No, no.
All I can answer to this is: LOL.
I'm honestly disappointed. I thought (and I know I'm not alone in this) that you showed promise, interest and desire to push forward with Assist. It was my understanding that when Jonny wanted to find someone new for the project, he wanted more than someone to just handle donations and pay the server costs. In fact;
I will still be around to help and will still doing coding work for you when required, i just don't want to be in command anymore. [...] I can then handover control of the auth server, But I will still be around to help you run it.
I hope he finds time to take it forward. I will be great to sit back and watch stuff happen for a change.
Granted, you weren't Jonny's first choice but being that you showed some experience in looking at the code for multihoming and you showing interest in the project, we all felt that you had the most promise to take it and turn it into something more.
Now, here's the changelog for mAAp in case you haven't taken a look at it in a while:
[MAP]ICE - Feb 17th 2012 - Spanky - Added Playerblock to pond.
[MAP]Berg - Feb 19th 2012 - Spanky - Moved perimeter blocking volumes to eliminate rock bug, removed useless terrain, set several BSP surfaces to unlit and attempted fix for Assault playerstart.
[MAP]Breakout - Feb 21st 2012 - Spanky - Fixed some lighting issues, added light fixtures, resolved anti-portal issue in control room and added an objective.
[MAP]Square - Feb 22nd 2012 - Spanky - Made some surfaces into Anti-Portals to try and raise FPS, lowered and raised some lightmaps in various areas for better quality lighting and lower file size.
[CODE]TriggerLightReset - Feb 25th 2012 - Spanky - Updated TriggerLightReset with defaultproperties that hopefully make it behave better and more reliably.
[MAP]Rummage - Feb 25th 2012 - Spanky - Lowered lighting to be more like 2.8's Rummage. Added sunlight actors in rooms with windows facing the sun. Changed cull distance on some objects to prevent popping in and out.
[MAP]Rummage - Feb 28th 2012 - Spanky - Changed opfor clothing to OpInf to make them more discernable.
[MAP]Aztec - Feb 29th 2012 - Spanky - Added light haze to corridor, changed enemy mesh to reduce errors in server log file.
[MAP]Aztec - Feb 29th 2012 - Spanky - Added another light haze, fixed some lightmaps, fixed a texture, fixed a zone portal, hopefully fixed bridge collision and textures.
[MAP]Square - Feb 29th 2012 - Spanky - Fixed door-warping issue when running through doorways. (awning being too low)
[MAP]Square - March 1st 2012 - Spanky - Added playerblocks to various ledges.
[MAP]Shipment - March 2nd 2012 - Spanky - Changed player meshes and skins, set graphics detail on various meshes and emitters.
[MAP]Pipeline - March 26th 2012 - Spanky - Moved playerstarts around to try to balance the map. Removed break room window and collision on railing.
[MAP]Interdiction - Feb 23th 2012 - Koden - Added 2 civilians with related objectives (triggertime25), partial objective set up, moved defense spawn points to the lower floor, and fixed uniform issue.
[MAP]Interdiction - Feb 24th 2012 - Koden8- Added Playerblock area to the North exit tunnel to avoid players falling down.
[MAP]Interdiction - Feb 24th 2012 - Koden - Fixed various light fixtures and rods that were missing (including elevator ones) and the Cafe door opening upwards.
[MAP]Interdiction - Feb 24th 2012 - Koden - Added movers, that however need a fix as they rotate too much ending up into the wall.Also added a door that has to be single shotted to be activated (2nd door on the right at the bottom of the upper main room)
[MAP]Interdiction - Feb 25th 2012 - Koden - Relinked all the ambient sounds for the 2.5 packages.
[MAP]Interdiction - Feb 25th 2012 - Koden - Completed setting up the objectives.
[MAP]Interdiction - Feb 28th 2012 - Koden - Fixing the last set of light fixtures, modifying the object sets, fixing uniforms.
[MAP]Interdiction - Feb 28th 2012 - Koden - Setting off collision for the loading line bumpers in the upper main room. Adding some more sounds in the hospital area at the lower floor, and patients static meshes.
[MAP]Interdiction - Feb 28th 2012 - Koden - Temporarily taking off NPCs for the 7.2 release (server log spam issue).
[MAP]Interdiction - Feb 28th 2012 - Koden - Adding 2 radios and 4 sounds phone ringing sound emitters in the upper and mid floor. Adding harmonica and prison ambience emitters in the prison area.
[MAP]Interdiction - Feb 29th 2012 - Koden - Fixing grate movers, adding HUD text for objectives and unlockable doors, fixing main room 2nd floor material, fixing assault double fireteam leaders, cleaning out garbage meshes.
[MAP]SFhospital - May 7th 2012 - Koden - Adding player blocks collision to avoid players moving into area they're not supposed to (reversed shelves in the room behind acceptance and in the escort spawn, next to the car). Also added a playerblock volume on the roof, and one in the ambush alley next to a dumpster.
[MAP]Glass Kill House - Feb 25 2012 - Blue - Removed volume lights from west side windows. They just eat fps too much. Plus sunlight comes through the east windows anyways.
[MAP]Aztec - Feb 25 2012 - Blue - Fixed reporting in using the LocationPriority property on commvolumes and ZoneInfos.
[MAP]Breakout - Feb 26 2012 - Blue - Tweaked objectives, slight changes in some lighting to color coordinate the maps color scheme, and almost entirely zoned.
[MAP]Breakout - Feb 27 2012 - Blue - Made the main area darker. Changed various lights around the map to introduce the red/blue color scheme.
[MAP] Square - May 1 2012 - KiLLaMaN - "fixed" the large amount of points. Has yet to be tested.
[MAP] Square - May 8 2012 - KiLLaMaN - Removed sounds from objectives as they were too loud. Temporary fix.
[MAP] Square - May 10 2012 - KiLLaMaN - Fixed fire sound for burning car.
[MAP] Ice - May 19 2012 - KiLLaMaN - Added wind ambient sound to Ice.
[MAP] Breakout - June 8 2012 - Maxbulldog - Finished off the zone portally.
[MAP] Breakout - June 10 2012 - Maxbulldog - Continued adding some of the blue/red lighting.
[MAP] Breakout - June 10 2012 - Maxbulldog - Finished off the red/blue lighting as well as all of the comm locations.
At least, that's what it was before I left the shared Dropbox folder. There's some pretty important updates that have been waiting for over 8 months. But, let's all be honest, nobody cares about mAAp let alone updates for it. How about critical security updates? You know, user bans, anti-cheat scripts, that kind of stuff. I'm quite surprised none of them have been important enough to you to implement.
What's my point? I feel that you, being the project admin, are obligated to push forward otherwise you're not doing your job. Yea, it's not my place to tell you what to do (and I don't really care about what you do) but the people that are thankful for having Assist
deserve an admin that can provide updates, not only for content but for security and to make the game more enjoyable.
Just my worthless opinion,
Bitter Old Man
*EDIT*
What happened to this guy:
Yes Spanky, I noticed the site admin rights, thanks.
Wow, you have sent me very interesting stuff. Thanks very much. It's really great the Crusade helps.
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What was that Jonnys "backup plan"? Going linux-only (he mentioned this to me in one of PMs)?
I must tell you I'm starting to view this anti-cheat effort as personally attractive to me. I have zero experience with strictly game-related code, but I feel comfortable in low-level stuff in general (when I was younger :-D I've coded my own kernel with memory protection, processes, threads and all that, and I knew x86 instruction set by heart, so that I could code in binary :-D).
One of the things I was already planning, is to re-write the Assist in C or C++. That will also help with anti-cheat things as we will have more control over the Assist process than with Realbasic.
I'm currently taking care of some pending issues related to my house, kids, etc. (that's why I haven't done any real work yet, only posting BS on forum ;-D), but as soon I finish most urgent stuff, I hope to finally get some time for real work on Assist.
Thanks for those PMs again.