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ShrimpWorks

// why am I so n00b?

titleUnWheel

date 15 Apr 2013

Forward, 15 April 2013: I have reproduced the original “About” page in its entirety here, as well as the old screenshots from the website for future reference and archiving purposes. The original UnWheel website may continue to exist for an unknown length of time, and is no longer maintained by myself.

A lot more information, screenshots and discussion can be found on the UnWheel ModDB page.

Finally, a round-up of the various awards and accolades accumulated by UnWheel can be found on this post.


About UnWheel

UnWheel is a driving modification for Unreal Tournament 2004 with a focus on fun driving.

Rather than just racing, many different vehicle-based gametypes are on offer, giving the player an assortment of different styles of play and environments in which to drive.

Along with this wide range of modes of play, UnWheel features every type of four-wheeled vehicle you could think of, from sports and rally cars, to monster trucks, quad-bikes and massive mining trucks.

A wide range of gametypes:

  • Race: Classic lap-based racing
  • Rally: A long race over a single stretch of road
  • Capture the Flag: Players compete to return the flag to a central location on the map
  • Roamer: ‘Open-ended’ freestyle driving where players try to score by driving over random scoring points
  • K-Ball: Get the giant beach-ball into the goal to score
  • Rabbit: Players compete for possession of the flag in order to score
  • King of the Hill: Dominate an area of the map for as long as possible to gain points
  • Wrecker: Smash other vehicles to cause damage and eventually wreck them
  • Team variants: Capture the Flag and K-Ball are available in team variants, with their own set of team-specific maps

Multitude of vehicles:

  • Sports/Racing cars: Sleek and fast, well suited to road driving
  • Monster Trucks: Giant trucks with giant wheels for giant off-road action
  • Rally cars: The ideal mix of speed and great on- and off-road handling
  • Weird and wonderful: A few little (and some rather large) extras to add spice to any round

General features:

  • Freedom to choose any vehicle: At the start of each map, you are given the option to choose any of the vehicles without restriction
  • Control options: You can play with your regular Onslaught controls, use mouse steering, or set up a gamepad or even steering wheel
  • Multiple skins per vehicle: Most vehicles have at least three or four skin variations available, so even when many people choose the same vehicle, you can still look unique.
  • New HUD: The HUD has been replaced with something a little more relavent, and shows gametype-specific information.
  • L33t effects: All kinds of effects, including headlight volumes, real-time reflective vehicle bodies, surface-specific effects for grass, mud, sand, ice, water, etc.
  • Customisable: UnWheel is completely customisable and flexible, meaning it’s easy to create your own gametypes, cars, etc.

Screenshots


Original Credits:

Code, design, team lead

  • Kenneth “Shrimp” Watson

Maps

  • Steven Horton
  • Nicholas ‘ProjectX’ Udell
  • Adam ‘Diego1203’ Hetrick
  • Jonathan ‘Jerdaygo’ Huibregtse

Models/skins

  • The Devil’s Avarcardo
  • Jonathan SmÃ¥rs
  • Steven Horton
  • SupermotoXL

Vehicle Conversion and Enhancements

  • Dave ‘UltraNew-B’ Mitchell

Music

  • Josh ‘Strangelet’ Grafton (White Noise Entertainment)

Honorary mentions

  • Andrew ‘Rebel’ Clarke - Additional Music
  • Jonathan Curiel - Vehicle skin touch-ups
  • Twofer - Map work and suggestions
  • FuSiON - Vehicle model touch-ups
  • Graf1k - Rowing boat mesh (seen in UWRC-LostGods)

titleOut of Eve

date 15 Apr 2013

Update 07 September 2020:

This project is no longer maintained, as the APIs the game exposed were changed completely, my which time I was no longer actively playing the game, so it did not make sense for me to rewrite for the new APIs.

Hosted on GitHub

Out of Eve is a PHP web application which allows you to keep complete track of your Eve Online characters and corporations, when you’re not in-game. Because it’s web-based, all you need is a browser and internet access to keep tabs on your market orders, transactions, assets, manufacturing jobs, training, starbases, etc.

Out of Eve supports multiple characters across as many Eve accounts as you’d like, supports a full range of Eve personal and corporate API data, full item and ship reference, as well as a number of useful out-of-game utilities.

A publicly available installation of Out of Eve is available at outofeve.com. The website also has a detailed about page.

The source code, issue tracker and wiki are hosted on GitHub.

Discussion and feedback can be found on the official Eve Online Tech Lab Forums.

titleMonster Hunt

date 14 Apr 2013

14 April 2013 Update:

I am reproducing the original Monster Hunt website here for archiving and future reference purposes. The whole website has been reproduced on a single page, in sections below. As an addendum, more Monster Hunt related downloads can be found at UT-Files.com.

Additionally, the Monster Hunt Source code was released in February 2006.



About

Monster Hunt is a team based modification for Unreal Tournament comprising two new game types, Monster Hunt and Monster Arena.

In Monster Hunt, you and your team of hunters (humans or bots) must work your way through the level while killing everything that stands in your way. Monsters you’ll face range from the tiny but deadly Pupae, to slimy Sliths that spew blobs of slime at you, to the huge stone-throwing Titans.

Monster Hunt is the perfect blend of multiplayer and single single player, single player in the sense that the levels and style of Monster Hunt are very much like that of a single player game, but the team based gameplay gives it a great multiplayer feel.

Players must work as a team to survive, players on their own will be overpowered by the monsters and sent back to the beginning of the level. Players shouldn’t grab all the health and ammo as they come to it, it should be shared out amongst the players who need it most, or you could let one player grab lots of health and pick-ups and he can then charge the monsters to weaken them, the other players following. All this also adds a bit of strategy to the gameplay.

Monster Arena is very differant from Monster Hunt, in Monster Arena, you and your team aren’t batteling your way through the level to get to the boss at the end, rather you are faced with one extremely powerful monster that must be killed.


Screenshots

Here are a few screenshots from some of the maps that come with Monster Hunt:


Downloads

Here, you’ll be able to download the latest versions of Monster Hunt:

Latest full version:

Monster Hunt release 5 - UMOD - 6 278 KB

Latest patches/updates:

Monster Hunt release 5 update 3 - ZIP - 346 KB


Mapping for Monster Hunt

Monster Hunt

  • Before you start on a map, open the MonsterHunt.u package in the class-browser so you have access to all the Monster Hunt-specific stuff.
  • Maps should be more of a single player style, but make sure there are enough pickups for all the players and that there’s enough space for a group of players to move around in.
  • Boss monsters should be in large spacious areas, the players must be able to concentrate on defeating the monsters and not have to worry about the surrounding architecture.
  • Make an escape route for the players to run through and place a MonsterEnd trigger (found in the classe-browser: Triggers -> Trigger -> MonsterEnd) where the players will run to end the level.
  • If you want to add bot support to your map (very highly recommended), you can use the MonsterWaypoint actor (found in the classe-browser: Keypoint -> MonsterWaypoint). Just put the MonsterWaypoint actors wherever you want a bot waypoint to be, like near a button or a lever, or just along the path through the level. Set it’s Position property to tell the bots in which order the waypoints must be visited. Set the first one at 1, the next at 2, then 3, and so on. You can also enter the Event tag of a particular actor so when the bot gets to the waypoint, something can be triggered to happen.
  • Be sure to add lots of PlayerStarts at the beginning of the level to make sure the players don’t telefrag each other when the round starts - about 12-18 will be enough for a normal size map.
  • You can implement simple puzzles for the players to solve along the way, but don’t use too many as players will probably get frustrated.
  • Feel free to use as many special effects as you like, in this style of game, the players will really take note an think “How’d they do that???” :-)
  • Remember that there is no Translocator, so don’t make any situations where it’s needed to progress.
  • The difficulty of the map is important, start with relatively weak monsters and as players progress through the level, use stronger and stronger enemies.
  • Make sure your Boss monster is pretty strong, players will be disappointed it only takes a few shots to kill it.
  • Don’t put any monsters near to where the players will start, they’ll all be slaughtered as soon as they spawn.
  • Environmental hazzards (slime, lava, huge drops, etc.) are great, but make sure the boss monster(s) can’t fall in, or it’ll spoil the fun of defeating them.
  • Don’t give the players the best guns at the beginning, or they’ll mow through the monsters too easily.
  • Use the MonsterEvent (under Triggers > SpecialEvent) to display messages for the players, everything has already been pre-configured, just type the message and connect it to a trigger.
  • Set the boss monster’s bIsBoss to True so the player can get extra points for killing him.

Monster Arena

  • The same rules that apply to Monster Hunt maps apply to Monster Arena maps as well, but there are a few more things to keep in mind:
  • Make sure you create a small protected area somewhere in the map that the players can safely spawn in, you can even seal it off by using a door.
  • You should provide the players with some guns in the protected area but don’t give them too many and make sure the weapons suit the arena and the monster to be killed.
  • Place as much health and ammo around the arena as you like.
  • Give the players lots of place to move in, and make sure the boss can’t get stuck anywhere.
  • Place a MonsterArenaEnd trigger in the map (found in the classes browser: Triggers -> Trigger -> MonsterEnd -> MonsterArenaEnd) and set an Event for the boss and set the Tag of the MonsterArenaEnd to corrospond with the boss’ Event. (IMPORTANT! - Make sure you add the trigger in the centre of the map using the Top View)

Credits

Programming, maps, graphics, website & help files:

  • Kenneth “Shrimp” Watson

Playtesters:

  • BikerBob
  • Wipeout
  • DuckMan
  • _Tuke

Special thanks:

  • Valkyrie
  • Albert Reed (Also worked on the HeadHunters mod)
  • Beppo (lead coder for Infiltration)
  • JohnMcL (lead coder for Warbots)
  • UsAaR33 (creator of OldSkool)
  • Epic Games
  • and everyone at UnrealZA

News

28 September 2002

I have released the final patch for Monster Hunt. This fixes most bugs and problems with the previous release, and I think it’s in a good enough state to retire in :-).

You can find the link on the Downloads page.

Have fun with it… Now that it’s fixed up you’re going to be faced with hundreds more monsters than in the previous release :-)

31 January 2002

Nothing is really happening at the moment, and nothing’s likely to happen for quite a while. When Unreal II comes out, I hope to make Monster Hunt II for it. It should be pretty fun :-). It’s also a bit of a bonus for MH that U2 won’t ship with any co-op gametype, so MH should fill the void for a few players who were hoping for co-operative play in Unreal II.

Meanwhile, there have been a lot of people asking which versions they should get, and which patches, so here’s a quick list of the files you need to play Monster Hunt:

Monster Hunt release 5 (6.2MB) - The most recent ‘full version’ of Monster Hunt. Also avaliable in a non-UMOD version.
Monster Hunt release 5 update 2 (0.4MB) - Fixes all multiplayer problems with life limits, HUD displays and a few more, as well as fixes a bug which caused the game to crash in R5 update 1.
Gomorra (0.2MB) - A music track required for MA-RocketArena I forgot to include in the R5 package…

All these files are also available on the Downloads page.

If you want some new maps to play, take a look at the Maps page where you can download some user-created maps. Please keep in mind that a few of these were made for older versions of the mod which didn’t have the AI features of the latest version, so bots may not respond as expected.

Don’t forget to check out the German MonsterHunt.de site, as they have a growing map collection as well as a number of tutorials available. If you have made an MH map, you can send it to them and they will host it for you on their site as well.

Lastly, pop into the forums from time to time for a little chat-chat :-).

12 January 2002

A new Monster Hunt fan site has been launched!

The site is in German but I know there are a lot of German MH fans out there so that shouldn’t be a problem at all.

It’s still pretty new, so it may seem a little empty, but I’m sure the guys over there will fill it up in no time :-)

27 December 2001

Is seems as though the forum is back up and running again.

Let’s hope it stays like that now ;-)

24 December 2001

The forum seems to be down for the time being… I have no idea when it’ll be back :-(

Sorry…

23 December 2001

The forum is now up and running :-)

Have fun posting away as usual.

22 December 2001

New site up! Everything’s in working order, except the forum which I’m having a little trouble uploading at the moment.

Other than that, everything is normal, with slight changes to layout in the maps and downloads sections.

Hopefully I’ll have that forum working in a little while…

22 December 2001

I have just started this new site, hopefully it’ll be finished later today and I can put it on-line.

titleJSON Explorer

date 7 Sep 2008

JSON Explorer is a small Windows application which allows you to easily and visually browse JSON structures/strings. Objects and arrays are presented as a tree-like structure, with all their various properties, types and values shown in a “property editor” type view. The source string for each element within the tree structure is also shown, neatly formatted for readability.

JSON Explorer

Features

  • Browses JSON structures.
  • Shows types of properties.
  • That’s all.

Download

Download JSON Explorer

titleSaveScreen

date 8 Apr 2007

SaveScreen is a small Windows utility which automatically save screenshots as JPEG images. This is especially useful for gamers, as all screenshots can be stored in one place, there’s no need to use additional applications to re-save images as JPEGs (suitable for use on forums, galleries, etc), and you don’t need to bind different sets of keys for every game you play, “Print screen” is all you need.

SaveScreen

Features

  • Select JPEG compression/quality to suit your needs.
  • New! Each screenshot can be saved in its own folder, named after the application it’s taken from.
  • New! Images can be uploaded to an FTP server for web publication and sharing, also supporting per-application sub-folders.
  • New! Images can be posted directly to ImageShack, for even easier sharing, includes support for thumbnails and automatic forum and HTML code generation for quick posting.

Update 14 April 2013

Rather than using the ImageShack or FTP support, set SaveScreen to save your images in a public DropBox folder for convenient storage and immediate publishing!

titlemyTube

date 27 Oct 2006

Update 14 April 2013:

This project hasn’t been maintained or updated since original release, it likely no longer functions. It’s still here for archival and reference purposes.


myTube is a simple web-based YouTube clip downloader and converter. You paste the URL to the YouTube clip you want to download, and it downloads the video using the Python-powered youtube-dl, then converts it to MPEG which can be played in your media player of choice, via ffmpeg. It then offers the converted file for download.

myTube

Features

  • Easy install, just dump the scripts on your server.
  • Previously downloaded/converted clips are always browsable and available, so you don’t need to do the conversion process again.
  • If a duplicate clip is downloaded, the conversion process is skiped and the already converted video is served.
  • Web 2.0 styling including fake AJAX!

Download

Download

titleImage Browser

date 21 Sep 2006

A very simple, clean PHP5-powered image gallery/browser, which doesn’t require databases, thumbnail caches, detailed setup procedures, or other stuff you may be used to when dealing with web-based image galleries.

Nice Image Browser

Features

  • The gallery is normal folder on your web server/site, full of PNG, JPEG, and GIF images.
  • Sub-folders automatically become sub-galleries, allowing you to sort your images into logical browsing paths.
  • You can easily create new sub-galleries and upload new images at any level in your gallery.
  • Automatic, dynamic thumbnail generation, with customisable thumbnail sizes.
  • Automatic down-scaling of large images if they are too large to fit in the browser window.
  • Easy setup, just drop the files into any directory on your website for an instant gallery!

Download

Download Nice Image Browser

See the included ReadMe.txt for additional installation and usage information.

titleInjector

date 7 Aug 2006

Update 14 April 2013:

It died.

Unfortunately, this project was never polished to a point I felt good about releasing. At this point the code seems to be lost. What it was, was a web interface for browsing and managing web comic strips downloaded via Dosage.

titleDynaBar

date 7 Aug 2006

Update 14 April 2013:

This project hasn’t been maintained or updated since original release. It’s possible it still works out-the-box with an appropriate PHP configuration, however your mileage may vary. It’s still here mostly for archival and reference purposes.


A userbar is a small image (350x19) typically used in the ‘signatures’ of forum (the phpBB, vBulletin, etc type) users, to show their support for software, hardware, food, pretty much anything.

DynaBar adds another dimension to userbars, as it generates them dynamically from plugins (a small PHP script which determines the text displayed on the userbar).

This allows users to show all kinds of real-time information in their userbar signature images, such as game statistics, weather, their currently playing song, random texts, etc, etc.

Features

  • Userbar content is completely dynamic, and can be generated from information available in real-time.
  • All content is provided via a simple plugin system, plugins are easy to create and can return any information, and gather that information from any source.
  • Complete interactive userbar designer, allowing users to create their own userbars quickly and easily, using any available plugins, and a host of visual options. As you work, a preview is updated so you see the results of your changes instantly. Cross-browser compatible.
  • Once generated, userbars are cached (each plugin can define it’s own cache timeout), saving bandwidth and server resources.
  • Userbar browser, showig all userbars created with DynaBar, and presenting simple HTML and Forum cut-and-paste code.
  • Ability for users to create animated/rotating userbar “groups”. String multiple userbars into a single animated one, still maintaining its dynamic DynaBar content.
  • No database or other advanced back-ends required.
  • Simple setup - dump the scripts onto your server, set some directory permissions, and you’re ready to go. No direct server access or administrative interaction required.
  • PHP 4 and PHP 5 compatible. (individual plugins may have more specific requirements).
  • Suitable for installations on community websites, as an extra ‘service’ for users. Plugins are simple enough to enable webmasters to create custom content for their community/site quickly and easily.

Default plugins

These plugins are part of the default DynaBar 2 installation. If you’ve created a plugin and would like linkage, please leave a comment.

  • Battlefield 2 - Fetches various player stats directly from the Battlefield 2 stats servers.
  • Fortune - When running on a Linux or BSD server with the fortune application installed, can generate random furtunes.
  • Hamachi - Displays the status of a Hamachi user (http://hamachi.cc/)
  • QStat - When running on a Linux server with the Quakestat application installed, can show various live game-server stats, including current map, player load, server name and IP.
  • Quotes - Randomly chooses from 10 user-defined plain-text quotes/messages.
  • RSS - Display the latest headline from a valid RSS feed. PHP5 only.
  • LastFM (Scrobbler) - Show the most recently played music track of a LastFM user. (http://last.fm/)
  • LastFM Artist Sloganizer - Choose from a LastFM user’s top 10 artists and Sloganize it.
  • Sloganizer - Uses the Sloganizer service/website to randomly generate a custom slogan (http://www.sloganizer.net/en/)
  • User Spy (Spy) - Displays various information about the user viewing the userbar. Will tell a person their IP, browser and operating system.
  • Text - Show a plain-text user-defined string.
  • TrackMania - Can show the global or national rank, and score of a TrackMania player. (http://www.trackmanianations.com/)
  • Uptime - When run on a Linux/BSD/Unix server, will show the server’s uptime.
  • XFire - Get information from an XFire user’s profile. Uses code from http://customsigs.free.fr/ to collect the profile data. (http://www.xfire.com/)

Demo

Check out the demo. Browser and group creator.

Please only use this demo installation as a test for creating userbars and exploring DynaBar features and functionality. Don’t link to images created here from forum signatures or similar. Thanks.

Download

Download DynaBar 2.

See the included README in the “docs” directory for additional installation and usage information.

titleAurial

date 1 Jan 0001

Forward: When Is switch to Linux full time, the one Windows application I missed was foobar2000. None of the Linux music players really did what I wanted in a way I felt comfortable with.

I already had a Subsonic server running with all my music, so decided to make use of that. Unfortunately at the time the available browser-based clients all relied on Flash for playback, and were either too simplistic, or supported more stuff than I required (podcasts etc).

Aurial is still my daily-driver music player.

Hosted on GitHub

Aurial is a browser-based HTML/JavaScript client interface for streaming music from Subsonic, Airsonic, Navidrome, or other software and services implementing the Subsonic API, and does not require the use of a Flash-based player or plugin.

Aurial’s aim is to provide a simple, intuitive and straight-forward interface to browse and play your music, and to be as easy to deploy as it is to configure and use.

As such, it focuses exclusively on playback of your music library, and by design does not support other media types, such as video, podcasts or internet radio.

Live Demo

The latest build is always deployed at the above URL, feel free to make use of it for your own purposes, or play around with it prior to hosting your own copy.

Download and Installation

For convenience, the latest automated build is available for download, so you do not need to configure or set up a build environment (if you do want to build it yourself, see the instructions below).

To “install”, simply extract the archive into a directory exposed via an HTTP service (there’s no need for any server-side scripting or database), and browse to that location.

Configuration is done on the “Settings” tab of the main application interface.

Screenshots

Browsing the library Playing some music Playlist support

Building

The project is built via NPM and Webpack.

Install npm for your platform, and then execute the following in the project root directory (alternatively, yarn may also be used):

$ npm install
$ npm run <watch|dist|start>

A dist directory will be produced containing the built output, which may be served via an HTTP server and accessed via a web browser.

watch includes additional debug information, which may not be optimal for production or general-use deployments, and produces a significantly larger download; it recompiles code as changes are made. dist will produce uglified and minified output suitable for “production” deployment. start will run Aurial in Webpack’s dev server on port 8080 (or next available port above that), and allows automatic reloading of the page as code changes are made.