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	<title>OpenClonk Blog</title>
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	<link>http://blog.openclonk.org</link>
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		<title>OpenClonk 3.3 Update</title>
		<link>http://blog.openclonk.org/2013/03/openclonk-3-3-update/</link>
		<comments>http://blog.openclonk.org/2013/03/openclonk-3-3-update/#comments</comments>
		<pubDate>Sun, 10 Mar 2013 18:15:20 +0000</pubDate>
		<dc:creator>Newton</dc:creator>
				<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=742</guid>
		<description><![CDATA[We got a new stable version for OpenClonk 3. It is a pure bugfix release. Below are the fixes and changes relevant for players and creators. Download OpenClonk 3.3 changes =====================  + map creator: don't crash when using a template within itself (#534)  + Draw particles with subpixel precision  + do not pass controls to [...]]]></description>
				<content:encoded><![CDATA[<p>We got a new stable version for OpenClonk 3. It is a pure bugfix release. Below are the fixes and changes relevant for players and creators.</p>
<h3><a title="Download" href="http://www.openclonk.org/download/"><strong>Download</strong></a></h3>
<pre>OpenClonk 3.3 changes
=====================</pre>
<pre> + map creator: don't crash when using a template within itself (#534)
 + Draw particles with subpixel precision
 + do not pass controls to disabled cursor anymore (i.e. via SetCrewEnabled)
 + Don't crash on Call()
 + Hold a reference to the temporary proplist used in case of script errors
 + update: Log an error message when extracting the update program fails
 + Make dedicated server compile with fmod
 + Script: continue in a do-while loop jumps to test instead of start of loop
 + Fix #including a definition that has local variables with proplists
 + gtk: Make the window fullscreen even when not changing the resolution
 + Fix missing mouse cursor in fullscreen without resolution change
 + Adapted stone door to open for all players if set team == 0
 + Fix walking animation with xdir=0 (#887)
 + Producers: consume required material (#885)
 + Win32: Mark OC "DPI aware" (#891)
 + Abort SimFlight if no more movement can occur (#914)
 + Fix incorrect reloading of animations (#837)
 + Fixed a typo in Tutorial01
 + Fix Call() in global context (required for ScheduleCall)
 + Attached objects with SolidMask (slave elevator case) can carry objects
 + Fix C4Command::Jump, i.e. jumping as part of pathfinder.
 + Fix snow melting in lava/durolava
 + fix material conversion on insertion into converting liquid
 + Fix SolidMasks not moving objects if the top left of the landscape was solid
 + fix typo in catapult script
 + Cleanup main texture map. Remove unused and duplicate entries. Added Earth-earth.
 + Fix crash when INT_MIN/-1 and INT_MIN%-1 in C4Script
 + Fix sound volume when using OpenAL
 + Comment out assertion on cleaning up script engine after a round
 + Fix an assertion in the network lobby</pre>
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		<slash:comments>8</slash:comments>
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		<title>Eyjafjallajökull&#8217;s revenge</title>
		<link>http://blog.openclonk.org/2013/02/eyjafjallajokulls-revenge/</link>
		<comments>http://blog.openclonk.org/2013/02/eyjafjallajokulls-revenge/#comments</comments>
		<pubDate>Mon, 18 Feb 2013 23:42:55 +0000</pubDate>
		<dc:creator>Sven2</dc:creator>
				<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=733</guid>
		<description><![CDATA[Life was way too simple in the world of OpenClonk, especially for those interested in peaceful cooperative play. So I&#8217;ve made a couple of volcano-themed scenarios available in the experimental branch. The first scenario is Volcano Escape, a cooperative parkour scenario in which you have to get out of the bottom of a volcano. But [...]]]></description>
				<content:encoded><![CDATA[<p>Life was way too simple in the world of OpenClonk, especially for those interested in peaceful cooperative play. So I&#8217;ve made a couple of volcano-themed scenarios available in the experimental branch.</p>
<div id="attachment_734" class="wp-caption alignleft" style="width: 160px"><a href="http://blog.openclonk.org/wp-content/uploads/2013/02/LavaRace.png"><img class="size-thumbnail wp-image-734 " title="Volcano Escape" alt="Screenshot of Volcano Escape scenario" src="http://blog.openclonk.org/wp-content/uploads/2013/02/LavaRace-150x150.png" width="150" height="150" /></a><p class="wp-caption-text">We got ourselves into a sticky situation.</p></div>
<p>The first scenario is <strong>Volcano Escape</strong>, a cooperative parkour scenario in which you have to get out of the bottom of a volcano. But unlike other race scenarios, you better work together in this one. The lava in this volcano is much hotter and submerging in it means instant death for your Clonk. Since you cannot hope for much help from outside in this dangerous area, there are no relaunches. Also be careful when digging into ashes, as they are unstable and crumble, away, potentially opening a path for lava flow onto your Clonks. Situations can become tricky and you might need to do some well-planned detonations to reroute lava lakes to reach the checkpoints. The scenario has a dynamic map for re-playability and can also be soloed quite nicely.</p>
<div id="attachment_735" class="wp-caption alignright" style="width: 160px"><a href="http://blog.openclonk.org/wp-content/uploads/2013/02/HotIce.png"><img class="size-thumbnail wp-image-735" title="Hot Ice" alt="Screenshot of Hot Ice scenario" src="http://blog.openclonk.org/wp-content/uploads/2013/02/HotIce-150x150.png" width="150" height="150" /></a><p class="wp-caption-text">The ice is melting&#8230;</p></div>
<p>The second scenario is <strong>Hot Ice</strong>, loosely inspired by an equally named Clonk Rage map by <em>Diddy</em>. It&#8217;s a simple, fast-paced melee on some icy shards on top of an active volcano. Naturally, the ice won&#8217;t last very long and you better get rid of your enemies quickly. You can use the newly improved club to throw chunks of ice and firestones at your enemy, or you can wait for some of the chests placed on floating islands on top of you to fall down and pick up contained weapons. The game mode is Last Man Standing without relaunches, so a round can end pretty quickly.</p>
<div id="attachment_736" class="wp-caption alignleft" style="width: 160px"><a href="http://blog.openclonk.org/wp-content/uploads/2013/02/AcidGoldMine.png"><img class="size-thumbnail wp-image-736 " title="Acid Gold Mine" alt="Screenshot of Acid Gold Mine scenario" src="http://blog.openclonk.org/wp-content/uploads/2013/02/AcidGoldMine-150x150.png" width="150" height="150" /></a><p class="wp-caption-text">We finally reached the gold! Seconds after this screenshot was taken, the whole cave got flooded with poisonous acid <img src='http://blog.openclonk.org/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /></p></div>
<p>The third and by far hardest challenge is called <strong>Acid Gold Mine</strong>. It&#8217;s a cooperative gold mine scenario in desolate lands where deadly acid rains from the sky. All you have to do to win is to mine a small amount of gold. However, the valuable mineral is buried deep in a volcano which is haunted by spontaneous eruptions and earthquakes. Especially the earthquakes, coupled with the big lakes of acid accumulating on top of you and some odd meteorites dropping here and there, can lead to unwanted, fatal leaks of acid into the mine. To help you secure tunnels and close gaps, very durable metal bridges can be built from special wall construction kits. It&#8217;s highly recommended that you approach this scenario cooperatively, because the task is definitely not easy.</p>
<p>As usual with scenarios that aren&#8217;t approved for the main pack yet, you can play them in the development version only. To test them, just download the latest nightly build zip file from the <a title="Development snapshot download page" href="http://www.openclonk.org/nightly-builds/">development snapshot download page</a>, unpack the contents to a new folder, run openclonk(.exe) and select your scenario of choice from the Experimental folder. Remember that all players in network need the same nightly build version to play together.</p>
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		<title>Mape Map Editor available for OpenClonk</title>
		<link>http://blog.openclonk.org/2013/01/mape-map-editor-available-for-openclonk/</link>
		<comments>http://blog.openclonk.org/2013/01/mape-map-editor-available-for-openclonk/#comments</comments>
		<pubDate>Sat, 26 Jan 2013 18:17:08 +0000</pubDate>
		<dc:creator>Clonk-Karl</dc:creator>
				<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=722</guid>
		<description><![CDATA[Developers from Clonk Rage might remember Mape, an editor for dynamic landscapes described by a Landscape.txt file. The editor shows a live preview of the generated map while editing the Landscape.txt code, so that the engine does not need to be started to see the generated map. Mape has been refurbished to work with OpenClonk, [...]]]></description>
				<content:encoded><![CDATA[<div id="attachment_723" class="wp-caption alignleft" style="width: 310px"><a href="http://blog.openclonk.org/2013/01/mape-map-editor-available-for-openclonk/mape/" rel="attachment wp-att-723"><img class="size-medium wp-image-723" alt="Screenshot of Mape" src="http://blog.openclonk.org/wp-content/uploads/2013/01/Mape-300x234.png" width="300" height="234" /></a><p class="wp-caption-text">Screenhot of Mape showing the map of Krakatoa</p></div>
<p>Developers from Clonk Rage might remember Mape, an editor for dynamic landscapes described by a Landscape.txt file. The editor shows a live preview of the generated map while editing the Landscape.txt code, so that the engine does not need to be started to see the generated map.</p>
<p>Mape has been refurbished to work with OpenClonk, and it has been integrated into the OpenClonk source code, so that it is now officially part of OpenClonk. On the <a title="OpenClonk Development Snapshots" href="http://www.openclonk.org/nightly-builds/">Development Snapshots</a> page the current version can be downloaded including all dependencies for the Windows builds such that it runs straight out of the box. There is also a wiki page <a title="Wiki page about mape and the dynamic map generator" href="http://wiki.openclonk.org/w/Dynamic_Map_Generator">available</a> which describes it in more detail.</p>
<p>Happy Mapping <img src='http://blog.openclonk.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<slash:comments>4</slash:comments>
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		<title>Kill the king!</title>
		<link>http://blog.openclonk.org/2013/01/kill-the-king/</link>
		<comments>http://blog.openclonk.org/2013/01/kill-the-king/#comments</comments>
		<pubDate>Sun, 20 Jan 2013 20:50:05 +0000</pubDate>
		<dc:creator>Sven2</dc:creator>
				<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=706</guid>
		<description><![CDATA[Oh no! King Horax, the evil tyrant, has raided a nearby village again. This madness must stop! In this upcoming mission, one or more sturdy adventurers will build up a small stack of weapons, storm the monarch&#8217;s castle and liberate the people from the evil king. However, the castle is not easy to reach, as [...]]]></description>
				<content:encoded><![CDATA[<div id="attachment_707" class="wp-caption alignleft" style="width: 160px"><a href="http://blog.openclonk.org/wp-content/uploads/2013/01/Village.jpg"><img class="size-thumbnail wp-image-707 " title="Raided village" alt="Village" src="http://blog.openclonk.org/wp-content/uploads/2013/01/Village-150x150.jpg" width="150" height="150" /></a><p class="wp-caption-text">Survivors of the local population beg for help.</p></div>
<p>Oh no! King Horax, the evil tyrant, has raided a nearby village again. This madness must stop!</p>
<p>In this upcoming mission, one or more sturdy adventurers will build up a small stack of weapons, storm the monarch&#8217;s castle and liberate the people from the evil king. However, the castle is not easy to reach, as it is protected by sturdy rocks and hot lava lakes. And even once you got there, the sovereign has quite a few loyal servants who won&#8217;t give up their home easily.</p>
<div id="attachment_709" class="wp-caption alignright" style="width: 160px"><a href="http://blog.openclonk.org/wp-content/uploads/2013/01/Rooftop.jpg"><img class="size-thumbnail wp-image-709  " title="Rooftop fight" alt="Fighting on the rooftop" src="http://blog.openclonk.org/wp-content/uploads/2013/01/Rooftop-150x150.jpg" width="150" height="150" /></a><p class="wp-caption-text">Horax&#8217;s servants fighting against two invaders.</p></div>
<p>This experimental mission features a rudimentary AI to oppose the player Clonks. The AI works similar to that of Dragon Rock, which veterans might know from CR. You can try out the current version from a <a title="Nightly builds download page" href="http://www.openclonk.org/nightly-builds/">nightly build</a> or by checking out the current state of our repository. The scenario is called &#8220;Dark Castle&#8221; and is found in the experimental folder. There is still a lot of work to be done on the AI, castle furniture, intro, outro and general balancing. But for the adventurous, the scenario should already be quite playable.</p>
<div id="attachment_708" class="wp-caption alignleft" style="width: 160px"><a href="http://blog.openclonk.org/wp-content/uploads/2013/01/MushroomCave.jpg"><img class="size-thumbnail wp-image-708 " title="Mushroom cave" alt="Mushroom cave" src="http://blog.openclonk.org/wp-content/uploads/2013/01/MushroomCave-150x150.jpg" width="150" height="150" /></a><p class="wp-caption-text">The magical mushroom cave.</p></div>
<p>Zapper&#8217;s new mushrooms will also make their first appearance in this mission. They have been reinforced with a deadly poison should you dare to come near unprepared. But they are guarding a chest full of weapons that might prove useful in the battle against Horax.</p>
<p style="text-align: left;">
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		<slash:comments>2</slash:comments>
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		<title>Switched to git</title>
		<link>http://blog.openclonk.org/2013/01/switched-to-git/</link>
		<comments>http://blog.openclonk.org/2013/01/switched-to-git/#comments</comments>
		<pubDate>Sun, 06 Jan 2013 19:40:44 +0000</pubDate>
		<dc:creator>Newton</dc:creator>
				<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=645</guid>
		<description><![CDATA[In case you were wondering why there are no more new commits in our Mercurial repository since November: As most of our developers were not content with Mercurial, we switched from Mercurial to git as our version control system. The old Mercurial repository will soon be not available anymore, so make sure to check out [...]]]></description>
				<content:encoded><![CDATA[<p><img class="size-full wp-image-648 alignright" alt="git" src="http://blog.openclonk.org/wp-content/uploads/2013/01/git.png" width="200" height="200" />In case you were wondering why there are no more new commits in our Mercurial repository since November:<br />
As most of our developers were not content with Mercurial, we switched from <a href="http://mercurial.selenic.com/">Mercurial</a> to <a href="http://git-scm.com/">git</a> as our version control system.</p>
<p>The old Mercurial repository will soon be not available anymore, so make sure to check out the new git repository. PeterW updated our tutorials for building <a href="http://wiki.openclonk.org/w/Building_with_Windows">OpenClonk on Windows</a> and <a href="http://wiki.openclonk.org/w/Git_Workflow">explained the git workflow</a> to those who are not familiar with git yet (or generally any distributed version control system).</p>
<p>I also adapted the looks of the <a href="http://git.openclonk.org/openclonk.git">OpenClonk git web</a> frontend to fit into the rest of the site, it&#8217;s linked in our header. I expect that soon the <a href="http://hg.openclonk.org/openclonk/autobuild/">autobuilds </a>will follow and again be directly linked on the shortlog page.</p>
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		<slash:comments>11</slash:comments>
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		<title>Skylands</title>
		<link>http://blog.openclonk.org/2012/12/skylands/</link>
		<comments>http://blog.openclonk.org/2012/12/skylands/#comments</comments>
		<pubDate>Sun, 02 Dec 2012 22:22:14 +0000</pubDate>
		<dc:creator>Sven2</dc:creator>
				<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=639</guid>
		<description><![CDATA[Sky island scenarios have always been among my favorites in the classic Clonk series because of both the freedom and the challenge they offer to the players. Now that basic settlement got a bit boring, it&#8217;s time for OpenClonk to get its first cooperative aerial scenario. In this scenario, you need to collect five parts [...]]]></description>
				<content:encoded><![CDATA[<div id="attachment_640" class="wp-caption alignright" style="width: 160px"><a href="http://blog.openclonk.org/wp-content/uploads/2012/12/SkylandsPromo.jpg"><img class="size-thumbnail wp-image-640" title="Skylands" src="http://blog.openclonk.org/wp-content/uploads/2012/12/SkylandsPromo-150x150.jpg" alt="Scaffold construction in Skylands" width="150" height="150" /></a><p class="wp-caption-text">Scaffold construction in Skylands</p></div>
<p>Sky island scenarios have always been among my favorites in the classic Clonk series because of both the freedom and the challenge they offer to the players. Now that basic settlement got a bit boring, it&#8217;s time for OpenClonk to get its first cooperative aerial scenario. In this scenario, you need to collect five parts of an airplane spread out among several of the distant sky islands and bring them back to the construction site.</p>
<p>That will be a tough challenge though, as a new feature has been added for this map. It&#8217;s storming and the storm is certainly strong enough to blow poor Clonks off the islands if they aren&#8217;t careful!</p>
<p>Wind is simulated to flow around obstacles, so it can be blocked with wooden constructions (see screenshots). But be careful not to block the windmill, or your buildings will be out of power. Also, the more you block the wind off, the stronger it will blow above and below your obstacle.</p>
<p>Those who are daring to try out the alpha version can checkout the current development branch and find Skylands in the experimental scenario folder.</p>
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		<title>OpenClonk 3.2 Update</title>
		<link>http://blog.openclonk.org/2012/11/openclonk-3-2-update/</link>
		<comments>http://blog.openclonk.org/2012/11/openclonk-3-2-update/#comments</comments>
		<pubDate>Sun, 18 Nov 2012 20:19:22 +0000</pubDate>
		<dc:creator>Zapper</dc:creator>
				<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=627</guid>
		<description><![CDATA[This is a bugfix release for 3.0 that we had planned since shortly after the original release. As expected, a release always contains bugs that are only found through massive playtesting by a lot of players &#8211; and that was exactly what happened for the last weeks (see also OpenClonk gaming night). Among the fixes [...]]]></description>
				<content:encoded><![CDATA[<p>This is a bugfix release for 3.0 that we had planned since shortly after the original release.</p>
<div id="attachment_628" class="wp-caption aligncenter" style="width: 310px"><a href="http://blog.openclonk.org/wp-content/uploads/2012/11/ElevatorWithLorry.jpg"><img class="size-medium wp-image-628" title="Elevator in the Night" src="http://blog.openclonk.org/wp-content/uploads/2012/11/ElevatorWithLorry-300x233.jpg" alt="" width="300" height="233" /></a><p class="wp-caption-text">I believe that elevator just transported a lorry!</p></div>
<p>As expected, a release always contains bugs that are only found through massive playtesting by a lot of players &#8211; and that was exactly what happened for the last weeks (see also <a title="Blog post about weekly plays" href="http://blog.openclonk.org/2012/10/openclonk-gaming-night/">OpenClonk gaming night</a>).</p>
<p>Among the fixes can be found:</p>
<ul>
<li>you cannot get stuck in sand or snow anymore when digging with a shovel</li>
<li>the elevator can now properly transport lorries or trees</li>
<li>the stone doors in Hideout and the CTF flag-capturing work now</li>
<li>fixed one synchronisation-loss issue when playing successive rounds without restarting OpenClonk</li>
<li>the coniferous tree now has a nicer texture and the nightly sky is a lot more appealing now <img src='http://blog.openclonk.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </li>
</ul>
<p><a href="http://forum.openclonk.org/topic_show.pl?tid=2635">(Full changelog here!)</a></p>
<p>..and of course a lot more. But note that this is a bugfix release which does not bring you new features, but improves the old features &#8211; and if there are new features in this release, it is because they solve problems with the last release <img src='http://blog.openclonk.org/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>And as always: if you find bugs or have suggestions, feel free to put them into our <a title="Bugtracker" href="http://bugs.openclonk.org/">bugtracker</a> or <a title="OpenClonk forums" href="http://forum.openclonk.org/">forum</a>.</p>
<p>See you ingame!</p>
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		<title>OpenClonk Gaming Night</title>
		<link>http://blog.openclonk.org/2012/10/openclonk-gaming-night/</link>
		<comments>http://blog.openclonk.org/2012/10/openclonk-gaming-night/#comments</comments>
		<pubDate>Sat, 20 Oct 2012 14:04:19 +0000</pubDate>
		<dc:creator>Maikel</dc:creator>
				<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=602</guid>
		<description><![CDATA[Hello World! This is your chance to play OpenClonk with the developers, since from now on we will &#8220;organize&#8221; a regular evening to play OpenClonk rounds via internet. The basic ingredients: Every Sunday evening from roughly 19:00 till 22:00 CEST. Join with a pc which runs the game (current release) smoothly Be present in #openclonk [...]]]></description>
				<content:encoded><![CDATA[<p>Hello World!</p>
<p>This is your chance to play OpenClonk with the developers, since from now on we will &#8220;organize&#8221; a regular evening to play OpenClonk rounds via internet. The basic ingredients:</p>
<ul>
<li>Every <strong>Sunday</strong> evening from roughly <strong>19:00 till 22:00</strong> CEST.</li>
<li>Join with a pc which runs the game (current release) smoothly</li>
<li>Be present in #openclonk on IRC (euIRC network) or just join running games</li>
<li>Do not forget to record (ingame option) and take screen shots</li>
<li>Share your feedback with the devs, this is highly appreciated</li>
</ul>
<div id="attachment_610" class="wp-caption aligncenter" style="width: 310px"><a href="http://blog.openclonk.org/wp-content/uploads/2012/10/Screenshot0441.png"><img src="http://blog.openclonk.org/wp-content/uploads/2012/10/Screenshot0441-300x168.png" alt="" title="Scorched Gardens" width="300" height="168" class="size-medium wp-image-610" /></a><p class="wp-caption-text">We&#8217;ll play rounds like these</p></div>
<p>On the first night, which is this Sunday, I will organize things a little and we will mainly play some short arenas/races and will probably end with a nice settlement round. After that the night should become self sustaining and you should see it as a night where you can be sure to find other people playing this wonderful game!</p>
<p><strong>Update:</strong> Now that the first night is over, I hope that everyone will also join next Sundays, cause I think we had a lot of fun and also gathered lots of feedback. Soon I will try to gather some material for a small gameplay trailer from these rounds, but more on that later.</p>
<p><strong>So be sure to join next Sunday!</strong></p>
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		<title>OpenClonk Release Meeting over</title>
		<link>http://blog.openclonk.org/2012/10/openclonk-release-meeting-over/</link>
		<comments>http://blog.openclonk.org/2012/10/openclonk-release-meeting-over/#comments</comments>
		<pubDate>Tue, 16 Oct 2012 22:29:33 +0000</pubDate>
		<dc:creator>Newton</dc:creator>
				<category><![CDATA[Development]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=576</guid>
		<description><![CDATA[So the OpenClonk release weekend is over now and I would like to thank everybody who participated for coming to Hamburg. I think it has been quite successful and I hope it was as fun for you all as it was for me!  I am looking forward to doing these kind of weekends more often. [...]]]></description>
				<content:encoded><![CDATA[<div id="attachment_577" class="wp-caption alignleft" style="width: 278px"><a href="http://blog.openclonk.org/wp-content/uploads/2012/10/BILD0271.jpg"><img class="size-medium wp-image-577 " title="Taskboard" src="http://blog.openclonk.org/wp-content/uploads/2012/10/BILD0271-268x300.jpg" alt="Taskboard" width="268" height="300" /></a><p class="wp-caption-text">All important tasks finished!</p></div>
<p>So the OpenClonk release weekend is over now and I would like to thank everybody who participated for coming to Hamburg. I think it has been quite successful and I hope it was as fun for you all as it was for me!  I am looking forward to doing these kind of weekends more often. But next time, with more preparation time.</p>
<p>With over 150 commits on and in preparation to the weekend, we made about as much progress this weekend than the last half a year! And, most importantly, we finally released all the work that has been put into the game since 20 months ago.</p>
<p>&nbsp;</p>
<div id="attachment_584" class="wp-caption alignright" style="width: 161px"><a href="http://blog.openclonk.org/wp-content/uploads/2012/10/release.png"><img class="wp-image-584 " title="release button" src="http://blog.openclonk.org/wp-content/uploads/2012/10/release-215x300.png" alt="release button" width="151" height="210" /></a><p class="wp-caption-text">We actually used this button to release the game. Sven2 had the honor after winning a round of an OpenClonk version of <a href="http://www.youtube.com/watch?v=s0voMKP0MtM">&#8220;One tree&#8221;</a></p></div>
<p>We were altogether eight people: Clonk-Karl, Clonkonaut, Maikel, Matthias Mortimer, Newton, Sven2 and Zapper.</p>
<p>All of us were super productive and also finally got around to do those works which normally nobody is motivated to do alone.<br />
I want to particularly thank Sven2 &amp; Mortimer who spent almost a day on finding desyncs between mac/linux &amp; windows network games and Clonk-Karl who fired a broadside at old long-standing bugs from the bugtracker.</p>
<p>An overview of the immense count of tasks we finished on the weekend is linked in the forum:</p>
<p><a href="http://forum.openclonk.org/topic_show.pl?tid=2539" target="_blank">OC release weekend: List of finished and unfinished tasks</a>.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<title>OpenClonk 3.1 update</title>
		<link>http://blog.openclonk.org/2012/10/openclonk-3-1-update/</link>
		<comments>http://blog.openclonk.org/2012/10/openclonk-3-1-update/#comments</comments>
		<pubDate>Mon, 15 Oct 2012 09:50:24 +0000</pubDate>
		<dc:creator>Newton</dc:creator>
				<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=565</guid>
		<description><![CDATA[As predicted by Zapper, there was a blocking bug in the 3.0 release which Clonkonaut found and fixed, so please update to 3.1. In 3.0 it was impossible to chop down a tree which is quite important for settlement rounds &#160; &#160;]]></description>
				<content:encoded><![CDATA[<p><a href="http://blog.openclonk.org/wp-content/uploads/2012/10/BILD0272.jpg"><img class="size-full wp-image-567 alignleft" title="DONE" src="http://blog.openclonk.org/wp-content/uploads/2012/10/BILD0272.jpg" alt="" width="300" height="225" /></a></p>
<p>As predicted by Zapper, there was a blocking bug in the 3.0 release which Clonkonaut found and fixed, so please update to 3.1.</p>
<p>In 3.0 it was impossible to chop down a tree which is quite important for settlement rounds <img src='http://blog.openclonk.org/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>&nbsp;</p>
<p>&nbsp;</p>
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