Current development status
#1
Hello,

So regarding recent threads made on the forums about the development process, and some threads underlined the lack of communication. Well, this point is half-true. Indeed, we do not post very often on the forums about the recent changes. However, everyone can get the SVN, we make it so everyone can use it (binaries are compiled for you) and a changelog was even added.

So first, here is the list of changes made. It is based on the changelog with a few explanations;

Changes made from 1.1.0.4 to the trunk

Weapons

[*] Sniper spread reduced (60 to 50)
[*] Sniper damage set to 82
[*] Sniper ignores some armor
[*] Pistol spread reduced
[*] Pistol magsize enlarged (8 to 10)
These 5 changes are supposed to make the sniper a more competitive weapon, as it used to be in the past (especially 1.0.4 actually).
The amount of bullets needed against very-armored player was ridiculously high.
Now it will be more similar to AC 1.0.4 :
100/0 : 1 sniper shot + 1 pistol shot
100/25 : 1 sniper shot + 2 pistol shots
100/50 : 1 sniper shot + 3 pistol shots
100/75 : 1 sniper shot + 3 pistol shots
100/100 : 1 sniper shot + 4 pistol shots

This changed was brought because it was asked by many members of the community and we believed it was the right way to do it.

[*] SMG damage increased (15 to 16)
[*] SMG initial spread reduced
[*] SMG recoil increased
SMG was too weak in 1104, in comparison to other weapons. It was the least used weapon after carbine.
Its damage was increased a bit to make it stronger against armored players.
The recoil was increased though, making it weaker at long range than other weapons. Also, it couldn't be much stronger because the hitreg bug (which mainly affects automatic guns) is now fixed.

[*] AR damage reduced (24 to 22)
[*] AR kickback reduced (40 to 30)
[*] AR spread reduced
[*] AR recoil increased
The assault rifle was way too strong. Because of its impressive kickback (2.67 times as much as the SMG) and newly big magsize, and also its high damage which made it strong against armored players, it had to be weakened.
It's obviously still an interesting weapon to play, and should beats SMG at long range.

[*] New shotgun behavior :  3 types of rays (center, medium, outter) with different properties.
The way shotgun worked before was too simplistic and we couldn't tweak its parameters slightly. The new way it works allows finer settings.

[*] Knife fully ignores armor
The high amount of armor on the maps made the knife weaker.
Also, maybe it's more realistic like this.

[*] Carbine ignores some armor
Carbine was too weak (almost not used at all).

[*] Quicknadethrow now switches to nade even if the player was attacking.
More logical and intuitive

[*] Grenades accuracy, real shotgun accuracy.
Will made the approximative damage calculation scripts useless for grenades.
Also, the shotgun accuracy felt a bit weird because it could be 100 % even though only one ray hit each time. Now it's based on the "ratio rays that hit / rays fired "

[*] Hudgun can be displayed when spectating (and in demos - e.g. /specthudgun 1).
The question is not: "why was this implemented ?" But "why wasn't this implemented sooner ?" ;)
There were various reasons to do that, which do not only concern aesthetics. For example, it's hard to record a video of a game on some slow computers while playing. So sometimes you have to record a demo. It's way better if the video looks like it was recorded in-game.

[*] Burst fire settings
This was available as a script but not to everyone. It's now hardcoded and everyone can use it. It can help to shot by bursts (to reduce spread, for example).
It's a kind of "guide".

Gameplay

[*] Votable timelimit
Sometimes you just want to vote a game for a few minutes only (e.g. in a clan match, to vote a map for 10 minutes and swap bases at intermission).
Anyway i don't see what criticisms could be done about that change.

[*] New gamemodes Team Last Swiss Standing / Team Pistol Frenzy
Was suggested by someone, i don't remember who.
It doesn't require much work (it's quite easy to add new modes to this game provided that they're similar to the existing ones, for example insta ctf could be added easily);

[*] HTF now forces those who have the best health to pickup the flag instead of allocating it randomly
This is actually more like a bug fix, as it seemed to be the way it was supposed to work.
It was fixed after someone reported that issue on IRC (iirc).

Chat

[*] New Private messages feature (/pm cn message) default bind is N
This one was suggested a few times on the forums. I can see multiple use (e.g. asking someone if he thinks another player is cheating, or talking to someone in particular w/o annoying the whole server).

Servers

[*] Sets kill messages to appear in log for each weapon from a config file. (Default: serverkillmessages.cfg)
It was implemented after the discussion we had on this thread : http://forum.cubers.net/thread-1218.html

[*] New switch to disable game status table of scores logging. (-l switch)
Reduces server logs size; even ladder servers could turn this switch off.
I don't remember who suggested this. Maybe i decided to implement it myself.

[*] Linux server available HDD space bug fixed.
[*] /setnext bug fixed.
Fixed bug with map names containing slashes
Bug fixes don't need explanations or justifications i think.

[*] The carbine is now consistently called such. (not "Rifle")
This change was supposed to fix an ambiguity issue in the code;

[*] The server now differentiates between CTF/HTF scored flags in the serverlogs. (Useful for parsing/stats[ collection.)
This is a very little change, and it can be useful in some circumstances. Why shouldn't it have been done ?

[*] Server can restricts voting from a mode for any map
Makes it way easier to configure a server supposed to run specific gamemodes only. I think i did it after Brett told me he had to disable each mode map by map manually.

[*] Prevent name/skin changing spam
Asked several times on the forums. It was very annoying and had to fixed.
[*] Prevent clients from downloading the same demo twice
Some servers (especially those who are home hosted) can get laggy if one (or several) user(s) spam-download a demo.
This issue is now fixed.

[*] Server side spawn delay check
As suggested on the forums by various members, something had to be done so as to prevent players from evading the spawn delay by reconnecting to the server.
This change also fixes a possible hack.

Server browser

[*] Colored ping in serverbrowser.
It might dissuade a player to join a server where his ping will be too high.
It was certainly not a waste of time to implement this since it took longer to do the commit than it took to code it.

[*] Ability to connect to a server that requires a password via the server browser. (password protected, deban, etc.)
Asked several times on the forums.
It's more user friendly.

Media (maps/textures/models)

[*] Ability to download maps, textures, mapmodels on the fly when they're missing
This is a major new feature. It will allow more creativity and high quality maps with custom contents to be actually played.
We need as much feedback as possible about this feature.

[*] New map "ac_edifice"
[*] New map "ac_industrial"
[*] New map "ac_stellar"
[*] New map "ac_lainio"
Added after internal discussions. These maps were considered good enough to be official.
If you don't like them, don't play them. Adding them to the package was only a matter of a few more or less kilobytes.

[*] New map "ac_avenue"
[*] New map "ac_cavern"
[*] New map "ac_swamp"
[*] New map "ac_terros"
[*] New map "ac_venison"
[*] New map "ac_wasteland"
These maps were added because the community asked for it.
A public poll was done, and everybody was free to register his map(s).
http://forum.cubers.net/thread-6200.html[/b]

[*] md2 models converted to md3
The reasons are given here : http://forum.cubers.net/thread-4444.html
md3 is a richer, more "recent" format which produces smaller files.

[*] Many new mapmodels and textures
I don't have the list here, i wish i had it. Having more mapmodels and textures in the official packages is a plus.

[*] Packaging reworked
The package structure had to be cleaned. A few redundant files were deleted (such as skins/textures used by several mapmodels).
The gain of file size allowed new packages to be added (hence the previous update ^)

Mapping

[*] Key "F7" is now key bound to toggle fullbright on/off.
Very minor change (didn't take much time) and useful yet.

[*] Key "7" is now key bound to "nextclosestent" - it gets typo'd all the time.
same

[*] entproperty now works in MP coop, but buffered.
everything that makes the coop mode closer to the offline editmode is a good thing.

[*] Textures can now have a non-default scale, definable through the texture command.
This change is a preliminary change introducing hi-res textures.

[*] Multiple selections support
It was suggested on the forums. It can make tedious and repetitive tasks faster to achieve. I discovered a few weeks ago that it was even in the TODO list of the first creators of the Cube engine actually.

[*] Configurable wave height
I can't tell why it was introduced. If someone knows...
But anyway, it isn't harmful.

[*] newmap crash fix
/newmap 11 (or higher size) used to crash the game on some machines. It's now fixed.

Rendering / HUD / ...

[*] Now using ANIM_REVERSE for playermodels going backward
There was not very much to do iirc (not trying to minimize anything ;)) so it was done.

[*] Fixed flag icon transparency.
[*] Nearplane fix.
Should i justify bug fixes ?

[*] screenshotscale - in-engine scaling of screenshots.
Making the process of saving, uploading and sharing screenshots clearly makes the game more user friendly..

[*] showtargetname - turns on/off showing the player name on the HUD when in your crosshair.
It was suggested on the forums. I think the reason given was that sometimes it was a pain to have it displayed while recording a video.

[*] Scoreboard doesn't show ping/score/pj in singleplayer
"Score" is calculated by the server and unavailable in SP.
pj and ping had no reasons to be printed in single player either.

[*] Customizable scoreboard, ability to display ratio
This was asked several times and despite many dev's concerns about re adding the ratio (including myself), it was finally implemented.
One of the reasons (i think) was that some players use modded clients just because they displayed the ratio and we'd like as many people as possible to use the official binaries. (indeed, it means they are happy with the default binaries and many don't trust those who use modded clients - and they are right!).

[*] Scoreboard shows the winner of each game.
It was asked in the proving grounds i think, and RR did it.
If there is a flag equality in flag modes, the game is considered as a tie.
If there is a frag equality in frag modes, the game is considered as a tie.
There was a debate on the forums about what should be looked at in case of a frag-flag equality to determine the winner.
This feature answers this question, and i strongly recommend competitive players to follow this "rule".

[*] showspeed - turns speed indicator on/off
A guide for newcomers. It shows that strafe running is faster.

[*] Improved tab completion.
I can't tell what it is, sorry.

Physics

[*] New "flyspeed" variable for determining how much to multiply your fly speeds by. (Range: 1.0...5.0)
Very useful in editmode (changing gamespeed was definitely an awful way to move faster)

[*] Jump/Crouch raises or lowers the camera in editmode, release to stop.
Some believe that minecraft creative mode commands are more intuitive i guess.

Demos / Spectating

[*] Drop camera to previous followed player position when switching to fly specmode.
It's kinda a bug fix. It was reported on the forums.

[*] Fix broken demo-viewer not able to change to SPECTATOR
Bug fix....

[*] Servers now choose a unique file name for the temporary demo file ("demorecord_<IP/local>_<port>")
Fixes a bug. (demos sometimes got corrupted because of this issue iirc).

[*] Hitsound while spectating
Sounds better like that ! And i think it was supposed to be like that actually.

[*] Experimental compatibility mode for 1.1.0.4 demos
The problem came with the old tutorial. It wasn't compatible with the new version. We had different options :
#1 record a new tutorial
#2 "patch" the tutorial
#3 make the demo viewer able to read old demos

We opted for #3. But it's still experimental and maybe we should consider implementing a demo patcher instead (as an online service for example) or somethind different because we won't be able to keep the demo viewer compatible with any old demo in the future the same way it's currently done.

Sounds / Audio
[*] Optional heartbeat sound when health reaches a certain level.
Asked on the forums.

[*] New KTF score sound.
Should have been done a while ago.
Though, nobody ever suggested a specific sound iirc.......

Menus

[*] New menuitems in the Keyboard menu, for looking up keybinds, and enabling/disabling the old editing binds system.
Newcomers don't know about cubescript and as many options as possible has to be settable through the menus.

[*] New menuitems in the gameplay settings menu, for setting fly velocities, and the color that your name is highlighted in, when it appears on the console via chat. (HIGHLIGHT)
Same as above....

Bots

[*] New scripted "bot survival mode".
Interesting new bot mode where you have to stay and protect a zone as long as possible.

[*] Bots in plclips bug fixed.
[*] Bots now actually fire the carbine.
[*] Bots can switch to, and use pistol, knife or grenades.
[*] Bots can crouch
[*] Bots have different fov, depending on their difficulty.
[*] Bot PF, LSS, Team Survivor & TOSOK modes.

1.1 Bots felt broken. It's now way funnier to play against them. They are still a bit dumb ofc but, well, try yourself !

CubeScript

Well, the cubescript changelog is quite long, and i'm not going to detail everything myself.
Although, here is the main idea :

Cubescript should allow everyone to custom their client as much as possible so as not to require modifications to the code.
Yet, it should remain as simple as possible an minimize its impact on the gameplay.
That's what we are trying to deal with. I think we're doing it right actually.
Some people criticized a few new commands, such as onHit. (which represent 0.1 % of cubescript changes) and we listened to their opinion. We also listened to those who agreed with the changes;
Don't believe that we haven't thought about it. There were internal discussions (a while before the proving grounds were set up).
We came to the conclusion that it was worth implemented these changes.
To those would criticize these changes : Are you criticizing the use of modified clients with so much spite ?

What has to be done before releasing 1200 ?

We're now sticking to bug fixes.
Here is a list of bugs that have to be fixed (some of them might already be fixed)
We also need more testing (i mean, we mean testing, because we nearly don't have any).

I'd like a "Beta 2" version to be released, even though the first Beta was almost not played, i hope this one will be more successful and brings more feedbacks.

Why does it take so long ?

After 1.1, a few members of the dev team left or became inactive for different reasons. The team had to be renewed and that's how many of us became devs (Bukz, me, tempest, etc.).
It took a few months :
Actually, we couldn't seriously tackle to everything we wanted at first. We were new and we looked for the "older" devs approval for most changes, because they are more experienced of course. But some of them had left and wouldn't reply to our messages. (I'm not blaming them).

Then, we started to work on the main issues : weapon balance, package downloader, and recently the anticheat.
From this point the main limiting factor was the lack of support, in any kind. Maybe we're too few. But actually, it's very hard to get testers. And testing takes time. It's a necessary step for weapon balance and ACAC;
And once you've asked Brett, or the other devs, sometimes SKB, you won't find anyone else.
We can't release something that is not tested enough. Most criticisms or feedbacks we get are about AC 1.1.

And things gets "worse and worse" : the longer we wait, the more features we add. 1200 will have taken years to come, so it's expected to be a major version, and we should provide something accordingly.
Finally, we put off the release so many times that we felt like the release date didn't matter anymore. What matters is now exclusively the quality of next release.

I'm not ignoring the fact many members of the community offered their help so as to implement new features recently. Thanks Felix the ghost, thanks the others.
Unfortunately, i think the main concern at the moment is not the lack of new features (check the changelog again, and keep in mind it's not exhaustive !).
The main concern is the few bugs remaining and the lack of testing.

Regarding violent criticisms and moderation

Moderation has always been criticized. As long as it was done in a constructive manner, it was a good thing. The same goes for the dev team.
But we cannot tolerate insults, agressive posts, or everything that is the proof of an obvious ignorance of the development status and process.
Those who can't express their opinion w/o hurting the others are not welcome here.
Inconsistent criticisms are not welcome either.
(e.g.: If you believe that the dev team is ignoring everything that is said on these forums, please prove it.)

Is there anything planned beyond 1200 ?

We have plenty of ideas for future versions, and many things are already half-done :
  • A pickup/drop weapon system, which is likely to be implemented as a new gamemode (i personally think it would be better this way) (thanks VonDrakula)
  • A auth-system
  • make cubescript available for servers
  • Bots available in multiplayer (new gamemodes ?)
  • Singleplayer campaigns

We're also planning to report and explain more the changes we bring to the game regularly on the forums.

NB: this is not the official "dev team statement", i'm just trying to explain the current situation. I tried to be as objective as possible. However, it's possible that some devs disagree on some points

PS : i apologize for my poor English.
Thanks given by:


Messages In This Thread
Current development status - by Luc@s - 23 Apr 13, 03:33PM
RE: Current development status - by ExodusS - 23 Apr 13, 04:12PM
RE: Current development status - by PhaNtom - 23 Apr 13, 05:05PM
RE: Current development status - by Xenon - 23 Apr 13, 05:11PM
RE: Current development status - by Nut's - 23 Apr 13, 05:26PM
RE: Current development status - by DamDam - 23 Apr 13, 05:34PM
RE: Current development status - by Friteq - 23 Apr 13, 06:06PM
RE: Current development status - by MathiasB - 23 Apr 13, 06:30PM
RE: Current development status - by Million - 23 Apr 13, 06:54PM
RE: Current development status - by Andrez - 23 Apr 13, 07:22PM
RE: Current development status - by jamz - 23 Apr 13, 07:31PM
RE: Current development status - by Bukz - 23 Apr 13, 07:46PM
RE: Current development status - by Cleaner - 23 Apr 13, 08:13PM
RE: Current development status - by MathiasB - 23 Apr 13, 08:15PM
RE: Current development status - by Bukz - 23 Apr 13, 09:20PM
RE: Current development status - by Nightmare - 23 Apr 13, 09:52PM
RE: Current development status - by MathiasB - 23 Apr 13, 09:26PM
RE: Current development status - by schaf - 23 Apr 13, 09:28PM
RE: Current development status - by Undead - 24 Apr 13, 04:49AM
RE: Current development status - by Iguana - 24 Apr 13, 05:13AM
RE: Current development status - by Nightmare - 24 Apr 13, 05:16AM
RE: Current development status - by XFA - 24 Apr 13, 06:11AM
RE: Current development status - by Cleaner - 24 Apr 13, 07:00AM
RE: Current development status - by ExodusS - 24 Apr 13, 10:50AM
RE: Current development status - by DES|KAZ - 24 Apr 13, 07:23AM
RE: Current development status - by Cleaner - 24 Apr 13, 10:51AM
RE: Current development status - by MathiasB - 24 Apr 13, 11:06AM
RE: Current development status - by Alien - 24 Apr 13, 11:58AM
RE: Current development status - by Bukz - 24 Apr 13, 01:17PM
RE: Current development status - by Undead - 24 Apr 13, 10:18PM
RE: Current development status - by ExodusS - 24 Apr 13, 10:58PM
RE: Current development status - by Luc@s - 25 Apr 13, 12:51AM
RE: Current development status - by Undead - 26 Apr 13, 05:10AM
RE: Current development status - by Nightmare - 24 Apr 13, 06:46PM
RE: Current development status - by PhaNtom - 24 Apr 13, 07:02PM
RE: Current development status - by MathiasB - 24 Apr 13, 07:13PM
RE: Current development status - by Misty - 24 Apr 13, 07:33PM
RE: Current development status - by Habluka - 24 Apr 13, 10:54PM
RE: Current development status - by pkkiller - 25 Apr 13, 12:41AM
RE: Current development status - by 888 - 25 Apr 13, 07:25AM
RE: Current development status - by Nightmare - 25 Apr 13, 07:54AM
RE: Current development status - by YesWeCamp - 25 Apr 13, 12:28PM
RE: Current development status - by Cho - 25 Apr 13, 09:52PM
RE: Current development status - by RCJD - 26 Apr 13, 04:52AM
RE: Current development status - by FleshyPod - 20 May 13, 12:50PM
RE: Current development status - by PhaNtom - 20 May 13, 01:19PM
RE: Current development status - by Luc@s - 20 May 13, 01:21PM
RE: Current development status - by NaNuy - 04 Jun 13, 02:48PM
RE: Current development status - by Sanzo'' - 04 Jun 13, 02:54PM
RE: Current development status - by NaNuy - 04 Jun 13, 03:19PM
RE: Current development status - by Luc@s - 04 Jun 13, 06:02PM
RE: Current development status - by Nightmare - 04 Jun 13, 06:52PM
RE: Current development status - by PhaNtom - 04 Jun 13, 06:56PM
RE: Current development status - by Roflcopter - 05 Jun 13, 12:55PM
RE: Current development status - by Sanzo'' - 05 Jun 13, 01:14PM
RE: Current development status - by Roflcopter - 05 Jun 13, 01:50PM
RE: Current development status - by Sanzo'' - 05 Jun 13, 02:09PM
RE: Current development status - by Vermi - 05 Jun 13, 02:22PM
RE: Current development status - by MathiasB - 05 Jun 13, 02:33PM
RE: Current development status - by Sanzo'' - 05 Jun 13, 02:34PM
RE: Current development status - by Vanquish - 05 Jun 13, 02:50PM
RE: Current development status - by Roflcopter - 05 Jun 13, 02:51PM
RE: Current development status - by Vermi - 05 Jun 13, 02:56PM
RE: Current development status - by Sanzo'' - 05 Jun 13, 02:59PM
RE: Current development status - by Nightmare - 05 Jun 13, 03:09PM
RE: Current development status - by ExodusS - 05 Jun 13, 03:50PM
RE: Current development status - by Flames - 05 Jun 13, 05:21PM
RE: Current development status - by Oracle - 05 Jun 13, 05:40PM
RE: Current development status - by Waffles - 06 Jun 13, 03:23PM
RE: Current development status - by Vermi - 06 Jun 13, 03:43PM
RE: Current development status - by Roflcopter - 06 Jun 13, 11:39PM
RE: Current development status - by Luc@s - 07 Jun 13, 07:56AM
RE: Current development status - by Roflcopter - 07 Jun 13, 06:14PM
RE: Current development status - by Boomhauer - 07 Jun 13, 01:52AM
RE: Current development status - by Sanzo'' - 07 Jun 13, 09:22AM
RE: Current development status - by Cemer - 07 Jun 13, 08:31PM
RE: Current development status - by Scorpion - 09 Jun 13, 02:34PM
RE: Current development status - by Nightmare - 11 Jun 13, 05:16PM
RE: Current development status - by Boomhauer - 12 Jun 13, 08:55PM
RE: Current development status - by Luc@s - 12 Jun 13, 09:21PM
RE: Current development status - by Boomhauer - 12 Jun 13, 09:37PM
RE: Current development status - by Minty - 13 Jun 13, 08:41PM
RE: Current development status - by ExodusS - 15 Jun 13, 01:01PM
RE: Current development status - by Vanquish - 15 Jun 13, 01:16PM
RE: Current development status - by Minty - 16 Jun 13, 06:26PM
RE: Current development status - by ursopufe - 20 Aug 13, 03:35PM
RE: Current development status - by ExodusS - 20 Aug 13, 10:14PM
RE: Current development status - by Orynge - 26 Aug 13, 06:28AM
RE: Current development status - by Nightmare - 26 Aug 13, 02:18PM
RE: Current development status - by Luc@s - 27 Aug 13, 04:24PM
RE: Current development status - by Nightmare - 27 Aug 13, 07:19PM
RE: Current development status - by SKB - 27 Aug 13, 04:32PM
RE: Current development status - by Luc@s - 27 Aug 13, 07:31PM
RE: Current development status - by Nightmare - 27 Aug 13, 07:49PM
RE: Current development status - by Luc@s - 27 Aug 13, 07:54PM
RE: Current development status - by Nightmare - 27 Aug 13, 08:17PM
RE: Current development status - by Luc@s - 27 Aug 13, 08:21PM
RE: Current development status - by Nightmare - 27 Aug 13, 08:28PM
RE: Current development status - by Luc@s - 27 Aug 13, 08:34PM
RE: Current development status - by Scorpion - 07 Oct 13, 02:05AM
RE: Current development status - by jamz - 07 Oct 13, 08:27AM
RE: Current development status - by Scorpion - 07 Oct 13, 11:20AM
RE: Current development status - by jamz - 07 Oct 13, 04:13PM
RE: Current development status - by Marti - 07 Oct 13, 04:15PM
RE: Current development status - by Xenon - 07 Oct 13, 04:29PM
RE: Current development status - by Aekom - 07 Oct 13, 04:36PM
RE: Current development status - by Artemis - 07 Oct 13, 06:07PM
RE: Current development status - by Marti - 07 Oct 13, 06:47PM
RE: Current development status - by Orynge - 08 Oct 13, 07:27AM
RE: Current development status - by Marti - 08 Oct 13, 08:45AM
RE: Current development status - by Jason - 07 Oct 13, 07:23PM
RE: Current development status - by Nightmare - 08 Oct 13, 02:40AM
RE: Current development status - by PhaNtom - 08 Oct 13, 03:01AM
RE: Current development status - by DrauL - 08 Oct 13, 03:24AM
RE: Current development status - by Fate - 08 Oct 13, 04:49AM
RE: Current development status - by jamz - 08 Oct 13, 08:58AM
RE: Current development status - by Jg99 - 08 Oct 13, 01:38PM
RE: Current development status - by Artemis - 08 Oct 13, 03:10PM
RE: Current development status - by PhaNtom - 08 Oct 13, 03:24PM
RE: Current development status - by Cemer - 08 Oct 13, 10:44PM
RE: Current development status - by jamz - 09 Oct 13, 07:37AM
RE: Current development status - by Artemis - 09 Oct 13, 04:52PM
RE: Current development status - by yopa - 09 Oct 13, 06:21PM
RE: Current development status - by Luc@s - 09 Oct 13, 06:46PM
RE: Current development status - by yopa - 09 Oct 13, 08:06PM
RE: Current development status - by PhaNtom - 09 Oct 13, 09:50PM
RE: Current development status - by $iggywiggy - 10 Oct 13, 08:58AM
RE: Current development status - by DamDam - 10 Oct 13, 09:35AM