause-handling code on that server, so I'm not surprised to see some weirdness. I ran a script to reset your update time, and I added some debug assertions to see if we can track the problem down. It's possible that there was an error during the last database upgrade, and that there isn't actually a bug, but we'll see. Thanks for the heads-up. |
From: Max A. F. <ma...@co...> - 2004-06-17 00:17:31
|
> -----Original Message----- > From: alm...@li... [mailto:almonaster-list- > ad...@li...] On Behalf Of Jerome Zago > Sent: Wednesday, June 16, 2004 02:35 > To: alm...@li... > Subject: [Almonaster-list] Feature: means to allow other empires control over > empire in specific games? > > Hi, what does this mean exactly ? Is it to have someone else update for you in > some dailies while you're in vacation (but without giving out your > password) ? I think that's from my ToDo list. The idea is to allow another empire control over my empire for a specific game, but without giving them your password. This enables two scenarios: - General delegation, such as your "going on vacation" scenario. - More specific delegation, such as giving control of your empire in a tournament game to a team member. I have a good idea as to how I would implement it, but it's a lot of legwork and I don't know of anyone who has asked for this. I have a new ToDo list that I will be uploading sooner or later. The main problem is that I never seem to have the time these days to work on the non-trivial stuff. |
From: Jerome Z. <alm...@ag...> - 2004-06-16 09:34:31
|
Hi, what does this mean exactly ? Is it to have someone else update for you in some dailies while you're in vacation (but without giving out your password) ? |
From: Jerome Z. <alm...@ag...> - 2004-06-13 09:08:31
|
On Saturday 12 June 2004 20:39, Back Stabber wrote: > Now, the one thing this doesnt address is that if I > change my email address (maybe new ISP) then my > "valid" email address will no longer be valid. I > think that is something we can live with and handle on > an exception basis when suspected, unless someone > thinks we need a regular revalidation process? (Ugh, > getting too much like work!) Or do we want to > increase the work and bandwidth to join longterms by > validating every time? That's why I would have sent a confirmation email for each longterm join (well, at least for the games I create ;)). I realize it's a bit obnoxious, but empires don't join longterms all the time (maybe I say that because I used to play more, though). Or maybe we could have something like that: An empire tries to join a longterm. If it's a game I (or some others) create: If today's date < (validation date + 30 days): Accept the join. Else: Send a confirmation email. If acknowledged: Set the validation date to today's date. Accept the join. Else: Accept the join. In other words, email validation would be done at most once every 30 days, even if you join "restricted" longterms more often. |
From: Delbert H. <dh...@cs...> - 2004-06-12 21:17:41
|
On Sat, Jun 12, 2004 at 11:47:52AM -0700, Back Stabber wrote: > You can filter empires by IP (known idlers) or various > score values to eliminate likely idlers. But there > are no guarantees, even with email validation. >=20 > I was in a recent TCBOO where I think 5 emps went idle > in the 70-150 update range. Which is worse, having an > idle emp at the beginning or having your ally go idle > after 100 updates? Somewhat tangential: My opinion on TCBOO is that it is a bad game design. It is just too taxing on players to complete a game. I played in one of the original ones and even with some scripts to automate things it was a huge time sink to manage an empire of 500+ worlds. Del |
From: Back S. <bac...@ya...> - 2004-06-12 18:47:59
|
You can filter empires by IP (known idlers) or various score values to eliminate likely idlers. But there are no guarantees, even with email validation. I was in a recent TCBOO where I think 5 emps went idle in the 70-150 update range. Which is worse, having an idle emp at the beginning or having your ally go idle after 100 updates? Idlers happen. :-( Sometimes real-life interferes with gameplay. Email will definitely help but not eliminate the problem. Carl --- Jerome Zago <alm...@ag...> wrote: > On Thursday 10 June 2004 19:14, Back Stabber wrote: > > There are other ways to limit idlers. > For instance ? I don't usually enter non invite-only > dailies anymore because I > don't want the game to be spoiled because of idlers. > > > I think the optional Email notification feature > would > > be nice to have, for those who would like it > (myself > > included for optional notify). That might > encourage > > more people to join those games that are slow to > fill. > I would enable this feature by default (and it can > be disabled in the > profile). > > > ------------------------------------------------------- > This SF.Net email is sponsored by the new > InstallShield X. > From Windows to Linux, servers to mobile, > InstallShield X is the > one installation-authoring solution that does it > all. Learn more and > evaluate today! > http://www.installshield.com/Dev2Dev/0504 > _______________________________________________ > Almonaster-list mailing list > Alm...@li... > https://lists.sourceforge.net/lists/listinfo/almonaster-list __________________________________ Do you Yahoo!? Friends. Fun. Try the all-new Yahoo! Messenger. http://messenger.yahoo.com/ |
From: Back S. <bac...@ya...> - 2004-06-12 18:39:59
|
OK, I think Max has a good idea on how to make this work. If combined with Del's suggestion for validating email addresses once, it could work really well. When I put in my email address, I would be emailed a code to enter on my profile to validate the address. Once I did that, my email would be marked as validated. I assume that games requiring validated email would not show on my open-games list unless I had a valid email, similar to treatment of Bridier limits, Almo score limits, etc. Now, the one thing this doesnt address is that if I change my email address (maybe new ISP) then my "valid" email address will no longer be valid. I think that is something we can live with and handle on an exception basis when suspected, unless someone thinks we need a regular revalidation process? (Ugh, getting too much like work!) Or do we want to increase the work and bandwidth to join longterms by validating every time? Carl --- Max Attar Feingold <ma...@co...> wrote: > > -----Original Message----- > > From: alm...@li... > [mailto:almonaster-list- > > ad...@li...] On Behalf Of Jerome > Zago > > Sent: Thursday, June 10, 2004 10:49 > > To: alm...@li... > > Cc: Back Stabber > > Subject: Re: [Almonaster-list] Restricting joining > access to longterms > > > > > I think the optional Email notification feature > would > > > be nice to have, for those who would like it > (myself > > > included for optional notify). That might > encourage > > > more people to join those games that are slow to > fill. > > > > I would enable this feature by default (and it can > be disabled in the > > profile). > > Here's how I see it: > > - An option on all empire profiles to be sent email > when games begin. > > - An admin option to make this the default for new > empires. I think it > would be off by default on my servers to save > bandwidth. > > - An advanced option on games (off by default) to > require a valid email > address before entering the game. These games would > also send > notification on start, regardless of profile > settings. > > So Jerome would set this option on all the games he > starts, and everyone > would be happy. People who wanted to work around it > would work around it. > Less people would join his games than otherwise, but > the people who > wouldn't join aren't people Jerome wants to play > with anyway. I'm not > worried about people getting scared off, because > Jerome's new games > probably wouldn't exist without the feature in the > first place. > > Now, the risk with all these email-based features is > spoofing. That > option exists on the internet for plenty of things > already. The features > that I already had in place (resetting lost > passwords, update > notifications and purge warnings) are somewhat > interesting, and I doubt > anyone would use a spoofed email address so that > someone else could see > his lost passwords. > > Anyway, I don't have the time to implement any of > this right now, but I'm > collecting the suggestions for when I get the chance > to write an SMTP > library. I'd welcome further refinements along > these lines. > > > > ------------------------------------------------------- > This SF.Net email is sponsored by the new > InstallShield X. > From Windows to Linux, servers to mobile, > InstallShield X is the > one installation-authoring solution that does it > all. Learn more and > evaluate today! > http://www.installshield.com/Dev2Dev/0504 > _______________________________________________ > Almonaster-list mailing list > Alm...@li... > https://lists.sourceforge.net/lists/listinfo/almonaster-list __________________________________ Do you Yahoo!? Friends. Fun. Try the all-new Yahoo! Messenger. http://messenger.yahoo.com/ |
From: Delbert H. <dh...@cs...> - 2004-06-12 15:52:19
|
On Wed, Jun 09, 2004 at 08:23:49PM -0700, Max Attar Feingold wrote: > Now, the bit that I don't think is realistic is the part that requires an > email confirmation to authorize game entry. It would require hooking up > an email system to the game's core logic, and that would be a lot of work > for the gain. Wouldn't it be sufficient to just confirm an empire when it is initially created? Or perhaps when they set their email address. That seems to be what a lot of web boards do. Del |
From: Max A. F. <ma...@co...> - 2004-06-11 04:23:08
|
> -----Original Message----- > From: alm...@li... [mailto:almonaster-list- > ad...@li...] On Behalf Of Jerome Zago > Sent: Thursday, June 10, 2004 10:49 > To: alm...@li... > Cc: Back Stabber > Subject: Re: [Almonaster-list] Restricting joining access to longterms > > > I think the optional Email notification feature would > > be nice to have, for those who would like it (myself > > included for optional notify). That might encourage > > more people to join those games that are slow to fill. > > I would enable this feature by default (and it can be disabled in the > profile). Here's how I see it: - An option on all empire profiles to be sent email when games begin. - An admin option to make this the default for new empires. I think it would be off by default on my servers to save bandwidth. - An advanced option on games (off by default) to require a valid email address before entering the game. These games would also send notification on start, regardless of profile settings. So Jerome would set this option on all the games he starts, and everyone would be happy. People who wanted to work around it would work around it. Less people would join his games than otherwise, but the people who wouldn't join aren't people Jerome wants to play with anyway. I'm not worried about people getting scared off, because Jerome's new games probably wouldn't exist without the feature in the first place. Now, the risk with all these email-based features is spoofing. That option exists on the internet for plenty of things already. The features that I already had in place (resetting lost passwords, update notifications and purge warnings) are somewhat interesting, and I doubt anyone would use a spoofed email address so that someone else could see his lost passwords. Anyway, I don't have the time to implement any of this right now, but I'm collecting the suggestions for when I get the chance to write an SMTP library. I'd welcome further refinements along these lines. |
From: Jerome Z. <alm...@ag...> - 2004-06-10 17:48:47
|
On Thursday 10 June 2004 19:14, Back Stabber wrote: > There are other ways to limit idlers. For instance ? I don't usually enter non invite-only dailies anymore because I don't want the game to be spoiled because of idlers. > I think the optional Email notification feature would > be nice to have, for those who would like it (myself > included for optional notify). That might encourage > more people to join those games that are slow to fill. I would enable this feature by default (and it can be disabled in the profile). |
From: Back S. <bac...@ya...> - 2004-06-10 17:14:39
|
While an option to get notified by email when the game finally starts would be nice, I would recommend against making it mandatory. Consider: 1) Some people are reluctant to provide email addresses and will either play elsewhere or provide false addresses (Like BackStabber does when registering for free content) 2) An authorization-code email validation system will make it MUCH harder for people to join games 3) Starting a new secret empire would require also creating a new email for it 4) A few jokers might register numerous empires to your email address and join games so that you will get the notifies and go looking for games you thought you joined but didnt really. Seriously, do we really want to discourage people from playing games at Falcon and other Almo servers? Some people are already put off by the complexity of the large number of game options. And the ability to create custom games as an attraction is somewhat offset by the PHP servers offering a limitted version of that feature. I cant see email validation attracting anyone, and I can see it driving people to other servers. Sure it is easy enough to code, but do people really want to have to hit join, go to their email and wait maybe an hour depending on sever-mail delivery parameters, then go back to the game and enter a code? Especially when they can just join and enter 1st turn moves everyplace else in the SC world? There are other ways to limit idlers. I think the optional Email notification feature would be nice to have, for those who would like it (myself included for optional notify). That might encourage more people to join those games that are slow to fill. BackStabber --- Jerome Zago <alm...@ag...> wrote: > On Thursday 10 June 2004 05:23, Max Attar Feingold > wrote: > > Now, the bit that I don't think is realistic is > the part that requires an > > email confirmation to authorize game entry. It > would require hooking up > > an email system to the game's core logic, and that > would be a lot of work > > for the gain. > > Yeah, I think there is an easier way. Send an email > with a random number when > an empire wants to join (maybe calculated by hashing > the empire name). The > empire has to provide this number (in the web > interface) to actually join the > game. > > > ------------------------------------------------------- > This SF.Net email is sponsored by: GNOME Foundation > Hackers Unite! GUADEC: The world's #1 Open Source > Desktop Event. > GNOME Users and Developers European Conference, > 28-30th June in Norway > http://2004/guadec.org > _______________________________________________ > Almonaster-list mailing list > Alm...@li... > https://lists.sourceforge.net/lists/listinfo/almonaster-list __________________________________ Do you Yahoo!? Friends. Fun. Try the all-new Yahoo! Messenger. http://messenger.yahoo.com/ |
From: Jerome Z. <alm...@ag...> - 2004-06-10 09:42:26
|
On Thursday 10 June 2004 05:23, Max Attar Feingold wrote: > Now, the bit that I don't think is realistic is the part that requires an > email confirmation to authorize game entry. It would require hooking up > an email system to the game's core logic, and that would be a lot of work > for the gain. Yeah, I think there is an easier way. Send an email with a random number when an empire wants to join (maybe calculated by hashing the empire name). The empire has to provide this number (in the web interface) to actually join the game. |
From: Max A. F. <ma...@co...> - 2004-06-10 03:23:57
|
> -----Original Message----- > From: alm...@li... [mailto:almonaster-list- > ad...@li...] On Behalf Of Jerome Zago > Sent: Wednesday, June 09, 2004 14:30 > To: alm...@li... > Subject: [Almonaster-list] Restricting joining access to longterms > > It's rather easy to join a longterm, then check every once in a while whether > it has started. Unfortunately you might miss its start by a few updates then, > especially if it has taken months to fill up. > > Therefore I suggest the following to reduce the amount of idling in longterms. > > When you join a longterm, and it doesn't start at once (because more players > are needed), the server checks whether you have given a private (else public) > email address in the profile. If that isn't the case, it says "You need a > valid email address (in your profile) to join this longterm, so that I can > warn you when this game starts". > > If an email address was given, then a confirmation request is sent to you > (this is what happens when you subscribe to this mailing-list). If you reply > to this confirmation request, then you're in. This step is necessary to > ensure that the email address you gave isn't obsolete. > > Now, when a longterm starts, everyone but the last joiner gets an email like > "Game Artemis 12 on Prometheus has started. Please go to > http://almonaster.sourceforge.net/ and log in as Wandering Loan to update > it". I like this suggestion. I already have a ToDo list entry to write an SMTP library, so I've added the following two entries: Feature: use private email fields to send game start notifications (Agt) Feature: option to limit game access to empires with private email fields (Agt) Now, the bit that I don't think is realistic is the part that requires an email confirmation to authorize game entry. It would require hooking up an email system to the game's core logic, and that would be a lot of work for the gain. |
From: Jerome Z. <alm...@ag...> - 2004-06-09 21:29:23
|
It's rather easy to join a longterm, then check every once in a while whether it has started. Unfortunately you might miss its start by a few updates then, especially if it has taken months to fill up. Therefore I suggest the following to reduce the amount of idling in longterms. When you join a longterm, and it doesn't start at once (because more players are needed), the server checks whether you have given a private (else public) email address in the profile. If that isn't the case, it says "You need a valid email address (in your profile) to join this longterm, so that I can warn you when this game starts". If an email address was given, then a confirmation request is sent to you (this is what happens when you subscribe to this mailing-list). If you reply to this confirmation request, then you're in. This step is necessary to ensure that the email address you gave isn't obsolete. Now, when a longterm starts, everyone but the last joiner gets an email like "Game Artemis 12 on Prometheus has started. Please go to http://almonaster.sourceforge.net/ and log in as Wandering Loan to update it". |
From: Max A. F. <ma...@co...> - 2003-02-01 05:34:04
|
My guess is that you're encountering the GET filtering feature, which prevents people from linking to your images directly. You need to edit default.conf and restart the server (press ctrl-c in the command window to shut down cleanly) FilterGets=1 FilterGetExtensions=gif;jpg FilterGetAllowReferers=http://localhost* Add the referrers you expect to see to list, or turn the feature off. In other words, change it to this: FilterGets=1 FilterGetExtensions=gif;jpg FilterGetAllowReferers=http://localhost*;http://overtech.kicks-ass.net* or this: FilterGets=0 FilterGetExtensions=gif;jpg FilterGetAllowReferers=http://localhost* I would also recommend that you fully explore the options in the various config files before exposing the server to the public. There is a default password stored in admin.conf, for example. -----Original Message----- From: alm...@li... [mailto:alm...@li...] On Behalf Of SpEaRmAn Sent: Friday, January 31, 2003 9:17 PM To: ma...@co...; alm...@li... Subject: Re: [Almonaster-list] Graphics well i have the resource in every folder www_Dir or whatever it is and all of em down to my C:/ but the images dont work.. is there any way to figure out the full pathname of where its trying to load images? ----- Original Message ----- From: Max Attar Feingold <mailto:ma...@co...> To: 'SpEaRmAn' <mailto:spe...@ov...> ; alm...@li... Sent: Saturday, February 01, 2003 12:14 AM Subject: RE: [Almonaster-list] Graphics You're right, your site doesn't appear to work. Can you be more specific about your problems? How do they relate to Almonaster? -----Original Message----- From: alm...@li... [mailto:alm...@li...] On Behalf Of SpEaRmAn Sent: Friday, January 31, 2003 7:33 PM To: alm...@li... Subject: [Almonaster-list] Graphics Help me! All my graphics dont work! site located at http://overtech.kicks-ass.net:82/ please reply soon! |
From: SpEaRmAn <spe...@ov...> - 2003-02-01 05:18:02
|
well i have the resource in every folder www_Dir or whatever it is and all of em down to my C:/ but the images dont work.. is there any way to figure out the full = pathname of where its trying to load images? ----- Original Message -----=20 From: Max Attar Feingold=20 To: 'SpEaRmAn' ; alm...@li...=20 Sent: Saturday, February 01, 2003 12:14 AM Subject: RE: [Almonaster-list] Graphics You're right, your site doesn't appear to work. Can you be more specific about your problems? How do they relate to = Almonaster? -----Original Message----- From: alm...@li... = [mailto:alm...@li...] On Behalf Of = SpEaRmAn Sent: Friday, January 31, 2003 7:33 PM To: alm...@li... Subject: [Almonaster-list] Graphics Help me! All my graphics dont work! site located at http://overtech.kicks-ass.net:82/ please reply soon! |
From: Max A. F. <ma...@co...> - 2003-02-01 05:14:02
|
You're right, your site doesn't appear to work. Can you be more specific about your problems? How do they relate to Almonaster? -----Original Message----- From: alm...@li... [mailto:alm...@li...] On Behalf Of SpEaRmAn Sent: Friday, January 31, 2003 7:33 PM To: alm...@li... Subject: [Almonaster-list] Graphics Help me! All my graphics dont work! site located at http://overtech.kicks-ass.net:82/ please reply soon! |
From: SpEaRmAn <spe...@ov...> - 2003-02-01 03:34:25
|
Help me! All my graphics dont work! site located at http://overtech.kicks-ass.net:82/ please reply soon! |
From: Max A. F. <ma...@co...> - 2003-01-26 00:14:28
|
The version available on SourceForge is now officially the final build 620 release. Max Attar Feingold http://almonaster.sourceforge.net/mfeingol/ [Not speaking for my employer] |
From: Max A. F. <ma...@co...> - 2002-12-22 20:20:12
|
Yes, you read that correctly. Both servers are now online, running the latest version of Almonaster. The new URLs for the servers are the following: http://falcon.almonaster.net:8080/ http://prometheus.almonaster.net:8081/ Build 620 RC4 has the following notable changes: - Many small user interface improvements and corrections. - Some ship changes: Morphers, Carriers and Jumpgates are now somewhat cheaper to build. Builders now work slightly differently. - Many bug fixes. - Compatibility fixes with older OSes. - Some administrative improvements. - Some improvements to the HTTP server. - Documentation overhauled and updated for RC4 As always, the full information about this release can be found on the WIP page: http://almonaster.sourceforge.net/wip.html Max Attar Feingold http://almonaster.sourceforge.net/mfeingol/ [Not speaking for my employer] |
From: Max A. F. <ma...@co...> - 2002-11-02 17:55:07
|
In case you missed the SC-Club announcement... I just brought the Prometheus database back online at the following URL: http://almonaster.net:8081/ The server is now running on a dedicated 144Kbps IDSL line which will be available until January. After that, I will attempt to serve it off a cable modem connection, which may or may not work out. The server is running a pre-release version of 620 RC4. The current changelist is as follows: User interface: Removed borders from game list tables. This looks a whole lot better in Mozilla and Opera Removed nomenclature section from Server Information. It belongs in the documentation section Changed "Enter Game" to "Enter" in Open Game List Changed "Start Game" to "Start" in System Game List Moved "Bridier Game" text from Empires cell to Bridier cell in Active and Open Game Lists Minor fixes for Mozilla and Opera compatibility Added responsibility text to game entrance prompt (thanks, Ah) Add SourceForge usenet information to intro page Gameplay: Idle empire filtering is now on by default for new games Fixes: Fixed display of jump planets in Spectator Game up-close planet views Fleets can no longer be given blank names Fixed compatibility with NT4 and Win2K Fixed display problem with uploaded icons on map screens Fixed bug displaying log and report through admin interface Security: URIs with carriage returns are no longer allowed Internals: Enabled LFH (Low Fragmentation Heap) on Windows XP and .NET Server Added BufferedPageRendering option to config file Alajar: Only HTTP 1.1 responses with Connection: close will be sent, instead of returning HTTP 1.0 responses New headers used: Expires, Cache-Control and Accept-Ranges Fixed a couple of bugs in chunked encoding responses Max Attar Feingold http://almonaster.sourceforge.net/mfeingol/ [Not speaking for my employer] |
From: Max A. F. <ma...@co...> - 2002-10-25 18:34:21
|
Sourceforge recently implemented a news server that mirrors messages on project forums and (I believe) project mailing lists. To access the news server, use a news client that supports SSL (e.g., Outlook Express on Windows) and nntp to nntp.sourceforge.net:563. Among the thousands of groups, there are of course groups relating for Almonaster and SC-Original. And the news client interface is of course far superior to the web for browsing messages. Regards, Max Attar Feingold http://almonaster.sourceforge.net/mfeingol/ [Not speaking for my employer] |
From: Max A. F. <ma...@co...> - 2002-08-26 05:29:35
|
Not much new; just cleaned up a few things and merged the latest Linux port fixes from Austin Che: Security: Empire blocking now checks the empire's current session id and ip address, as well as the ones stored when the empire was initially blocked Empire blocking will no longer give false positives if a blocked empire is deleted and a new empire claims the same key Dead empire game re-entrance blocking will no longer give false positives if a dead empire is deleted and a new empire claims the same key Empires who were nuked out of games can no longer see them in the game list, even if the game is still open User interface: Added a few 'community' links to the front page Fixes: Nukes from classic 3.0 surrenders will now appear properly in both empires' nuke histories Cleanup: Merged Linux fixes (thanks, Austin) Max Attar Feingold http://almonaster.sourceforge.net/mfeingol/ [Not speaking for my employer] |
From: Max A. F. <ma...@co...> - 2002-06-01 02:49:16
|
I'm finally getting close to a stable final version release of this build of Almonaster. Improvements from beta 5 to RC1 include many bug-fixes (including updates to the Linux port) and some interface improvements (including some of Alexia's ideas, like collapsing fleets and an Iceberg theme). Work remaining before 620 final includes updating the now rather stale documentation, as well as the creation of an official-looking TOS file. More information, as usual, can be found here: http://almonaster.sourceforge.net/ http://almonaster.sourceforge.net/wip.html Max Attar Feingold http://almonaster.sourceforge.net/mfeingol/ [Not speaking for my employer] |
From: Max A. F. <ma...@co...> - 2002-04-29 03:42:46
|
I've just released a new beta of Almonaster to my sourceforge website. http://almonaster.sourceforge.net/ http://almonaster.sourceforge.net/wip.html Highlights include the following: - Increased security: stronger password hashing, time limits on hashed passwords - Added minimaps - Added build from map screens - Added several new fleet options - Some code cleanup and optimization - Many bugfixes, including broken backups on Linux Thanks go out in particular to Alexia, whose work on Iceberg pioneered several of the features implemented in this release. Max Attar Feingold http://almonaster.sourceforge.net/mfeingol/ [Not speaking for my employer] |