Anderson (Myke) - Developer
As a senior staff member of CyberStrike Classic
and CyberStrike 2, I've become very experienced with
the CyberStrike series. I first played the original
CyberStrike when it was on the GEnie online network.
I loved the game so much that I applied to become
a staff member. In '96 when CyberStrike came to America
Online I was hired as an Assistant CyberOp...and the
rest is history.
MAY 6TH, 2003
Deployed server changes to support something new
which I can't give the details on yet. After getting
back from lunch I was handed a note telling me of
a side effect which resulted in the game servers viewing
all players as shareware and thereby limiting them
to just shareware mods. I quickly fixed the problem
and there was much rejoicing.
MARCH 17TH, 2003
On Friday, by player request I changed the /arena
command to only list arenas with players. I added
"/arena all" which will list all areans.
This will take effect once the HUB server is reset.
Today I fixed a bug that was causing games to die
which used the CS2 Classic ruleset. This was due to
a bug related to the Flare module which has now been
MARCH 10TH, 2003
Its been awhile since I've updated the Developer's
Journal. Some of the recent things have been updating
the detection for clients running at incorrect speeds,
caused by the speed bug or hacks.
Today I released an update to the game server to
disconnect "out of sync" players. This is
commonly caused by file sharing problems. Players
being disconnect with an out of sync message should
make sure they aren't trying to play while running
a program that places a heavy load on their system
and its bandwidth.
We've also completed the necessary server software
upgrades in preparation to move CS2's HUB to a faster
NOVEMBER 12TH, 2002
I've implemented the Years of Service medals. They
will be awarded automaticly based on when each person's
account was created.
NOVEMBER 4TH, 2002
Released an update to the Recycle Bins map. Senior
CyberOp THE-WARRIOR added 200 new Glows(Lights, Fire,
More updates to come.
OCTOBER 7TH, 2002
Teammate kills and suicides are now displayed in
the HUB to people that currently have that game selected.
The /assist command now displays a message to off
duty staff that are online at the time. Also a confirmation
message is displayed when a person uses /assist as
well as telling them if no one is on duty at the time.
SEPTEMBER 20TH, 2002
Modified HoverJet explosions so they no longer destroy
a CyberPod, just their modules. The change has been
released to the live game servers.
SEPTEMBER 5TH, 2002
A 3rd map named Alcatraz will be debuted on Friday
Sep.13th at 6p.m.est! Along with a custom made ruleset
AUGUST 23RD, 2002
Take a sneekpeek at the soon to be released Recycle
Bin map! Official release is scheduled for Aug.
30th Fri. at 8p.m.est.
AUGUST 9TH, 2002
After waiting four years to have this map released
in CS2.... Metro was officially released last night!
Other then some minor texturing issues which can be
addressed in the future, its working perfectly. :)
.... and there maybe more where this map came from,
AUGUST 7TH, 2002
Metro is almost in fully working order! I spent all
of today working on the textures. I had to find replacements
for a few that I was unable to locate. Several hours
went just to making the radar map image. From the
work to get it created, then aligned and sized correctly(this
took countless tries/tweaking), then to fixing a display
problem that caused specific colors in the image to
display random colors in their place.... after trying
many different things I discovered the problem was
it only supported a 200 color palette not 256 like
I was trying to use. Luckily the HUB map image was
very easy to do.
Just a few more issues to resolve and Metro will
be up and running. :)
AUGUST 5TH, 2002
After searching the massive code archive vaults in
the caves below Simutronics HQ, using only a burning
torch for light..... okay, it was actually just some
old CDs and server hard disks I went through while
sitting in my cubical. I found a partly working version
of the map named Metro. This is actually a real old
map that few have ever seen. Due to tech problems
it got cut during alpha testing, almost 4 years ago.
I got it to work with the current version of CS2,
the only problem is all the textures were missing.
Using what map tools I've got working again, I'm able
to addin missing texture files.
I found all but 6 textures and an overhead screen
shot of the map, to use as a map.... (grabs his torch
and heads back down to the caverns(box of disks))
JULY 15TH, 2002
Fixed the Auto-Repair bug and deployed the fix to
the game servers.
JULY 9TH, 2002
- MILESTONE #4 IS RELEASED
JULY 3RD, 2002
Milestone 4 has now been officially scheduled for
release Tuesday 7-9-2002! :)
JUNE 20TH, 2002
An update to the MS4 beta has been released!
JUNE 13TH, 2002
I'm currently tracking down a bug in the game client
which was caused by some of the bug fixing work I
did on the CS2 map creation tools. Doh!
Once I fix a couple more problems with MS4, I'll
release a new beta version and then we'll see how
The goal is to have MS4 out of beta and released
by the start of the next tournament, which is July
8th.... under a month. <crosses fingers>
JUNE 7TH, 2002
MS4 Beta (known) bugs list.
- Bug Details: Observers crash the players in the
- Status: Fixed for the next MS4 beta update.
- Bug Details: Auto-repair not working after switching
- Status: Fixed
- Bug Details: Info Box on MK3's too low.
- Status: Not yet fixed
- Bug Details: Speed 2 ruleset issues
- Status: Mostly fixed, still being worked on by (Senior
JUNE 4TH, 2002
The first night of open beta went great. A bug that
causes all players in a game to crash when an observer
enters the game was found, its a new bug in MS4. I
found the problem and have corrected it. The fix will
be in the next MS4 beta update. Another problem was
found in the Speed 2 ruleset which is related to the
MK2 pod type. This is a simple bug due to some settings
in that ruleset which use to do nothing but now do
since those features have now been implemented. This
problem should get fixed soon too.
JUNE 3RD, 2002
Milestone IV is in open beta! All subscribers can
check out the cool new stuff!
MAY 14TH, 2002
Today we started staff testing of the current version
of MS4. :)
MAY 9TH, 2002
More bugs fixed. When a player dies they now go back
to the default pod type, rather then getting another
one of what they had.
I'm also still working on the CS2 maps issues, going
though archives, finding and fixing map creation tools,
While going through the archives I found some neat
behind the scenes stuff, like proto type sketches
of CyberPods, CyberCities, etc. With alternitive versions
of CyberPods and Raven aircraft. The monkey co-pilot
for CyberPods was interesting. <G> Maybe someday
I'll create a "CyberStrike 2 - The Making Of"
website with these things.
MAY 7TH, 2002
The bug with the MK3's battery has been fix, but
more bugs turned up. To take a break from bug squishing
I added a new HUB command /CSC. Its used to quickly
take a person from CS2 to the website where they can
login to CyberStrike Classic.
MAY 3RD, 2002
I've setup the electrical systems for the different
pod types, and am hunting down a bug effecting the
MK3's larger battery size.
APRIL 15TH, 2002
Simutronics hired me as a full time onsite programmer,
today was my first day. :) Prior to this I've been
working for them as a remote contractor. This will
make work on CyberStrike 2 easier and quicker.
APRIL 14TH, 2002
Hull and Shield subsystems for the different CyberPod types
finished. Next are the battery, power input/output, jump
hydraulics, and weapons capacitor.
APRIL 9TH, 2002
I'm working on some of the details which make the CyberPod
types different from eachother. I've got the 6 bay limit
on the MK1 working, it will also allow staff to change the
number of bays on any pod type in custom rulesets, anywhere
from 1 to 10 bays.
Next up is the power, shielding, and armor systems. :::lowers
APRIL 3RD, 2002
I made some changes to cloak. A cloaked CyberPod will be
harder to see visually, also no infobox will appear over
the person's head when cloaked.
I changed the text message for when a tower is ordered to
say "Tower drop request acknowledged.', the Raven pilot
will also speak this now. Aswell as a few other minor changes.
APRIL 1ST, 2002
Work on CyberStrike 3 is about 74% done.... April Fools.
I do actually have good news, the MK1 and MK3 pods are
almost finished, a lot sooner then I had expected. Even
though that's not the only part of Milestone #4, we may
start the MS4 open beta testing once the MK1 and MK3 pods
are finished.... and it hasn't even been two weeks since
Milestone III was released, which took about 4 months to
I'm adding some restrictions on when a player can switch
pod types, to keep them from being abused by switching to
get more health in battle. To swich pod types you must:
- Be in your team's base.
- Have enough credits for that pod type.
- Have very little, if any hull damage on your current CyberPod
(you can use repair).
MARCH 26TH, 2002
Started work on adding two more pod types. The MK1 and
MK3. The current pod type is the MK2.
MK1: Smaller, Faster, Less health, 6 mod bays.
MK3: Bigger, Slower, More health, Dual energy guns.
MARCH 25TH, 2002
Some old CS2 files were found, which are source files to
the maps. Here's a pic of fjorme
in 3D Studio Max.
I'm working on getting the tools that compile the maps,
up and running again.
MARCH 21ST, 2002
- MILESTONE #3 IS RELEASED
MARCH 20TH, 2002
We're in final preparations for MS3 deployment.
The scheduled release date has been set for tomorrow! (3-21-2002)
MARCH 12TH, 2002
The beta testing is going great, only a few minor bugs
have been found which related to the training mission mode.
I corrected those bugs as well as some unrelated to MS3
I'm leaving MS3 in beta a little while longer just to make
sure there are no more bugs. I expect to have MS3 fully
released later this month.
FEBRUARY 28TH, 2002
Tonight we moved MS3 into open beta! So far so good, no problems
FEBRUARY 16TH, 2002
As of tonight MS3 is now in the staff beta testing phase. If all
goes well, we'll move into open public beta testing by the CS2
subscribers soon. :)
JANUARY 29TH, 2002
The new medals are ready. 24 old + 42 new medals x 3
images per medal = 66 total medals and 198 total images.
In other news, I found out how to create/compile/add new textures
and objects into CS2, I think.... incase you are wondering I wasn't
part of the original CS2 development team, other then being a tester,
so I kind of have to figure out how these things work as I go, which
is interesting to do as I'm use to working on software I've written
from the ground up myself and therefore know exactly what everything
does, CS2 is the opposite of that. <G>
Next I'll be working on updating some of the content in the HELP
area in the HUB. After that is done, if nothing else major comes up
that I need to work on we'll be able to move MS3 into open beta!
JANUARY 21ST, 2002
I finished work on some more confidential stuff.... like, taking over the
world, you know the usual confidential stuff.
Senior CyberOp THE-WARRIOR has finished creating art work for a ton
of new medals. We will have a total of 66 medals!
:) I'm currently processing all the new medals so
that they can be used in CS2. While they won't all
be fully implemented in MS3, they will be over time.
Some are easy to get, while others are very hard to
earn. One medal will take literally 5 years to earn.
We're even going to have a cool SimuCon 2002 medal
for those that attend the convention this year. www.simucon.com
(early registration ends soon)