News
|   New Release of Privateer Gold Mod | Sunday, December 20, 2009, 22:50:44 |
| The fine folks at http://privateer.sourceforge.net/ have released a new version of Privateer Gold using the latest Vega Strike engine, with heavily modified graphics and video play subsystems since version 0.5.0. The new release includes more in-game speech, better resolution graphics, a number of improved UI interactivity and gameplay features. If you've never tried any mods of the Vega Strike engine, this is a perfect opportunity to introduce yourself to the gritty privateer gameplay at the edge of the Gemini sector. Posted by: hellcatv |
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|   Vega Strike 0.5.0 Release: Enjoy it now! | Monday, April 28, 2008, 05:44:16 |
| Hey folks: I just wanted to let people know that the release is out and we've just updated the linux installer, and replaced the Intel-only mac disk image with one that is universal and will work on Power PC Macintoshes as well. The windows binary is also ready for both XP and Vista users as long as you install OpenGL drivers from the manufacturer's website. Download here: http://vegastrike.sourceforge.net/getfiles This release includes shaders with normal maps, better physics and more ships, beautiful artistic contributions by our talented artists, faster loading speeds, more intelligent autopilot for fast navigation and preliminary deathmatch multiplayer support for LAN parties. For more details about this release and the future of Vega Strike check out my blog post: http://vegastrike.sourceforge.net/devblog/?p=31 Posted by: hellcatv |
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|   Get some release from your day-to-day existence | Thursday, April 24, 2008, 17:13:44 |
| Over the next few days, I'll be listening to music in the desert. Over the next few days, you'll be playing the new 0.5.0 release of Vega Strike. On behalf of the dev team, I'd like to express our profound thanks for the efforts, patience, and persistence of all involved. Enjoy. ---- Posted by: jacks |
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|   Vega Strike 0.5.0 Windows Beta Testing | Wednesday, October 03, 2007, 05:57:24 |
| If you will turn your gaze to the "Latest Releases" box, you will see that we've changed status from 'Pending' to "0.5.0 Beta (10/2/07)". We invite all Windows users interested in helping us to polish this beta up into something ready for a full-blown release to follow the link and walk through instructions on the downloads page for downloading and running the beta. As you play through the beta and encounter bugs or oddities in the data set, please use the Bug Tracker to file bug reports. The wider audience playing through this testing release represents an invaluable source of testing data, but it can only be efficiently put to use if bug reports are filed :) Additionally, there have been many changes to gameplay and assorted details since version 0.4.3. (as both an example and a heads-up, the communication keys and cockpit view keys have been swapped) These changes will need to be documented in the manual -- but everyone with a forum account can help us out here, because it's a wiki :) We know it's been a long time coming, and there's still a bit further to go, so we thank you for your patience, and, for those of you who haven't been following along in SVN, we hope you'll enjoy finally previewing what we've been working on. For those who may be new or may have missed some of the new goodies, here are some of the highlights of things new since 0.4.3: Shader Support *VS now supports normal maps *(@all artists: yet another chance to contribute ;-) -- most units still need normal maps) Integrated Multiplayer Support *Deathmatch *Missions, money, and upgrades Reimplemented physics system *Support for simultaneous simulation at variable fidelity of all ships present in a system *Support for large numbers of active vessels per system New and revised content *New and restatted units, weapons, and upgrades *New music, models, and factional textures *Civilian traffic Miscellaneous improvements *Improved automation of in-system travel (simple autopilot mode) *Pre-compressed(DXT) texture support *Integrated Soundserver _ _ _ _ _ Posted by: jacks |
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|   Site updates, engine milestones, etc. | Monday, July 02, 2007, 02:50:49 |
| As the astute observer may have noticed, we've updated the website (thanks go out to Zaydana for his work on the design). More importantly we've added a Development Blog, so that the day-to-day goings on about the project can be made visible without overwhelming the casual website visitor. This news section will be continued to be used for release notices and the like. For those interested in the bleeding edge, svn co https://vegastrike.svn.sourceforge.net/svnroot/vegastrike/trunk/vegastrike and compile away. Incidental bugs arising from cleanup aside, the engine proper is in pretty good shape for the moment. Scripts and data aren't quite up to par with the engine at the moment, but with a bit more gruntwork and bughunting, there'll be something sufficiently playable to let the community do the sort of thorough play-testing that our small development team doesn't have the man-hours to do on its own. One way or the other, we're planning on bundling up a release, be it particularly stable or otherwise, once a couple of our devs (including our lead dev, HellcatV) come back from summer jaunts to Europe. This process should (/me crosses fingers) be wrapped up by early August, and WILL be wrapped up by some time in August come hell or high-water. We can then presumably return to a more vaguely sane release schedule based on picking milestones commensurate with the actual size and time available to the dev team. (Common sense note /public service announcement for future generations of developers: if three major, non-orthogonal directions for development appear and you don't need to use a non-unary base to count on one hand the number of developers who are both highly active and highly available, choose to pursue one of them, and be sure you can stop part way. Do not choose to simultaneously pursue all three, each in its entirety.) Posted by: jacks |
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