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Showing posts with label Anniversary. Show all posts
Showing posts with label Anniversary. Show all posts

25.8.24

14 years done

A year of trying out new stuff

All in all this previous year of Project Mumblings has been an example of trying out some new stuff. I got properly started playing with the oil paints, dared to try out the jeweling effects and even the Jump Jet nozzles. Despite that I've left the OSL and NMM off my traveling workstation, and I felt those two would be much more at home in a more fantasy-themed paintings.

https://deathgenerator.com/#mi1

Oil paints

Yup. I did bring the oil paints up a year ago, and now they felt like they had sat nicely into my toolbox and hobbying processes. Of course there was a lot to learn, and I didn't do anything special with them yet, but there was space for that.


Jeweling

This thing I had avoided long but started pretty happily with my Heavy Star's numerous death ray lenses and even continued even happier on Morgan Kell's Archer and of course I kept at it for the Doomguy Urbie and Grendel A. On an insane moment I also gave this a shot on a more serious model, the mine-clearing T-34's side lamp.






As a decorative detail this was astonishingly much more fun and suitable than I had ever dared to imagine. My own requirement level was of course a tiny bit lower than what the actually skilled mini painters had for themselves, but I was content myself.

The non-weapon lenses, like laser pointers, cameras or who knew what sensor lenses, needed a specific colour. I didn't want them to be confused at a quick glance with S/M/L Lasers or PPCs. Otherwise the grey I used on the T-34's lamp was fine, but that wouldn't stand out from the common grey surfaces on the 'Mechs. Or maybe it would, I had to try it out somehow.

Chipping

Also the first time I dared to try out the self-made scratches on the tank, as the mine-clearing tank sounded like a prime candidate for uglier dents and such. This, too, proved to be incredibly fun to paint, even relaxing. The biggest challenge was to keep the chipping and my evergrowing excitement in check so the model wouldn't look like it stood in a heavy meteor shower.

At some point in history I read / listened to / watched some other modeler's thoughts and they always said they painted radial scratches around their turret openings to do exactly what I had done: to depict what had happened with random rocks, tuna tins or squirrels being lodged between the hull and the turret. So yeah, I felt this validated my idea and that it wasn't a complete brainfart as I wasn't the only one doing it.

Surface texturing

This trick was just freshly on my table and I didn't have any results on how it looked with paint. My first feeling was that just the paintbrush-stippling might be enough for my very basic needs. In the second stage the quickly drying putty was way too quick to kick, so that didn't build my confidence. Maybe I'd try this extended method with a different (and fresher) putty before tossing it into /dev/null.

It was worth noting that soon I'd have a layer or two of paint over this attempt, so it'd give me a better viewpoint on how this worked out. The future was always in motion, but I was confident in being much wiser about both stages of this method by the 15th anniversary of the 'mumblings.

10.12.23

Doom 30y

Happy thirtieth birthday, Doom! Of course this was a milestone I was going to recognize out loud, I was a child of the eighties, after all, and an avid gamer since I had something to play with.

⚠️ beware: ramblings of a middle-aged nerd ⚠️

Before Doomsday

What did we have before Doom and what did we gaming kids get excited about? At home we had a few years old 286 with an EGA display and the pc-squeaker, and Wolfenstein 3-D:s shareware version was maybe the most impressive of the action games it could run. As long as you shrunk the screen a bit. For some reason me and my friends played the not-too-stable alpha version of Wolf. Of the other Apogee games we spent a sick amount on Keen 1 and 2. And in case you, dear reader, didn't have to experience the wonders of PC-speaker: it made awful noises and foul screeches at best, so we usually had the sounds off.

At that point in history I was just a bit older than Project Assistant I is now. How ridiculous was that?

My classmate Mikko (and his older brother) had a fresher computer (486 + SoundBlaster Pro), we went in batches to their apartment to witness noisy, violent games like Syndicate and Space Hulk. I still remember clearly how Mikko was explaining to me at the school yard that they had the newest game of the Wolfenstein people, how it had indoor, outdoor spaces, lights, many weapons, windows, up/down moving doors and walls, and lifts! Being used to that entering a lift in Wolfenstein meant that you proceeded to the next level, I asked if you could go back to where you were before and what sort of witchcraft was this?

Yeah, the point of this silly example was to describe what a huge change in games Doom was. A young child couldn't imagine all that was described without seeing. For one reason or another I never went to Mikko's to play or even watch someone else play Doom, and I couldn't remember any kind of an explanation.

My own Doomsday

Funnily enough there were three of us classmates that got a new multimedia computer (hah!) at their homes at about the same time. Ours was a Compaq Presario 720, which translated into a 486SX/66/4 with a double-speed cd drive (our computer's memory was doubled and then redoubled to maximum over some years), I guess it had a ~600MB hard drive that felt endless for some time. My namesake's family was the first of us to get there, so at his place I saw and especially heard Doom for the first time.

This view became quite familiar over the years

Here we had a serious risk of me using cliches and exaggerations, but what could I do: Doom blew up my mind and pulled my legs from under my own self. Nothing, and I meant absolutely fucking nothing has ever made a comparable impression in gaming during the next three decades.

If you didn't hear At Doom's Gate right now, you may have gone beyond all help

The monsters were making and awful racket in the darkness, the lights strobed and blinked, then there were some mofos throwing fireballs from beyond a poison pit! Staircases, lifts, yards, computer rooms. And that was the first level only, between the levels there was a cool map that showed where you just were and where were you heading. To help getting lost there was an automap so you didn't need to try to draw your own maps anymore. Nope, none of this could be imagined if Wolfenstein was the epitome of 3d in your brain.

The tiniest details have been devoured by the looming dementia, but the computer with 4MB RAM (and Bill Gate's infamous 512kB) forced you to fight with boot disks (did someone actually miss poking autoexec.bat and config.sys? Unlikely) to even get a game running. Could've been that the shareware Doom's older versions were more prone to crash as well, because in the earliest of my Doom memories it was pretty common that the game just crashed in the middle of the one and only episode and just dropped you back to DOS.

Wads and editors

At some point soon we also got a new computer and of course its sound card (an integrated ESS Audiodrive) made everyone go ooh and aah with the smooth sounds. The first amazer was Prince of Persia with its music, and I was pretty much the only one who was endlessly amused by the death screams of the nazis in Wolfenstein. And then there were the countless hours of Doom (and later Doom II) that echoed around the apartment.

Back in the mid-nineties being online wasn't quite what it is today, when you had to call with your 14400 baud modem to someplace (after five, due to the cheaper local calls) like a BBS or something, if you wanted to find files. Mostly my age group's big brothers were the ones who knew things and we younglings just shuffled floppies full of good levels in the sneakernet. Or then someone (or their parents) bought one of those megacds that had hundreds of wads, and those were a source of good levels if they happened to work.

I mostly played random levels or levelpacks, or fooled around replacing sounds with dmaud, mostly I changed things to be pretty stupid. Level editing (with DEU) looked too complicated to me, who was used to Wolfenstein's mapedit. Pics for comparison:


https://github.com/robilic/DEU

At some point I discovered DeHackEd that allowed to tweak Doom's internal params. Very few pwads came with .deh changes, but they did exist. The biggest issues with cool conversion projects like Star Wars Doom or Aliens Doom was that they were mostly found as a zipfile (or an .arj, which I preferred) full of individual .wad files and that gave you a part of the full experience. It was a long way to proper TCs, and I wasn't deep enough in this to get too far with my trial and error approach.

Retail Doom

I had to admit that I got a full version of Doom from a friend at school at some point back in the day. The fact that no one in my circles had no practical way of register Doom in those days was just that, an excuse. Later I've bought Doom a few times (the cd releases of Ultimate Doom, Doom II, and I think I got Final Doom and maybe the Master Levels as gifts from friends, then I have bought the classic Doom games in Steam and finally I also bought Doom for the Switch as well because why not?). Maybe that compensated a bit afterwards.

The shareware version wasn't enough for a while, because I and everyone else wanted to get the next two episodes and especially to experience BFG-9000. At some point Doom got updated to 1.9 that added the fourth episode.

I guess you could imagine how disappointed and displeased I was already as a preteen that one couldn't get a Doom t-shirt in this buttcrack of the planet. Luckily the current owner of the rights sells these logo shirts and the original cover art t-shirts even to people like myself. I just wished I could tell the young ISD that "worry not, when you're grown up you've got a few of these and even your colleagues love them" but being a bit of a cynical little bastard, I most likely wouldn't have believed.

ATDT090001234

Ah, the crappy old times and the issues with connections. We had to agree who calls whom, and to keep the rest of the inhabitants far away from the phones because picking up the receiver killed the game. Or if someone answered the call when it was intended for the modem and instead of Doom you heard someone's "hello?". Luckily that was a mostly forgotten thing of the distant past, even though it was lots of fun back in the day.

APCiDoom (https://kangaroopunch.com/software/apcidoom)
 

We didn't play co-operative games much with my then-friend X, not in Doom, Duke Nukem 3d, Heretic nor Hexen. We concentrated on Deathmatch. An insane amount of hours had given us our favourite levels, weapons and most likely our go-to in-game tricks.

For some reason our absolute favourite Deathmatch map was E1M4 "Command Control", and based on some sort of a gentleperson's deal we only used the shotgun and chaingun, because fighting with them was the most fun. At best we spent so long in a single game that the frag counter went around (it was only two-digit, but it took a while to murder your friend a hundred times). I tried to make a sort of a heatmap of the level to show where our usual deathmatching there concentrated on:

 

This realization gave us boys a glorious idea. What if we just removed everything we felt unnecessary and played that way? Like a concentrated arena of death. The first version was quickly done, most of the objects got simply deleted, the doorways leading to the useless areas were blocked by making them impassable and changing the wall textures appropriately. While playing this version we found it fitting to our playing style.

I remembered really clearly poking this one level, but the things following it were much less clear in my mind. Of course I may have been now building some fake memories too, but I think we went through a similar process over a number of the normal levels. Thinking about this afterwards made me believe that most of our "useless area" complaints were caused by the levels being large and on modems we could only play 1vs1 games instead of three- or four-Doomguy massacres.

The pain of creation

At some point a couple of us friends decided that we could poke the level editor a bit more, to go a bit further than just editing the existing levels. Like so many other beginners, I started copying something from the real world. I tried to recreate my friend X's home (he lived in a two-floor rowhouse) both inside and outside while I had no understanding of how not-easy it was going to be - if even possible. Of course I made a sauna, and of course you got more damage the higher up you went. Just. like. in. every. single. Doom sauna. ever.

Somehow this one level "hey, let's make X's home for Deatchmatch" idea developed into a full single-player episode. Two of us made the level editing work, and the third did the filling with items. Planning and playtesting we did tightly together.


📷 (c) Sir Robin

Being unaware of the engine and its limitations we managed to overgrow our levels (IIRC the fifth level started throwing a fatal visplane overflow error when you got to a specific point in the level's critical path). X, being an excited internaut found out a new Doom Source Port – Team TNT's Boom – removed the visplane limit and added tons of cool new features.

📷 (c) Sir Robin

As one would have expected, we started using the new features and tricks excitedly, but the already finished levels had things I complained back in the day and I still hated them, like the third level's one pixel too deep acid pits that you couldn't get out of. Or the invisible impassable linedef in the next screenshot's area - it made no sense without anything blocking, but supposedly "anything else would've looked stupid". Both the first two levels had some illogicalities and some of the universally loathed "if you don't guess in advance that that's unescapable, it's your own fault for being stupid" deathtraps, and I bet we went against a bunch of Romer's original Doom Level Design Basic Rules that we had been oblivious about. We learned to behave on our own during this project of hours, but but... One key issue that we should've thought about was to make the first level last instead of trying to build things sequentially. But that was us then, and it was a quarter of a century ago.

While digging my memories I tried to find some screenshots to show, but I didn't manage to find anything I truly wanted. X was, already at that point, eager to update every place with the latest stuff and hiding anything older than a month, let alone 20+ years.

📷 (c) Sir Robin

After some digging I got to Sir Robin's Castle and he had a review and an astonishing set of 11 screenshots. Those I used because I didn't have anything original quickly available. Here the last photo showed Duke Nukem 3D's (and TNT:Evilution's level 19: "Shipping/Respawning") effect with the real world copying, and that I hadn't fixed the x-offsets of the linedefs even though they were very clearly off. One of the limitations of the editor we used back in the day was, as noticeable, the minimum of 8px separation between vertices.

Silly tests

In addition to our so-called official episode, I had some silliness projects with Z. With those we played with ZDoom's new tricks, effects and features like adding new animated linedefs and sector textures in addition to the pre-existing ones, making some sort of intros and cutscenes with self-recorded voicelines and subtitles, making floating bridges and whatnot.

Then all of it just fell away.

Those ancient silly maps have been lost to /dev/null over the years and computer changes. None of those were published, that I knew.

The itching in the brain

Occasionally I've found myself thinking if I should install both Dooms and the addons (gzdoom as the source port, zeth for level editing and if someone had a better suggestion, I was open for ideas) to see what kind of stupid nonsense I could come up with. Eevee's articleset almost got me off my buttocks last year, but I didn't have time for everything. If I got truly mad, I could even try it on Steam Deck but I wasn't too confident on using the editors without a separate mouse + keyboard.

As a leveltype I've always been most fond of the Techbase levels, which made out most of Knee-deep in the Dead. The Inferno levels were always awfully messy-looking and even ugly (thinking primarily of Mt. Erebus what was chock-full of that animated blue-red wall). So if the inspiration bit me a tiny bit more forcefully and time wasn't so limiting, I could see myself poking at something simple again.

A funny thing, in October I chatted with a colleague about Doom maps and zdoom's craftier tricks. Standing by the stairwell in the lower floor of the office, we started talking how to implement the Room over Room effect in a convincing way in zdoom.

For some reason moving the polyobjects has taken an amount of processing time in my head lately. Not just because they'd allow some funky-ass space doors, but neat bridges over poisonous sludge that would roll sideways out of the wall with its safety fences and all. A bit like the walkway rises in E1M5 Phobos Lab, but much, much neater.

https://ian-albert.com/games/doom_maps/

Anyone reading my nonsense over these many years may have noticed the natural progress of my ponderings at this volume. Now the only problem was - like I said before - time, the most limited resource we had...

Doomed texts

A bit less time-consuming has been my low-burn python3 nonsense, that I was writing just for my own amusement sometime earlier, and that I even commented in the yearly post 2023. This script had no interaction whatsoever, it just randomizes the starting variables and starts running 1vs1 duels between Doomguy and a randomly chosen (the maxIndex for the array grows by one per round until it covers it all) enemy. In these screenshots below I had ended in the latest version, where just about all of the descriptions were set as colour-coded placeholders:

In addition to the basic stats the only important value that was handled was the generic distance, based on which Doomguy and the different enemy classes (close combat enemies like Demons; purely shooting enemies like the Cyberdemon; or those who could do both like the Revenants) chose how to move in that round: trying to get closer to attack / keep the distance /  get further away, and then attack if they could. The stats and such were of course taken from Doomwiki to get the values exactly as they were supposed to be. I did one key change, and that was if Doomguy had the Berserk pack and he was within charging (running) distance -> the weapon was autoswitched to [0] Fist and the distance was driven to 0 so that Doomguy could start ripping and tearing. Adding the capital B into Berserking, that is.

 

My delusional plan was that this would just print slowly (at more or less my reading pace) a continually proceeding story of Doomguy diving deeper into a level, gathering stuff and killing enemies. Even in the earlier and less well-structured code it was much more entertaining than scrolling throuh zwitter, years before the ownership change and what crap followed.

And of course the script kept statistics of how the adventure had gone, how many monsters were slain and so on. While writing this text up I didn't doublecheck, but I remembered that the final row's death description was just as randomized as every other not-Doom-source-based text. Maybe I'd write a silly post about this supremely interesting and silly miniproject in a different post, even if this was just another hat-tip to the original Doom and its effect on me.

 

Final words

No matter how much time has passed and what else I have encountered, Doom has never faded away. You all had your own experiences with it, I surely have anchored myself with it pretty damn tightly.



I wouldn't leave if I were you. DOS is much worse.

25.8.23

It's a teenager now

The thirteenth mumbleful anniversary

When I started drafting this post I thought I hadn't completed practically anything during the last 12 months. But when I started checking what I had posted about, I had almost a handful of completed things, at least on the modeling side.

V/22: SL-17 Shilone

Shilone, an additional extra bonus in the Clan Box was almost entering the AeroSpace forces of the space Swedes, but at the last moment I decided to relocate it to the service of the mighty Dragon. My dirtiness effects may have gone a bit further than needed, or not too far, but at least the kite didn't look like it had rolled off the assembly line fifteen minutes ago.

Maybe I could've tried to do something more interesting with the cockpit canopy glasses, and with the laser lenses too. I only dared to try to create some sort of a glow effect in the easier and safer choice, the engine, and that gave me some excitement and maybe even some courage to try the effect on something more visible. Or that's what I thought at this point in life.


VI/22: Time Machine

Of course I had drooled at the Lego Time Machine for ages, so when I finally got it delivered home, I was completely beside myself but in a good way. Sadly we didn't have that much shelf space in order for the customized DeLorean getting a fantastic place to be displayed.

VII/22: Galaxy Explorer

The little ISD would've been almost as excited about this set as the middle-aged ISD. Somehow I was the only one in the household who loved the ship, even though the Project Assistants were happy to play with it when allowed. And if there was no good show-off space for the car above, there was less space for this one.

VIII/22: Jagdpanzer IV

The Tank Destroyer was a peculiar project, the model was ridiculously simpler than the really detailed Königstiger from the previous year, but still I burned almost as much time on it. The years were of course very different from each other, and I did try lots of new stuff on this model.

Again, I was really happy that I finally tried out the oil paints and I also lamented because I had been dragging my feet and even discarded the whole thought for years. "Live and learn", they say, and they also say "better late than never". They do say a lot, I've noticed.


On a side note, I managed to get much nicer wrap-up photos now that I relearned some basic image editing.

I/23: Very incomplete OmniMechs

Then we had this supposedly quick and simple snack project – painting and weathering fie miniatures – completely in the middle of itself. Camo patterns themselves were progressing nicely but they were just the primary shapes now and would require more work to look decent and presentable. Could I be halfway done now, with all five being painted grey-green and I was only missing the details?

Greetings from about two weeks ago

And the rest

My Python3 Doom story generator hadn't progressed anywhere in the last months. Any of my Pygame things had also not found their way to the top of my work queues in a long while, I guess I just hadn't had the excitement to do coding after workdays.

The Steam Deck has, on the other hand, activated me on the gaming front with something new (the remake of System Shock; Mechwarrior 5: Mercenaries with two handfuls of mods), which has been fun. Nothing too keyboard-intensive should be played with that device as is, based on my gaming minutes so far, as not every function in the BattleMech cockpit has a direct button and I didn't manage to figure out how to call in air strikes against my foes, for example, until I just randomly poked the d-pad in a random mission.

On the Nintendo side the randomly played Breath of the Wild had reached the point where I had just the final boss left, and before that I should've bought my pockets full of arrows and cook all the best meals just to make the most likely supertedious multistage multitrick boss fight even survivable for my nerves. Oh why, oh why hadn't I felt like playing it that much then? On the other hand Tears of the Kingdom was in the most fun exploratory phase where every corner and rock hid something new and interesting, so I've been playing that one instead.

25.8.22

A dozen years

What could I say at this point anymore, that I hadn't already said or pondered about time and time again? Nothing new, I expected, as everyone who has met me irl has known I'd be telling the same stories until the crematorium doors closed behind me, if I allowed.

Latest year

Biggest one first, the Takom 1:35 Königstiger with full interior ate an insane amount of time and effort, so after that one any project was going to be lightning fast by comparison. Between other builds I did some snack-like projects, or Lego builds such as Darth Vader's meditation chamber or the fantastic Optimus Prime.

Somehow I had thought that the BattleTech miniatures were going to be super quick to complete, but of course I was wrong and spent a good amount of time on them. I've said it before: it was great to try out some new things like the flame effects and the heat distortion effect.

The Metal Earth Models set that I just finished, if that was the correct term here, was the first ruined one from their line, and definitely the saddest failure in all these twelve years. Of course there had to be some failures to prevent success from going to my head :D Not that the King Tiger had been a perfect success, either, but it wasn't nearly as difficult.

I was confident in the next projects being more successful and generally rapid, before plunging head-first into a longer-running model kit again. Confident but not arrogant, hopefully.

25.8.21

Eleven

Tightly on the second decade

Charts, charts, charts. I hadn't checked the Stats page in ages, and it took me a moment to find the more useful view (which, IIRC, was clearer in the old UI). The first pic showed the all-time views, apparently the peak for 'Mumblings was in the early '17.


The graph for the last 12 months was less exciting: some little squiggles with inexplicable random spikes. Weird stuff.


Latest year's accomplishments

Since the previous one I had the posts to finish up the Atomic cannon, at some point I built the Imperial TIE Pilot's bust and painted the wonderful Megatron statue. Risking my neck-shoulder area with my frozen shoulder I also added Bumblebee and Optimus Prime to my row of Metal Earth Models models. The months after have been spent inside the King Tiger.

Apparently slow progress and long individual modeling projects, that's how I could sum up my latest years, regarding this hobby of mine.

This has been affected by the time available. For example this year's modeling hours have been also disappearing to WiiU's Legend of Zelda: Breath of the Wild (I found two Divine Beasts (Vah Medoh and Vah Ruta) in the summer, but as the little guardian bots in some Shrines ("Mild Test of Strength" already made me go "yeeeeeeah, I'm going to exit and ignore this annoying thing forever"), I imagined that these expected boss fights would not be something I was going to enjoy or want to grind through. Instead I've used my time adventuring and just wandering around the impressive world. Both of the Project Assistants have enjoyed the game a lot.

I also finally got myself together and started playing Fallout (the first one, which I had managed to avoid so far, along with Fallout Tactics). So far I've replaced the Vault 13's water chip and I believe I was just going to look for some trouble in my freshly acquired BoS Power Armor. Most likely I'd march to punch some Super Mutants, with aimed punches/kicks into carefully targeted locations. My screenshots are in a hideout of GoG Galaxy, those that I've remembered to take.

So there's been stuff going on, not all of it has ended up here. Not yet at least.

25.8.20

00001010

 Round (dec) numbers

Oh my. We were now standing with ten full years of utter nonsense behind us, which was also known as the 'Mumblings. If we were looking at this just by the amount of years, next year I could, for a short while, declare that I was exactly four times older than my blog. What a shocking thought that was.

Project Mumblings viewer stats over ten years

Apparently someone still reads this, or looked at the pictures if nothing else. Cool, if someone has found this stuff interesting enough to check!

Leveling up slowly

Just for the fun of it, and I guess going the cliché way of using this sort of a milestone for this kind of stuff, I took a look at what the ten years ago built models looked like. First, a Sturmpanzer IV, aka Project III/10:

Sturmpanzer IV (2010)

Fast-forwarding five years forward, an F-16A, aka Project IV/15:

F-16A (2015)

Another five years brought us to the latest finished model, the Su-27, aka Project I/20:

Su-27 (2020)

If there was something that could be quickly said, my photography hasn't improved that much, if at all. Maybe I should've bought the light tent instead of thinking that I should consider one... But on a bright side, I thought that my airbrushing had gotten somewhat better since those first few models.

Last 365 days' achievements

I did get something done during this last year, even if I've been doing everything at a pretty calm pace. The Königstiger I was pondering about a full year ago has obviously not gotten to the desk yet, but maybe its time was soon. As soon as I found the Wehrmacht decals I had put in a good safe place, in order not to misplace and lose them.

Finished models

So, this year I finally wrapped up the woefully time consuming update of Shu Ondiv, the Flanker and a couple of Lego sets (Slave I and Saturn V). These last years have indeed been really slow, or I've been much more careful and concentrated on what I've done and that's why everything's been so slow.

Projects in progress

I had just started with the M 65 Atomic Annie, that has been suffering from the Covid-19 situation, the summer in general and my little technical problems. It was on a good roll and whenever I could work on it, it had been nice to work with. So far, at least.

The rest

For the last year's anniversary post I wrote a couple of silly lines in Python and that was so exciting, for a change, that I ended up coding more. I started with a traditional nonsense generator (the MAD magazine had these "write your own Indiana Jones movie script" and similar), but that got out of hand very quickly. Based on some sort of a whim I started making a Doom story generator.

Of course this started its life as test.py, the script was insane and unmaintainable, as it started out as a set of random tests and grew from there. A couple of weeks ago I started redoing it more properly, in my opinion much better structured and more sense-making.

25.8.19

A storm of nines

def get_blog_age(self):
    age = 9 # ref. Rise of Skywalker
    return age

Right. Nine full years done. This last year has been a slow one, kinda like the previous one was, if you were looking at it from the scale modeling perspective. Other, more pressing things have eaten much more time and those have not fit the theme requirements of this silly blog.

Pygame

I'm somewhat ashamed of admitting this publicly, but the python bit up there was my first (and ridiculous) three rows of code since April 2018! Maybe at some point I should get up to speed and install python 3, a new pygame and their friends on my 'puter to rejoin my goalless game project. Most likely I'd push the existing codebase to /dev/null and begin with something new, because just looking at the post history the last time I wrote about it was five years ago (part IX, what a coincidence!).

Gaming

Yes, I admit, I've been pretty lazy over the last couple of years and easily jumped on reducing my incredibly Steam backlog. In a sense it's been good that the Project Assistant I has enjoyed Minecraft more and more, as that has caused some competition over keyboard time on my machine and I've then had less convenient excuses for slacking off with modelings.

In the 'Mumblings I've only mumbled about Battletech and Stellaris (spoiler warning: that one's still waiting for its turn after SHU Ondiv's cycle) because I have somehow thought that no one would be too interested in my comments about Stacking, Costume Quest, Brütal Legend, Bridge Constructor Portal, Deadbolt, Broken Age, Mudrunner or the old Shadow Warrior, nor that I had anything interesting to say about them. Perhaps I'd jump next on to Production Line, it might prove cool with its Factorio influences. Could be cool, could be boring for you, I'll make up my mind much, much later.


Scale models

During the last 365 days I have started a decent-ish amount (6) of models, of which four were made by Metal Earth Models. There's been a YT-1300 LF, Slave I, Tiger I, Soundwave and Ju-87, with the still-ongoing restoration of the Lambda-class Shuttle. The last two were the only ones have been tagged for this year, the last four were all of last year's cases (my working and reporting schedules have been gently offset lately: the IX/2017 wrapping up came out almost exactly a year ago) were built in the last months of 2018, the final one's reportage ended up early 2019. If you thought about it, a project per two months wasn't too bad, but as the MEM sets have always lasted a few silly evenings a piece, the time has disappeared somewhere.

This year looked like, should I say, embarrassing this way. Maybe I could finish up three projects. And what would I go for after the shuttle? The Königstiger w/ interior has been waiting for three years now, easily, should that get bumped to the top of the pile? That one wouldn't end up being done in this time, though...

Numbers through the history

for number in numbers:
    crunch(number)

All in all, at the time of writing this post I had typoed up 486 posts, of which 2 were still in the draft phase and 3 were scheduled, 4 were waiting for their translations for various reasons. In the last month the blog had been read 116 times and during all these years a grand total of 41104 viewings (wtff). All that has never ceased to amaze me because I've been writing this to amuse myself and I haven't advertised this anywhere. Insane stuff.