Wulfram 2
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Server Revision [R067]
Jan 12
This is a minor revision release: It modifies the entry point slightly so that tanks and scouts don't sit on top of eachother as they fall onto the map.

Also I added some code to handle bad entry conditions for scouts.

Both of the above changes may fix the scout entry problem (where you have to wait for another death-timeout to get into the game). Keep an eye out for that and post in the bugs forums.
 -Slurpy-
Server Revision [R065]
Dec 22
R065 fixes a bug in R064, but here are the new features:

  • Team balancer: When teams are unbalanced, after a few minutes, the server automatically re-balances the player count.
  • Team randomization: When a map is over, it randomizes the teams. It does honor squads that have tags, and tries to keep those people together. In a planned future upgrade, players can declare friends, and the server will try to honor the implicit request of playing on the same team with your friends.


There is a known possible defficiency with team randomization: If there are is a very large group of players in one squad, but not enough players to counter that one squad, the result will be an imbalanced game, because the implementation doesn't go back and yank people out of a squad that is too big for just one side.

The above shoudln't happen a whole lot, and if it does, within a few minutes, the auto-balancer will fix the situation, so I'm not going to worry about it for now.
 -Slurpy-
Server Revision [R063]
Dec 21
Sneezable Uplinks?!
You bet! If the uplink is not installed (ie active), instead of shooting a pulse shell, you shoot the uplink. This behavior is not tied monolythically to Capture The Flag, so we COULD experiment with this setting in normal games.


Ability to set up invulnerable neutral units
We can now add invulernable neutral units. What this setting does, is allow us to place neutral units on the map that cannot be destroyed. You could for example, have an unpowered neutral base that you can try to power with your own PC. The base can't be destroyed, but your PC can! It also allows a fully-powered neutral base. This feature is not tied monolythically to Capture The Flag, so we COULD experiment with this in other game types (like normal games).


Fixed 2 Capture The Flag bugs
  • no longer get "no one has won the game"
  • Can't win game by landing on enemy repair pad


I hope you enjoy these updates.
 -Slurpy-
Server Revision [R062]
Dec 18
This is a patch to fix the server crash when landing on a repair pad in the capture the flag server. It seems I only tested how things worked when you had an uplink on the tank. D'oh!

Null pointer dereference!

It's fixed now. Cheers...
 -Slurpy-
Server Revision [R061]
Dec 18
Here is what is new for the server revision R061:
  • When scouts max-out their repair beam, they can repair themseleves. Note:Check this feature out and discuss if the rate of scout self-repair is too high or too low
  • REFs in squad wars are now invulnerable. Scouts can't "recharge" themseleves on REFs either.Notes:Please verify when you have a chance.
  • Added Capture the flag mode. Except instead of a flag you play this with the uplink. See below for more details.
  • Added AsheBabe (in memory of) as a starship name. Look for it, and remember an old friend!


Capture The Flag
There are some data-driven settings that can change the flavor of this game type. Here are the settings and options available.

Capture the flag
The basic setting makes it so that if you land on one of your own repair pads with the enemy uplink, you win the game.

Invulnerable Startstate
This feature makes the initial energy cells and repairpads invulnerable to damage. We can play with turning this on or off, for different flavors of capture the flag. default on

Bouncy Uplink
This feature makes the uplink quite a bit more bouncy than that in the normal game. Given that there is a different focus on this unit, I thought it might be fun to make the uplink a bit more liveley when it is involved in an explosion. default on
 -Slurpy-
New client/server version 2.1.4
Apr 16
This revision should fix the problem where some people couldn't get their Wulfram in-game chat system to work. I reworked the networking for that piece of it. Turns out I did a no-no, and some NAT devices would break the code.

I also increased the sampling rate and speech quality settings.
 -Slurpy-
New client available (version 2.0.66 N)
Jul 28
This revision hopefully fixes some issues people where having with popup advertisement. The autoupdater in this version should give me a bit more feedback when some errors occur. I'll try to work on making the autoupdater better in parallel to other client updates.
 -Slurpy-
New client available (version 2.0.66 E)
Jul 5
This code mainly has new sounds and a new sound engine which will allow further improvements and features to do with sound.
 -Slurpy-
New client available (version 2.0.66 D)
Jun 20
This is the first client that uses a new sound library (fmod). There are some new sounds for the game (mostly scout sounds). The client now uses ogg/vorbis compression, and loads individual sound files.

This version didn't benefit from a beta test, so if there are problems with it, it will have to be retracted. Post in the newsgroup (general) about any sound issues that you're having.


UPDATE: This version had problems -- it was pulled back.
 -Slurpy-
Server Revision [WII R032]
Apr 26
This server drops the tanks and scouts into the game from a high drop in spot. This should be fun and also alleviate the scout bug.
 -Slurpy-