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| 06.Feb.1999 The Register
 
 
 
 | Gateway goes AMD Gateway goes AMD.
 (ps)
 
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| 06.Feb.1999 CGFX-Website
 
 
 
 | CyberGraphX-News Der PicassoIV-Seite wurde eine
VooDoo1-Modul-FAQ hinzugefügt. Außerdem wurde die CyberVision & BVisionPPC-Seite
aktualisiert.
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| 06.Feb.1999 Aminet [New Uploads]
 
 
 
 | CyberAVI und CyberQT Source-Code freigegeben Thore Böckelmann gibt die Sourcecodes für CyberAVI und CyberQT frei, da er
keine Zeit mehr hat, diese Programme weiter zu entwickeln. Sollte jemand die Weiterentwicklung
übernehmen und Fragen haben, steht Thore
gerne zur Verfügung.
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| 06.Feb.1999 AmiDog-Website
 
 
 
 | Update Nintendo64-Emulator V 990203.1 TrueReality.lha
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| 06.Feb.1999 Amiga International
 
 
 
 | Bilder von der "Midwinter 99" Demoparty in Umea, Schweden Amiga International hat Bilder von der "Midwinter 99" Demoparty in Umea (Schweden)
veröffentlicht.
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| 06.Feb.1999 Amiga Flame
 
 
 
 | Bei Amiga Flame gibt es wieder interessante Spiele-News Gobi Software arbeitet an Xpedition
 Quake2 für Amiga?
 Nex - The Dark Age And The Prophet
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| 06.Feb.1999 Amiga Aktuell
 
 
 
 | Amiga Aktuell 02/99 online Ausgabe 02/99 der Amiga Aktuell ist online.
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| 06.Feb.1999 Jan Andersen per eMail
 
 
 
 | Neuer Trojan-Virus Dieser Virus wurde in einem Fake von "CygnusEd v4.17" gefunden.
Wenn Sie CED starten, wird C:Mount um 800 Bytes vergrößert
und wird somit 7388 Bytes groß. Wir hoffen, daß die
Viruskiller schnell angepaßt werden.
 
 Archive name.....: HF-CD417.LHA
Archive size.....: 306.382 bytes
Trojan File......: CygnusED/CED
Trojan Size......: 169.872 bytes
Virus infect.....: c/mount (new size 7388 bytes)
Virus size.......: 800 bytes
(ps) 
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| 06.Feb.1999 Jan Andersen per eMail
 
 
 
 | Neuer Link-Virus "STD-Crabs_1 Dieser Virus wurde in einem Fake von "Miami DELUXE 0.9c" gefunden. Wenn Sie einen
File namens "MiamiDx.beta" von diesem Archiv laufen haben, werden Sie alle ausführbaren
Files mit dem "STD-Craps"-Virus infiziert. Zur Zeit kann nur der Viruskiller VT V3.14
diesen Virus finden und eliminieren. VirusZ, VirusChecker und xvs.library werden
kurzfristig geändert werden.
 
 Archive name.....: mdlx09c.lha
Archive size.....: 882.398 bytes
Dropper File.....: MiamiDx_Install/MiamiDx.beta
Dropper Size.....: 439.724 bytes
Virus installed..: STD-Crap linkvirus(ps) 
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| 06.Feb.1999 Czech Amiga News
 
 
 
 | Kuang Eleven Virus-Warnung! Eine Virus-Warning.
 (ps)
 
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| 06.Feb.1999 Micronik News
 
 
 
 | Cyberstorm PPC 604e 200 MHz / Cyberstorm MK III nicht mehr lieferbar Lt. Micronik sind die Cyberstorm PPC 604e 200 MHz sowie die Cyberstorm MK III sind nicht mehr lieferbar.
 (ps)
 
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| 05.Feb.1999 Aminet [New Uploads]
 
 
 
 | V1.4 PageStream V3.x/V4.x GFX Import Filter PGSUniFilter14.lha
fügt viele neue Grafikformate in PageStream V3.x/V4.x ein und Bilder werden schneller
geladen.
 (ps)
 
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| 05.Feb.1999 AmigaLand
 
 
 
 | AmigaLand streicht Amiga-Umbau-Tower aus dem Lieferprogramm Leider entzieht es sich meiner Kenntnis, welche Tower AmigaLand bisher verkauft hat.
 (ps)
 
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| 05.Feb.1999 Cyberdyne Systems
 
 
 
 | Neue Version (V.44.03) der stormamiga.lib für AmigaOS/68k Einige Fehler wurden beseitigt. Diese Version ist für registrierte
und unregistrierte Anwender.
 (ps)
 
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| 05.Feb.1999 PPCRulez
 
 
 
 | BlueBlack Solution sucht Betatester für Operation: Counterstrike Wer Betatester werden will, schickt unter Angabe der Motive eine eMail an
betatester@thesnakepit.demon.co.uk.
 (ps)
 
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| 05.Feb.1999 SAUG
 
 
 
 | Quake2 von Digital Images? Stuart Walker von Digital Images
schreibt (gekürzt): Eine Linzenz für Quake2 oder Half Life kostet viel Geld.
Wer möchte, daß z.B. Quake2 als AmigaPPC-Version rauskommt, schickt eine eMail
an quake2@digital-images.demon.co.uk.
Diese eMails werden dann an ID weitergeleitet, um evtl. eine Reduzierung des Lizenzpreises
zu erreichen.
 (ps)
 
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| 05.Feb.1999 ClickBoom
 
 
 
 | ClickBoom bekommt Preise, Napalmstatus, Clickboom-Portal ClickBoom heimst jede Menge Awards ein - Gratulation!
 ClickBoom - Napalmstatus
 
 Außerdem gibt ClickBoom auf der Mailingliste bekannt, daß es bald
für ClickBoom-User einen neuen Weg geben wird, online Informationen zu
erhalten und zwar über "The clickBOOM Portal", eine Datenbank, die folgende
Sektionen haben wird: Auktionen, News-Zentrum, Kommunikations-Zentrum, Status-Informationen
und Preferences. ClickBoom schreibt dabei, daß diese Info noch nicht jedem
erzählt werden soll. Also bitte, nicht jedem weitererzählen ;)
 Nachtrag vom 09.02.1999: Hier nun die offizielle
Portal-Seite von
Clickboom.
 (ps)
 
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| 05.Feb.1999 Thomas Raukamp per eMail
 
 
 
 | Programmierer gesucht Programmierer gesucht: Für die Umsetzung einer umfangreichen Textverarbeitung
und eines Formelsatz-Editors auf den Amiga werden erfahrene Programmierer
gesucht. Die Textverarbeitung läuft bereits erfolgreich unter Windows, OS/2
und Atari-TOS. Im Falle der Textverarbeitung sind gute C-Kenntnisse vonnöten,
im Falle des Formelsatz-Editors gute PASCAL-Kenntnisse.
 
 Interessenten sollten sich mit einer Kurzvorstellung an folgende eMail des
Falke-Verlags wenden: jobs@amigaos.de.
 (ps)
 
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| 05.Feb.1999 AC-Forum
 
 
 
 | MacOS Bootfile 7.5.5 Kaum hat Apple MacOS 7.5.5 freigegeben, schon gibt es eine FileDisk für ShapeShifter
im Netz.
Es handelt sich um ein 8Mb großes lzx-gepacktes File. Dieses MacOS-File kann entpackt
einfach bei Shapeshifter als Filedisk1 eingetragen werden, ohne vorher irgendein File
oder eine Partition erstellen und Mac-formatieren zu müssen. Ist auch schon alles
fürs Internet vorbereitet. Weitere Erklärung im
AC-Forum
Beitrag vom 04.02.99 um 17.22 Uhr.
 (ps)
 
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| 04.Feb.1999 Jens Illigen per eMail
 
 
 
 | We are the Amiga! Da Amiga Inc. kaum Informationen liefert und so die (innovative) Entwicklung
von Hard- & Software erschwert und damit täglich Amiga-Benutzer desertieren,
weil sie keine Zukunft mehr sehen, wurde die "We are the Amiga"-Kampagne ins
Leben gerufen. Durch ein geschlossenes Auftreten gegenüber Amiga Inc. und
nicht utopischen Forderungen, wollen wir unsere (PR-) Wünsche an Amiga Inc.
weitergeben. Zu diesem Zweck wurde ein virtuelles Gästebuch eingerichtet,
in das sich jeder eintragen kann, der für eine offenere Informationspolitik
seitens Amiga Inc. ist. Nähere Informationen finden Sie unter
http://amiga.tsx.org/.
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| 04.Feb.1999 VWP
 
 
 
 | Update TCounter 1.3 Download unter TCounter.lha
Die neue Version des Online-Gebührenzählers unterstützt neben der
Gebührenzählung in EURO und DM jetzt sowohl die aktuellen, als auch die neuen,
ab 01.04.1999 gültigen Gebühren von T-Online. Das ist über eine erweiterte
Konfigurierbarkeit möglich, die natürlich auch die Benutzung des TCounters für
andere Internet-Provider ermöglicht. Weiterhin "merkt" sich der TCounter jetzt
die Position des Zählerfensters und läßt sich somit frei auf der Oberflä che
plazieren.
 (ps)
 
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| 04.Feb.1999 Amiga-Magazin
 
 
 
 | Amiga-Magazin 3/99 mit zwei Artikeln online Unter Installation
wird eine ausführliche "Starthilfe für Pinguine" gegeben. Desweiteren finden Sie
unter Grundlagen
"Gute Karten in der Hinterhand".
 (ps)
 
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| 04.Feb.1999 Heise Newsticker
 
 
 
 | "Tomorrow"-Zugang als Gebührenfalle Wer sich in diesen Tagen bei MobilCom zum zweiten Versuch des Internet-Zugangs zum
Tomorrow-Tarif anmeldet,
kann den Status seines Zugangs online abfragen. Doch Vorsicht: Nicht freigeschaltete
Zugänge werden dabei irreführend als "offen" bezeichnet. Das legt nahe,
man könne bereits für 77 Mark im Monat ohne zusätzliche Telefon- und
Online-Gebühren surfen. Tatsächlich kostet es aber stolze 16 Pfennig pro
Minute, wenn man den "offenen" Zugang nutzt. Erst wenn der Status auf "freigeschaltet"
gewechselt hat, gilt der Pauschaltarif.
 
 Und MacGadget merkt zu diesem Thema an:
 
 Mobilcom: Erneut Probleme mit Internet-Pauschalzugang
 Mobilcom hat es nach wie vor nicht
geschafft, die eigene Internet-Infrastruktur dahingehend zu verbessern, daß
Geschwindigkeit und Stabilität gewährleistet sind. Zwar wurden die
Sicherheitslücken behoben, doch Anwender klagen nach wie vor über Probleme
bei der Einwahl und niedrige Datenübertragungsraten.
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| 04.Feb.1999 AmigaSITE
 
 
 
 | Neues Amiga-Spiel "The Enzimas" enzima.lha
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| 04.Feb.1999 AmigaSITE
 
 
 
 | The Story about ClickBoom In der ClickBoom Story erzählt das Ex-Mitglied des ClickBooms-Team Djordje Djurdjevic
über die "Zusammenarbeit" mit ClickBoom. Kommentar von AmiSITE: Wenn ich Du wäre,
würde ich eine Prise Salz nehmen.
 
 Nachtrag vom 05.02.1999:
 Die ClickBoom-Story wurde wieder vom Netz genommen. Soll jeder daraus
schließen, was er möchte. Ich werde die Story deshalb hier online stellen (s.u.).
 
 Nachtrag vom 06.02.1999:
 Während der Hinweis bei AmigaSITE
gestern ganz verschwunden ist, hat
Czech Amiga News
die Story
wieder verfügbar gemacht.
 
 Nachtrag vom 07.02.1999:
 Sofia Tsiotsikas
schreibt mir in einer eMail, daß die Story unwahr ist. Diese Mail, sowie meine Antwort
und eine erneute Mail von Sofia Tsiotsikas sind hier zu finden.
 
 Nachtrag vom 12.02.1999:
 Czech Amiga News
und Johan Roonblom
hatten ebenfalls intensiven Schriftverkehr mit ClickBoom über die sog.
"ClickBoom-Story".
 
 Nachtrag vom 13.02.1999:
 Czech Amiga News
hat ein
Statement
zur ClickBoom-Story vom team JUICE, den Entwicklern von
Capital Punishment und Myst bekommen.
 
 Nachtrag vom 15.02.1999:
 AmigaNation bringt
eine Zusammenfassung der Ereignisse in deutsch und veröffentlicht ebenfalls eine
englische
Stellungnahme von ClickBoom, die ich interessanterweise von Sofia Tsiotsikas nicht
bekommen habe.
 
 Nachtrag vom 07.03.1999:
 Wer die sog. "ClickBoom-Story" verfolgt hat, findet auf folgenden Seiten eine Zusammenfassung
und Interviews, die die Geschichte von allen Seiten beleuchten:
 Mysteriös - clickBOOMs Vietnam?
 Kurzinterview: Johan Rönnblom
 Kurzinterview: Juice Team
 
 THE STORY ABOUT clickBOOM
 
 by Djordje Djurdjevic
 ex-member of the clickBOOM team
 
 The story about clickBOOM for me began in the spring 1994.  when
an  announce  appeared  on  a local BBS here in Belgrade requesting some
coders,  computer graphic and music artists who work on Amiga and/or PC.
The goal was to make a team that would make a game that would be sold in
the  foreign  countries (meaning thereby "western" countries such as UK,
Germany,  USA...).  I didn't know much about assembler programming which
had  a  priority over C, but I left a note that I was interested.  No, I
was  not contacted.  However, almost all "serious" Amiga users know more
or  less  each  other  here in Belgrade so I heard later that some of my
friends  are working with the team that is making that game.  A fighting
game.   I  was shown some previews and was interested to meet people who
were  making it.  About a year later, middle of July 1995, that actually
happened  :   my  friend who showed me the previews introduced me to the
clickBOOM  team.   They  were  working  in Aleksandar's apartment in the
street  "Olge  Alkalaj  7/114"  in  Belgrade.  Aleksandar is Alexander's
serbian name, but I guess he had to change it a little bit to sound like
an  english  name  because  serbs  weren't  (aren't ?) very liked in the
western  countries  (actually as I've been told, his real name is Aljosa
but  I can't confirm this).  So, I met Vladimir Ignjatovic, the coder of
Capital   Punishment  (Amiga  version),  Dragan  Jakovljevic  and  Dusan
Gojovic,  two  graphic  artists  who  were  making  the graphics and the
animations  for  the  game.  They were all working on Amiga 1200 powered
with  memory  cards  or  030  accelerator cards.  They seemed to be very
pleased and proud with the work they were doing (and who wouldn't be ?).
 
 Me  too,  I  was pleased to watch them working (and to watch 030
working  -  at that time it was like showing me a space shuttle) and was
quite  surprised  hearing  that  their  salary is between 150 and 350 DM
(german  marks  - the most popular foreign currency here).  Here, I have
to  tell  you  that  during the crisis period (between 1992 and 1994) my
parent's  salary  was  about 10 DM (yes, ten german marks).  So, you can
imagine  how wide my eyes and ears were open when I heard that - at that
time  (1995),  my parent's salary was about 200 DM.  They told me, a few
months  later,  when I became a member of the team, that they had a deal
with  Aleksandar  about  the money :  they'll get the "real" money after
the  game is published (if successful) but until then, he'll finance the
project  by  giving  them the money for food and other everyday's needs.
So,  twice  or  three  times  a week he gave them the money they needed.
Very  quickly  he  realized  that  they  were  speding much more than he
thought  they  would,  so  he  decided  to give them some kind of salary
instead,  once a month, for their own needs.  Later, the same day, I met
Aleksandar  Petrovic himself.  He looked like a nice, normal person.  We
had a little chat, about the fighting game they were making (that became
Capital  Punishment),  and then he asked me if I know something about C.
He  was  interested  to  "give" me a job.  I was interested too, can you
imagine  !  So, he asked my friend who introduced me to them all to show
me what he was doing these days on his PC.  He was making some kind of a
management  game,  where  the  player  is the director of a luxury beach
hotel...   Nothing  special but it looked very nice and was 640x512x256.
Well,  could  I do that ?  I told him that I never worked with AGA until
then  but  I  could  try  (yeah, well I had two compilers at that time :
Aztec  C  5.0d and Maxon C/C++ 3.0).  I'll explain about this later, but
until  that  time  I was mainly working with Aztec because the Maxon C I
had  was  half  english half german and so was very difficult to use for
somebody  who doesn't speak a word of german.  So Aleksandar and I had a
little  deal  :   I'll  try to do something, to make a demo of something
similar  I saw on the PC that day.  Well, my position was not brilliant.
On  one  hand I wanted to work with the team, because I always wanted to
work on a game making.  Ok, well, there was also that "money" reason and
I  could expect to get a memory card from the team for my work (I had an
unexpanded  A1200  with  80  Mb  2"5 HDD).  Well, ok, there was not much
choice.   So  the next three days I was trying to make a demo.  That was
not  very  easy  since  I  had  no  documentation  about  OS3.0  (it was
impossible  to  find  any  of  them  here  since we didn't have Internet
providers  at that time, and the software comming from foreign countries
was  mainly  the games).  However, after those three days, I sent him my
work  and after seeing it Aleksandar told that it looked encouraging and
that  he  wanted me to try making an Amiga version of the game.  I got a
memory expansion card with 4 Mb and the source code from the PC version.
Well, that's how my clickBOOM work began.
 
 Mainly,  I  was  working at home, on my computer - the apartment
they  were  working  in  was  not  very  big.   They were sending me new
graphics  via  modem  and  once  or twice a week I went to the "HQ" (the
apartment  mentioned  above) to show the results.  Several times I spent
the  whole  night  there,  working  or  updating  something right there.
Aleksandar  was  telling  us  some interesting stories about borrowing a
huge  amount of money from canadian ministry of culture and education if
we could make a demo of an excellent educational software.  Well, we all
expected  money,  that's for sure.  I didn't want to talk much about the
money  with him because I didn't know him well and I was fearing that he
could  easily tell me that he doesn't need anymore my services.  But the
other  members,  who I made a friendship with meanwhile, were telling me
about  the  money  he  was giving them as a salary and also that he said
there'll  be  a  special bonus in money if the game succeedes.  And they
were  all  "living"  for  that.   Well,  so was I, but as the game I was
working  on was not something as good as Capital Punishment, I knew that
I should expect less money.
 
 In   september  1995.   the  team  got  a  new  member,  Vitomir
Jevremovic  who was working on the PC version of Capital Punishment.  In
the  beginning of october 1995., Aleksandar left Yugoslavia and returned
to  Toronto  where  he  lives.   Until then, I didn't know that he has a
canadian citizenship.  After that, I continued to work on the management
game  with  the  work  name  "Beach" but more slowly, because Aleksandar
wanted  the  others  to concentrate on Capital Punishment.  So, I didn't
hear   from   him  for  quite  some  time.   Capital  Punishment  wasn't
progressing  very  quickly  because  nobody actually knew what it should
look  like.   Aleksandar wanted one thing, the graphic artists something
else  and  the coder did something between those two.  As far as I know,
the coder, Vladimir, had the most difficult job.  He was doing it all in
assembler,  applying  every  single trick he knew to make the game work.
Therefore,  it didn't work on all accelerator cards and because of that,
several bugs remained until the last moment.
 
 I  got  my account on a server at my school but only email could
work (via Greece - remember, at that time Yugoslavia was still under the
UN  sanctions)  but  I  could  write to Aleksandar and hear from him.  I
tried  to  inform  him  about  the progress of my work, to give him some
ideas, suggestions, etc...  well - everything that I considered to be my
duty.   He  didn't  pay  much attention to my ideas and I didn't like it
very  much  but  I  couldn't do anything against that because I wasn't a
team  member  at  that time yet.  On the other hand, we were making that
game  together  :   he  put the money in it, I put the knowledge - so we
should  have  discussed  about  every single detail.  But...  I realized
that  the  members of the team also avoided to give him any suggestions.
Well..  What could I do ?  He is older and more experienced than I am in
the "business world", so he knows what's the best.  Doesn't he ?
 
 I  got  my first money from Aleksandar Petrovic for the New Year
1996.   -  150  DM.  Ok.  I couldn't complain.  He gave me a memory card
(which  wasn't  in  use in the team, by the way) and I didn't work every
day.   Yet,  I  realized that I wouldn't get more any sooner because our
"Beach"  project  was  unofficialy  cancelled.  But, however, Aleksandar
informed me that I became an official team member.
 
 Ok,  I  kept in touch with everybody in the team and I continued
to  report  to  Aleksandar  about  several  updates  I was doing for the
"Beach".   In april 1996.  I asked him if I could get a 030 card because
the  memory  card I had was not enough and I needed much time to compile
anything.   I got MTEC030 with 8 Mb RAM.  But...  didn't modify a single
line of "Beach" code since then O:)
 
 Aleksandar   came   again   in  Yugoslavia  in  June  1996.   to
"accelerate"  the  finalization of Capital Punishment and - I guess - to
do some of his own business here.  He brought with him some hardware but
there  were only 030 boards.  He didn't look very enthusiastic seeing me
(should  I  say  us  ?) but I thought it might be because of the trip or
some  of  his own problems.  Anyway, Capital Punishment was almost over,
and  I  didn't  do  a single thing about it.  So, I proposed him my idea
about  making a special installer for the game, with graphics, nice GUI,
etc..   He  liked  the  idea and so I started with that job.  In several
ocasions  I  showed  him  my  progress,  but he was not pleased with the
results - seeing a requester "PLEASE INSERT VOLUME GAMES:  IN ANY DRIVE"
he considered it is not a good idea to let me do the installer part.  He
wouldn't  listen when I tried to explain him that this "GAMES:" was just
for  test purpose, nothing more.  The only thing he had in mind was that
the  installer mustn't fail to install the game because it is one of the
worst  things  that  could  happen.   And  I couldn't guarantee that the
installer  I  would write wouldn't fail in some particular case.  Ok, he
is  the boss.  So, the ugly Commodore's system installer had to be used.
Again,  without  any  docs or examples how it works..  So, my job was to
look  for  every piece of software that uses the system installer and to
find out how to write an installer for the game.  During July 1996., the
last  backgrounds  for  the  game  have been created, the last character
made, only the game code was a pain-giver.  Aleksandar asked me, for the
first  and  the last time about how to use the money.  At first, Capital
Punishment  wasn't  intended to be published by our team, clickBOOM, but
to  be  published by some other bigger company.  So, he asked me what to
do  :   as  he  told us, he had an offer from Ocean, but he was thinking
much  about  publishing  the  game by ourselves.  Yeah, well, I couldn't
help  much  about  that  because  the  market  is something I just don't
understand  and  my  opinion  was worthless.  So, I said that the second
solution  can bring more money but is also more risky.  Who said "He who
dares - wins !" ?  So he made a decision himself :  PXL Computers should
publish the game.  What is PXL Computers ?  Well, he didn't want to tell
me, but the other members of the team explained me that PXL Computers is
a  company  that  is  behind  Aleksandar  and that we are, actually, all
working for PXL.  Well, ok.  Why, not - "our" company should publish our
game, right ?  During that same July, I found out that the other members
of  clickBOOM actually don't have a great opinion about Aleksandar, and,
should  I  say,  don't  actually like him.  I assisted to a few quarrels
between  Aleksandar  and the Amiga coder who couldn't work for some time
for  some  reasons.   The  other members also told me that they also had
several  fights  with  him.   The  only  thing  that  was  important  to
Aleksandar was finishing the game before the deadline.  He didn't give a
...   about anything else.  If he couldn't bribe with the money, then he
could threaten.  And so he did.  There is a law here that allows regular
students  to  delay  their  military service as long as they are regular
students.  And Vladimir, the Amiga coder, was in that position.  He left
the  school  to  be  able  to work on the game and was no more a regular
student.   Aleksandar  arranged,  using  his contacts here, to delay his
military  service for some time, but was threatening Vladimir with that.
Especially  during  the  civil war here, many young men left the country
just  to avoid the military service.  As I have been told, Aleksandar is
one  of  them.   Dragan,  one  of the graphic artist was not in a better
position.   He  is  from  a small town in the south of Serbia and didn't
want  to  go  back  because  he couldn't do anything there, at home, but
waste  his  time.   And  the only chance for him to stay in Belgrade was
clickBOOM.  And yet, he had to spend most of the money he got each month
which  left  him on a "positive financial zero" after all.  So he had to
keep his mouth shut as much as possible.
 
 In  the  beginning  of  September  1996.  Aleksandar returned to
Canada without Capital Punishment neither for Amiga neither for PC.  The
release  date  of  Amiga  version  was  about  the end of September if I
remember well, but it had to be delayed :  the code still made problems.
PC  version  was  delayed because Aleksandar wanted it to have much more
features  than  the Amiga version, such as platforms, multiscrol, etc...
And  he also gave us a psychical problem :  he gave to one of his mates,
Vojislav  Samsalovic,  the  job  of  work supervisor.  My job, as I said
before,  was  to  make  the  installer  work.  And so I did.  I had much
troubles  with  that,  but  finally  I made it work.  However there were
other problems around.  The first, but minor, problem was that, for some
strange  reason,  Aleksandar  couldn't  find anyone who speaks german to
translate  the  installer  text.   I  proposed him to make a french text
also, because I speak french and it would be easy for me.  He refused it
- which surprised me A LOT :  isn't the french used in Canada as well as
english  ?   Well,  that was the minor problem.  The major was much more
delicate.   The  game  was  supposed  to  be shipped on floppy disks and
packed  with  an  archiver.   We  had  a  choice  between  LZX  and LHA.
Aleksandar  decided  that it should be the LHA with multivolume options.
Ok,  that's  cool  for  me.  I told him to contact the author of the LHA
archiver  and to register a copy for clickBOOM (I'll get to this "legal"
part  later).   As I didn't know if we'll get the "whole" program (which
does  both  pack  and  unpack  and  requires  a  key  file) or just some
extracting  tool  registered  to  us,  I  guessed that we would get that
extracting  tool  (such  as lx) so I REM-med the line (by placing ; ) in
the  installer  script that copies the lha.key file to the L:  directory
where  it  is  required by Lha 1.50r, the archiver we used here for test
usage.   We  sent  him  the  "final"  version  of Capital Punishment via
internet  as  many previews of it before.  The problem is that I was not
present the evening the other members were sending it.  I just told them
to  remind  Aleksandar  that  "when  he  gets the registered copy of the
archiver  tool"  removes  or leaves the REM mark in the installer script
according  to  what  sort  of executable he gets from the author of lha.
Guess  what  :   Aleksandar  didn't  register  lha  (he said he couldn't
contact  the  author), he left this "pseudo-registered" version and left
the  key.   The  key a pirated one and is registered to "mika", and that
was  one  of  the  most common lha key files here in Serbia (I'll get to
this  "legal"  part  later, as I said).  I couldn't believe when I heard
it.   And  yet it was true.  And guess what :  either they didn't remind
him,  either  he  forgot  what  they  told him...  Anyway, the installer
script  DIDN'T copy the lha.key required by that lha1.50r and Aleksandar
Petrovic  DIDN'T test it one last time before making master copies.  But
he  tried  one of the 5000 master copies after that.  And found out that
the  installer  actually  fails.   That's why he had to print a separate
sticker  reminding  the user to copy the key himself to L:  directory in
order  to  make the installer work.  The other problem the users stepped
onto  was  the  space  required  on HDD to insall the game.  The game is
about  15  Mb  but  this multivolume lha requires all the files from the
archive  to  be  in  the  same directory before unpacking (or there is a
switch  against  that but I don't know which).  So, all the disks had to
be  copied to the directory first.  That makes some 5 Mb more.  It seems
that  this  lack  of capacity caused a problem to many users..  I wonder
who  is  that  genius leaving his partition with less than 10 MB of free
space  in  1996.   ?   Anyway...  that was not the reason for which many
copies  of  Capital Punishment were sent back.  The main reason was that
the  game  was incompatible with some accelerator cards and with 040/060
CPUs.   Aleksandar  sent  an Apollo 040 and Blizzard 060 cards here, but
didn't  want  to wait a few more days before releasing the game.  Just 3
days  after  getting  the 040 card, Vladimir found out where the bug was
(something  about  the CPU caches) and corrected it.  So, a patch had to
be  made,  sent  to  Aleksandar and placed on the official clickBOOM web
page.
 
 Funny, the game was supposed to be the best in 1996 according to
the   Amiga  magazines.   Maybe  it  wouldn't  be  rated  that  high  if
Aleksandar,  according  to  what  he  said,  didn't go from one magazine
director  to  another  and didn't >persuade< (who mentioned Syndicate ?)
them that Capital Punishment is a better fighting game than any other on
Amiga.  I don't know if he paid them to give such high grades to Capital
Punishment.  But I remember well how proud he was when he was telling us
that  he  spent  much  more  for advertizing the game that we could even
imagine.
 
 Oh,  well...   I  didn't hear from him for quite some time after
Capital Punishment was released, but at the end of November, Dragan told
me  that Aleksandar had some plans with me about porting a great game to
Amiga.   I was very interested but Aleksandar told me more about it only
in  January  1997.   That game was Myst.  Yes, that nice looking, stupid
adventure.  I saw it once on PC and was not much stunned.  However, when
he  told  me  that  it's  one  of the best selling games on PC and MAC I
changed my mind - it's a great game, then :)
 
 Then in the beginning of February 1997.  I went several times to
the  team  HQ  in  Olge  Alkalaj  street  to  see the game more closely.
Vojislav  Samsalovic, Aleksandar's substitute (mentioned before) brought
with  him  the  PC  version  of  Myst  and  we were "playing" it using a
walkthrough  so that I could see it entirely.  Somehow, we didn't manage
to  do  so, because the PC version graphics were poorly converted, so we
couldn't  find  an  entrance.  Well, it didn't seem, however, to be much
difficult  to  convert.  Then I wrote an email to Aleksandar telling him
that  it  didn't look difficult and that I thought it could be converted
in  3 months once I get the source files which were supposed to be in C.
I  didn't  mention  the money.  But he did when he answered the email in
question.  He told me that he was pleased I accepted to do it and that I
should  go  every day (starting in March 1997.) to the HQ to work on it.
He  would pay me 400 DM per month.  Well, ok.  At that time, everyone in
the  team was payed 400 DM.  But I thought that after Capital Punishment
was  published  we  could  all  expect  more money.  So I told him that.
Aleksandar's  answer  was  not  as kind as the previous one.  He told me
that he couldn't pay me more and if I didn't want to accept these terms,
I  should tell him that at once so that he could search for somebody who
would accept.  So, I accepted it asking him if I could expect more money
on some of our next projects.  The answer was positive.  But until then,
400  DM per month + a bonus when the game is published is the only thing
he could do for me.
 
 Ok, I had to live with that, after all, 400 DM is a lot of money
for us, here.  He sent me some backgrounds and some quicktime animations
so  that  I  could  try to begin the work before I get anything from the
authors  of  Myst.   As  there was no good Quicktime player for Amiga, I
tried  to  convert  the  frames  to IFF and then to some semi-raw format
which  could  allow  even  a slower Amiga to run the animation smoothly.
The  goal  was to make A1200 with 4Mb memory expansion only and a CD ROM
run  the  game.   After  some  tests,  trying  to  minimize  the  memory
requiremetns  I  was satisfied with the results.  But however, the sound
was missing and the animation file was much larger than the original QT.
When  I  sarted  to  work  everyday  he  told me that he needed a simple
preview  very  quickly.  He sent me one of the "description" files which
describes  the  mouse  zones on every location in the game telling me to
make  a  preview  in  which  the  player could move around the first few
locations.  He needed it to show to the authors of Myst.  Well, probably
he  was  convincing  them  that  the  Amiga could run such a game and he
needed  something  to  prove  that.   As  we  were  missing  some of the
equipment in our HQ, we had to transport my Amiga there.
 
 At  that  time  I didn't know why we were missing the equipment.
When  Vojislav  Samsalovic  was not present in the apartment, Dragan and
Dusan  told  me  what  happened some time before.  Aleksandar told there
would  be a bonus a few months after the release of Capital Punnishment.
They  all  expected  the  money in February.  During all that time, from
october  when  Capital  Punishment  was  released,  they were working on
Capital  Punishment  CD32  edition which had one more level and one more
character.   Finally, Vladimir, Amiga coder, after finishing his part of
job  (ie.   the  new  level), decided to stop working until the bonus is
payed.   He  took  the A1200 he was working on with a monitor, hard disk
and Apollo 040 accelerator card home and he didn't want to give it back.
After  several fights with Vojislav Samsalovic and emails exchanged with
Aleksandar,  he  decided  to  quit  the  team.  But he was not the first
person to quit the team !  One other friend of mine, Ilija Melentijevic,
a graphic artist, had quit the team long before that because he couldn't
get  on with Aleksandar.  Ilija was one of the first members of the team
:   he,  Vladimir and Dusan Gojovic.  Dragan Jakovljevic came later.  My
friend, who introduced me to the whole team also stopped working.
 
 Well,  I  was not glad to hear that but was however expecting to
have  better  luck  than  the  others,  because Myst was one of the best
selling...   wasn't  it  ?   Anyway,  within  three  days I finished the
required  demo.   Basically,  any other location in the game should have
worked  the  same  way.   I remember that I had to INSIST that I need my
Amiga  at  home  since  I  didn't  want  to  leave  it  there.   Vitomir
Jevremovic,  the  PC  coder,  for  example, brought his own PC to the HQ
since we didn't have any there.  That same PC was used to play Myst.  We
only  had  two  Amiga  1200 with 030 accelerator cards which the graphic
artists were using.
 
 I  asked  Aleksandar  to buy Storm C since I was using a pirated
version of it.  He sent me an email full of greetings telling me that it
costs  500$  (if  I  remember  well).  I told him that we intend to make
money  with  this  game  and  therefore it is our duty to have the legal
version  of the compiler.  Ok, we couldn't afford to legalize any of the
software  we were using to make Capital Punishment, but after publishing
CP  we  could at least buy the compiler.  Yeah, well, he agreed with me.
And  about a week later, with the copies of Myst developping CDs we also
got  Storm  C  1.0  the  beginner  version.   I  don't know if it is the
cheapest  one, but it was older than the pirated version I had, and with
less  options.   So  I  gave  up  and  continued using my version of the
compiler.
 
 Myst  developping  CDs were MAC CDs.  So we used Vitomir's PC to
get  what  we needed from them.  And guess what :  the code was not in C
but  in  some  kind  of  visual  language called Hypercard.  Great !  It
didn't  help  me a lot.  So, my way of developping the game was to watch
the  PC  version  and  to  make  it  look the same on Amiga.  I also had
problems  with  the location description files and I asked Aleksandar if
the authors of Myst could help me with that.  No, they couldn't.  "We'll
have to deal with it ourselves" answered Aleksandar.  Well, that was not
true  -  I  had to deal with it myself.  I asked him several times about
several  things  in  the game.  Sometimes he quoted the answer of a Cyan
employee (Cyan made Myst for MAC and PC), sometimes he just told me they
couldn't  help.   So,  you want to build an airplane with limited weight
capacity and nobody can tell you how many passenger seats there will be.
 
 So,  during  march  and  april I was trying to make some kind of
universal  engine  that could be used for every location.  And each time
when  I thought I did it right, I realized that I had to start it almost
from  the  beginning because there are several special locations that my
engine  couldn't  handle.   After  four unsuccessful tries, I decided to
make  the  game work with every location having its own part of code and
at the end, when the game is finished, to make an optimal engine.  About
the  end of May 1997.  the code was handling more or less two islands in
the game :  the Main Island and the Stoneship Island.
 
 As  I  didn't  deal  with the animations and the sound, somebody
else  had  to  do  it.   I  told to Aleksandar that he could contact the
author  of  one  QT  player for Amiga, Marcus Comstedt and that he could
maybe do it.  Marcus accepted and was working on it.  He gave me the API
and a demo version to see how it should work.  It was ok.
 
 Aleksandar came up with the idea of supporting graphic cards for
the  Amiga.  Well, since my code was fully system friendly, he told me I
had  nothing  to worry about.  However, after some time, he told me that
he  tried  an advanced demo on a system with CGX compatible graphic card
and the demo didn't work.  I couldn't understand why.
 
 The   greatest  problem  was  however  converting  the  tons  of
background  pictures.   First,  we  were doing it on Vitomir's PC, using
some  utility  to  read from MAC CDs and then Photoshop to convert those
ture  color  pictures to 253 indexed.  Then, the result was converted in
Personal  Paint.   Why 253 colors ?  Well, the Amiga mouse pointer needs
some  three  colors  (17,  18  and  19).   So,  we also had to remap the
pictures.   Finally,  the  finished picture was placed into MYST:GFX/...
dir  and  ready  to be used.  The most amazing thing about the clickBOOM
team  was  that I also had to do it even if graphics were not my part of
the  job.   Then  we heard that Shape Shifter, a MAC emulator for Amgia,
can  use  a  CD-ROM and read MAC CDs.  So we made it work and we skipped
the  PC  part  in  the  procedure  :   the  background  was converted in
Photoshop  for  MAC  (with  it's  stupid requesters and very "intuitive"
operating    system,   huh)   and   directly   read   on   Amiga   using
I_don't_know_which_device  to  read  the  MAC  partition.  It wasn't any
faster.   We  couldn't  read  directly  MAC's pictures which were in PIC
format  because  we  had  no  datatype  that could handle it well.  Even
ImageFX  couldn't  recognize  the format.  So a solution came up :  PC's
"alchemy".  We had to copy all the background pictures from MAC CDs onto
an  Amiga  partition,  then  rename  those  long filenames to fit MS-DOS
format  (8+3),  then copy those files to a PC HDD, then to plug that HDD
into  a PC, tell alchemy to convert all those files to IFF pictures with
253  color  entries.   Then plug that HDD back to Amiga, set the pointer
colors  (swap  them  with the last three entries which were empty), plug
the  HDD  back  in the PC, remap the pictures, back in the Amiga, rename
back those files and..  ufff that was it.  And again, I did most of that
job  :   I  wrote two little utilities to rename the files and store the
original names and to set the pointer colors.  Ok, it's a piece of cake.
But  I  had  to  copy  all  those  files, I had to move the HDD from one
computer to another and I couldn't do my work.  That lasted about a week
and a half.
 
 Still  the  end  of May 1997.  The bonus form Capital Punishment
was still some kind of a ghost from the past, and Aleksandar didn't even
think  about  mentioning  anything  about it.  Dusan Gojovic, one of the
graphic  artists,  wanted to start some private business and needed some
money.   So he sent an email to Aleksandar asking him what was going on,
when would he be able to get his part of the bonus and how much would it
be.
 
 Aleksandar  replied only a week after that.  He sent an email to
all  of  the members of clickBOOM, not only to Dusan.  He was explaining
us  the  situation.   Capital  Punishment  didn't  make it as well as he
expected because it couldn't be sold in England.  He told that there was
some  kind  of  "internal  publishing  companies" magazine in England in
which  clickBOOM was described as a team whose products are full of bugs
and  that  we  are possibly involved in some illegal actions, and that's
why  Capital  Punishment couldn't be sold in England.  He also said that
the  he  had  to sell some parts of HIS (!!!) company PXL Computers (for
the  first  time he told us that PXL was his own company) and that he is
no longer the only one in charge :  from then, there was also a canadian
lawer, Mr.  Spiegel (or something like that).  When he started the whole
thing,  he  took a credit from a canadian bank and he intended to pay it
back with Capital Punishment.  As the game didn't make success he had to
find  a partner.  So, here came that lawyer.  The lawyer himself was not
interested  in  the  company  itself  but wanted 20% of the profit.  So,
without  consulting  us, Aleksandar, in some way, sold our team.  Dragan
told  me  then  that, according to a verbal agreement (I was not present
then),  if  for  some  reason,  the  team  had  to  split  up,  the name
"clickBOOM"  should  remain  ours  (ours  =  the members of the team who
worked  here  in  Belgrade) because we were not signed in any game.  And
why  weren't  we  signed  ?   Well..   we  are  from Serbia, which means
butchers  to  the  western  people...  at lest, that was what Aleksandar
said.   So,  if  you  have  ever  wandered why there's nothing about the
people  who made Capital Punishment or Myst in the game itself, here you
have  the answer.  Anyway, in that email, Aleksandar told us that we can
continue  working  in the team if we want under the same conditions, but
if we decide to quit, he would understand and would not be mad.  He also
dismissed the music artist, Nikola Tomic, who was "not very productive".
Well, that is somehow true, but Nikola finished all he had to do.  Let's
say  that  he  was  useless  to  Aleksandar.  Maybe you gave heard about
Nikola  Tomic  -  DJ.Nick.   He  won Amiga Format's prize (if I remember
well) for his music works in november 1998.
 
 That  was  the  beginning  of  the end.  A few weeks after that,
middle  of June 1997., Vojislav Samsalovic said that Aleksandar told him
to  send  Dusan  Gojovic  to an unpayed "holiday of undetermined length"
which  means  Aleksandar  couldn't  pay  him and wouldn't be needing his
services  for  some  time  -  Dragan  could  do  perfectly well all that
remained,  and  Dragan  could  not be dismissed because he lived in that
apartment  (if  you  remember what I previously said, Dragan is from the
province).   Dusan  was smart enough to ask to Vojislav if he could take
one of the Amigas we had up there to finish some of his works.  Vojislav
let him take it :  A1200 with a monitor and 030 accelerator board.
 
 So,  the  clickBOOM  team  was then formed of Dragan Jakovljevic
(GFX), Vitomir Jevremovic (PC coder) and me (Amiga coder).  Vitomir took
all  his  equipment home at the end of June, and continued the work from
there.
 
 At  that  time,  my  part  of  the job was going on as planned :
about  50%  of the game completed.  Of course, first I planned to finish
it  then,  not to be at it's half, but who could expect to get Hypercard
instead of a C code, not to get any help from the authors of Myst and to
spend as much time to convert graphics as to make the game work.
 
 Then   came  the  hot  month  of  July  1997.   And  A4000  with
CybergraphX  compatible card Cybervision64/3D from Aleksandar.  That was
"my"  computer,  on  which I was working then.  But not at once.  First,
its  power  supply  was  110  V (and in Yugoslavia we use 220 V, 50 Hz).
Then,  for  some  reason,  it  wouldn't work.  Obviously, it was damaged
during  the  transport - it's keyboard had some broken keys.  DHL didn't
do  their  job very well.  Ok, about the middle of July, we made it work
somehow.   Then after several tests, I found out why the CybergrapX mode
fails  to  run  :   GCX  doesn't  support the AllocScreenBuffer() system
routine.   Great  !  How to make a double buffer then ?!  And how to use
CybergraphX  library functions ?  All the #pragma were written for SAS C
not  Storm C, and I didn't have a tool such as FD2PRAGMA to convert what
I   needed.    Marcus   helped   me   out   sending  me  a  #pragma  for
AllocateBestScreenMode() or something like that.
 
 So,  in order to make CGX mode run I made a complete mess of the
game code.  But it could run (even if I asked myself, sometimes, how was
that  possible).   Then  there  was  a  problem with the pointer colors,
probably due to a bug in the CGX system :  the pointer's third color was
XOR-ed  (or  something like that).  Ok, I managed to hide that effect as
much as possible.
 
 Still,  I  had  the  biggest problem :  the QT player subsystem.
Marcus  sent  me  his object files and includes and, at first, it worked
well.   Then  sometimes it worked, sometimes it just freezed the system,
and  sometimes slowed it down as if there was a dead loop running in the
background.   Whose  mistake  was  that :  Marcus' or mine ?  Aleksandar
considered  that I did something wrong so he made me send Marcus some of
my source codes so that Marcus could see what's wrong.
 
 I  couldn't  find  out  why and when the QT subsystem refused to
work.   I  spent  days and days making a hundreds of tests to see how it
behaves  in  some  particular  situations.   I couldn't help Marcus much
either,  because  Enforcer  wouldn't work (my 040 was EC040 without MMU)
and Mungwall didn't report anything.
 
 Somewhere  In  Time, between July and August 1997.(if I remember
well)  Aleksandar sent us an email telling us to try out the Amiga Quake
port by a peruvian coder.  He was very amazed with it telling to Vitomir
and me how a great coder that guy is compared to us.  Well, ok, I am not
pretending  to be the best coder ever.  So his words didn't make me feel
unconfortable.    We   have   a  proverb  here  in  Serbia  which  tells
(translated)  :   "how  much  money, that much music".  If he considered
that  there  are  better coders than ourselves, why didn't he try to pay
them 400 DM per month and get the same results as if they were paid 2000
DM ?
 
 August  1997.   came.   Vojislav  wanted  Dusan to give back the
Amiga  he took but Dusan refused.  So he came to the HQ and we all had a
long  talk  about  all  the things that were going wrong in the team for
some  time.   Well, for the first time, I was accused that day that I am
responsible  for all this mess we are having with Myst conversion.  That
day  I  found out what it is being accused by someone who doesn't have a
clue  about  programming.   I could understand how Vladimir felt when he
was fighting with Aleksandar.  That day we decided to prevent Aleksandar
from  fooling  us all.  But we didn't want to act immediately, and so we
decided  to  wait  for  some time to see Aleksandar's reaction (Vojislav
would certainly tell him about our little "chat").
 
 Several  days  before  that "caht", Aleksandar was telling me to
prepare  a  demo  of  Myst  with  one island only that would go with the
september  issue of CU Amiga on a CD.  As I had very little time, when I
got  back  home,  after  my work, I wrote down a short message about our
unfortunate  team  and  translated  it into french and english.  Well, I
intended  to  do the same thing on the final version, but with much more
details  and after taking enough time to compose it well.  Then I made a
simple  tool  to crypt the messages and linked them to a picture used in
the  game.   That file is "Vault controlpanel (button)".  I sent it with
some  other  pictures  to  Aleksandar as well as the demo.  However, the
demo didn't come out on the disk.  But the crypted file remained there !
 
 September  1997.   came.   I  noticed  earlier  that any private
messge  (not  concerning the development of the game but our position in
the  team,  for  example)  sent to Aleksandar was ignored.  Oh, well, he
could  simply tell that he didn't receive any mail and nobody could call
him  a  liar.   So,  I decided to mix the work and the pleasure and, 3rd
september.  if I remember well, in one same email, where I sent him some
very important things about Myst, I told him that the completion of Myst
for  Amiga is close and that I thing that we should discuss a little bit
about  the bonus we mentioned when I began to work on Myst.  I asked him
if it is going to be a percentage or a fixed value and asked him to tell
me how much copies of the game he expect to sell and how much money that
would be for me.
 
 And  guess  what  :  he replied to everything in that email that
was  about  Myst,  but nothing about what I asked him.  So, I sent him a
new  email  informing  him  that  I won't play that game anymore.  If he
wants  me to continue the work, he should give me 800 DM as salary, 1000
DM  when  I  finish  the  game and a bonus ( minus 1000 DM) a few months
after.   If he wants me to quit the team, then he should give me 1000 DM
for the code and 500 more if he wants me to explain him how it works.  I
left  him  a choice to propose something else.  It was a thursday night,
4,  september,  about 21:30 (9:30 PM), I still remember it.  My position
was delicate.  I didn't want to be fooled by Aleksandar on one hand, and
on  the  other  I  was  acting  in the direction of breaking up the team
finally, which would be bad for Dragan.
 
 Well,  one  can  imagine  how  hard quarrels I had with Vojislav
during next days, especially the next day, friday.  Then Aleksandar came
up  with  some  idea of making contracts with us.  Funny, Dragan told me
that,  when  he  joined  the  team  and  asked  Aleksandar  about making
contracts,  Aleksandar  told him that there's no stronger guarantee than
his  own  word.  However, I refused to sign it.  It was, I think, a fair
contract, but comming from him, in english, with the date about 6 months
ago  for  me  and  two years ago for Dragan, and (a cherry on top) it is
"governed  by  the  laws  of Province of Ontario".  Could you imagine me
travelling some 4000 km just to make a complaint if I considered that he
was doing something against the terms in the contract ?
 
 Anyway, the last evening of the existance of the clickBOOM team,
we  had  an  interactive  chat  with him via internet.  He was trying to
persuade  me  and Dragan to sign a contract.  Well, obviously, he needed
something  to protect himself against us.  I explained him that I didn't
leave  the  team  the  day  he  ignored my question about the bonus just
because  of  two  things  :  first, Myst was about 70% over and could be
easily  finished  (QT  still  made  problems) and second, if I did that,
erasing  my  whole  work,  he would be in a very bad financial position.
So,  money  and  his own position on this world were the two things that
made  me  stay.  I explained him that what I wrote in the alarming email
(asking  him  money)  was just an example of what I could do if I wanted
to,  and  that he should take that very serious.  I asked him to tell me
how  he  intends  to  pay  out a bonus and he constantly claimed that he
doesn't know a thing about how much copies would be sold, how much money
earned, etc..
 
 You know, frankly speaking, I guess he was honest, and he really
didn't  know  that.   But  after  what  he did with the other members of
clickBOOM (who made Capital Punishment for Amiga) I decided not to trust
him  anything.   In my opinion, when he realized that Capital Punishment
was  a disaster, he could openly tell us all what is the situation, tell
us  that  he  could  only pay 1 DM each one of us, not as a bonus (since
there  was  no  bonus)  but as some kind of reward for the job, buy us a
lunch  at  McDonald's  and  tell that we could try it again with another
game  if  we  wanted to or split up the team.  I don't know what was his
position,  but  if it was as I see it now, I would do what I wrote a few
lines  above,  if  I were him.  Instead of that, he kept silent, made me
start  Myst  and get involved with all that stuff.  The other part I was
doubting of is the existance of Mr.  Spiegel, because Mr.  Spiegel could
easily  be  Aleksandar  himself  thanks  to what he would put 20% in his
pockets without our knowledge.
 
 Anyway,  I  did  not  accept  to sign that contract, neither did
Dragan.  Tomorrow, when Vojislav came, he told me to prepare all my work
to  be sent to Aleksandar (to Canada) and that somebody else will finish
Myst.
 
 I  had  two choices :  erase completely my whole work or do what
he  said.   The  first  one  was  not  "that" bad because I made regular
backups  and  brought  them home, but I didn't have some last backups at
home.   The  second  was intriguing.  I didn't know if the guy who would
continue  the  work  would accept my scheme or create something else.  I
didn't  even know if the text I had hidden in a picture was still there.
But  somehow,  if  the  guy really continued my work and if the text was
still  there,  then  I'd  have something strong against Aleksandar in my
hands  that could expose all the truth to the public.  As I said before,
I planned to put a bigger story about us with more details, in the final
version of Myst.  But, all that happened surprized me a lot and I didn't
do it.
 
 So, guess what is the choice I made.
 
 The  second,  of course.  So, before taking that HDD to somebody
who  would make a CD copy of it, Vojislav told me that clickBOOM doesn't
need  anymore  my  services  and that he would contact me if somehow the
team  needed me again.  That day was 25.  September 1997.  The clickBOOM
team  was  split  up,  because Dragan himself couldn't do anything more.
So, in some way, the clickBOOM team ceased to exist that day.
 
 The  same day, when I got back home, I showed the contract to my
sister  who  is  a lawyer, and she told me that as far as she knows, the
contract  can't  be  retroactive (as were those that Aleksandar sent us)
and  it's  therefore  illegal.   She  told  me also several things.  For
example, if Aleksandar lost all his money, in Canada he could live quite
well  with  the  money  he  would get from the social assistance, and he
would  in  addition of that, get money for renting his apartment here in
Belgrade.  So, probably, he didn't declare to Canadian laws that he owns
an apartment here when he was immigrating to Canada.
 
 Aleksandar allowed Dragan to stay in the apartment for some time
and Dragan asked him to tell in advance, at least two weeks, when he had
to leave.  After a month or so, Aleksandar almost threw him out, telling
him in an email that he had to leave within three days.
 
 In  February  1998.   one  of my friends showed me that he had a
copy  of  Myst  for  Amiga.  I was curious to find out if the texts I've
written  were still there.  And they were !  Aleksandar just renamed the
file  into  "Vault  ControlPanel  (buttn).pic",  but didn't alter it.  I
guess  that  the  guy who finished Myst is Marcus, since he wrote the QT
player and Aleksandar had established a good contact with him.
 
 So,  I  sent  an email to Aleksandar telling him that Myst is an
adventure  and  mystery,  much bigger than the game itself.  I explained
him  that  I still expect him to pay me the 1000 DM I asked him 9 months
ago for my code.  He didn't answer.
 
 I  decided  to  wait for a while.  He published Quake, and began
Napalm.   When  I heard that some Polish guys, not older that the former
members  of  clickBOOM,  were doing Napalm I decided to reveal my little
secret  to prevent those "young fools" to be fooled as the "young fools"
here  were.  So I sent a similar email to this one to Vulcan, Amiga.org,
...   (mentionned  in the introduction of the email which this text came
with).  There was no particular reaction.
 
 So,  I  decided to let it go as it happened more than a year ago
and  my  feelings  about  that  weren't very strong anymore.  But when I
found  his  nice  "speech" in the NEWT interview, talking about computer
piracy,  I  really  got  pissed off, and decided to do whatever I can to
make  the  Amiga community (and not only the Amiga comminity) who formed
clickBOOM,  who  is Aleksandar Petrovic and what sort of illegal jobs is
he involved into.
 
 So,  here  is,  at  last, the part about the legal stuff, that I
mentionned  several  times  through this email.  First, I think I should
explain  that  computer  piracy  isn't  actually  forbidden  here  in my
country.   Therefore,  in the computer magazines, one can find all sorts
of  adverts,  mainly  for PCs and Sony Playstation or Nintendo about all
new  software,  games,  etc...   The  price  for a PC game or multimedia
encyclopedies  on  a  commercial  (factory made) CD is about 5 DM, while
it's  about  6 DM on a writable CD-ROM.  Utilities are a little bit more
expensive.   Playstation's  disks  cost  about 8 DM.  But you can hire a
Playstation for 24 hours with 10 disks of your choice for 10 DM.  Or you
can  pay  2 DM per hour in gaming centers to play Quake II, Starcraft or
similar  network games with friends.  Needless to say, only the hardware
has  been  paid the full price.  It used to be the same with the Amiga 5
or  6  years before :  in the computer newspapers you could find a dozen
of  A4 pages full of all sorts of adverts only for the Amiga.  Why isn't
it  forbidden  ?   Well,  all  the  government institutions use the same
pirated software as the other users here.  The army too.  There are only
a  few  companies  here  that  have legal copies of their software.  But
computer  software  isn't the only thing pirated here.  Music CDs can be
found  for 5 DM or less.  Music CDs can be rented even if every disk has
on   it   the   warning   that   forbids   hiring.   The  same  is  with
video-cassettes.   I  watched several times movies in which this kind of
text  appeared  from time to time :  "THIS IS ONLY A PROMOTIONAL COPY OF
...  IF YOU HIRED IT PLEASE CONTACT 99-xx-xx-NOCOPY".
 
 Is  it  good  or  bad  ?   Well,  I'll  only  treat the computer
software.   I  think it's bad.  As I am a programmer, I guess I'm one of
the  people who know the best how it can be difficult to write a program
sometimes.   But do I have pirated software on my computer ?  Yes, I do.
It's  sad,  but  true  :   I  either  have  pirated  copies either pd/sw
utilities.
 
 I have just a few choices about that :
 
 
spend  1/10 of my parents' salary to order an original game from UK
or Germany (since there are no shops where you can buy original software
here)not use any pirated software, which means not use my computer at allbehave like everyone else here and use all the software I can Well, because of financial reasons, I picked the last one, but I try not
to use any software that I don't need the most.
 
 However,  the  Amiga  market is not endangered here because less
than 500 users here still have an Amiga that can run new software.  That
represents less than a percent of the computer users population.
 
 Well,  now,  having  told  you  this,  I  can  continue  with my
clickBOOM  story.   When  it was all over, we (the members of clickBOOM)
realized  that Aleksandar had a fine tactic :  invest as small amount of
money  as  possible  by  paying the game markers much less than he would
have  to  do  in  Canada for example, and by using illegal copies of the
software  he  would  have  to  pay  in  Canada,  and, on the other hand,
investing  a  huge amount of money in the adverts about the new game and
clickBOOM  itself.  Ok, Capital Punishment didn't make it, but clickBOOM
is  now  a  name  -  built  upon  the work of the persons who Aleksandar
cheated  on  and  built  upon  the  pirated software.  The same software
piracy that Aleksandar criticized in the NEWT interview.
 
 What  is  my point here ?  Aleksandar ISN'T an Amiga fan.  Ok, I
can't  be  sure  of  this,  but all his behaviour and his acts showed it
quite  well.  He is (as everyone else) a money fan.  So why is he making
games  (I say "he" and not clickBOOM because clickBOOM doesn't exist for
more  than a year) ?  Well, the reason is simple :  making an Amiga game
requires a lot less money investments than making a PC game for example.
Also,  the  Amiga  market  has  not  that  much  competition.   Have  no
illusions :  Aleksandar will leave the Amiga as soon as he gets a chance
to make a successful PC game.  So, if it is true that software piracy is
illegal in the western countries, maybe financial inspectors should have
a little talk with Mr.  Petrovic ?
 
 So,  I  am asking you to make public my emails so that the Amiga
community  (and not only the Amiga community) gets informed about what's
going on.  Of course, you might say:  "well, yeah, even if what you told
us  were  true, clickBOOM is a company making software for Amiga and the
end of clickBOOM would not be good for Amiga".  Well, I guess that all I
can  say  about  that  is that the choice is yours.  You are right about
that,  I  wouldn't like to see my Amiga "die" but I don't want either to
see  "clickBOOM  this  ..  clickBOOM that ..  Alexander Petrovic this...
Alexander Petrovic that.." on the internet when I know what's behind all
that.  Once again, the choice is yours.
 
 One  last thing :  how can you trust me about all this ?  First,
if  you  have a copy of Capital Punishment, you can check out who is the
"lha.key"  registered to.  Then in the archive in which I put this text,
you  can find an Amiga executable.  It is called "zvrcka" and will allow
you  to  read the hidden texts on the Myst CD, Amiga version - the texts
will be saved on the RAM:.  That text will tell you in very short terms,
more  or  less,  the same thing I told you with all this more than 50 kb
long  text.   So  it's purpose is to prove you that I am not lying about
all this.
 
 kind regards,
 Djordje Djurdjevic (ps)
 
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 |  
| 03.Feb.1999 VaporWare
 
 
 
 | Update X-Arc 1.3 Download unter X-Arc.lha 599 Kb
 (ps)
 
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 |  
| 03.Feb.1999 Amiga Uni
 
 
 
 | Neu bei AmigaUni: Fleecy's Kosh Kolumn Fleecy Moss hat jetzt eine Kolumne bei AmigaUni.
 (ps)
 
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 |  
| 03.Feb.1999 AC-Forum+ [cyco myco]
 
 
 
 | APUS-Linux-Installations-Hilfe von CycoMyco APUS-Linux-Installations-Hilfe von CycoMyco.
 (ps)
 
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 |  
| 03.Feb.1999 Amiga Plus
 
 
 
 | Gateway mit Umsatz-Rekord Amiga-Besitzer und PC-Direktversender Gateway meldet einen neuen
Verkaufszahlenrekord in Höhe von 1,15 Mio verkaufter PCs, was einer
Steigerung gegenüber dem Vorjahresquartal von 35 Prozent entspricht.
Damit einher geht ein Rekordumsatz von 2,31 Mrd. US-Dollar. Ted Waitt,
Chairman und CEO von Gateway dazu: "Wir haben im vierten Quartal in allen
wichtigen Geschäftsbereichen Rekord-Ergebnisse erzielt".
 (ps)
 
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 |  
| 03.Feb.1999 Amiga Org
 
 
 
 | Update WCS Amiga Render Engine Das Update für das World Construction Set Render Engine in nun für registrierte
Benutzer verfügbar.
 (ps)
 
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 |  
| 03.Feb.1999 RBM
 
 
 
 | RBM - Testseiten AMIGA RBM hat die Amiga-Seiten unter www.testseite.de untergebracht :-). Unter News gibt
es aber schon etwas zu lesen:
 Ein Ethernet-Modul (10 MBit) für den IOBlix ist vorraussichtlich ab dem 1. Märrz 1999
verfügbar. Es wird einen RJ45- sowie einen BNC-Anschluß haben.
Ein weiteres Ethernet-Modul (100 MBit) wird vorraussichtlich ab Mai 1999
erhältlich sein.
Ein Sound-Modul wird vorraussichtlich Anfang April erscheinen.
Es unterstützt 16Bit Aufnahme/Wiedergabe vollduplex bis zu 42 KHz Samplingfrequenz.
 (ps)
 
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| 03.Feb.1999 Czech Amiga News
 
 
 
 | Neuer Viewer V 1.04 Diesen Viewer gibt es in verschiedenen 68k-Versionen und auch als PowerUp-Version.
 (ps)
 
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 |  
| 03.Feb.1999 Amiga Nutta
 
 
 
 | Amiga Nutta Awards 1998 Amiga Nutta hat für 1998 folgende Awards vergeben:
 
 Bestes Spiel: Quake - zweiter Platz: Genetic Species - dritter Platz: Foundation
 Bestes technisches Spiel: Quake
 Beste Grafiken: Quake
 Bester Sound: Genetic Species
 Am besten spielbares Spiel: Foundation
 Bester Entwickler: Paul Burkey
 Bester Publisher: ClickBoom
 Beste Webseite: ClickBoom
 Beste amigabezogene Webseite: Czech Amiga News
 
 Herzlichen Glückwunsch an alle Gewinner
 (ps)
 
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 |  
| 03.Feb.1999 Heise Newsticker
 
 
 
 | Apple verschenkt altes MacOS Macintosh-Anwender (oder Anwender von ShapeShifter und Fusion), die noch mit einem alten
Betriebssystem arbeiten, können sich jetzt die halbwegs moderne
Version 7.5.3
kostenlos vom Apple-Server laden. Dem fehlen zwar im Vergleich zum aktuellen MacOS 8.5
viele nützliche Komponenten, doch so essentielle wie etwa Open Transport
gehören zum Lieferumfang. Mit dem ebenfalls kostenlosen Update auf
System 7.5.5
kann man gleich anschließend einige Fehler ausbügeln. Einziger Wehrmutstropfen:
das System steht derzeit lediglich in der amerikanischen Fassung zum Download bereit.
 (ps)
 
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 |  
| 03.Feb.1999 VaporWare
 
 
 
 | Neue Textinput class (13.47) Download unter textinput_13.47.lzx
 (ps)
 
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| 03.Feb.1999 Haage & Partner
 
 
 
 | Ethernet für A1200 Netax1200 ist eine schnelle PCMCIA Ethernet-Karte für den Amiga 1200 und 600
mit SANA-II-Treibern. Sie unterstützt jeden TCP/IP-Stack und Amiga Envoy.
 (ps)
 
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| 02.Feb.1999 Czech Amiga News
 
 
 
 | Opera wird doch weiterentwickelt Nachdem das erste Team mit der Entwicklung aufgehört hat, gibt es nun
Verhandlungen mit einem neuen deutschen Team (welches ist noch nicht bekannt).
 
 Auf der deutschen Opera-Alt-OS-Seite
ist allerdings keine Rede davon :(
 Nachtrag: Am 08.02.1999 wurden auch die deutschen Seiten aktualisiert.
 (ps)
 
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| 02.Feb.1999 Czech Amiga News
 
 
 
 | Neue IOBlix-Treiber im Aminet Für die IOBlix Zorro IO und die A1200-Karte gibt es neue Treiber im Aminet.
Außerdem ist ein offizielles Development Kit für IOBlix Multi I/O-Board verfügbar.
IOBlixDevKitR2.lha
 (ps)
 
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 |  
| 02.Feb.1999 Tom Neidhardt per eMail
 
 
 
 | RO_PixBtn.lha - RO mit Bildern auf den Buttons Tom schreibt:
AmigaOS
 brennt RO
auf die CD und schon kennt's jeder ...
wenngleich es RO doch schon eine halbe Ewigkeit gibt :).
Ich hab' mal vor längerer Zeit eine Beispiel-Config
inklusive Bebilderung für die RO-Buttons in's Aminet
hochgeladen
util/dir/RO_PixBtn.lha.
Könnte vielleicht für die Allgemeinheit von Interesse sein. Ich habe dort
auch beschrieben, wie die Bilder auf die Buttons kommen.
 
 Ich habe das ausprobiert, klappt prima. Meine Frage: Gibt es dafür auch
Images im NIcons-Stil? Infos bitte an petra.struck@online-club.de.
 (ps)
 
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 |  
| 01.Feb.1999 AmigaWorld [News]
 
 
 
 | LhA ist zurück! Das neue LhA kann vom Aminet heruntergeladen werden: LhA194.lha,
lesen Sie auch das Interview
 von AmigaWorld mit Jim Cooper, der die Entwicklung von LhA
von Stefan Boberg übernommen hat.
 (ps)
 
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| 01.Feb.1999 aMozilla
 
 
 
 | aMozilla - News In den Coding- und Öffentlichkeitsarbeit-Workgroups gibt es einige personelle
Veränderungen. Bei AmiSITE
ist zu lesen, daß auf der Mailingliste von aMozilla davon geredet wird,
die V1.0 bereits im April 99 zu veröffentlichen.
 (ps)
 
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| 01.Feb.1999 Aminet [New Uploads]
 
 
 
 | WWPatch beschleunigt WordWorth WWPatch.lha
 Dieser Patch macht den Gebrauch des Spell-Checkers in WordWorth7 erheblich schneller.
 (ps)
 
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 |  
| 01.Feb.1999 MobilCom
 
 
 
 | Ab heute kann man sich wieder bei MobilCom anmelden Täglich von 19.00 Uhr bis 7.00 Uhr für DM 77,-- incl. Telefongebühren online.
Nach dem großen Desaster (es kamen zuviele Anmeldungen und es gab massive Sicherheitsprobleme,
sodaß MobilCom kurzfristig vom Netz ging und alle alten Anmeldungen für ungültig
erklärte) kann man ab heute wieder Anmeldungen eintragen.
 (ps)
 
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| 01.Feb.1999 Heise Newsticker
 
 
 
 | Lycos ermöglicht MP3-Suche Der Internet-Suchdienst Lycos bietet seit heute eine
neue Suchfunktion an, die speziell auf die Suche nach MP3-Musikdateien zugeschnitten ist.
Nach Lycos sind MP3-Dateien unter den fünf meistgesuchten Kategorien auf ihren Sites.
An die 500.000 Dateien sollen mit der neuen Funktion ab sofort gefunden werden können.
 (ps)
 
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 |  
| 01.Feb.1999 Village Tronic
 
 
 
 | Kleiner Patch für Picasso96 SaveDrawA1.lha
 (ps)
 
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| 01.Feb.1999 Michael Garlich per eMail
 
 
 
 | Was ist mit Siedler 2 von Titan? Ich habe Titan Computer per eMail folgende Fragen gestellt:
Gibt es schon irgendeine Idee, wann Siedler 2 fertig wird?
Wird schon daran gearbeitet? Wann wird es die Siedler2-Webseite geben?
Hier die Antwort von Michael Garlich:
 
 Zur Zeit müssen wir uns in Geduld fassen, BlueByte sieht sich, bedingt
durch den Streß den sie mit dem Vertrieb von Siedler 3 haben,
außerstande, uns mit den nötigen Daten zu versorgen und
unsere Fragen bezüglich einiger programmtechnischer Details zu
beantworten.
 
 Die neuen Pages sind hoffentlich bald fertig, wir arbeiten zur Zeit
intensiv an mehreren Amigaprojekten, sodaß zum Updaten der Pages keine
Zeit war.
 (ps)
 
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 |  
| 31.Jan.1999 Sadeness
 
 
 
 | Foundation Update 21 (RTG Beta) FoundationBeta21.lzx
Dieses Update enthält viele Neuerungen seit der letzten veröffentlichten Version.
Diese Version 21 ist eine RTG Beta-Version, also nur mit Grafikkarte spielbar.
FoundationAGA and FoundationRTG sind zusammengeschmolzen, bitte alle alten Files
löschen! AGA oder RTG Modi werden jetzt beim Start automatisch erkannt.
Alle (wirklich ALLE) Grafik-Rendering-Codes wurden neu geschrieben!
Alle Grafiken sind nun in "full chunky mode" gerendert, was das Spiel viel
schneller macht. FoundationPrefs wurden überarbeitet, sind nun sauberer
und einfacher in der Bedienung (Sie müssen die Prefs neu abspeichern!).
Das "Notlieferungen"-Feature wurde leicht überarbeitet.
Die Bedienungsfelder für Bauen und Lagern wurden überarbeitet.
Neue Rendering-Techniken wurden hinzugefügt (Transparenz, Belichtung etc.).
Foundation braucht nun mehr Speicher und mehr CPU-Power, aber es macht sich
bezahlt.
 (ps)
 
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| 31.Jan.1999 AC-Forum [Sven]
 
 
 
 | Wer will C/C++ lernen? Der sollte unbedingt mal die Webseiten vom Init-Team anschauen
(Grüße von drüben :-).
Raymund Achner bietet dort einen C/CC++ Kurs an. Das besondere an diesem Kurs:
Es ist direkt ein Diskussionsforum mit angebunden, in welchem gleich Fragen
zum Thema gestellt werden können. Eine sehr gute Idee :-).
 (ps)
 
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| 31.Jan.1999 Czech Amiga News
 
 
 
 | Update ixemul.ef library V0.57 ixemul990130_user.lha.bin
 (ps)
 
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| 31.Jan.1999 amigauni
 
 
 
 | aMozilla Website wird jetzt von amigauni designed und gehostet Die neue offizielle aMozilla-Seite wird ab sofort von amigauni betreut. Sie können
sich das Ergebnis der neuen aMozilla-Seiten
hier ansehen.
 (ps)
 
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| 31.Jan.1999 Amiga Flame
 
 
 
 | Amiga Flame News Amiga Flame bringt wieder viele neue Spielenews:
 
(ps)Alive MediaSoft verpflichtet das
Team, welches "The Prophet", ein Dungeon Master Style Adventure, entwickelt.Es wird ausführlich über die verschiedenen "Hexen"-Portierungen
berichtet.NtT sucht einen erfahrenen C-Coder für ein Adventure, um "Gord", ein
grafisches Adventures zu entwickeln.Alive MediaSoft berichtet in einem Pressebericht ausführlich über
alle neuen Spiele.Neue Details zu "Phoenix Fighters". 
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| 31.Jan.1999 AWD New Links
 
 
 
 | CUCUG Status Register - Januar 99 Die Champaign-Urbana Computer Users Group hat ihr "Status Register" für Januar 1999 veröffentlicht. (ps)
 
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| 31.Jan.1999 AWD News
 
 
 
 | Neue Amiga Forever Online Edition von Cloanto Cloanto Amiga Forever Online Edition
hat eine neue Version herausgebracht. Die Einzelheiten entnehmen Sie bitte der
Upgrade-Seite.
 (ps)
 
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| 31.Jan.1999 AmigaWorld Russia
 
 
 
 | Neue Version von LinuxPPC (APUS) Kernel - V2.2.0pre7 linux-2.2.0pre7-m68k-990131.diff.gz
 (ps)
 
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| 31.Jan.1999 VaporWare
 
 
 
 | AmTelnet public beta (1.17) Das Update beinhaltet Term.MCC V21 und ist nur für registrierte User.
 (ps)
 
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| 31.Jan.1999 Village Tronic
 
 
 
 | P96Speed v1.1 Update P96Speed_v1_1.lha,
P96Speed ist ein Grafik-Benchmark-Programm. Es testet Standard-Grafik-Routinen und die
intuition.library. Es ist absolut unabhängig und kann mit allen Grafiksystemen
wie Picasso96/CyberGraphX oder auf simplen Standard-AGA-Screens benutzt werden. Sie
können auch verschiedene Systeme mit P96Speed testen. Bitte Rückfragen und
Vorschläge direkt an Jens Langner:
 htw10895@informatik.htw-dresden.de
 http://p96speed.home.pages.de/
 (ps)
 
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| 31.Jan.1999 AmiDog
 
 
 
 | AmiDog's Movie Player Update 0.50b AMP050b.lha
 (ps)
 
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| 31.Jan.1999 Matthias Henze per eMail
 
 
 
 | Neue Version (V.44.40) der HSMathLibs für MC68040 und MC68060 Alle bekannten Fehler wurden beseitigt und viele Funktionen wurden optimiert.
Diese Version ist nur für registrierte Anwender.
 (ps)
 
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| 31.Jan.1999 AmiSITE
 
 
 
 | aMozilla FAQ Hier der 19990131-amozfaq.txt
von der aMozilla-Mailingliste.
 (ps)
 
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| 31.Jan.1999 Jan Andersen per eMail
 
 
 
 | Update VT V3.14 Neu in VT v3.14 von Heiner Schneegold: - STD-Crabs1-LVirus. Zu laden unter:
vt314k.lha.
Die Dokumentation können Sie unter
vt314dok.lha laden.
 (ps)
 
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| 31.Jan.1999 ClickBoom
 
 
 
 | Napalm Master CD fertig Jetzt muß die Master CD nur noch kopiert werden und die Auslieferung
kann beginnen.
 (ps)
 
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