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What's New?

April 30, 1998

Due to much demand, I am releasing the source code for FA11. I've been meaning to do this for a while, and I've finally gotten around to it. You can get them here:

Version 0.96beta source

Version 2.0 Source
This is the source for the next version of FA11 I was working on, with preliminary QWD support. Its not anywhere near actually functional, for developers ONLY.

Both versions required Borland Delphi 3.0. Version 0.96 includes the source for FILMAT11.DLL, which requires Microsoft Visual C++ v4 or later.

I think it is safe to say that I am finished with FA11. If someone would like to carry on the project with the above source, you have my blessings!

I had fun working on FA11, and enjoyed the minor fame that resulted from it. (I'm in the Quake Who's Who....wahoo!) It also lead me to meet some fun and interesting people (loonyboi, David "crt" Wright, ParadoX, many others). I also really appreciated the piles of positive feedback I got.  I originally wrote FA11 just for myself, but I'm really glad other people found it useful.

My new company (PacketStorm Technologies) is taking up all my time. We are selling Web Caching servers, which is an exciting (and extremely beneficial) technology. Drop by if you are curious.

December 1, 1997
The future of Film At 11 is uncertain at this point. I've made some progress on it, but have sort of halted production. There are 2 basic reasons for this.
1) Time. I'm short of it. I'm running my own business now, and given the choice between working on a project that could make me money, or Film at 11 (which won't), well, I think you know what I choose.
2) Quake 2. The demo format of Quake 2 will be, I think its safe to say, quite different. So I am reluctant to spending another 30-40 hours finishing F@11, just in time for Quake2 to suddenly be the platform that everyone is using. However, it is quite likely that Quake won't disappear either. So I am undecided on the matter. If you have any thoughts, I'd be happy to hear them. This isn't to say that there won't be a F@11 for Quake2 (time and technical specs will tell).

Auguest 16, 1997
Ok, I have to apologize to everyone who has sent me email. Basically, I'm terrible at responding to email. Please don't feel bad if I haven't written back, I'm terribly busy. I'm really sorry if you have written requesting help, and then didn't get any.
I only have so much time to devote to F@11, and I'd rather use that time to program, rather than responding to email. So here's the deal. Please DON'T email me about the opengl32.dll problem. I KNOW. The best I can say is, most people have gotten it working but just playing around with it (move files around, try different things). The next version of F@11 won't require OpenGL, so there won't be a problem (probably won't have a FILMAT11.DLL either), so I don't want to spend any time trying to figure out exactly whats wrong. For any other problems, feel free to email me, and I'll do my best to respond. Before you do, please be sure you have RTFM, and experimented a bit. You can learn alot by just fooling around. If anyone else would like to offer support for F@11 (via email, web (tutorials), IRC, whatever) it would be appreciated. If you are, just email me about it, and I'll put info pointing people to your resource on this page.
In the meantime, I'm hacking away frantically at F@11. The new version will be killer.

Oh ya, I'm heading down to The Fray with some of my clannies, so if you're gonna be there, come by and say Hi! How to find me? Good luck. Easiest will be if you catch me wearing my clan T-shirt (In Praise of Ammo) with my name across the back (Stormalong).

Auguest 7, 1997
Well, its been awhile since we've had an update, so I thought i should say SOMETHING.


Seriously, I'm working hard on the new F@11. Its pretty much a complete re-write. I'm sure that sounds like a lot of work (it is), but trust me, its worth it! Informal test show that it can be up to 20 times faster loading and saving demos!
The new version can load and save demos as of tonight, and can (almost correctly) import QuakeWorld demo (QWD) files. Right now it looks like that you will be able to load a QWD file, edit it and save it as a DEM. I will attempt to create a QWD export function as well, but I won't know if its possible until I research it further.
This is not to mention the other nifty new features, which I won't get into yet. All I'll say is...the pesky FILMAT11.DLL problem will be GONE (since the DLL will be gone), and you'll be able to re-camera demos so easily you'll wet yourself!

June 20, 1997
Ok, I've started the offical F@11 FAQ! People having emailing asking for a tutorial and other help, and I think an FAQ will do the trick. However, I do need your help. If you see a question in there that has no answer, and you know the answer (or feel like figuring it out), write up a nice answer and email it to me and I'll put it in. Even better, if you think of other questions, please send those to me as well (with or without answers, but with answers is best!). I will, of course, give credit in the file for the answers. If all you F@11 gurus out there just mail in one answer apiece we should have a nice FAQ in no time.

June 12, 1997
We've made the move to PlanetQuake! Thanks to Bastard, Loonyboi and the crew for making this possible!
To celebrate, I've released v0.95beta. You can get it on the Downloads page. It is mainly bug fixes, but does add a few new features, such as ReCamera (moving the camera in an already recorded demo) and the Effects menu, which has Fade In/out and Slow/fast motion.

May 29 1997
Due to popular demand, the link to OpenGL is on the downloads page.

May 1 1997
OK, direct from the author I have a solution to all the FILMAT11.DLL probs that everyone seems to be having.
Scan your whole system, and make sure you only have 1 OPENGL32.DLL file, and it should be in your \windows\system directory, and it should be about 733k.
Exception: if you have glquake, you need to have the 3dfx OPENGL32.DLL in your quake directory. In that case, make sure you have your 733k DLL in your windows\system directory, and install filmat11 in a directory OTHER than your main quake dir.

If you're still having problems, email the author and complain to him. =)
-Alot of people have been emailing me about FA11, particularly conerning the FILMAT11.DLL problem. Personally, I haven't experienced this problem. But a little word of note - I'm not the author of this program, I'm not even fluent in QBasic. So don't emai l nite@clara.net with problems - email Eric Stern (estern@mgl.ca) with any queries or problems about Film At 11. If you want something added to this page, you can email nite@clara.net (me). Remember, I just maintain the site, folks. =)
-LugNut of Forceclan has told me that this demo of ForcePalooza'97 has been edited with Film At 11. Check it out here.

April 29 1997 -Film At 11 v0.94beta released. See above for the features.

March 27 1997 - The response to FA11 has been overwhelming! Thanks to everyone for the positive feedback, and some great ideas. I started adding a new feature last night. This is going to blow your mind! It would have been done last night too, if it weren't for the lame-ass Borland documentation. (WHY doesn't it say anywhere that you have to put the "stdcall" keyword in your declarations when importing routines from a C DLL????) Lost a couple hours to that stupid problem. So, it should be done tonight, maybe tomorrow (might have to go out drinking tonight).

March 25 1997 - FA11 v0.92 is released. Download it by clicking up there at the top.