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Star Meteorite Defense Command to be released 1st of June 2018
Posted by: Zarkow - 2018-05-13, 21:39 - Forum: News - No Replies

The official Steam page for the coming game Meteorite Defense Command is now public over at: https://store.steampowered.com/app/76784...e_Command/

The game is a fun, color-full and fast game, inspired by the classical coin-operated arcade games of the golden era. Retail price of 1.99 USD (local variations apply).


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  zAudioConverter Beta released! - Convert Audio Files Between Many Formats
Posted by: Zarkow - 2014-12-27, 17:25 - Forum: News - No Replies

zAudioConverter Beta released! - Convert Audio Files Between Many Formats


Download here:

.rar   zaudioconverterv08beta8.rar (Size: 4.59 MB / Downloads: 805)

Quote:-=[ Readme for zAudioConverter ]=-
Author: Johan 'Zarkow' Munkestam

  - Convert any normal audio file to any one of the most common formats used, MP3, Ogg, FLAC etc
  - Select a wide range of files of different formats and quality and have them all converted to the same type at the same time without confusing options or steps
  - Make backups of your Audio CD's or ripp the songs to your preferred format!
  - Play any cued or converted files directly inside the application - just double-click on them.
  - Set optional in and out points in any files to only convert portions of the files

  - Microsoft .NET Framework 4.0 installed (Check C:\Windows\Microsoft.NET\Framework\ OR download from http://www.microsoft.com/net/ )
  - DirectX 3 or above
  - Few MB of space for the converted audio files

  This little application came as an off-shoot from me working on a larger project around digital audio-mixer and the situation were I one day had found a bunch of FLAC-files from a famous singer and my girlfriend wanted the songs on her cellphone...that only plays MP3s. Finding a decent converter proved time-consuming and I ended up using a two-step conversions from flac -> Wav -> MP3 to get the files into any decent quality. After this I decided that I better quickly put together a small app that does all of the normal conversions in one place. Besides, maybe someone else might find it useful too.

  Using the application should be fairly straight forward. Add the files you want to convert, choose a destination directory [optional] and click what codec you want the new files to be encoded in.

  Ex. To convert the cued files to MP3 files, press 'MP3'.

What kind of audio files can be LOADED/DECODED?
  - MP3
  - Ogg
  - WMA
  - Wav
  - FLAC
  - WavPack
  - CDA (Audio CD que files)
  - AC3
  - ACC
  - ALAC (sometimes incorrectly called 'iTunes AAC')
  - Musepack
  - Speex
  - TTA
  - Monkey's Audio
  - OptimFROG

What kind of movie files can be LOADED/DECODED?
  In general any movie that is using the MP4-container and containing an audio-stream of an compatible codec. For example .mov-files from YouTube, .mp4-files from cell-phones as Nokia N95 etc.

What kind of audio files can be SAVED OUT/ENCODED?
  - MP3
  - Ogg
  - WMA
  - Wav
  - FLAC
  - WavPack
  - ALAC (sometimes incorrectly called 'iTunes AAC')

Notes on the WMA codec:
  While libraries and codecs that are free to download for all is included in this pack, the WMA Codec in addition to the small library included requires the Windows Media Format modules, which come installed with Windows Media Player or can be downloaded separately: http://www.un4seen.com/download.php?extra/wmfdist.exe

  It is not included as it would bloat the download and most users have WMPlayer installed.

What is the different between the MAX and AVG options?
  AVG means 'Average' and in most cases will cover the needs of most users. The choosen quality/compression levels are the high-end defaults for the respective codecs and are generally recomended.
  MAX uses the highest possible quality/compression level supported by the codec and can be used for experimental purposes, audiophiles testing their equipment and so on. Not recomended to use this option unless you know why it is needed for you. Will either use a lot more space or CPU-power per file.

  This application is copyright Johan Munkestam/Digital Software 2010-2011. All rights reserved.

  The archive includes several libraries and codecs, each with their own copyright and license-info. Inclusion of these files are done as a service only and in no way implies ownership or support for them.

  This work is largely built upon the amazing work done by Un4seen Developments Ltd. on the BASS library and by Bernd Niedergesaess for the .Net wrapper library. The BASS library is free for non-commercial usage with only a splash-screen shown at startup.

  Everyone has permission to freely, without any charge, copy, distribute and share this application to everyone. No-one may however decompile, reverse-engineer, modify or otherwise use the supplied files outside their clear intended area of usage.

  This application is released as Coke-ware - if you like it you must buy the author a Coke when you meet him. No Pepsi. Nor any Cuba Cola. Not even Dr Pepper.

  If this application murders you in your sleep it isn't my fault. Neither is any other problems.


  Every user is entitled to the same amount of support as they have paid for the application.
  Everything above that is of our own free will and due to us being so nice.

  For help, questions etc visit our forum: www.digitalsoftware.se/community/forum-6.html

  Got any suggestions or bugs - let us hear them!


[v.] - Beta 8
- Added support for decoding Speex, TTA (True Audio Codec), APE (Monkey's Audio) and OptimFROG files.
- Fixed issue with launching the playback of an song from a CD while decoding would force the encoding to terminate prematurely.

[v.] - Beta 7
- Added support to add folders and sub-folders aswell as maintaining relative structures after encoding the files.
- Added the ability to choose to maintain files in their respective folders after encoding.
- Added safety upon encoding to same dir using the same encoder (leading to a duplicate file name), adding '_new' to the filename.

[v.] - Beta 6
- Added support for encoding to ALAC - Apple Lossless Audio Codec.

[v.] - Beta 5a
- Fixed null-exception in Audio Player regarding markers

[v.] - Beta 5
- Audio Player is now properly stopped and reset when a file is played to the end
- Audio Player: now update the UI to show current status during play, stop etc
- Audio Player: corrected the initial volume to be same as indicated by the UI
- Added ability to launch audio player via enter-key in respective file list
- Added graphical wave graph to Audio Player - shown when setting or in and out points exists
- Added ability to set defined in and out points in files for playing and converting
- Added context menu to File List Boxes; Play, Edit [in and out points] and Delete file from list

[v.] - Beta 4b
- Audio Player now correctly handles and informs user about incompatible or invalid audio files

[v.] - Beta 4a
- Fixed exceptions thrown if user quit application during a lengthy encoding

[v.] - Beta 4
- Rewrote internal handling of the audio-files
- Added the ability to remove files from the cue
- Added the ability to drag-drop files from conversion list back into the cue
- Added the ability to drag files from Windows Explorer into the cue
- Added built-in audio player - double-click on any file in either list to play the file[s]
- Started adding future support for encoding to ALAC (iTunes) - Apple Lossless Audio Codec

[v.] - Beta 3
- Added support for loading AC3, ACC, ALAC and Musepack-encoded files
- Added filter-support to openDialog for supported movie files

[v.] - Beta 2
- Added support for encoding new files to WavPack

[v.] - Beta 1
- Added support for loading MP3, Ogg, WMA, Wav, FLAC, WV and CDA-files
- Added support for encoding new files in MP3, Ogg, WMA, Wav and FLAC
- Using BASS and BASS.Net

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  Diablo2Edit Public Beta 2 - Diablo 2 Save Game Editor
Posted by: Zarkow - 2014-12-27, 17:19 - Forum: News - No Replies

For archive purposes, here is a functional (for the version of Diablo 2 available at its release) Diablo 2 Save Game Editor, for users to tweak their characters and their inventory with.

Application is verified to work on Windows XP with no alterations.

Download here >>
.zip   d2_editor_beta_2.zip (Size: 485.92 KB / Downloads: 755)

Quote:-=[Historyfile for Diablo2Edit/Diablo II SaveGame Editor]=-

Entrys are in cronological order (i.e. first entry under an version is the oldest entry).
Multiple instances indicates new solutions (most of the times new solutions will have short references to/about it).
I only add the major things that I think matter - hundreds of Bugs are squashed every day. Wink
The numbering of the (internal) versions are as follow:
    1 = Major Version.
    2 = Minor Version.
    3 = Release.
    4 = Build.
Release = Commersially released number of times.
Build = Number of times a Complete re-build has been done, i.e. compiling All files. This is only needed when having done large updates in several files, not when doing small bug-fixes.

After every version-header below, there is a note of what kind of build it is:
Debug Build - internal testing, before Beta-testing.
Beta Build - Internal and External Beta testing build.
Pre-release Build - a build for a small selected group to evaluate (i.e. often to the press).
Release Build - Commercial Release build.

-=[Version]=- Beta Build, Public Beta 2.
Rebuilt Layout, with multiple pages for support for more options.
Touched up VersionInfo on _SplashDlg.
Added Quest and Qaypoints sections, and the basic functions for it.
Since AboutDlg looked a little pale - added moving starfield to the background.
When selecting Help, the user is urged to read the readme-file.
Quest Section added, with all 21 Quests.
Waypoint Section added.
ReWorked the Character pictures.
Skill Section added.
Rewrote Skill-section, and made multiple pages to copy the game-layout with 10 per page.
Added Necromancer skills.
Added support for correct Loading skills along with the rest of the values.
Added animation for showing the Character Loaded.
Skills are now saved along with the rest of the values.
Fixed several bugs conserning Skills, especially when loading a newly created Character with zero experience points.
Added animated Credits to AboutDlg.
Fixed serious bug conserning displaying AboutDlg while animating Character on Load.
Added Waypoints for Act IV.
Added Save-Question for when user selects to Load a new file.
Added Amazons skills.
Fixed bug that failed to save skills correctly for characters with zero experience.
Added SaveProgress window.
Rewrote some save-code to co-op with the new window.
Added Warning and Error statistics on Save.
Fixed 'Modify'-related code, to better handle closing of the app.
Added visual feedback to SaveProgress window, by adding dots when doing something.
Fixed serious bug with skills, when never visiting skills-page before saving.
Improved the save-rutin somewhat.
Fixed bug for when loading a readonly-savegame.
Improved the startup-time of the app.
When selecting Help, the user is instantly directed to the ReadMe-file.
Added Item-list capability. Some values not defined yet though.
Added ability to see and modify your items.
Fixed save-rutine to allow Items to be saved properly.
Fixed OnHint-bug conserning secondary form.
ReWrote ItemFile layout, to support multiple items in each file (*.dip)
Added Import-support for Items.
Added the new 'scrambled tv'-fx rutine to the about-dlg.
Fixed sprites jumping out of (window-)bounds on heavy lag.
The highest LagCount is stored for later retrivial.
Added the Loaded Character-name to the MainForm's caption.
Set sash-limit to 9 924 gold per level (is rounded to 1000 per level ingame).
Added dlg if imported object shold overwrite existing objects loc-value.
Rebuilt listviews tab-layout.
Exported over 20 items. Several Exceptional rare swords, and some non-used items.
Fixed bug when changing item-values and then selecting cancel - modified = false.
Rebuilt layout and colors. Background is now Navy instead of Black (to dark...).
Fixed the save-rutine for StartLocation.
Fixed bug with Modified not getting set when changing StartLocation Level.
Fixed Save-rutine - no longer depending on .bak-file. (All in RAM-memory.)
Added rutine to detect points left over from Level-Up events.
Added support to Load and display Skill and Attributes points left over.
Fixed som minor issues with the Load-rutine.
Added support to Save Skills and Attributes point left over.
Fixed issue with altered locs for other values, and verifyed the functionality.
Fixed old values hanging around, consearning Level-Up points.
Added some (grey) help-text.
Fixed Tab-order for a lot of the objects.
Added new Load-anim rutine for the Characters.
Fixed external-editor (for ReadMe-file) call to be persistent.
Fixed OpenDialog to at run-time set last dir as defualt.

-=[Version]=- Beta Build, Public Beta 1.
Started to fixate Money-limitations, Level-dependent.
Fixed Modified:=True for some odd entrys.
Fixed some minor bugs.
ReBuilt the Character Graphics.
Exported Graphics to stand-alone .dat-file.

-=[Version]=- Debug Build, Private Beta.
All Character Attributes Entrys are loaded correct.
Added _Splash-screen and the graphics for it.
Added graphics to main module.
Now all entrys are saved correctly - fixed conversion error.
Added full Level-support (now also in file-description).
Added graphical AboutDlg.

This File last Edited 2000-09-23 18:24.

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  HDEdit Public Beta 5 - Hidden & Dangerous Savegame Editor
Posted by: Zarkow - 2014-12-27, 17:12 - Forum: News - No Replies

For archive purposes, here is one of the only functional Save Game editors in the world for the game Hidden & Dangerous, the classic tactical FPS.

The application is verified to run on Windows XP with no alterations.

Download here >>
.rar   hdeditbeta5.rar (Size: 692.63 KB / Downloads: 794)

Quote:-=[Historyfile for HDEdit/Hidden & Dangerous SaveGame Editor]=-

Entrys are in cronological order (i.e. first entry under an version is the oldest entry).
Multiple instances indicates new solutions (most of the times new solutions will have short references to/about it).
I only add the major things that I think matter - hundreds of Bugs are squashed every day. Wink
The numbering of the (internal) versions are as follow:
    1 = Major Version.
    2 = Minor Version.
    3 = Release.
    4 = Build.
Release = Commersially released number of times.
Build = Number of times a Complete re-build has been done, i.e. compiling All files. This is only needed when having done large updates in several files, not when doing small bug-fixes.

After every version-header below, there is a note of what kind of build it is:
Debug Build - internal testing, before Beta-testing.
Beta Build - Internal and External Beta testing build.
Pre-release Build - a build for a small selected group to evaluate (i.e. often to the press).
Release Build - Commercial Release build.

-=[Version]=- Beta Build, Public Beta 5.
Fixed: when selecting Quit from meny, it now asks if the user wants to save the file.
Added Hints to everything that might need it.
Fixed: removed Debug-msg that keeps poping up when editing number of weapons. (Doh)
Added support for graphics to the main app.
Added soldier graphics, for when selecting a character. (Helps you choose.)
Added graphics for several weapons and items. (Ripped from in-game screenshots...)
Major rebuild of the right edit-section.
Added support for info about Every character and item in the game.
Fixed: AboutDlg no longer takes proc-time when not showed.
Added info about items and character names.
Rebuilt info-section, no longer uses Hint for complete display of info.
Added complete list of info about items.
Added complete list of info about soldiers.
Rebuilt info-section to fit all of the info to be displayed.
Improved Randomize-code for AboutDlg.
Renamed some items to their real names.
Cleaned up the save-rutine.
Fixed problem with app crashing if Weapon n Character graphics Lib are missing.
Altered _Splash-scrn, used an other logo. (Better when transparent.)
Fixed grey-curves on several of the images, since they where to dark from the game.
Fixed: fixed crash when selecting a dummy-character entry (set by the game when new campain is started).

-=[Version]=- Beta Build, Public Beta 4.
Ability to choose save from the meny (forgot to enable it).
Added AboutDlg, that displays brief info about the app.
Added graphics to AboutDlg.
Added text and info to AboutDlg.
Made the text move and bounce around.
Cleaned up a lot of code.
Added link to HelpDlg, that launches default web-browser.
Fixed some spelling errors.
Added Release info to AboutDlg, and main form.
Added launch-link for history.txt (this file) when clicking Release-info.
Added new icon to the app.
ReWrote AboutDlg completely - now uses DirectX for graphics.
Added new graphics to the AboutDlg.
Added bouncing logo and animated sprite.
Made the mouse-cursor turn into animated logo in the AboutDlg - nice!
Added _Splash window.
Added high-res graphics and info to Splash window.
Added warning dlg when data have been changed, that prompts the user to save.
Added the save-check to closing, loading new file and selecting new savegame entry.
Fixed some minor bugs.
Added check to see if the Graphics Lib exists, and can be loaded. (Will work without it.)

-=[Version]=- Beta Build, Public Beta 3.
Added the displaying of number of entrys after search, when choosing Don't Show (update).
Fixed spelling errors.
Added Soldernames instead of numbers. Makes the selecting of soldiers much easier.
Fixed soldier bug conserning ID starting at 0, not 1. This fixes the error when selecting the last soldier.
Fixed serious bug where previus entry got erased when setting editfields to enabled=false, 'cause of selecting nonvalid field.
Fixed same bug consearning selecting the three non-valid entrys last in the editing-list.

-=[Version]=- Beta Build, Public Beta 2.
Corrected issue with MP44 beeing placed to early in the ComboBox. (Placed Hex10 after Hex09, when it should be after Hex0F)
Above spawned some weapons wrongfully beeing choosed.
Fixed bug where the first weapon in the inventory, was (visualy in editor) asigned to last character in list.
Added ability to change Character. Only numbers, not name right now (Only visual issue).
Added HelpScreen.
Fixed Weapons and Character values not beeing correctfully disabled when selecting a non-value entry.
Fixed issue with popupmenu not beeing used.

-=[Version]=- Beta Build, Public Beta 1.
First public beta, and therefor no history is included.

This File last Edited 2000-07-06 20:13.

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  RealLife v0.99 - MOD to Tiberian Sun, Command & Conquer 2
Posted by: Zarkow - 2014-12-27, 17:07 - Forum: News - No Replies

For archive-purposes, here is the old Command & Conquer (2): Tiberian Sun MOD, RealLife.

Download here >>
.zip   reallife99.zip (Size: 1.14 MB / Downloads: 980)

Quote:-=[RealLife: MOD to Tiberian Sun]=-
   Version 0.99, Minor Revision.
 ©opyright Johan Munkestam 1999.
      _.~-=[aka Zarkow]-~._

Unzip all five files into your Tiberian Sun directory. Please note that the file 00000409.256 (containing launcher graphics) already exist in your TS catalog, so if you want to keep the original launch-logo, make a backup of this file, or choose _not_ to overwrite when extracting all the files.

The idéa behind this is to make it more similair to 'real' life, with increased damage, new weapons and a theme behind every unit. A soldier of todays modern warfair can't stand more then a short burst of bullets from an enemy soldier without going down, and so don't the soldiers of this MOD...

I have now playtested the MOD in more then 150 hours of network-battles with and against my girlfriend and computer opponents, and even thought more things should and are going to be altered, I'm happy to see that it's really working out finally. In the original TS the side of NOD was way more powerfull, but that has also been fixed now I think. _I_ still play NOD thought =).

In the beginning I was only gonna change the weapon-values, but then I added MLRS since I loved it in C&C. I then started to change the aircrafts since I don't like aircraft that hang around in the air like dummies. And when I had added the MLRS, I thought "hey, why not add ALL of the units you love", since I really missed all the good ol' tanks from C&C and RA. And on that way it went...

-=New Units and Features=-
There are too much things changed and added for me to remember, but I will do my best... =)

- Damage for almost Every weapon has been Increased. The battles are much quicker and deadlier now.
  (Super weapon is maintained - the Ion Cannon or ClusterMissile shouldn't win you the war, your skill should.)
- Since almost all weapon-damages has been altered, several costs has changed to balance it further.
- Ability to destroy Tiberium Trees added.
- Build Queue limit is now set to 99 waiting items.
- 2 NEW types of Tiberium, the Purple and the Black.
- The Tiberium, not including the green one, now explodes and chainreacts like it was supposed to according to WW.
- Purple Tiberium is spreading and growing a little bit faster.
- Green Tiberium is spreading twice as fast.
- Everyting now blows up a lot More, much more debris flyes around.
- Explosion anims added, adding cooler and larger explosions.
- Particle-system added to every explosion that uses a warhead of somekind (i.e. damage units on impact).
- The Computer now builds more SAM sites then before.
- I really _hate_ Hunter Seeker (No-skill shit), so the lamah-weapon has been removed.
- The number of Crates have been increased, and they are much more friendly now - hate when 50% of the crates are bad news...
- All buildings have dynamic lightning attached to them.
- A complete list of all units included with the zip-file.
- New Title, Launcher, Score and Meny-graphics.
- The new Infantry are now unique entrys.

- Heavy Infantry has been added to both sides, who use machineguns instead of assualt-rifles.
- Both sides now has Scouts; fast, light armed guys that has a great sight distance.
- Both sides has recieved the new unit Sniper Infantry. Long-range 'one-shoot-one-kill'-girls, that can't handle a large numbers of soldiers without backup.
- Every single aircraft has gotten its speed increased, and they can move into shrouded areas of the map.
- SAM-sites shoots three SAMs at the time. (Just like in one of the GDI cutscenes, and reality.)

- MLRS is added to GDI, beeing the prerequisite to the new Hover MLRS. Wheeled but cheaper.
- Old Artillery has been added to NOD. Half damage and a little shorter range, but cheaper and don't have to deploy.
- Medium Tank from Red Alert is added, and Mammoth Tank is now buildable. Old APC also added.
- GDI has gotten a Heavy Cruiser, armed with powerfull rocketpods, and it has Heavy armour, but it has a buildlimit of 1.
- Orca now has rocket-pods and shoot at its target in fly-by's.
- MLRS shoots its rockets in series of 5 missiles.
- GDI can build the Kodiak to get access to their Mechanical Repair Robot, that repairs vehicles.
- Spy Plane added to GDI. Fast, heavy armoured but unarmed, this baby is perfect for finding those enemys lurking around.

- Light and Heavy Tank from Red Alert, Flame Tank and Old Artillery from C&C is also added.
- NOD has gotten a Banshee Bomber. It is a slightly slower brother then the original Banshee, that fires bomb similair to the Orca bomber.
- NOD has gotten a Suicide Bomber. Warning: He is Disguised so he will look like a normal infantry unit to the other players. =)
- NOD has gotten a Mobile Stealth Generator. It costs 2000, and you gotta build HighTech-Center to get it.
- NOD can build the Pyramid to get access to their High Priest, that can heal soldiers.
- Harpy now has grenade-pods and shoot at its target in fly-by's.

-=Suggestions, flames or bugs?=-
Have suggestions, wanna send flames or report 'bugs'? E-mail the author at: [email outdated and removed]

-=Known Bugs=-
Sometimes aircraft tend to hoover around, without taking a single shoot; just order them away a few cells and attack again...this is due to the lousy flight-code written by Westwood - guess this is the reason dog-fighting was taken out of the game in the last minute.

If a Suicide Bomber should survive his own bomb, and in some cases even strangely enough get his ammo of one bomb back after 5 sec.(!) then just call it plain luck, and thank Westwood for beeing lousy programmers. =)
(Have only seen it happend at one time, but you never know...)**

(**: This have been fixed, visually, but the crappy WW code is still there.)

Late: If you should build the NOD Stealth Generator, but don't have enough power, you can still use it! Just turn it off with the power-switch, then turn it back on, and it will stealth the base! Westwood has done it again. =)
(E-mail me if you don't know how to do it, or visit the homepage for RealLife: [Url outdated and removed] )

-=Version History=-

-=[0.99]=- {Version released to the public}
Altered the apperence of Tiberium! Now 3 different kinds, all with different characteristics.
Added severel cool things about the Tiberium; the new cool explosions and the tiberium shards flying away from it, beeing two.
Fixed the Meteorides beeing to weak. It was because WW had forgotten to define the Warhead used. =)
Once again lowered the flightlevel of the Cruiser a bit, now down to 800 from 1000.
Compiled a complete list over all the Units in the MOD, with all their values. Included in zip-file.
Increased Mobile Repair Robot's cost from 650 to 1100.
Lowered Light Tank speed from 9 to 8.
Tweak the damage-table for the sniper-rifle.
Added fire-sound to the 75mm cannon.
New graphics for MP-Scoretable and Meny-background.
ReWrote the new Infantry Units, to make the MOD campain and WW-multiplayermap safe, since their for example exist Civ's already on the maps.
Particle-systems have been added for every weapon it logicaly should be, and in the same time rewrote several of the warheads to support it!
The improve the weapons and the warheads, 13 new warheads have been added, some of them beeing added variantions of HE and AP.
The Banshee Bomber has gotten a new look! Its pitch-speed has been altered too.
Tweaked some weapons a little bit.
Increased Medium Tank cost from 800 to 850.
Remade AlphaLightPost, since: 1. Alpha Images are lame solutions, 2. the Alpha-Image erases particles displayed within it's area. (Can't understand why WW talks about their dynamic lightning, when they never 'really' use it in the game, as in 'use it to it's full extend'.)
Heavy Infantry now uses a second Minigun versus air-units, that only do half damage. (Simulate in-accuracy)
The Banshee now tilts at 70 degrees when turning, and now has a ROT of 5 instead of 3.
When firing upon aircraft, Heavy Infantry and any firearms vs air-units doesn't create splashes in mid air, but only some particle-splatter.
The wind now blows in an other direction, and has an impact (only visual) on the smoke from damaged things.
Cleaned up some explosion-lists in the warhead-section.
Have increased the damage done by exploding tiberium, and how easy it will explode.
The Bike got a new death-event. Flips up in the air and crashes a little distant away.
Fixed some settings in the Easy-Normal-Hard settings listing.
Fixed the Old APC having way to many wheels fly away when blowing up.
Removed some unused entrys about the Old Artillery, dealing with the turret.
Added the spinning turret to the Mobil Stealth Generator.
Fixed and added the Mammoth Tank having its turret fly away upon exploding. Never seen anyone solve this before.
Lowered the MCVs and Construction Yards debris-count a bit.
Fixed the stupid entry saying that Elite Wolverine gets vein-proof, when it starts out with it (WW bug).
The weapon-factorys of both sides has gotten its debris-count decreased.
Tweaked some other structures debris-count.
Increased Cyborg Rate of Fire.
Set the Cyborg Commandos weapon to have a spread-area of 1 instead of 0.
Set the debris to appear acording to the quality-setting choosen.
(Big in any setting, Small in Medium and High. Particels only appear in Medium and High quality setting.)
Added the Elite-ability section to the stats.txt-file.
Flame Tank can now be build directly when Warfactory has been built.
FIXED: The WW bug with the wrong anim beeing playing when getting Multimissile in a crate, has been fixed.
The Hover MLRS has gotten new death-crashes; the turret or the body flyes away and crashes.
The Light Tower is now the Guard Tower, with a Lasersight, to point out enemy units approaching. Techlevel 3.
Added the Grenade Infantry to NOD, that shoots high explosive grenades.
The Guard Droid is added to GDI, and Floating Mine to NOD.
The new infantry unit Laser Infantry is added to NOD. Carries a portable version of the las-turret.
A really heavy shooter, called Experimental, is added to the GDI. (Using never before seen graphics.)
The new Faster Harvester is added to both sides. Build Tech-centers to get it.
37 instead of 16 Spark-sets, and 32 instead of 12 particel-systems.
Set Old Artillerys FireAngle to 60 degrees.
Fixed more special-debris, in forms of turrets n stuff, for Hover MLRS and some.
Added EliteAbilitys to every fighting unit.
Made Cyborg Commando and Ghost Stalker trainable.
NOD Summoner Priest added, with a buildlimit of 1. (Special Release-unit.)
Set Cruiser PitchAngle to 10.
A total of 10 new weapon-types have been added since v. 0.98.
Tracked down Tiberiumfiled/tree lightning-issues. In short: Can't be edited - are written into the maps.

-=[0.98]=- {Version released to the public}
***Discovered the _huge_ NOD Stealth Generator bug in TS*** - Guess Westwood are gonna be mailed about that...
Removed Immune=yes from Tiberium Tree, and set it's strength to 1000.
Increased Heavy Tank cost to 1500 and Mammoth Tank to 1800.
Lowered Light Tank cost to 550, and decreased it's weapon-strength by giving it a 75mm cannon.
Decreased Medium Tank's cannon to a 90mm one, and raised the cost for Titan to 1000.
Changed several weapon-damage values, mostly tweaking the ones for the cannons - now they are more balanced into the game.
Increased Bridge Strength to 750.
Suicide Bomber cost increased to 1500.
Somewhat re-modeled the fire-rutin for Heavy Infantry, and added flames for fire-anim.
Added launcher-graphics. Read installations-notice for this one.
Changed expl.-anims for several warheads, making for example Artillerys charges blow up much bigger. Way cool.
Increased DebrisCount for some units and buildings, and edited all the debris to fly much further.
Artillery cost increased from 1.200 to 1.600 credits, but it's warhead got increased spread-area.
Set NoMovingFire=yes for Old Artillery.
Removed Cruiser slowdown distance, since it made it hover about on place, still firing though.
Increased the Cruisers GuardRange from 15 to 25.
Altered Cruiser crash-anim.
You now have to build GDI TechCenter to get access to the Spy Plane.
Spy Plane aren't so extreamly fast any more, only a little faster then the NOD Banshee... Cost lowered to 1500.
Heavy Infantry doesn't get an other weapon when becoming an Elite, thous _not_ loosing their AA ability. =)
Several (civilian) buildings and signs has gotten new text and theme...
Lowered Crate GasCloud-damage.
Increased Banshee Bomber FlightLevel from 600 to 700.
Remade Harpy since no-one ever used the original one. Gave it grenade-pods, and lowered its speed to 25, and cost to 1200.
Every building has gotten dynamic lightning added to them.

-=[0.97]=- {Version released to the public}
Added the GDI Spy Plane. Instead of the RA-way, using a camera, it has to fly and use it's 'sight' to find things - the Camera settings (that are still around) does nothing in TS, since the code has been removed. Doh... (Makes the aircraft unselectable.)
Have added the GDI Kodiak and NOD Pyramid, with their own units: Mechanical Repair Robot for GDI and High Priest for NOD.
Finally: Fixed the problem with 1.13 hardcoding the damage for Artillery, and it now too has gotten it's damage increased properly.
Added Suicide Bomber to NOD. Worked on it for 10 hour, just to learn that the MultiMissile code is an hack within Westwood(!) and that if anything else tries to use the MultiCluster-rutin the game goes down hard... and learnt that units can't hurt themselfs unless using the MultiMissile. *doh*. =) So it didn't really ended up like I wanted it to be, but it works in 98% of the times. (Sometimes he survives... - and have even seen the ammo come back! Have set him to have 'Ammo=1', but sometimes he can fire again after 5 seconds, since he gets the ammo back, but just sometimes...I give up.)
Renamed Heavy Soldier to Heavy Infantry, to fit into the pattern.
Added Sniper Infantry to both sides.
Changed unit-choice for the scout unit, and fixed fire'ing anim.
Fixed infantry-order for the build-bar - now in a perfectly good order. =)
Fixed several issues with the NOD helicopter 'Harpy'.
Once again changed Flame Tank movement settings, and I'm now Sure that it is working properly All the time.
Made the new basic units Multiplayer-startable (i.e. set AllowedToStartInMultiplayer=yes).
Lowered the Heavy Cruisers flight-height a little bit (still much higher then the rest thought).
Corrected some typos in the readme. =)

-=[0.96]=- {Version released to the public}
Green Tiberium now spreads and grow more quickly.
Ooops, fixed a forgotten test value for Negative Lamp, that made some mapsections go 100% black...
Heavy Infantry cost increased to 500, since their AA ability was added.
Jumpjet infantry also has recieved spark-effects for its chainguns.
'BaseNormal=no' set for Light Tower to avoid "sand-bag'ing"-strategy.
Banshee Bomber added to NOD, build Temple of NOD to get access to it.
Flame Tank traveling underground should be fixed now - mail me otherwise! (Fixed!)
Scouts weapon damage increased.
Lowered ROF for Orca Bomber, since it had gotten a speed increase - the carpet of bombs was too long.
Fixed Cruiser slowdown distance, that made it hard for it to fire at moving targets.

-=[0.95]=- {Version released to the public}
Heavy Cruisers strenght has been increased from 300 to 400, but it's weapon ranged lowered to avoid out-range'ing SAM sites.
More Warfactorys gives a 25% speed increase.
**NOD SAM sites powertake lowered since Heavy Cruises makes GDI a powerfull enemy in the air too.
(Note: In patch 1.13 for TS it has been hard-coded that NOD SAM sites should use 60 in energy!)
And some minor fixes.

Added sight-increase for veterans.
Made Orca-bombers bombs clustering.
Increased buildlimit for Mammoth Mk. II to 5 since they aren't as good as Westwood thinks... also made it trainable.
Added Heavy Cruiser, and all of the old Tanks, old RA Artillery and Mobile Stealth Generator.
Added more spark-effects to the chainguns - experimenting a bit.
Hunter Seeker Removed.
Heavy Infantry can shoot at aircraft now.

-=[0.93]=- {Version released to the public}
Several issues have been fixed, and have added more lights to buildings. NOTE: A building that has lightning attached to it will still light the area around it when it's stelthed! This is NOT a 'bug' but a cool feature. More lightning-effects will be added later on, and some of the values tweaked a bit.
Made MCV buildable at tech-level 9.

A LOT of changes have been made, to much to list them all.
Almost ALL damages have been altered, and several units changed in several ways.
MLRS have been added (old C&C one) and Heavy Infantry, as the most noticable ones.
Heavy Infantry carries machineguns, apose to the normal infantry that carries assualt-rifles. They both have better range and fire-rate then normal infantry.
Buildspeed for 1000 credits have been decrease from 0.8 to 0.6 minutes.
All buildings and vehicles now blow so much more, with much more debris - way cooler if you ask me. =)

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  BF2_Connector 1.1 released - The wrapper for ASE with BF2
Posted by: Zarkow - 2014-12-27, 17:03 - Forum: News - Replies (1)

The latest version of BF2_Connector is now released.

This version's changelog:

Quote:1.1 - Patch-compatible version
- Made it comply with the renamed join-commands passed on from ASE, aswell as the old.
- All additional parameters from ASE is now properly passed along to BF2.

Download latest version>>
.rar   BF2_Connector.v1.1.rar (Size: 162.45 KB / Downloads: 725)

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  ET:QW Zerver BrowZer Public Beta 1 Released
Posted by: Zarkow - 2014-12-27, 16:50 - Forum: News - Replies (1)

The stand-alone browser ET:QW Zerver BrowZer Public Beta 1 is now released.

Quote:-=[ Readme for ETQW Zerver BrowZer ]=-

Author: Johan 'Zarkow' Munkestam

What is 'ETQW Zerver BrowZer'?
  It's a 3rd part stand alone server browser for the game ET:Quake Wars by Splash Damage and id Software.

  - List all active ET:QW-servers together with players and cvars on those servers.
  - Instantly join any server directly from the browser.

How to use it:
  1) Start it up
  2) Go into settings
  3) Point out where your copy of etqw.exe is located, to be able to quick-launch it.
  4) Press OK

  - To Join a selected server, right-click and choose 'Join Server'.
  - For easy info-retrival and sharing, drag'n'drop server-info to the Input-field at the bottom.

How to extend the usage of FriendsList:
  The FriendsList filter-option uses MatchesMask which makes it possible to enter partial nicks and wildcards.
  * = wildcard, any number of characters, any character.
  ? = one character can be of any kind.
  [zs] = a set of chars is allowed for one character, here z and s. Used like a constraint ?.
  Example: To search for my nick, nomatter what clan-tag I carry and incase you don't remember if it starts with z or s, add *[zs]arkow to the friends.lst.
  Using wildcards or a lot of ?/sets will increase the chance of false positives, i.e. getting hits on people that you don't want to see. For example, typing *a* will return every server that contains any player that  has an 'a' anywhere in it's nick. So use them wisely.

  Due to char-constraints of the syntax, the chars [,],* are autoconverted to ? upon adding a player via the PlayerList of a server.

  This application is copyright Johan Munkestam/Digital Software 2007. All rights reserved.

  Everyone has permission to freely, without any charge, copy, distribute and share this application to everyone. No-one may however decompile, reverse-engineer, modify or otherwise use the supplied files outside their clear intended area of usage.
  This application is released as Coke-ware - if you like it you must buy the author a Coke when you meet him. No Pepsi. Nor any Cuba Cola. Not even Dr Pepper.

  If this application murders you in your sleep it isn't my fault. Neither is any other problems.
  Every user is entitled to the same amount of support as they have paid for the application.
  Everything above that is of our own free will and due to us being so nice.

  Got any suggestions or bugs - let us hear them!

.rar   etqwzbrz_public_beta_1.rar (Size: 290.94 KB / Downloads: 687)



[v.] - Public Beta 1
- Fixed playerlisting that broke with the v1.4-update.
- Added Server Favorites-list.
- Favorites still gets added and pinged even if the Master Server is down.
- ServerList, cvar List and Nick List can now be individually resized.
- Rightclick-menu and Find to get your favorited server selected in the main Server List.
- Added ability to remove Friends and Favorite Servers from the lists.
- Filter settings are now saved on exit and game-launch and loaded at application startup.
- If filtering is active at startup, the filter-panel is automatically displayed.
- Enabled editing Master List Server adress and port from the settings.

[v.] - Public Alpha 4
- Added User-Agent info in the request to the Master Server that now is forced after the v1.4 update.

[v.] - Public Alpha 3
- Fixed the player-parsing that the ET:QW updates altered the formats of.
- Lingering connection against MasterServer sholdn't be a problem anymore.

[v.] - Public Alpha 2
- Full Server-filter activated. Check = show full servers, unCheck = show non-full, grey = either.
- Middle mousebutton now correctly de-selects servers in both filtered and unfiltered list.
- Empty Server-filter added. Check = empty servers, unCheck = non-enpty, grey = either.
- Bots Enabled-Filter added. Check = bots enabled, unChecked = not enabled, grey = either.
- Improved filter-preparation at Update.
- PlayerList now displays bots via (Bot)-suffix.
- Fixed default sortorder on several columns and added a custom sortfix for blank server entries.
- Increased the time-spacing for getting data via clicking a server from 1 to 4 seconds.
- Unified handling of Filtered list at entry into Update and Refresh.
- Added friendslist filter. Check = friends on server, unChecked = No friends, grey = either.
- Added FriendsList filter. Saved as 'friends.lst' and can be edited by hand too.
- FriendsList filter uses MatchesMask, i.e. supports *,? and sets ([abc]). See instructions above.
- Rare occurance of TCP not disconnecting from webserver should be fixed and additonal updates should still work even if still doesn't disconnect. Needs testing and verification.
- Added servermonitoring for autojoin when a slot opens.
- ServerMonitoring polls the watched server every 5 seconds.
- Misc fixes and speed improvements.

[v.] - Public Alpha 1
Initial Release

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  DefNet Client Public Beta 4 Released!
Posted by: Zarkow - 2014-12-27, 16:32 - Forum: News - No Replies

The standalone server browser and chat client for the game DefCon is now released as Public Beta 4.

Quote:What is DefNet Client?
 It's a combined chat-client and server-browser for primarly the game DefCon, by Introversion.

 - List all active DefCon-servers together with players and scores on those servers.
 - Chat-client on an irc-like network, so DefCon-players can find others to nuke into oblivion.
 - Chat-client uses dynamic encryption-keys and variable encryption-level, up to 448bit*.
 - Have a very small memory footprint and is very cheap on the CPU.

.rar   DefNet_Client.public.beta.4.rar (Size: 286.42 KB / Downloads: 743)



[v.] - Public Beta 4
- Client now compatible with DefCon v1.1
- Passworded server is now indicated with '#' in first column.
- Added 'NOT'-checkbox in filters for name-search. Tip: NOT 'New Server'.
- Added Password-filter. Checked for passworded servers, unchecked for not passworded, grey for any.
- Added Full Server-filter. Checked for full, unchecked for not full, grey for any.

[v.] - Public Beta 3
- Fixed a minor memory-leak in the server-browser.
- Login protocol updated, now fully supports backup-nick.
- Solved issue with forcing splitter to max/min-positions.
- Full server-filtering added!

[v.] - Public Beta 2
- Selected server stays in focus during sort.
- Deselect server by pressing right mouse button in serverlist.

- Amount of servers show and updated in realtime
- Status of server-polling shown with * in the server-list, next to the servers name:
 *: Server-updated going [waiting for update] OR server clicked and waiting for player-list.
 **: Server was selected and player-list is auto-requested after recieving a new server-update.
 The * are removed as soon as the requested updates arrive.
- Added server-sorting, asc and desc, when users clicks columns.
- Added open slot-sorting instead of number of players currently in the game.
- A selected server is now always back in focus following changes to the server-list.
- Now indicates password-protected servers by adding [PW] after server-name.

[v.] - Public Beta 1
- Game.Key is now defualted to correct value.
- Some other minor fixes.

- Added drag'n'drop-feature of server-info.
- Added stats-report if user is playing or not.

- Fixed internal issue with handling differently used 'enders' in steam-2-packets.

- Client now sends NOOP to chat-server every 5 minutes.
- Browser now handles negative score too.
- Minor tweaks and fixes.

- Large internal workover, full OO.
- Now fully supports the new player-listing-format.

- Now supports the new format used in Beta-16.

- Fixed issue where channel-removal between sessions could raise an exception.

Initial Alpha

Note some years later: As the game and this server browser client is several years old it is worth noting that the irc-like server back-end went offline some time ago.

This post will always be updated to list the latest beta-version available.

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