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    <title>Shadowmaster’s Blog - Personal</title>
    <link>http://shadowm.rewound.net/blog/</link>
    <description>A light in the darkness, where everything is possible...</description>
    <dc:language>en</dc:language>
    <generator>Serendipity 1.6 - http://www.s9y.org/</generator>
    
    

<item>
    <title>With great code comes great responsibility</title>
    <link>http://shadowm.rewound.net/blog/archives/222-With-great-code-comes-great-responsibility.html</link>
            <category>Personal</category>
            <category>Software</category>
            <category>Wesnoth</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/222-With-great-code-comes-great-responsibility.html#comments</comments>
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;I think I rarely discuss the more subjective/emotional aspects of working with the &lt;strike&gt;crazy&lt;/strike&gt; folks at the Battle for Wesnoth Project, so this might be a good opportunity to do so given we are currently on the threshold of the first release in the new stable series, 1.10.&lt;/p&gt;

&lt;p&gt;Since a while after joining the project, I’ve been wanting to make deeper changes to the add-ons server software (&lt;tt&gt;campaignd&lt;/tt&gt;, by legacy). Some of those desired changes would benefit me directly as a user-made add-ons maintainer myself (previously &lt;cite&gt;Invasion from the Unknown&lt;/cite&gt;, now &lt;cite&gt;After the Storm&lt;/cite&gt;); other changes simply seem very convenient to have, such as some kind of authentication support and the ability to ban people without dirty system admin hacks.&lt;/p&gt;

&lt;p&gt;Yesterday, I unveiled aspects of my not-so-modest proposal to replace &lt;tt&gt;campaignd&lt;/tt&gt; with new code. You can find the pastebin link within &lt;a href=&quot;https://mail.gna.org/public/wesnoth-dev/2012-01/msg00015.html&quot;&gt;my post to the developers mailing list&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Even though I have some of the basic ideas and I’m still collecting previous information (such as &lt;a href=&quot;http://wiki.wesnoth.org/User:SkeletonCrew#Addon_server&quot;&gt;Mordante’s proposal&lt;/a&gt;), I am terribly hesitant to proceed with the larger project because it will take time and dedication I cannot really promise at this point. But why?&lt;/p&gt;

&lt;p&gt;Part of my worries stem from previous experience working on one-man projects. &lt;cite&gt;After the Storm&lt;/cite&gt; is no small example — started in 2008, finished in early 2012 after many long breaks, &lt;em&gt;and still ongoing&lt;/em&gt;. I don’t consider myself to be the most adequate person to work on large tasks alone, because of motivational issues. If I feel no-one is really using or approving of my work, I’ll quickly feel frustrated and seek new projects with different goals to distract myself for any amount of time. (In AtS’ case, the most significant one was &lt;a href=&quot;/projects/frogatto-levels.php&quot;&gt;Frogatto’s level design&lt;/a&gt;, which is partly why I ended up trading helping with Frogatto for finishing AtS.)&lt;/p&gt;

&lt;p&gt;&lt;tt&gt;campaignd&lt;/tt&gt; (or its potential replacement, &lt;tt&gt;umcd&lt;/tt&gt;) is a particularly dangerous target for me because of the inherently minuscule audience to which I’ll have to cater: the Wesnoth.org system administrators. But not only is this audience composed of approximately four people (including myself), but it’s also a &lt;em&gt;very&lt;/em&gt; exigent one at that.&lt;/p&gt;
 
&lt;p&gt;The client-side audience is larger, but just as exigent, if not even more. You can’t really just throw half-baked changes at them and call it a day—and that wouldn’t be polite, in either case—and since these things have to be done within the project’s development cycle to ensure excellent compatibility and proper migration paths, I don’t really have a choice of schedule — it simply &lt;em&gt;has&lt;/em&gt; to be completely done before the next stable series if it is to be done at all.&lt;/p&gt;

&lt;p&gt;It could be said it all boils down to a personal sense of competence. I’m pretty sure I’m not the most competent people for this task, but the people who are don’t have the time to do it either, so unless someone comes forward, we’ll be stuck with the same stagnating piece of old crap forever. That isn’t to say there haven’t been any candidates before — I have previously mentioned Ilor was working on an add-ons server replacement, but &lt;acronym title=&quot;Real Life&quot;&gt;RL&lt;/acronym&gt; ultimately claimed its bill and the branch in SVN is currently abandoned.&lt;/p&gt;

&lt;p&gt;Taking over this project would also get me stuck forever with it, unable to move on to more interesting things, &lt;em&gt;especially&lt;/em&gt; if the worst case scenario presents itself before the end of the development cycle. I most certainly don’t want to be permanently required to answer every single question or implement every single approved idea for the server software. I’m pretty sure I can still be more useful doing UI usability assurance work or making more Wesnoth campaigns not-for-mainline. I know from other development areas that this “only competent authority” concept appears quite often, to the point of actually frustrating the targeted people.&lt;/p&gt;

&lt;p&gt;For this reason, I really doubt I’ll actually undertake the server replacement, and just concentrate on the very specific points presented in my mailing list post. For better or for worse, people will have to bear with less significant changes until someone more capable and more willing appears.&lt;/p&gt; 
    </content:encoded>

    <pubDate>Thu, 26 Jan 2012 06:46:00 +0000</pubDate>
    <guid isPermaLink="false">http://shadowm.rewound.net/blog/archives/222-guid.html</guid>
    
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<item>
    <title>After the Storm 0.7.0: Mission Complete!</title>
    <link>http://shadowm.rewound.net/blog/archives/221-After-the-Storm-0.7.0-Mission-Complete!.html</link>
            <category>Miscellaneous</category>
            <category>Personal</category>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/221-After-the-Storm-0.7.0-Mission-Complete!.html#comments</comments>
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;&lt;cite&gt;After the Storm&lt;/cite&gt;’s development began in 2008, some time after the completion of &lt;cite&gt;Invasion from the Unknown&lt;/cite&gt;. Since then, the campaign’s development was repeatedly and severely hindered by multiple planning issues, partially caused by (borderline pathological) perfectionism on my part; plus many other personal problems.&lt;/p&gt;

&lt;p&gt;During most of 2011, development was unofficially halted, with a half-baked &lt;acronym title=&quot;Episode 1 Scenario 9 Part 1&quot;&gt;E1S9.2&lt;/acronym&gt; lingering around in the Wesnoth-UMC-Dev SVN trunk for months. &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/201-After-the-Storm-0.4.0.html&quot;&gt;Version 0.4.0&lt;/a&gt; was released near the end of September, and from that point onwards, I decided to not stop working on the campaign ever again, until it reached completion.&lt;/p&gt;

&lt;p&gt;That day, sadly, arrived sooner than I expected. &lt;strong&gt;Version 0.7.0&lt;/strong&gt; is here, presenting a &lt;strong&gt;complete&lt;/strong&gt; Episode II with 12 scenarios, adding E2S8 through E2S12 to the line-up found in version 0.6.1.&lt;/p&gt;

&lt;p&gt;AtS was always planned to have only two episodes, so &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/205-After-the-Storm-0.5.0.html&quot;&gt;as previously said&lt;/a&gt; I consider it to be &lt;strong&gt;100% complete&lt;/strong&gt; in terms of scenario count right now. The third episode (&lt;cite&gt;After the Storm: Final&lt;/cite&gt;) is still in the planning stage and it will most likely be developed in parallel with the balancing, clean-ups and touch-ups leading to version 1.0.0, making it a target for version 2.0.0 instead.&lt;/p&gt;

&lt;p&gt;Right now, AtS is in &lt;strong&gt;urgent need of portrait art&lt;/strong&gt; for the new characters introduced throughout E1 and E2, at least two new unit baseframes for use in E1S9.2 and E2S11, plus a third baseframe for E3. While portrait art isn’t a version 1.0.0 target per se, I would really welcome any help at any time, as long as the art style stays consistent with &lt;cite&gt;Invasion from the Unknown&lt;/cite&gt;. It’s very likely the missing baseframes will be provided by myself in the meantime.&lt;/p&gt;

&lt;p&gt;Later, I’ll publish a more complete to-do list with the tasks remaining to be done for version 1.0.0, and I’ll try to make a more exhaustive art to-do list as well.&lt;/p&gt;

&lt;p&gt;The changelog for this version follows:&lt;/p&gt;

&lt;pre&gt;
Version 0.7.0:
--------------
* Graphics:
  * New or updated unit graphics: Dusk Faerie, Shaxthal Worm, Shaxthal
    Rayblade, Shaxthal Assault Drone, Shaxthal Protector Drone, Shaxthal War
    Drone, Shaxthal Runner Drone.
  * New or updated terrain graphics: Dark Hive Floor (transitions).

* Scenarios:
  * E1S5 - Bay of Tirigaz:
    * Rewrote shipwreck generator code so the message strings can actually
      be translated.
  * E1S8 - Fear:
    * Updated to use a Wesnoth 1.9.10 terrain.
  * E2S1 - By the Moonlight:
    * Updated to use a Wesnoth 1.9.10 terrain.
  * E2S2 - The Heart Forest:
    * Updated to use a Wesnoth 1.9.10 terrain.
  * E2S4 - Shifting Allegiances:
    * Fixed a local variable leak.
  * E2S6 - The Voyage Home:
    * Updated to use a Wesnoth 1.9.10 terrain.
  * E2S7 - Proximus:
    * Added a hint regarding the enemy leader&#039;s chance-to-hit override to
      objectives.
    * Fixed animation glitches.
  * E2S8 - And then there was Chaos:
    * New scenario.
  * E2S9 - New Hive:
    * New scenario.
  * E2S10 - The Betrayal:
    * New scenario.
  * E2S11 - A Final Confrontation:
    * New scenario.
  * E2S12 - Fate:
    * New cutscene scenario.

* Units:
  * New unit: Shaxthal Worm (replaces the Shaxthal Wyrm).
  * Balancing:
    * Reduced Nightshade Fire&#039;s ranged arcane attack strength from 12-3 to 10-3.
    * Reduced Nightshade Fire&#039;s ranged cold attack strength from 13-2 to 11-2.
    * Reduced Night Nymph&#039;s ranged arcane attack strength from 9-3 to 8-3.
    * Increased Errant Soul&#039;s ranged attack strength from 2-1 to 2-2.
    * Reduced Chaos Headhunter&#039;s ranged attack strength from 6-3 to 5-3.
    * Reduced Chaos Marauder&#039;s axe attack strength from 10-2 to 8-2.
    * Reduced Chaos Marauder&#039;s ranged attack strength from 7-3 to 6-3.
    * Reduced Chaos Soulhunter&#039;s axe attack strength from 13-2 to 12-2.
    * Reduced Chaos Soulhunter&#039;s ranged attack strength from 10-3 to 9-3.
  * Revised Shaxthal unit descriptions.
  * Shaxthal Runner Drones can no longer advance to Assault Drones.
  * Added a custom teleport animation for Nightshade Fire.
  * Added unit type descriptions for Night Nymph and Nightshade Fire.
  * Removed conflicting markup from the Sylvan Warden unit type description.
&lt;/pre&gt;

&lt;p&gt;Just like the previous release, AtS 0.7.0 requires Wesnoth 1.9.10 or later. The presence of the Rotten Bridge terrain in several scenarios (mentioned in the changelog) really enforces this requirement in this opportunity.&lt;/p&gt;

&lt;p&gt;So... yeah, the campaign is complete now. Go forth and play.&lt;/p&gt; 
    </content:encoded>

    <pubDate>Wed, 18 Jan 2012 02:17:00 +0000</pubDate>
    <guid isPermaLink="false">http://shadowm.rewound.net/blog/archives/221-guid.html</guid>
    
</item>
<item>
    <title>Wow</title>
    <link>http://shadowm.rewound.net/blog/archives/220-Wow.html</link>
            <category>Miscellaneous</category>
            <category>Personal</category>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/220-Wow.html#comments</comments>
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;pre&gt;commit 9f6bd04ec405d3987a513ae490fcfef7fad6a034
Author: shikadilord &amp;lt;shikadilord@87cc232e-6748-0410-ac04-a3fa75566414&amp;gt;
Date:   Mon Jan 16 03:22:28 2012 +0000

    AtS E2S12: completed epilogue scenario
    
    This makes After the Storm 100% complete in terms of scenario count.
    
    git-svn-id: https://wesnoth-umc-dev.svn.sourceforge.net/svnroot/wesnoth-umc-dev/trunk/After_the_Storm@12917 87cc232e-6748-0410-ac04-a3fa75566414
&lt;/pre&gt;

&lt;p&gt;I never thought this day would come.&lt;/p&gt; 
    </content:encoded>

    <pubDate>Mon, 16 Jan 2012 03:26:00 +0000</pubDate>
    <guid isPermaLink="false">http://shadowm.rewound.net/blog/archives/220-guid.html</guid>
    
</item>
<item>
    <title>2011 Wrap-up</title>
    <link>http://shadowm.rewound.net/blog/archives/216-2011-Wrap-up.html</link>
            <category>Miscellaneous</category>
            <category>Personal</category>
            <category>Projects</category>
            <category>Rei 2 IRC Bot</category>
            <category>Site updates</category>
            <category>Software</category>
            <category>Wesnoth</category>
            <category>Wesnoth-TC</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/216-2011-Wrap-up.html#comments</comments>
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;At long last, 2011 is coming to an end. In a few hours, we’ll have to dump our old calendars to replace them with new ones bearing the number 2012 in a big font size. Then the people who believe 2012 will be the end of life on Earth will begin to panic as we approach December again. Those nutcases.&lt;/p&gt;

&lt;p&gt;This was a relatively calm and monotone year in what pertains to my personal life, so I’m not going to delve into details in this opportunity. However, I made some &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/148-Resolutions!.html&quot;&gt;resolutions&lt;/a&gt; last New Year and it might be worth it to review them and check why I didn’t accomplish all of my goals.&lt;/p&gt;

&lt;ul&gt;
  &lt;li&gt;Learning Japanese: I got severely sidetracked after a while. I may still try again in the future, just because.&lt;/li&gt;
  &lt;li&gt;Losing weight: I may have gained &lt;strike&gt;some&lt;/strike&gt; a lot of weight during the course of the year. Oops. I did, however, stop drinking coffee, because my stomach started to reject (read: try to vomit) it after a while for some reason.&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;/projects/wesnoth-tc.php&quot;&gt;Wesnoth RCX&lt;/a&gt;: Still halted. Frankly, there doesn’t seem to be enough interest amongst the Wesnoth community nowadays for this kind of tool, and for my own purposes &lt;a href=&quot;/projects/wesnoth-tc.php&quot;&gt;Wesnoth-TC&lt;/a&gt; serves well as it is.&lt;/li&gt;
  &lt;li&gt;Relearning C♯: Also sidetracked. It doesn’t seem worth it, in hindsight.&lt;/li&gt;
  &lt;li&gt;Learning Lua: Accomplished according to certain definitions. I haven’t really learned more about the language than necessary, but I have indeed committed some Lua code to mainline Wesnoth, and several tasks of varying difficulty are accomplished with custom Lua-backed WML tags in &lt;cite&gt;After the Storm&lt;/cite&gt; and &lt;cite&gt;Invasion from the Unknown&lt;/cite&gt; as of this writing.&lt;/li&gt;
  &lt;li&gt;Rei 2 IRC Bot: Stalled, due to lack of interest. There are also seem to be a few Irssi-specific problems with Perl 5.14, which is in the operating system I’m using at the moment, Debian wheezy.&lt;/li&gt;
  &lt;li&gt;Website: &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/168-Dorset6-codename-Air.html&quot;&gt;Accomplished&lt;/a&gt;. In fact, in a few hours I’ll deploy a few minor changes to the code to optimize the blog template processing a bit.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;One particular resolution deserves separate analysis, though:&lt;/p&gt;

  &lt;blockquote&gt;Then there’s Wesnoth. I intend to finish the Second Act™ of &lt;cite&gt;After the Storm&lt;/cite&gt; Episode I as soon as I may, even through the means of placeholders — I’m willing to do &lt;em&gt;anything&lt;/em&gt; to rescue AtS out of Development Hell before the end of 2011.&lt;/blockquote&gt;

&lt;p&gt;I didn’t resort to unlawful methods to accomplish this goal as I originally feared, but it still happened! Granted, rather late.&lt;/p&gt;

&lt;p&gt;During September and October I had a rather unexpected creativity and productivity spurt which culminated with the release of &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/205-After-the-Storm-0.5.0.html&quot;&gt;AtS version 0.5.0&lt;/a&gt; with &lt;cite&gt;Episode I: Fear&lt;/cite&gt; complete with 13 scenarios. More recently in December, we reached &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/214-After-the-Storm-0.6.1.html&quot;&gt;version 0.6.1&lt;/a&gt; with 7 complete scenarios for &lt;cite&gt;Episode II: Fate&lt;/cite&gt;. As of this writing, E2S8 and E2S9 are also complete in SVN trunk in Wesnoth-UMC-Dev, although it’s been suggested that the latter could use some spicing up. E2S10 is a work in progress since yesterday, and part of E2S12 was written already back in October, just not committed.&lt;/p&gt;

&lt;p&gt;Thus, it could be said that after many difficulties, &lt;cite&gt;After the Storm&lt;/cite&gt; broke out of Development Hell. Whether I’ll consider &lt;cite&gt;Episode III: Final&lt;/cite&gt; (expected to be shorter, around 6 scenarios) part of the required line-up for version 1.0.0 is a matter I haven’t settled yet.&lt;/p&gt;

&lt;p&gt;Once &lt;cite&gt;After the Storm&lt;/cite&gt; is finished, I plan to take a rather long break from campaign development. That isn’t to say I’m out of ideas, since there is one character I want to explore in further detail in her own campaign. However, I may have my Wesnoth time taken up by mainline work after 1.10 is released depending on the situation then, since there’s a rather large technology gap in Wesnoth that needs to be solved.&lt;/p&gt;

&lt;p&gt;Other than that, I haven’t really decided on any resolutions for 2012, so I’ll leave you with the one resolution of the moment:&lt;/p&gt;

&lt;pre&gt;
...
screen #0:
  dimensions:    1280x800 pixels (338x211 millimeters)
  resolution:    96x96 dots per inch
...
&lt;/pre&gt;

&lt;p class=&quot;italic&quot;&gt;(This information is utterly wrong. &lt;tt&gt;xdpyinfo&lt;/tt&gt; reported the same screen dimensions on bluecore last year in spite of its screen being glaringly larger than reicore’s by a few milimeters.)&lt;/p&gt; 
    </content:encoded>

    <pubDate>Sat, 31 Dec 2011 20:52:00 +0000</pubDate>
    <guid isPermaLink="false">http://shadowm.rewound.net/blog/archives/216-guid.html</guid>
    
</item>
<item>
    <title>After the Storm 0.6.1</title>
    <link>http://shadowm.rewound.net/blog/archives/214-After-the-Storm-0.6.1.html</link>
            <category>Personal</category>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
    
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;A little more than two weeks after the &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/211-After-the-Storm-0.6.0.html&quot;&gt;release&lt;/a&gt; of version 0.6.0, &lt;strong&gt;After the Storm 0.6.1 is out!&lt;/strong&gt; And just in time for Christmas Eve in Chile, too.&lt;/p&gt;

&lt;p&gt;The last couple of weeks have been particularly productive, as I’ve continued to work on AtS Episode II with the help of my loyal assistants &lt;strong&gt;vultraz&lt;/strong&gt; and &lt;strong&gt;Espreon&lt;/strong&gt;, who have been a valuable help providing early feedback, play-testing, and proofreading. In order to keep people busy for a while, this release includes &lt;strong&gt;scenarios 4 through 7&lt;/strong&gt;, and &lt;strong&gt;one&lt;/strong&gt; cutscene-only scenario, adding up to &lt;strong&gt;five new scenarios&lt;/strong&gt; in this version.&lt;/p&gt;

&lt;p&gt;Version 0.6.1 was scheduled for this date immediately after 0.6.0’s release, but it was only intended to contain the finished scenario 4, which landed on SVN trunk on December 15th. Since I was left with plenty of time before the original deadline, I decided to continue working on as many scenarios as possible. E2S7 landed on the 22nd, 22:01 UTC. I would have continued working on E2S8 immediately, but since it requires one new unit baseframe, I decided to postpone it and aim for introducing all the final four scenarios in version 0.7.0 when it’s done (most likely by early to mid-January 2012).&lt;/p&gt;

&lt;p&gt;For this version, I decided to increase the Wesnoth version requirement from 1.9.7 to &lt;strong&gt;1.9.10&lt;/strong&gt;, which was already recommended in the campaign description. While there’s no WML code or maps enforcing the version requirement yet, I’ll simply &lt;strong&gt;ignore&lt;/strong&gt; bug reports against AtS 0.6.1 on 1.9.9 and earlier versions since the engine behavior changed a lot between 1.9.8 and 1.9.10 in some areas — it’s simply impossible to keep supporting old development versions now that mainline is releasing 1.9.10 and later as betas for the upcoming stable 1.10. Besides, as a mainline developer I must also encourage people to test the game and report bugs before 1.10!&lt;/p&gt;

&lt;p&gt;Should this inconvenience you, I may be able to provide support on a case-by-case basis given a good reason to do so. My general recommendation if your Internet service isn’t good enough to download the bi-weekly Wesnoth 1.10 betas is to just download the latest one and keep it around until 1.10 final is released. By the looks of things, odds are this won’t happen until January.&lt;/p&gt;

&lt;p&gt;The changelog for this version of the campaign is unusually long, even though I deliberately omitted some specific additions in the art department — &lt;strong&gt;six&lt;/strong&gt; new baseframes, all made by myself and awaiting revisions in the near future — and unit WML. Since those are tied to the new scenarios, I decided to not spoil it in the changelog.&lt;/p&gt;

&lt;pre&gt;Version 0.6.1:
--------------
* Increased minimum Wesnoth version requirement from 1.9.7 to 1.9.10.

* Graphics:
  * New or updated unit graphics: Sylvan Warden (chained).

* Scenarios:
  * Various prose grammar fixes.
  * E1S3 - Civil War in the North:
    * Removed deprecated flower terrain.
  * E1S5 - Bay of Tirigaz:
    * Removed deprecated flower terrain.
  * E1S6.2 - Elves of a Different Land:
    * Fixed a dialog line wrapped in double parentheses.
  * E1S9.1 - The Triad (part 1):
    * Don&#039;t set Elynia&#039;s initial status to slowed.
    * Fixed animation glitches.
  * E1S9.3 - The Triad (part 3):
    * Fixed animation glitches.
  * E2S2 - The Heart Forest:
    * Increased turn limit.
    * Reduced initial gold amounts for enemy sides.
    * Set initial gold amount for the player.
  * E2S3.2 - Revelations:
    * Corrected unit facings.
  * E2S4 - Shifting Allegiances:
    * New scenario.
  * E2S5 - The Eastern Front:
    * New scenario.
  * E2S5 C - The Eastern Front cutscene:
    * New scenario.
  * E2S6 - The Voyage Home:
    * New scenario.
  * E2S7 - Proximus:
    * New scenario.

* Units:
  * Increased Dryad&#039;s HP from 43 to 46.
  * Increased Forest Spirit&#039;s HP from 37 to 40.
  * Simplified Sylvan Warden&#039;s animations WML, making her less of a resource
    hog.
  * Removed Kri&#039;tan.
&lt;/pre&gt;

&lt;p&gt;Have fun, and happy holidays!&lt;/p&gt; 
    </content:encoded>

    <pubDate>Sat, 24 Dec 2011 03:39:00 +0000</pubDate>
    <guid isPermaLink="false">http://shadowm.rewound.net/blog/archives/214-guid.html</guid>
    
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<item>
    <title>After the Storm 0.6.0</title>
    <link>http://shadowm.rewound.net/blog/archives/211-After-the-Storm-0.6.0.html</link>
            <category>Personal</category>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/211-After-the-Storm-0.6.0.html#comments</comments>
    <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=211</wfw:comment>

    <slash:comments>0</slash:comments>
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;&lt;cite&gt;After the Storm&lt;/cite&gt; 0.6.0 has just been released, despite the original deadline I set for myself &lt;a href=&quot;https://twitter.com/#!/shikadilord/status/143946192890499072&quot;&gt;just a few days ago&lt;/a&gt; being Christmas Eve. As a consequence, that day will be the deadline for AtS version 0.6.1 instead, which should include a working scenario E2S4 (i.e. fourth scenario of the second episode). Of course, if a major bug arises in the meantime, that tentative version number will have to change.&lt;/p&gt;

&lt;p&gt;Apparently, I work faster when I feel the need to deliver within a specific time frame. In this case, the need stems from fear of public humiliation. Probably.&lt;/p&gt;

&lt;p&gt;The changelog for this version follows:&lt;/p&gt;

&lt;pre&gt;Version 0.6.0:
--------------
* Increased minimum Wesnoth version requirement from 1.9.5 to 1.9.7.

* Scenarios:
  * Reworked character recall logic.
  * Episode 2 (Fate):
    * Scenarios 1 and 2 completed.
    * Scenario 3 completed, consisting of two cutscenes.

* Units:
  * Reduced Sprite&#039;s required XP to advance from 70 to 40.
  * Reduced Fire Faerie&#039;s required XP to advance from 100 to 70.
&lt;/pre&gt;

&lt;p&gt;Regarding the version requirement increase, it’s not so much because of changes in WML syntax but rather because of a new terrain added in 1.9.7 that’s used in E2S2.&lt;/p&gt;
 
    </content:encoded>

    <pubDate>Fri, 09 Dec 2011 07:03:01 +0000</pubDate>
    <guid isPermaLink="false">http://shadowm.rewound.net/blog/archives/211-guid.html</guid>
    
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<item>
    <title>The Tantalizing Trinket</title>
    <link>http://shadowm.rewound.net/blog/archives/210-The-Tantalizing-Trinket.html</link>
            <category>Miscellaneous</category>
            <category>Personal</category>
            <category>Software</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/210-The-Tantalizing-Trinket.html#comments</comments>
    <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=210</wfw:comment>

    <slash:comments>2</slash:comments>
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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;&lt;a href=&quot;http://thelettervsixtim.es/&quot;&gt;VVVVVV&lt;/a&gt; is a fun retro platformer which features gravity flipping instead of jumping, and some ridiculously hard rooms (the hardest ones are &lt;em&gt;usually&lt;/em&gt; optional). It was part of the &lt;a href=&quot;http://www.humblebundle.com/&quot;&gt;Humble Indie Bundle&lt;/a&gt; #3 earlier this year.&lt;/p&gt;

&lt;p&gt;For a good while I&#039;ve been trying to get the optional trinket in “Doing Things The Hard Way”, and apparently I got the hang of it at last. This is the first time I succeed in this little side-quest after something around 1000 attempts. Two (unexpectedly) failed attempts are also featured in this footage:&lt;/p&gt;

&lt;div class=&quot;center&quot;&gt;
    &lt;iframe width=&quot;420&quot; height=&quot;315&quot; src=&quot;http://www.youtube.com/embed/6rXUU0kG9Jw&quot; frameborder=&quot;0&quot;&gt;&lt;/iframe&gt;
&lt;/div&gt;

&lt;p&gt;Sadly, &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/200-Crucial-flaw,-Part-II.html&quot;&gt;for technical reasons&lt;/a&gt; I couldn’t record any sound, hence I decided to keep it unlisted in my account. The chiptune music and sound effects are, in my not-so-humble opinion, an &lt;strong&gt;essential&lt;/strong&gt; aspect of the game and they may well be the only reason I accepted the challenge and completed all the main levels (back in August, granted, but there &lt;em&gt;is&lt;/em&gt; replay value).&lt;/p&gt; 
    </content:encoded>

    <pubDate>Sun, 04 Dec 2011 22:01:00 +0000</pubDate>
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<item>
    <title>New TV</title>
    <link>http://shadowm.rewound.net/blog/archives/209-New-TV.html</link>
            <category>Hardware</category>
            <category>Miscellaneous</category>
            <category>Personal</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/209-New-TV.html#comments</comments>
    <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=209</wfw:comment>

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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;Years ago, I donated my TV to someone else at home who needed it, just so we didn’t have to buy a new one and give up on buying the laptop that came to be Bluecore. More recently, everyone at home decided to buy new TVs for their own use to replace the old CRTs we’d been using for the last decade — so I was finally left as the one TV-less denizen of this fortress of insanity.&lt;/p&gt;

&lt;p&gt;That’s no longer the case.&lt;/p&gt;

&lt;p&gt;I have a TV of my own again, decidedly cheap as we didn’t buy it for ourselves, and it works — not that I couldn’t watch TV when I wanted already, since my desktop computer (Blackcore) does have an analog TV capture card that works nicely on Windows (Linux, namely X.org, on VIA &lt;acronym title=&quot;Integrated Graphics Processor&quot;&gt;IGP&lt;/acronym&gt;s is an atrocious disaster). Most notably, this is the only TV that came with VGA and audio cords, so I can also connect my laptops (or my desktop) to it, although I can only wonder why there’s no HDMI cord when that appears to be what cool kids use nowadays.&lt;/p&gt;

&lt;p&gt;It’s not too useful either way, for the maximum resolution such a setup can handle is &lt;strong&gt;1360x768&lt;/strong&gt; (albeit the manual claims 136&lt;strong&gt;6&lt;/strong&gt;x768) — compare against Reicore and Bluecore’s native LCD panel resolution of &lt;strong&gt;1280x800&lt;/strong&gt;. I don’t care much about its purportedly &lt;em&gt;actual&lt;/em&gt; function of serving as an entertainment device since local TV kind of died for me circa 2006, when it stopped broadcasting anything of my interest. I spend more time on computers doing work than watching videos or movies anyway.&lt;/p&gt;

&lt;p&gt;As an aside note, it appears KDE SC 4.6.5 or X.org server 1.11 (in Debian wheezy right now) don’t handle display output switching very gracefully in regards to window geometries, and windows tend to become 0x0 (when plugging in the TV) or get tossed offscreen (when unplugging the TV). I won’t claim KDE’s window manager is perfect, but in my experience X.org is not the best piece of software found in current general-purpose Linux distributions and it could as well be literally made of explosives and still do its job in the most basic configurations.&lt;/p&gt; 
    </content:encoded>

    <pubDate>Thu, 01 Dec 2011 02:37:00 +0000</pubDate>
    <guid isPermaLink="false">http://shadowm.rewound.net/blog/archives/209-guid.html</guid>
    
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<item>
    <title>More on the imminent hard disk crash</title>
    <link>http://shadowm.rewound.net/blog/archives/207-More-on-the-imminent-hard-disk-crash.html</link>
            <category>Hardware</category>
            <category>Miscellaneous</category>
            <category>Personal</category>
            <category>Software</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/207-More-on-the-imminent-hard-disk-crash.html#comments</comments>
    <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=207</wfw:comment>

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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;&lt;a href=&quot;http://shadowm.rewound.net/blog/archives/206-Giving-Debian-Wheezy-another-whirl,-and-an-unpleasant-surprise-from-Reicore.html&quot;&gt;As I previously reported&lt;/a&gt;, reicore’s hard disk might be dying. This is not surprising in the least, since I have been hearing loud noises from the drive during high activity since a long while — playing vanilla Minecraft is apparently the most straining task for it for some reason. Considering reicore didn’t present any such issues at the beginning, it’s possible the person who gave her to me when &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/155-Bluecores-status.html&quot;&gt;bluecore croaked&lt;/a&gt; did something bad to her while I wasn’t looking. He’s unlikely to confirm such a thing, though.&lt;/p&gt;

&lt;div class=&quot;center&quot;&gt;
  &lt;a href=&quot;http://i144.photobucket.com/albums/r176/shadowm2006/screenshots/reicore-hdd-status.png&quot; target=&quot;_blank&quot;&gt;&lt;img src=&quot;http://i144.photobucket.com/albums/r176/shadowm2006/screenshots/th_reicore-hdd-status.png&quot; border=&quot;0&quot; alt=&quot;&quot; /&gt;&lt;/a&gt;
&lt;/div&gt;

&lt;p&gt;A short drive self-test last night revealed that one of the bad blocks is currently part of the very root filesystem. Since I started to consistently hit a bad block while logging into KDE, I decided to run &lt;tt&gt;e2fsck -c&lt;/tt&gt; on all partitions from a &lt;a href=&quot;http://grml.org/&quot;&gt;Grml&lt;/a&gt; live CD system (also Debian-based).&lt;/p&gt;

&lt;p class=&quot;italic&quot;&gt;(Yes, I just realized I inadvertently left the swap partition out of the emergency check procedure. I just ran &lt;tt&gt;badblocks&lt;/tt&gt; on it in read-only mode and it appears to be clean.)&lt;/p&gt;

&lt;p&gt;Scanning a 466 GiB hard disk for bad sectors isn’t a quick task, but it took just as long as it did with the 1.18 GiB disk on my first computer back in 1998 — about two hours and some minutes — and here are the good news: there are only two damaged sectors, both of them within the root filesystem, and only one file was lost: &lt;tt&gt;/usr/lib/libQtDesigner.so.4.7.3&lt;/tt&gt;, provided by the &lt;tt&gt;libqt4-designer&lt;/tt&gt; package in Debian wheezy.&lt;/p&gt;

&lt;p&gt;Why the dynamic linker felt it necessary to access this file while launching Akregator and KMail during the login process is beyond me, but it’s good that nothing was lost, as I promptly reinstalled the package. Either way, I had a fresh pre-upgrade backup in my external 2 TiB hard disk drive ready just in case.&lt;/p&gt;

&lt;p&gt;I’ll certainly have to get used to making backups more often than my previous, sloppy &lt;strike&gt;biweekly&lt;/strike&gt; &lt;em&gt;n-weekly&lt;/em&gt; schedule. Thanks goodness for &lt;tt&gt;rsnapshot&lt;/tt&gt;!&lt;/p&gt; 
    </content:encoded>

    <pubDate>Tue, 25 Oct 2011 02:15:00 +0000</pubDate>
    <guid isPermaLink="false">http://shadowm.rewound.net/blog/archives/207-guid.html</guid>
    
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<item>
    <title>Giving Debian Wheezy another whirl, and an unpleasant surprise from Reicore</title>
    <link>http://shadowm.rewound.net/blog/archives/206-Giving-Debian-Wheezy-another-whirl,-and-an-unpleasant-surprise-from-Reicore.html</link>
            <category>Hardware</category>
            <category>Miscellaneous</category>
            <category>Personal</category>
            <category>Software</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/206-Giving-Debian-Wheezy-another-whirl,-and-an-unpleasant-surprise-from-Reicore.html#comments</comments>
    <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=206</wfw:comment>

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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;The &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/175-Gone-Horribly-Wrong.html&quot;&gt;last time&lt;/a&gt; I tried to switch from Debian stable to testing I was hit by a disease known as X.org Server 1.10, and more specifically, fd.o &lt;a href=&quot;https://bugs.freedesktop.org/show_bug.cgi?id=31017&quot;&gt;bug #31017&lt;/a&gt;, which made my KDE experience less than worthwhile, to say the last. The &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/176-Status-Quo-Is-God.html&quot;&gt;solution&lt;/a&gt; I devised was not particularly productive either.&lt;/p&gt;

&lt;p&gt;However, X.org Server 1.11.1 hit Testing a while ago, and it’s what I am using right now — I successfully switched to “wheezy” again, today, and this time it would seem a massive rollback won’t be required, since the aforementioned bug is finally fixed.&lt;/p&gt;

&lt;p&gt;I don’t think I can claim the upgrade was smooth, though.&lt;/p&gt; &lt;br /&gt;&lt;a href=&quot;http://shadowm.rewound.net/blog/archives/206-Giving-Debian-Wheezy-another-whirl,-and-an-unpleasant-surprise-from-Reicore.html#extended&quot;&gt;Continue reading &quot;Giving Debian Wheezy another whirl, and an unpleasant surprise from Reicore&quot;&lt;/a&gt;
    </content:encoded>

    <pubDate>Mon, 24 Oct 2011 02:23:00 +0000</pubDate>
    <guid isPermaLink="false">http://shadowm.rewound.net/blog/archives/206-guid.html</guid>
    
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<item>
    <title>After the Storm 0.5.0</title>
    <link>http://shadowm.rewound.net/blog/archives/205-After-the-Storm-0.5.0.html</link>
            <category>Miscellaneous</category>
            <category>Personal</category>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
            <category>Wesnoth-UMC-Dev</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/205-After-the-Storm-0.5.0.html#comments</comments>
    <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=205</wfw:comment>

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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;The idea of continuing and developing the &lt;cite&gt;Invasion from the Unknown&lt;/cite&gt; storyline further was in my mind from the beginning, and I apparently started to work on a sequel on May 2008, if the &lt;a href=&quot;http://wesnoth-umc-dev.ai0867.net/umcreg/index.cgi&quot;&gt;Wesnoth-UMC-Dev Registry&lt;/a&gt; is anything to go by.&lt;/p&gt;

&lt;p&gt;&lt;cite&gt;After the Storm’s&lt;/cite&gt; development has been repeatedly impacted and put at risk by various “real life” issues.&lt;/p&gt;

&lt;p&gt;Earlier this year, I decided to go back to work on the campaign after a long hiatus — so long I don’t remember how long anymore — but my attempt ultimately failed anyway. &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/158-After-the-Storm-release-schedule-update.html&quot;&gt;I promised a delivery&lt;/a&gt;, but the delivery did not happen.&lt;/p&gt;

&lt;p&gt;Until I rediscovered the &lt;em&gt;fun&lt;/em&gt; in video games with VVVVVV, &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/192-Mining-your-way-to-victory.html&quot;&gt;Minecraft&lt;/a&gt; and &lt;a href=&quot;https://twitter.com/#!/shikadilord/status/114864200723070976&quot;&gt;Portal&lt;/a&gt;. Then, &lt;a href=&quot;http://shadowm.rewound.net/blog/archives/201-After-the-Storm-0.4.0.html&quot;&gt;magic ensued&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;http://shadowm.rewound.net/blog/archives/202-After-the-Storm-0.4.1a.html&quot;&gt;I said&lt;/a&gt; I would try to finish the first episode of the campaign before December. I am glad to say that mission has just been accomplished. &lt;strong&gt;After the Storm 0.5.0 is out in the Wesnoth 1.9.x add-ons server, with the first episode (that’s 13 scenarios) complete!&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;For those who’d rather read a terse piece of text with no emotive speech in it, the changelog for this version follows:&lt;/p&gt;

&lt;pre&gt;
Version 0.5.0:
--------------
* Scenarios:
  * 09 - The Triad (part 3):
    * Fixed problems with the final cutscene on Wesnoth 1.9.8 and earlier.
  * 11 - Return to Wesmere (part 2):
    * New scenario.
  * Completed episode I.
* Units:
  * Removed Skirmisher ability from Elynia.
  * Spawners have a small chance of deactivating themselves after spawning a
    unit.
&lt;/pre&gt;

&lt;p&gt;I have tried to make sure AtS remains playable on Wesnoth 1.9.8, but my primary development target is still 1.9.9 and support for 1.9.5, 1.9.6 and 1.9.7 is mainly theoretical at the moment. If you encounter any “Invalid WML errors” or such, and you are using Wesnoth 1.9.7 or earlier, try with Wesnoth 1.9.8 or 1.9.9 instead if you can, and give me some feedback in the &lt;a href=&quot;http://forums.wesnoth.org/viewtopic.php?t=32091&quot;&gt;forum thread&lt;/a&gt; so I can address any such issues as soon as I may.&lt;/p&gt;

&lt;p&gt;I take this opportunity to remind you that you can also find and follow me on Twitter as @ShikadiLord or join my personal channel &lt;tt&gt;##shadowm&lt;/tt&gt; in the freenode IRC network.&lt;/p&gt;

&lt;p&gt;Have a lot of fun!&lt;/p&gt; 
    </content:encoded>

    <pubDate>Sun, 16 Oct 2011 05:41:00 +0000</pubDate>
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    <title>After the Storm 0.4.2</title>
    <link>http://shadowm.rewound.net/blog/archives/203-After-the-Storm-0.4.2.html</link>
            <category>Personal</category>
            <category>Projects</category>
            <category>Software</category>
            <category>Wesnoth</category>
    
    <comments>http://shadowm.rewound.net/blog/archives/203-After-the-Storm-0.4.2.html#comments</comments>
    <wfw:comment>http://shadowm.rewound.net/blog/wfwcomment.php?cid=203</wfw:comment>

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    <author>nospam@example.com (shadowmaster)</author>
    <content:encoded>
    &lt;p&gt;In good &lt;a href=&quot;http://en.wikipedia.org/wiki/Release_early,_release_often&quot;&gt;RERO&lt;/a&gt; tradition, &lt;cite&gt;After the Storm&lt;/cite&gt; 0.4.2 is now available in the Wesnoth 1.9.x add-ons server addressing a few bugs reported today.&lt;/p&gt;

&lt;p&gt;Unless something major arises again, 0.4.3 will feature the eleventh scenario in Episode I, whose map I have already finished.&lt;/p&gt;

&lt;p&gt;The changelog for this version follows:&lt;/p&gt;

&lt;pre&gt;
Version 0.4.2:
--------------
* Scenarios:
  * Removed player income in scenario 6 and 7 cutscenes.
  * 06 - Quenoth Isle/Elves of a Different Land:
    * Fixed gold carryover for scenario 07.
  * 07 - The Search for the Past:
    * Remove poison/slowed/ambush status from units at the end to avoid recall
      issues in later scenarios.
  * 07 - Resolutions:
    * Fixed gold carryover for scenario 08.
  * 09 - The Triad (part 1):
    * Fixed undead and faerie units in the recall list being killed in turn 2.
&lt;/pre&gt;

&lt;p&gt;&lt;strong&gt;UPDATE:&lt;/strong&gt; version 0.4.3 is on its way to the server due to a severe case of savegame corruption as a consequence of my half-assed fix for the poisoned recalls issues. Since I seem to be producing new releases faster than I can announce them, I’ll only be posting about major releases (such as the future 0.5.0) in here. For now, use the forum topic and the add-ons server to keep track of updates.&lt;/p&gt; 
    </content:encoded>

    <pubDate>Thu, 29 Sep 2011 20:49:00 +0000</pubDate>
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