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	<title>OpenClonk Blog</title>
	<atom:link href="http://blog.openclonk.org/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.openclonk.org</link>
	<description></description>
	<lastBuildDate>Thu, 02 Feb 2012 22:41:41 +0000</lastBuildDate>
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		<item>
		<title>What will settlement be like?</title>
		<link>http://blog.openclonk.org/2012/02/what-will-settlement-be-like/</link>
		<comments>http://blog.openclonk.org/2012/02/what-will-settlement-be-like/#comments</comments>
		<pubDate>Thu, 02 Feb 2012 22:41:41 +0000</pubDate>
		<dc:creator>Clonkonaut</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=423</guid>
		<description><![CDATA[After we already have a progress report on what the settlement development has reached so far, I wanted to give you all a quick overview about what is planned. Because a picture says more than 1000 words, I tried to make a little something showing the production-lines-to-be. This is heavy work in progress though! Click! [...]]]></description>
			<content:encoded><![CDATA[<p>After we already have a progress report on what the settlement development has reached so far, I wanted to give you all a quick overview about what is planned. Because a picture says more than 1000 words, I tried to make a little something showing the production-lines-to-be.</p>
<p>This is heavy work in progress though!</p>
<p>Click! -&gt;</p>
<p><a href="http://blog.openclonk.org/wp-content/uploads/2012/02/ProductionLines.jpg"><img class="aligncenter size-medium wp-image-424" title="ProductionLines" src="http://blog.openclonk.org/wp-content/uploads/2012/02/ProductionLines-300x188.jpg" alt="" width="300" height="188" /></a></p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Development snapshots available again</title>
		<link>http://blog.openclonk.org/2012/01/development-snapshots-available-again/</link>
		<comments>http://blog.openclonk.org/2012/01/development-snapshots-available-again/#comments</comments>
		<pubDate>Sun, 08 Jan 2012 23:11:15 +0000</pubDate>
		<dc:creator>Clonk-Karl</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=412</guid>
		<description><![CDATA[The nightly builds and development snapshots have been unavailable for some time now. Partly they were obsolete due to the new autobuild system, however we lacked the option to obtain a snapshot of the current game state which runs out-of-the-box. This gap has been filled now by the revamped development snapshots. Instead of being only [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.openclonk.org/wp-content/uploads/2012/01/128nightly.png"><img class="alignleft size-full wp-image-416" title="Development snapshots" src="http://blog.openclonk.org/wp-content/uploads/2012/01/128nightly.png" alt="" width="128" height="128" /></a>The nightly builds and development snapshots have been unavailable for some time now. Partly they were obsolete due to the new autobuild system, however we lacked the option to obtain a snapshot of the current game state which runs out-of-the-box. This gap has been filled now by the revamped <a title="New development snapshots" href="http://www.openclonk.org/nightly-builds/">development snapshots</a>. Instead of being only built once a week they now become available a few minutes after a developer makes a change to the game.</p>
<p>This means, that you can always playtest the current state of development without checking out the repository or building the engine yourself!</p>
<p>Also, check out the revamped <a href="http://www.openclonk.org/builds/release/">archive</a> for downloading old versions of the game.</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Settlement Development</title>
		<link>http://blog.openclonk.org/2012/01/settlement-development/</link>
		<comments>http://blog.openclonk.org/2012/01/settlement-development/#comments</comments>
		<pubDate>Sun, 01 Jan 2012 16:21:50 +0000</pubDate>
		<dc:creator>Maikel</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=383</guid>
		<description><![CDATA[After a relative silence since the 2.1 release, progress on developing settlement content has increased on the recent openclonk meeting. The first multiplayer settlement rounds have been played successfully. The landscape of Gold Rush, known in CR as the classical Gold Mine, looks like this after completing the goal: The gold, located at the bottom, [...]]]></description>
			<content:encoded><![CDATA[<p>After a relative silence since the 2.1 release, progress on developing settlement content has increased on the recent openclonk meeting. The first multiplayer settlement rounds have been played successfully. The landscape of Gold Rush, known in CR as the classical Gold Mine, looks like this after completing the goal:</p>
<div id="attachment_389" class="wp-caption alignnone" style="width: 563px"><a href="http://blog.openclonk.org/wp-content/uploads/2012/01/Screenshot0061.png"><img class=" wp-image-389   " title="Gold Rush" src="http://blog.openclonk.org/wp-content/uploads/2012/01/Screenshot0061-1024x576.png" alt="" width="553" height="311" /></a><p class="wp-caption-text">A network round of Gold Rush</p></div>
<p>The gold, located at the bottom, has been mined with dynamite and transported with a lorry. It can be sold at the flag, or processed at the foundry into gold bars which are more valuable. The foundry can also produce metal, which is very useful in Iron Peak, a scenario with lots of iron ore. The foundry at work in Iron Peak:</p>
<div id="attachment_393" class="wp-caption alignnone" style="width: 563px"><a href="http://blog.openclonk.org/wp-content/uploads/2012/01/Screenshot007.png"><img class=" wp-image-393  " title="Iron Peak" src="http://blog.openclonk.org/wp-content/uploads/2012/01/Screenshot007-1024x576.png" alt="" width="553" height="311" /></a><p class="wp-caption-text">The foundry at work in Iron Peak</p></div>
<p>On this screenshot we also see the tool workshop, where items can be produced, and the sawmill:</p>
<p><a href="http://blog.openclonk.org/wp-content/uploads/2012/01/Screenshot008.png"><img class="alignnone  wp-image-396" title="Sawmill" src="http://blog.openclonk.org/wp-content/uploads/2012/01/Screenshot008-1024x576.png" alt="" width="553" height="311" /></a></p>
<p>The biggest changes are however not content related, but on content and production menus. Although the recently implemented drag&amp;drop menus are not finished and may not even be the final implementation, they are a big improvement over the old menus. They are the reason that settlement may go into the direction of fun rather than frustration. The content menu is shown in the next screenshot:</p>
<p><a href="http://blog.openclonk.org/wp-content/uploads/2012/01/Screenshot011.png"><img class="alignnone  wp-image-398" title="Content menu" src="http://blog.openclonk.org/wp-content/uploads/2012/01/Screenshot011-1024x576.png" alt="" width="553" height="311" /></a></p>
<p>With the content menu (open with E) the player can exchange contents between all containers behind the clonk, either by clicking the item or by dragging the item. Since the development snapshots are currently broken, this can only be tested if one is able to use our repository. But do feel free to share your opinion here or in the forum and stay tuned for more!</p>
]]></content:encoded>
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		<slash:comments>8</slash:comments>
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		<item>
		<title>c&#8217;t Software DVD</title>
		<link>http://blog.openclonk.org/2011/12/ct-software-dvd/</link>
		<comments>http://blog.openclonk.org/2011/12/ct-software-dvd/#comments</comments>
		<pubDate>Sun, 11 Dec 2011 19:07:51 +0000</pubDate>
		<dc:creator>Newton</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=380</guid>
		<description><![CDATA[c&#8217;t, a well-known German computer magazine added us to their software DVD for the new issue of Mac &#38; i. For all those who are able to speak German, you can look it up here, page 166-167]]></description>
			<content:encoded><![CDATA[<p>c&#8217;t, a well-known German computer magazine added us to their software DVD for the new issue of <em><a href="http://www.heise.de/mac-and-i/heft/?ausgabe=2381">Mac &amp; i</a>.</em></p>
<p>For all those who are able to speak German, you can look it up <a href="http://www.heise.de/mac-and-i/downloads/65/7/3/3/9/0/1/Heft-DVD.pdf">here, page 166-167</a> <img src='http://blog.openclonk.org/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Mac builds</title>
		<link>http://blog.openclonk.org/2011/10/mac-builds/</link>
		<comments>http://blog.openclonk.org/2011/10/mac-builds/#comments</comments>
		<pubDate>Mon, 10 Oct 2011 22:46:22 +0000</pubDate>
		<dc:creator>Newton</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=370</guid>
		<description><![CDATA[Oh, and just on a quick note: &#160; Thanks to PeterW and Mortimer, Mac packages are available for the new version, too. The link is modestly standing on the right side of the download page.]]></description>
			<content:encoded><![CDATA[<p><img class="size-medium wp-image-372 alignleft" title="apple" src="http://blog.openclonk.org/wp-content/uploads/2011/10/apple-271x300.jpg" alt="" width="117" height="130" />Oh, and just on a quick note:</p>
<p>&nbsp;</p>
<p>Thanks to PeterW and Mortimer, Mac packages are available for the new version, too. The link is modestly standing on the right side of the <a href="http://www.openclonk.org/download/">download page</a>.</p>
]]></content:encoded>
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		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>OpenClonk 2.1 released</title>
		<link>http://blog.openclonk.org/2011/10/2-1-released/</link>
		<comments>http://blog.openclonk.org/2011/10/2-1-released/#comments</comments>
		<pubDate>Mon, 10 Oct 2011 22:31:57 +0000</pubDate>
		<dc:creator>Newton</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=358</guid>
		<description><![CDATA[Another update! In the meantime, the settlement development gathered quite a momentum. Since the release 10 days ago, there have been over hundred commits on the repository! We cherry-picked some of them for this bugfix update. See below for a short list of changes. Download as usual on the download page, just install over the [...]]]></description>
			<content:encoded><![CDATA[<p>Another update!<a href="http://blog.openclonk.org/wp-content/uploads/2011/10/Screenshot056.png"><img class="size-full wp-image-365 alignleft" title="Screenshot056" src="http://blog.openclonk.org/wp-content/uploads/2011/10/Screenshot056.png" alt="" width="395" height="327" /></a></p>
<p>In the meantime, the settlement development gathered quite a momentum. Since the release 10 days ago, there have been over hundred commits on the repository! We cherry-picked some of them for this bugfix update.</p>
<p>See below for a short list of changes. Download as usual on the <a href="http://www.openclonk.org/download/">download page</a>, just install over the old installation.</p>
<p>Also, be sure to turn on the &#8220;high resolution landscape&#8221; in the options if it is not turned on yet! This makes the landscape look much better than in previous versions, though on very old graphics card this may result in artifacts rendered in the landscape, report it <a href="http://forum.openclonk.org/topic_show.pl?tid=788">here</a> then (you can post as anonymous, no registration required).</p>
<pre>Game content
------------------
+ Tutorial4: Fixed losing weapons forever (#667)
+ Objects: Stonedoor damage now visible through cracks (#669)
+ Target ballon in tutorial 3 makes popping noise when shot
+ Chest animation fix
+ Drive animation/pose for plane; clonk doesn't swim inside containers
+ Tutorial 4: Fixed item swith when dying (#665)
+ Tutorial 2: Fixed blasting spot under ropeladder
+ Added Iron Bomb, also as a weapon to all scenarios that used to have dynamite bars
+ Footstep sounds for the clonk
+ new sound for the teleglove
+ some refactoring
+ fixed clonk meshes
+ clonk can turn while on grappler rope
+ fixed turn rotation when swinging the grappler to the right
+ clonks rotation again adapted to the rope ladder (#637)
+ Blast sounds different under water (or any liquid)
+ Fixed bow aiming animation during jump

Engine
-----------------
+ CrewMembers are only banned from resurrection during Death callbacks (#532)
+ Engine: Fix possible crash in C4Landscape::InsertDeadMaterial (#666)
+ Fix the build when building against libpng 1.5
+ Fix writing of Record.log
+ Use big landscape tiles when classic shaders are enabled
+ backport network security fix
+ Landscape: Dig2ObjectCollect shouldn't stop other materials from spawning (#678)</pre>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>OpenClonk 2.0 released</title>
		<link>http://blog.openclonk.org/2011/10/openclonk-5-2-released/</link>
		<comments>http://blog.openclonk.org/2011/10/openclonk-5-2-released/#comments</comments>
		<pubDate>Sat, 01 Oct 2011 12:12:36 +0000</pubDate>
		<dc:creator>Günther</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=333</guid>
		<description><![CDATA[It&#8217;s been 9 months since the last full release. Time for another one!  The most visible changes since 1.2 are: The landscape is drawn in higher resolution The Macosx port has an editor like the other ports A new scenario Scorched Garden, and a redesigned Overcast But there are a lot of smaller changes and [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-344" title="clonkcatapult" src="http://blog.openclonk.org/wp-content/uploads/2011/10/clonkcatapult.png" alt="" width="250" height="226" />It&#8217;s been 9 months since the last full release. Time for another one!  The most visible changes since 1.2 are:</p>
<ul>
<li>The landscape is <a title="The marvelous world of shaders" href="http://blog.openclonk.org/2011/07/the-marvelous-world-of-shaders/">drawn in higher resolution</a></li>
<li>The Macosx port has an editor like the other ports</li>
<li>A new scenario Scorched Garden, and a redesigned Overcast</li>
</ul>
<p>But there are a lot of smaller changes and improvements as well, especially for people who want to write their own game content.</p>
<p><strong><a href="http://www.openclonk.org/download/">Download here</a></strong></p>
<p><span style="color: #800000;"><em>You are advised to first uninstall OC 1.2 before you install OC 2.0 as the game data of it is incompatible with the previous version.<br />
</em></span></p>
<p>This version shall be the foundation on which finally the mines, production lines and generally the settlement is implemented. The start signal has already been lit with <a href="http://forum.openclonk.org/topic_show.pl?tid=836">this forum post from Clonkonaut</a>. If you are interested to contribute, just talk to him or reply to this forum post.</p>
<p>&nbsp;</p>
<h3>The full list of changes</h3>
<pre>Engine
-------------------

Script - general:
* Removed DefCore entries Edible, Prey, Growth, NoSell and Rebuy
* Removed OCF_Edible, OCF_Prey, OCF_Living
* Differentiate between COMD_None and COMD_Stop
* Empty function parameters default to nil instead of 0
* obj-&gt;~foo() cannot have whitespace between -&gt; and ~ anymore
* arr[-x] returns the x-th last element of an array now, arr[i:j] ranges
* Scenario.txt: Definition1 defaults to Objects.ocd
* Added RelaunchPlayer callback which is called after last crew member died

Script - functions:
* Added function DigFreeMat
* Changed functions SetSkyParallax, BlastObjects, ScheduleCall, AddMsgBoardCmd, GetDefinition (all documented)
* Fixed functions HSLa, SetGraphics, GetTurnDirection, CreateScriptPlayer
* SetPlrExtraData and SetCrewExtraData can store strings now
* Removed unimplemented Par(n)=foo
* Removed reference parameters for functions

Script - properties:
* Replace the sorting functionality of Categories with a Plane property
* Removed trainable and permanent physicals from the DefCore, they are now (Action) properties
* Replaced Collectible and Grab DefCore value with Collectible and Touchable property
* Effects are now also proplists
* Effects can declare named variables (properties), removed EffectVar()

Engine - general:
* Changed OpenClonk file extensions to ocs, ocg, ocd, ocf, ocp, oci, ocm, ocb, ocv, ocl and ocu
* Added UTF-8 support
* Removed loading of BMP definition graphics and portraits
* Log to record file, too, when recording
* Removed portraits
* Revive the possibility for rivalry in the round evaluation dialogue
* Load additional player control defs from definition local System.ocg files
* win32: Log a stack trace on assertion failure
* win32: Remove duplicate file type association code from the engine
* TONS of code cleanup work
* Fixed various mesh loader bugs (#602,...)
* Fixed various memory leaks
* Fixed player properties dialogue
* Fixed various savegame issues
* Fixed crash when script players join the game (#571)
* Fixed wrong video mode selection
* Fixed unable to change resolution and fullscreen (#600)
* Allow resolution change with mismatching display refresh rates
* Fixed hang on exit
* Fixed solidmask zoom on zoomed graphics (#639)
* Fixed viewport drawing in fullscreen mode
* Fixed miscellanous win32 and sdl issues
* Removed unconditional infinite loop in C4GameObjects
* Fixed a possible access violation through effects
* Fixed /help notice is not correctly displayed in IRC chat and removed RWD notice
* Fixed joining network game in edit mode (#649)
* Don't complain about invalid topfaces for mesh graphics
* Fix control assignment set sortingby priority  (#641)

Game logic:
* Structures do not automatically remove snow and flyashes
* Corpses can burn
* Do not change Controller on Enter for Alive non-C4D_Livings
* Solidmasks can also move floating objects
* Material objects dug free can be forced to be collected

C4Script interpreter:
* Added a standalone C4Script interpreter
* Various improvements and optimizations to the script interpreter
* Correctly backtrace C4Script exceptions
* Optionally warn about empty function call parameters and array expression entries
* Do not print a deleted-object-warning while warning about that object
* Remove some unnecessary inspections of callers of builtin functions
* Fixed crash when parsing a function call with more than ten parameters
* Fixed crash trying to display stringtable-not-found error message (#588)

Visuals:
* Added Antialiasing feature
* Added high resolution shader landscape rendering
* Added possibility to animate material textures, added animated water
* Digging and blasting now produce more natural shapes
* Separate graphic for "Mouse Over" for main-menu buttons and Icons
* Zoom of GUI elements is dependent on viewport resolution
* Impoved map to landscape algorithms to create a smoother landscape

Editor:
* Lots of GTK editor enhancements
* Lots of Mac cocoa editor enhancements
* File/Save creates a savegame when the original scenario was one
* File/Save Game As correctly preserves the Origin
* Fixed various crashes in editor mode
* Fixed various GTK editor issues
* Fixed various Mac cocoa issues
* Fixed property window doesn't open in editor (#635)
* Fixed a crash on reload definitions (#76)
* Fixed crash when opening a second viewport for the same player
* Fixed window creation in editor mode
* Fixed possible crash on initial window creation
* Fixed starting the engine with a scenario with a trailing slash
* Fixed infinite loop if the first scenario failed to load (#592)

Win32 Installer:
* Installer creates a startmenu shortcut that launches the editor
* Only register the uninstaller with add/remove programs
* Cut unnecessary pages from the installer

C4Group:
* Fixed FindNextEntry
* Removed unused -a, -m, -e, -d, -r, -o commands
* Removed Maker information.

Game Content
-------------------

Game content - general:
* Added control: collect (into backpack)
* Added script-side bubble implementation (removed engine-side implementation)
* Added script implementation of the fire effect
* Finish balloon with sound and graphics
* correct the display of the rope and grapple hook and the clonk's position on it
* Fixed water jump
* Fixed friction values for the Rock
* Reset clonk action when they enter a plane
* Cannon and lorry don't fall off the sides of the map
* Parkour: Safety against creating checkpoints outside landscape bounds
* Parkour: checkpoint may now clear materials behind it
* Applied friction to ore (no more phasing for ore)
* Fixed a C4Script runtime error for unavailable hotkeys
* Usage of item is cancelled if (another) item is thrown
* Stop can now return -1 to keep that object as used object (part of #483)
* Prevent clonk from swimming in solids
* Remove unused MGranite
* Fixed cannon rotation
* Performance optimizations for the backpack and health/breath tubes
* Prevent HUDadapter from throwing runtime errors for non-crewmember clonks
* Fix grappler also shots on cancel
* Grappler: fixed division by zero (#613)
* Clonk now moves his legs while aiming with the bow (#640)

Graphics and Sound:
* Added new HUD
* New textures for ruby, ametyst, bricks, earth and snow
* Replaced a sky texture
* New clonk-head graphics
* Removed Cursor graphics in different sizes
* More detailed crosshair graphic
* Changed graphics of earth to look like earth more
* Changed Marker visuals of the flag
* Tweaked musket animations
* Fixed sword visuals a bit
* Clonk doesn't contort or moonwalk when using shield with right hand
* New graphics for the powder keg
* Changed snowflakes to be much smaller
* Added splash effects for swimming
* Added a backpack graphic on the clonk's back
* Fixed and improved some Clonk animations, added chop, dive and magic animation
* Added graphic rotation during scaling and animation for scaling top corners
* New winch graphics
* Fixed animation glitch for KneelUp animation (#328)
* Added new icons for scoreboard
* A bunch of new and/or improved frontend graphics
* Clonk doesn't stop digging automatically when he hits a wall

Scenarios:
* Added Scorched Gardens deathmatch scenario with telekinetic gyroglove
* Hideout: Fixed warnings, removed floating edge
* MoltenMonarch: Fixed landscape (bottom lava)
* Overcast: Completely redesigned
* Tutorial 4: Fixed opponent creation
* Tutorial 4: Fixed AI movement for swordman
* Guardians of the Windmills: fixed evaluation data
* Remove some tools from shiver peak
* Removed clouds blocking the view in Shiver Peak
* FrozenFortress, Hideout: CTF goal set to fix 2

Balancing:
* Added Clonk can roll off
* Clonk can jump off walls (with new animation).
* Clonk cannot control his movement while tumbling anymore
* Changed maximum walking speed of the Clonk by 0.04 pixel/frame to fit jumping speed
* Jumping acceleration lowered by 0.2 pixel/frame
* Musket does 15 damage now instead of 10 (the bow does 6-12)
* No jumping facing backwards</pre>
<p>&nbsp;</p>
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		<slash:comments>8</slash:comments>
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		<item>
		<title>Digging towards a release</title>
		<link>http://blog.openclonk.org/2011/09/digging-towards-a-release/</link>
		<comments>http://blog.openclonk.org/2011/09/digging-towards-a-release/#comments</comments>
		<pubDate>Wed, 07 Sep 2011 20:12:19 +0000</pubDate>
		<dc:creator>Newton</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=329</guid>
		<description><![CDATA[It has been more than six months since the last stable of OpenClonk has been released. However, loads of new features,  changes and fixes have been implemented  ever since. Now we  want to finally release the next stable. Currently we are blasting our way through the last known crashes, bugs and desyncs and will start [...]]]></description>
			<content:encoded><![CDATA[<p>It has been more than six months since the last stable of OpenClonk has been released. However, loads of new features,  changes and fixes have been implemented  ever since.</p>
<p>Now we  want to finally release the next stable. Currently we are blasting our way through the last known <a href="http://bugs.openclonk.org/view.php?id=266">crashes, bugs and desyncs</a> and will start the playtesting soon.</p>
<p>The new release will contain very little new game content but balancing changes, loads of fixes, new graphics, <strong>tons</strong> of refactoring (which is only interesting for developers though <img src='http://blog.openclonk.org/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> ) and many new features such as the <a href="http://blog.openclonk.org/2011/07/the-marvelous-world-of-shaders/">high resolution shader</a>, antialising, UTF8-support, a new HUD design that scales with the display resolution or <a href="http://blog.openclonk.org/2011/08/new-explosions/">more natural blast shapes</a>.</p>
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		<slash:comments>7</slash:comments>
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		<title>Commit Message of the Week</title>
		<link>http://blog.openclonk.org/2011/08/commit-message-of-the-week/</link>
		<comments>http://blog.openclonk.org/2011/08/commit-message-of-the-week/#comments</comments>
		<pubDate>Thu, 18 Aug 2011 21:27:49 +0000</pubDate>
		<dc:creator>Clonk-Karl</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=322</guid>
		<description><![CDATA[I wonder whether it was by intention but it made my day. Commit b6bec718c930: C4Group::FindNextEntry only writes in the result buffer finding a file (#618) Before &#8220;Initialize some uninitialized variables&#8221;, SCopy would do nothing because the StdStrBug still contained the parameter, but with that patch, it wrote the empty string into the result buffer.]]></description>
			<content:encoded><![CDATA[<p>I wonder whether it was by intention but it made my day. <img src='http://blog.openclonk.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Commit <a href="http://hg.openclonk.org/openclonk/rev/b6bec718c930">b6bec718c930</a>:</p>
<blockquote><p>
C4Group::FindNextEntry only writes in the result buffer finding a file (#618)</p>
<p>Before &#8220;Initialize some uninitialized variables&#8221;, SCopy would do nothing because the <strong>StdStrBug</strong> still contained the parameter, but with that patch, it wrote the empty string into the result buffer.
</p></blockquote>
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		<slash:comments>0</slash:comments>
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		<title>New explosions</title>
		<link>http://blog.openclonk.org/2011/08/new-explosions/</link>
		<comments>http://blog.openclonk.org/2011/08/new-explosions/#comments</comments>
		<pubDate>Mon, 01 Aug 2011 12:40:58 +0000</pubDate>
		<dc:creator>Newton</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://blog.openclonk.org/?p=313</guid>
		<description><![CDATA[Till now, explosions have always been perfectly round circles. I changed this to somewhat more rough and natural looking  shapes, still circular but with a lot of random in it. The bigger the explosions, the spikier the shape. Shapes that have been dug free are more smooth, more circle-shaped.]]></description>
			<content:encoded><![CDATA[<p>Till now, explosions have always been perfectly round circles. I changed this to somewhat more rough and natural looking  shapes, still circular but with a lot of random in it. The bigger the explosions, the spikier the shape. Shapes that have been dug free are more smooth, more circle-shaped.</p>
<p><a href="http://blog.openclonk.org/wp-content/uploads/2011/08/explosions.png"><img class="alignnone size-full wp-image-314" title="explosions" src="http://blog.openclonk.org/wp-content/uploads/2011/08/explosions.png" alt="" width="372" height="370" /></a></p>
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		<slash:comments>6</slash:comments>
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