Ah, I never really formally declared it on these pages, did I? Sorry about that. The circumstances around this project got complicated, both on the collaborative side and the mechanical side.
I wouldn't really consider myself a great programmer, but the way I coded this ended up being Particularly Not Great; when hosted for long times on a server, it became a memory hog unlike anything else. We tried out various different things to fix it and there were streams attempting to handle things, but everything ended up making it worse--at one point we even had the then-admin of the master server come in to help us monitor and debug things, with a record low of 12 minutes before a server crashed.
I had a lot of fun working on this project, but unfortunately my code wasn't (isn't?) very network-sustainable and every attempt to fix it only made it worse. So it ended up kind of hamstringing itself before it really took off.