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     ACCELA October 2006 release
    Filed under: — David @ 8:02 pm

    The most sweeping change since the last release is the refactoring of the XWrapper and XRefCountObject templates. The constructors were split into two versions, instead of taking an inDoRetain/inOwner parameter. The new version is cleaner, especially when passing the result of a function to the constructor.

    The new Bindings group of classes provide support for basic Cocoa bindings in Carbon controls: value, text, enabled, minimum, and maximum. Data browser support is a work in progress.

    The AEventParameter family of classes have been reworked slightly to use template specialization to associate event parameters, types, and type codes. It’s just the kind of tedious work that ought to be done by the compiler.

    Many other changes and improvements have been made, including more examples and a few basic unit tests. I have also written up an overview of the major classes.

    Download here.

     ACCELA 3-06 release
    Filed under: — David @ 6:08 pm

    Now that the document classes have reached the “1.0″ stage, I’ve posted a new ACCELA release. Lots of other minor changes are included too; I compiled a list of release notes naming the most significant changes.

    The next task is to move the repository from CVS to Subversion, now that SourceForge has added that service. The next thing after that may depend on feedback.

     Get In, Stupid!
    Filed under: — David @ 2:33 pm

    I’ve been wanting to write this for a while.

    Get In Stupid is a mutator that makes bots get in your vehicle when you hit them, instead of just yelling “Hey, same team!”

    Now, when I wrote this, I didn’t realize that honking a vehicle’s horn is the same as ordering the nearest bot to follow you, which will make it get in your vehicle. But you may not necessarily want this bot to follow you around for the rest of the game; you just want a gunner for as long as you’re in this vehicle. I think this also makes it easier in the Cicada, where you can just swoop down and grab someone instead of honking and waiting.

    I tried to build this feature into Flag Domination a while back, but I didn’t quite get it right.

     Sprightly Hardware
    Filed under: — David @ 9:48 pm

    Sprightly Hardware is my first set in over a year. Some people may have noticed that I’ve had the preview up for a while; I finally decided 20 icons is enough for now.

    It’s kind of a tough choice between trying to develop a new style, and seeing what else you can do with an old one. After Sprightly, Squiver, Smack, and Paper Folder, I felt like it was time to go back to the beginning.

     Icon Machine 3.2
    Filed under: — David @ 8:41 pm

    Icon Machine has just been upped to version 3.2. Mostly minor modernizations. It uses the Mac OS X font panel for the text tool, with all the fancy typography settings involved, plus Quartz text drawing. It’s also Carbon Event driven, which basically means it uses less CPU time when it’s idle. One bug that was fixes is saving to a file server - you no longer get a weird error code when you try to do that.

    This version also requires Mac OS X 10.2; if you’re still using OS 9 or 10.1, you’ll have to stick with version 3.1.

    And before anybody asks, there is one problem with the font panel: you can’t select Helvetica Oblique or Courier Oblique. It’s actually a bug in Mac OS X.

     BR4 1.0 released
    Filed under: — David @ 6:47 pm

    Now that CTF4 has finally been updated, I am able to release BR4 1.0.

    If this is a new concept for you, I’ll explain: BR4 is Bombing Run with four teams. Well, actually, it’s Bombing Spree with four teams, since maps can have more than one ball: up to 8 if you really want to go crazy.

    Speaking of maps, we still need more, so if you’re interested let me know and check out the wiki page on BR4 mapping.

     Flag Domination 3.3
    Filed under: — David @ 9:59 am

    After leaving the beta out for a while, I’m finally posting Flag Domination version 3.3 final. Changes since 3.3b1 include:

    • Fixed vehicle teams and sudden death rounds in Incursion scoring
    • Players get points for capturing flags
    • Fixed the LOD setting for all screenshots

    And here are the highlights from 3.3b1 for those that missed it:

    • Changed the Timed scoring mode to score every 10 seconds, or 15 in VFD
    • Works correctly with maps that use ONSTurrets.u, such as ONS-TIM-SlateSE
    • Works correctly when a custom flag placement puts a B flag capture point at a power core
    • Custom flag placements for ONS-TIM-SlateSE and ONS-IslandHop

    Log in to the bugs database for full details or to report bugs and suggest features.

     Flag Domination 3.3b1
    Filed under: — David @ 3:35 pm

    This beta release of Flag Domination features, in addition to lots of bug fixes, a change to the Timed Scoring mode where flags score every 10 seconds instead of every second. I’ve been wanting to do this for a while, and I’m very pleased with the change now that it’s done. This release also adds custom flag placements for ONS-IslandHop and ONS-TIM-SlateSE.

    For a full list of changes, log in to the bugs database.

    This is my personal blog. The views expressed on these pages are mine alone and not those of my employer.

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