News
Well, I'm not dead
Almost two years since the last post. Gosh time flies. Anyway, I've been optimising this site recently to improve its cacheability etc, and while I'm pretty sure everything is still working, if anyone spots a problem either email me or post in the forum. Thanks. Maybe one day I'll have a ports update too.
Attention BSD ports maintainers and others
I'm going to be changing ISPs for my DSL within the next few days, which means the files hosted at http://members.iinet.net.au/~jonof/ will no longer exist. I'll transfer them to my new ISP, but the old links that seem to have proliferated around the place will be broken. There is a solution though, which I admit I should have set up long ago: adjust the members.iinet paths to use http://jonof.edgenetwork.org/dl/ as the base of the URL. eg. http://members.iinet.net.au/~jonof/blah.zip becomes http://jonof.edgenetwork.org/dl/blah.zip. I can redirect that address to wherever I like that way without ruining everyone else's work. Sorry all.
Site updates
I've updated a few things on the site, including new screenshots for all the remaining Build games that still had the old tiny pictures. Also, work on the JFDuke3D and JFSW ports is progressing and eventually there will be a new release.
Duke3D on Palm OS 5
I discovered quite by accident a fantastic port of Duke3D to Palm OS 5—the OS running such devices as the Palm Tungsten-series PDAs and the Tapwave Zodiac. It is the work of Henk "MetaView" Jonas and is based on JFDuke3D. On my Tungsten T, the oldest in the Tungsten family, it runs exceptionally well at a 320x240 resolution.
And for those wanting something a little more substantial, here's a four minute video (XviD encoded, no audio) of me playing E1L1. Owners of a Palm OS 5 handheld should certainly check it out. Grab it from Henk's site.
New Build game entry: Corridor 8
I've added a Build game entry for Corridor 8, the game that was to be the sequel of Corridor 7, but never made it past prototype.
New release
After arguably a long time, I've released updates for JFBuild, JFDuke3D, and JFShadowWarrior. Most of the effort has been going into getting Shadow Warrior up to snuff, and this release of JFSW is the first to feature multiplayer, though only peer-to-peer mode works at present. I've also been working a lot behind-the-scenes on improving the portability of the engine and games, and in the not too distant future I hope to have a test of the Mac OS X ports for Mac users to try. Enjoy.
Ports updated
An update to JFBuild, JFShadowWarrior, and JFDuke3D has just been made available. JFSW and JFDuke3D now share the same version of the JFBuild engine. JFDuke's networking should not have out-of-sync issues quite as much. JFSW will get an update soon to make the multiplayer functional. Enjoy!
PNGOUT for Linux update
I've updated the PNGOUT for Linux port to reflect Ken's changes to date. I've also added i686, Athlon and Pentium4-optimised binaries for those who might find them useful. Enjoy.
JFShadowWarrior is ready
The first release of JFShadowWarrior following the publishing of the original Shadow Warrior code by 3D Realms is now available for your enjoyment. Please bear in mind this is the first release so there will be crashes or bugs. Please report them as you find them. View the JFShadowWarrior section or go directly to the files.
Net test update
An updated version of the JFDuke3D port is now available. This corrects the problem of command line parameters being ignored, makes the waiting period on netgame launch more obvious, and includes other minor improvements. Like the release prior, this release should be considered a test only.