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0.5.1 Beta1 Released

Posted by klauss on March 9th, 2011

Very little to say other than :D and what has been said in the General Announcement post.

Now, we need beta testers!

Tools of the Trade

Posted by pheonixstorm on January 18th, 2011

Recently I put a call out on sourceforge.net for help building the new toolsets for Vega Strike. I must say I did not expect to find so much interest, especially in such a tiny barely known project that lacked.. well, everything. So far I have at least 4 (yes FOUR) people who are either looking over the vegastrike data or actively working on new tools.

What are we looking at you ask? Well, if you haven’t seen it yet I have a demo of A tool over at the tools project http://sourceforge.net/projects/ppueditor Yes i know… the name of the link does not reflect its current status. I originally started the project as a means to edit the files for Privateer but later decided that the tools would be server the community as a whole.

Go download the demo (windows) and its update. Linux users, the current svn revision is bugged and wont compile. I am trying to correct this by finishing the autoupdate code. Qt is being tricky about its networking calls… Enjoy the tools and make sure to visit the forums and post your comments!

Planets, a reality of the hard working

Posted by klauss on September 2nd, 2010

Earlier I posted about a dream I had.

Today I’m posting about a project I have.

Hopefully, soon I’ll be posting about the game we have.

There’s no discussion about it: my areas of expertise in game development are graphics, and sound. I did a tiny bit of sound earlier, with streaming support. I’ll be back in those realms eventually, to complete streaming support for music which won’t be immediately apparent to users but it’s an important step for the audio system. Anyway… I’ll be back with sound eventually, but right now I’ve been taking some time off sound to revitalize my mind. I did that by thinking about graphics this time :)

Yep… switching from task to task is recreational for me - it lets me come back afterwards with renewed ideas and energy. Is that weird? I don’t know… but that’s me.

So, I’ve been playing with planet shaders. I got them looking nice, as I posted earlier, and lately I’ve been hooking those shaders into the system generator. Sorry folks, but I have some bad news in that front:

It’s done.

You say bad news? Ftw?

Well, it’s bad news because for it to take effect (whenever I commit it, which I haven’t done yet) you’ll have to delete all your generated system files. Bummer. All the systems you thought you knew you know no longer.

Sadly, I don’t know of an alternative. There’s no easy way to add the shaders to existing systems, and there are tons of parameters to play with. Texture files have to be set, technique names, parameter overrides… all that is generated pseudorandomly once, and the result stored in a private folder of your system (close to where savegames are stored).

But hold on, there’s more bad news.

I’ve only done the terrestrial worlds. I’ve been working  hard to get gas giants, and although they look cool at the moment, I’m not entirely happy with either the looks or their performance right now.

So I’ll keep working on them, but I’ll commit the terrestrial planets so everybody can enjoy (and comment - feedback is the best development tool, second only to contributors). I may go ahead and tackle rocky planets and asteroids before I get the giants right… the technique I chose for the gas giants bring my GF9800GT to its knees. Knowing a lot of people play with Intel GMA, which is orders of magnitude slower, we certainly can’t afford a shader that renders a planet full screen at a blazing 10fps on that kind of hardware.

The bad news I’m talking about is that this process of deleting your generated system files will have to be repeated every time I commit new planet shaders (if you want them). Which I expect to happen more than once or twice. Sorry folks, it’s the price of progress.

With planet shaders come tons of engine improvements:

  • I finally found how to hook randomizable parameters to planets, so expect more variety than texture changes alone. I’ll probably play with other parameters that make up the looks of a planet, like cloud coloring and whatnot.
  • sRGB framebuffer support is increasingly important with the multipass techniques the planets use. sRGB framebuffers mean you’ll experience improved color reproduction and fidelity. In fact, part of the graphical appeal of the planet shots I’ve been posting come from accurate gamma correction. I’ll be transforming all the other shaders into using those accurate gamma-corrected techniques.
  • Shaders support preprocessor #includes. That sounds technical I know… but it means it will be easier to work on new shaders given that we’ll have a reusable “standard library”. In fact that’s where all the gamma-correction stuff resides.
  • The “reload shaders” hotkey was not working. Now it is :D (mostly) - I kind of needed the key to avoid having to relaunch VS hundreds of times while developing the shaders.
  • City lights and atmosphere glow is now part of a planet’s technique, and not weird hacks in system files. Crafting beautiful systems just got easier :D - the bad thing here is that they don’t work in shaderless systems. Sorry folks, but progress needs programmable shading, if you find yourself forced to disable shaders, VS will start to look uglier every release. I’ll struggle to keep it playable, though… just not pretty.

Well, I think that’s it with the features.

But those features need art.

I’m formally requesting help here… we have quite varied planet textures, but a lot of the “layers” in those planets are missing. We have tons of terrestrial worlds (forest, carribean, etc…), but they usually don’t have neither city lights nor cloud maps or normal maps!

City lights, though a bit unrealistic (in reality, the nightside looks completely black, city lights being just too faint against the bright sunny side), they add a lot of beauty to the scene. So from an artistic point of view, planets need city lights. Besides, they become a lot less faint once you fly up close to the planet (say, while docking).

Cloud maps are obviously important, just take a look at the screenshots, cloud maps are 80% of the beauty of terrestrial planets. 100% of gas giants, and 40% of desert planets. They’re important. Yet we only have one or two of good quality (high-res enough to be interesting and with the proper format). As soon as terrestrial planets become commonplace, this lack of variety will be very very evident. I’m working on techniques that, without adding tons of new cloud maps, will add some variety - but I still need help here… I need contributions in the form of varied and high-quality cloud maps.

Normal maps are in fact normal plus height maps. Normal goes in color, height in alpha. I may change the technique in order to better pack the textures (right now, normal maps cannot be compressed without loosing a lot of precision), but the fact is that absolutely no planet besides earth has a normal map. And that’s very, very bad. Rocky planets, from my musings on the subject, will base their entire looks on complex, interesting normal and height maps. Without them, rocky planets will be dull. Terrestrials can get away without normal maps, but if anyone cares to take a trip to Sol and visit earth, you’ll notice while flying up close how normal maps can actually increase the perceived level of detail when flying close to the surface.

So we need normal maps. I cannot produce them all - in fact I don’t know how to produce even one of them, all the tools nVidia and the other companies provide for authoring normal maps are windows-only :(

I’ll be more than glad to help any generous soul that sets on the task of producing any amount of normal maps for the planet types we already have in SVN. It’s not like ship normal maps. You can’t just draw a random black & white “greeble” bump map and be done, planets are actually all about topography. Of earth we have topographic maps (that’s where its normal map comes from). From mars kind of too. But for our made-up planets?

So my job is far from done, and I’m already asking for help. No wonder commercial games need millionaire budgets ;)

Dreaming of Planets

Posted by klauss on August 13th, 2010

I was playing around with gimp, the other day (photoshop for others), wondering about planets.

Browsing the net, I found tons of cool pictures.

Like this one from NASALike this one from nasa, showing the earth as it looks from the moon.

Tons of cool pictures around. It must have happened to everybody, you find one cool picture, and start googling around for more, as if it were the next fix.

So I kept on googling, and found the next:

Such gorgeous pictures made me start dreaming. What if VS looked like that?

Just imageine that. Approaching planet earth on your ship, gazing at views like these

screenshot88.jpg

Maybe fighting grazing the atmosphere

screenshot92.jpg

Perhaps loosing too…

screenshot96.jpg

Sigh…

Some day perhaps…

…on the horizon

screenshot98_r.jpg

Ok, I didn’t use gimp, at least not for anything other than converting those screenshots to jpg.

:D

klauss++

Movies… at last!

Posted by klauss on July 26th, 2010

About… er… wow. 2 years ago.

About 2 years ago I gave news about the “upcoming movies support”. It was “soon to be ready”. Well, soon meant 2 years it seems.

You all know how it goes, I guess. One gets inspired, one gets all the right ideas, starts coding, gets 90% there, then real life decides to throw you a curve ball. This time was no exception.

Curve balls come in two flavors: unexpected (or expected but unaccounted for) time-consuming real life stuff. Like school, work… girlfriend ;) … all that which threatens to seriously reduce commitment to any coding project. And, of course, unexpected (or mispredicted) time-consuming coding tasks.

Movies had both of those.

Let me recount the experience a bit.

In my last post 2 shameful years ago, I conveyed my intent not to rewrite the sound system. Really, it would be a huge task for the little time I had left - though it would certainly be a fun task, for me at least - so, in order to get things rolling out ASAP, I said, I would resist the temptation to rewrite the sound system. It turned out harder than I thought.

Getting streaming within VS meant hacking the main loop to perform either threaded or multiplexed reading from several audio streams (yep guys, I was, am, committed to supporting multiple streams playing at once - it’s pretty much required for many of the interfaces I have in mind). The existing sound system in VS had no place in the main loop, so I would have to write bookkeeping routines and data structures from scratch. The more I studied the idea, the more I realized that I would be, essentially, writing a parallel sound system from scratch.

So, eventually I said: “heck, I won’t write a sound system twice - lets start the rewrite, it won’t be less work than trying to hack streaming into this”.

So I did. I started the sound system. I drew inspiration from Ogre’s design, BTW. Thanks sinbad (I really learned a lot from Ogre).

I must say I went straight to the point. In contrast with my attempt to embrace Ogre as VS’s rendering engine, case in which I overdesigned quite a bit, more than once, in this case it was the complete opposite. I designed the minimum functionality to get what I wanted, but always leaving the door open for extensibility (and the features I really really wanted - but weren’t really really needed). In fact,I found myself refactoring things several times because the design fell short in this or that aspect. So I can’t blame the lengthy time it took to roll this out on overdesigning as with the Ogre port. No… this was just a lot of work done in really really short bursts spaced perhaps weeks or months apart.

Which brings me to the other curve ball: real life. I got busy at school. My dad got sick. I left school. My dad got better. I got back to school. I got really busy at school. In the meanwhile, I worked 12 hours a day or so. I traveled a lot too (though this part was fun :D ). I don’t know what else - oh ya, at one point I had two jobs, and no energy left (one coding, one teaching). Real life conspired in a way that I could dedicate only a few hours time, perhaps once a month or so. I’d get nice full weekend sprints every now and then, but I would waste a lot of effort trying to find out where I left. A real waste.

Then came Trac. Our friend chuck_starchaser installed trac in his server at wcjunction, and boy it helped. It so happened that I was very used to working with trac at work, so I started organizing myself just as I did at work. Suddenly, the little time I had really paid off - if I wanted to know where I had left, I would simply log into trac and check. I love trac. Ya, it’s missing a lot of features, but it’s so useful.

Then came testing time. Lipsync issues, crashes, segmentation faults, it didn’t build in windows I think at one point - minor stuff anyway. All expected, in fact. After all, who writes 8700 lines of code that work flawless from the get go in multiple platforms? who writes 8700 lines of code in two years, btw? 12 lines of code a day. That’s snail pace - I guess a lot of thought went into each line ;) (I sure hope so).

Yeah, you may have noticed I’m ashamed of how long it took me. Lets say that again: I’m ashamed of how long it took me. There.

In any case, the effort, the design, the thought that went into every step, and the sweet time it took really paid off. The final phase (testing) went as smooth as I could ever had hoped. The system isn’t flawless yet, there are issues with slow computers, there’s a lot of room for optimization, there’s still a lot of features to implement, not the least of which are threaded background loading and proper resource budget management. There are bugs. Known bugs to resolve. But the foundation is there, and it works.

Hurray!

So… I have to thank a few people who really contributed to this:

  • chuck_starchaser: you know… without trac I wouldn’t have gotten anywhere. Our talks also shaped the sound system in some of the pending features… with luck, in less than 2 more years you’ll see the features in all their splendor.
  • hellcatv: with the needed windows testing. I can’t even build in windows anymore.
  • sinbad: inspiring my design with Ogre’s design is no small contribution. I just hope mine is up to par.

I’m probably forgetting someone, I apologize in advance. Shenle for instance helped in getting a windows build, and even though the job was finished by hellcatv, getting it started wasn’t small either.

Now… lets put the feature to use?

Note: at the time of this writing I haven’t merged it into trunk - but it’s coming, a helluva lot sooner than the last time I said “soon”.

Klauss++

Vessels and Installations

Posted by pyramid on October 29th, 2008

 

Since the last release in April, artists have been working on modeling, texturing and integrating new space crafts and installations into the Vega Strike game.

Bringing an asset such as a vessel up to the point where it is usable is a long and arduous task. It starts with the selection of an appropriate candidate from our recently reorganized 3D Models list. The artist must consider the model type, role, and specifically the faction to come up with an adequate concept proposal contemplating the architecture and texture of the model.


Early model concept

Once the concept is accepted, the modeling can commence. While small models can consist of a single mesh, larger or more complex models can be subdivided into several sub-meshes. In addition to the larger scale architecture, a good model will convey its dimensions by adding smaller features like doors, openings, pipes, ladders, cranes and other small scale features. This process is called greebling. After finishing the model, it needs to be unwrapped to provide the outline of the shapes for subsequent texturing, which is mostly done using a paint program like GIMP. Depending on the intended material in various model areas, the textures for color, specular, and glow are painted. Once the main model is finished, marker objects for docking ports, engine thruster exhausts, turrets, subunits, and blink lights must be positioned around the model. Additional meshes for shields, smaller levels of detail (LOD), and simplified collision meshes might be provided too, though it is not a must. After export of the meshes and markers, the unit is ready for integration into the game data.


Placement of thruster markers on the Archimedes model

The integration of a unit has for long been a very tedious and error prone process mastered only by few. With the advent of modding tools, in particular the Unit Converter, which will be discussed in a separate devblog, the integration promises to become merely a task of pointing the correct textures to corresponding meshes. After conversion of the meshes from Wavefront obj format to Vega Strike internal bfxm format, we need to provide a HUD image and tweak the multitude of unit stats, ranging from the unit scale factor to the item categories that a base offers for purchase.

My intention so far was to give you a short glance on the many tasks involved in getting a new unit into the game. Nevertheless, what you were probably hoping for, namely information on models added after the last release, is what I won’t let you wait longer for.


The Bell, a communication ship


An Andolian destroyer, the Kahan

In the space craft fleets of the major factions we have excellent contributions (the majority of which are from the shipyards of our talented modeler and texturer Fendorin where not mentioned otherwise, but also other artists noted besides the models):
* Archimedes
* Bell
* Ct1000, Ct2000, Ct3000 (by rivalin)
* Derivative (by Deus Siddis)
* Determinant (by Etheral walker and Nózmajner)
* Emu
* Jackal (by Oblivion)
* Kahan
* Knight
* Tridacna
* Xuanzong


Tridacna


Rlaan Xuanzong

We had also updates on already existing models in terms of improving the mesh and/or textures:
* Entourage
* H496
* Mk32
* Regret
* Vigilance


Vigilance wallpaper


Regret - Shmrn figther

Curiously, when starting to work on installations, I have come across one station, the Diplomatic Center (by Strangelet), that has been sitting in the data set probably for years already but never has been spawned. There are also three older contributions by Oblivion (who is now involved in Angels Fall First game development) that have been added:
* Uln Asteroid Refinery
* Uln Refinery
* Uln Commerce Center


Diplomatic Center


Uln Commerce Center

Fendorin was active constructing bases in Rlaan space, but not only. The new stations of this craftsmanship that a space faring traveler may encounter:
* Civilian Asteroid Shipyard
* Rlaan Commerce Center
* Rlaan Fighter Barracks
* Rlaan Medical
* Rlaan Mining Base
* Rlaan Star Fortress
* Shaper Bio-Adaptation Station


Rlaan Commerce Center


Rlaan Fighter Barracks


Civilian Asteroid Shipyard


Rlaan Star Fortress

Including new units into the game is not the only work that was done. We have upgraded most of the vessels HUD images to higher resolution and better quality and were careful to outfit the new additions with engine thruster exhausts, turrets, and blink lights.


Mechanist Built Mk32 Battle Cruiser with H496 shuttle flyby.

We will continue contributing (as we’ve still got some uncommitted models up the sleeves) and hope that you enjoy the work we have been putting into making the Vega Strike universe a richer experience.

Pyramid

August, or things like it

Posted by jackS on July 29th, 2008

While August may be synonymous with “vacation” in many parts of the world, in my particular academic discipline, August is currently one of a number of months synonymous with “conference submission deadlines” (my field of computer architecture being one in which conferences, rather than journals, are the primary paper targets).

As some of you may have noticed, I’ve been (mostly) incommunicado for the last few weeks, and I’ll continue to be out for at least the next couple of weeks (until after the HPCA deadline). However, if anyone does need to reach me, I’m still checking my VS-related e-mail, just not keeping up on forums at the moment.

Graduate school has been particularly demanding of my time in 2008 (thesis proposal and related prep taking up much of the first quarter of the year, and then much of the next several months trying to make up time lost working on the proposal rather than paper-oriented research :-P), but, with any luck, I’ll both have some new publications to show for it in the not too horribly distant future, and some breathing room in which to commit larger time blocks to VS. With luck or without, there are no deadlines in September, so I’ll at least be much more involved than in August :).

For those of you who get to take some time off - enjoy yourselves :)

For those of you poor fellows who’re  slaving away at conference deadlines - if you hurry, you can still make ASPLOS instead of HPCA ;-).

Extensions Renaming

Posted by pyramid on June 12th, 2008

Recently, there were a lot of questions on why we are renaming extensions for image files and textures. The changes were started after the 0.5.0 release and can be found in SVN only at this point in time. They will be in released versions from 0.5.1 on.

In 0.5.0 we had png, jpg, and bmp and the extensions did not necessarily represent the codec used in the file. Having files with .bmp extensions that in fact were .jpg, or .png, was completely messy. Also, with 0.5.0 we have switched all in-game graphics (images and textures) to use one of the S3TC DDS compression algorithms (DXT1, DXT3, or DXT5. See info on compression in http://en.wikipedia.org/wiki/S3_Texture_Compression). This means that the exiting extensions became misleading and obsolete.

The S3TC (DDS) compression is currently the most widely used and has the best tradeoff between memory/bandwidth consumption and graphics quality for most of the cases as compared to other compression algorithms like Dithering, 3Dc, or FXT1 (see comparison in http://www.digit-life.com/articles/reviews3tcfxt1/) and is being supported by all GPU manufacturers and the two most prominent graphics APIs, DirectX and OpenGL. This still does not mean that it will remain that way in the next 2-5 years (for example see the specialized normal map compression algorithm in http://ieeexplore.ieee.org/iel5/4089190/4089191/04089271.pdf).

The above issues (compression and naming mess) are the two main reasons that have lead us to the conclusion that renaming graphics extensions is of advantage giving us at the same time clarity about the contents of the image or texture and preparing the ground for any future codec changes that might come on the way. With this changes we are bringing our support for texture compression up to state-of-the-art.

The renaming is well underway with only small portions of data still open up for conversion. The new extensions come in 2 flavors:

  • .texture contains, besides the base texture, mipmap levels and is used everywhere where objects are drawn at different distances, i.e. in space. The GPU will automatically switch the mipmap level according to the object’s distance from the viewer. There is no reason to draw 1024×1024 pixels when a ship is 15km away and only visible as one or two pixels on the screen. Textures can come with transparency (e.g. sun flares) or without (ship diffuse textures).
  • .image files are graphics without the mipmaps and are used for all graphics where the distance to camera does not change. Space backgrounds, cockpit gauges and HUD images are the places where we apply the image type in space. Mipmap-less images are also used for splash screens, cargo/weapons/upgrades, base and planet backgrounds, to name some of the used places. They equally can come in transparent or opaque flavors.

There is no association whatsoever with specific directories where the files reside. For example, under the animations folder we will find subdirectories with .image types (for comm animations or splash screens) and other subdirs with .texture types for example for explosions or blinking lights.

The idea was that .image and .texture aren’t misleading, there are no existing file formats with that extension. And, since it’s format-agnostic as well, it will also make things easier to maintain in the future since a change in format (say, make them png) needs no change to the resources referencing them (like sprite files, animation files, meshes, or system definition files). And this is the point that makes the rename really necessary, since especially mods have asked for support of higher-quality textures by replacing the dds textures with lossless png textures, or high-quality jpegs. If we said “let’s rename them to .dds”, then the mod would have to have a dds file that was a png. So the only real choice is the format-agnostic choice. Since, over time, the desired codec used for images has changed and will be changing with the available technology, we decided that a codec agnostic extension was the best course of action to stop the constant confusion that people have been experiencing when the filename’s extension doesn’t match the real codec used.

The renaming might be annoying for those who have to re-download all graphics again. Though we were very careful to use the svn move command for renaming, it appears that svn doesn’t want to behave correctly in all the cases and, instead of moving also the files in your working copy, makes a completely new download. But this one renaming and re-download is to stop any need to change the names ever again whenever we change the underlying data type and to stop user confusion over conflicting info. It should have been done long ago, but has always been put aside until today.

The recent folder structure was also changed on they was and is now as follows:

  • data holds the dds compressed images and textures
  • masters holds the source and project files used to create the art and master images with the correct codec-dependent extensions.
  • hqtextures holds the non-dds compressed high quality png or jpeg files (though with the same extension as in data).

This means that the data folder isn’t intended for artists at all. It’s only VS UTCS game data. You have the masters repository where things have proper extensions and are artist-friendly, but data needs not be so. This means that you shouldn’t be editing data images but always edit/generate master images and then export to data. hqtextures are optional if you want to see in-game high quality graphics. It will not be compressed on loading into the GPU, so beware, the memory consumption will increase. You have been warned.

With the renaming comes the question: how can I view the images and textures without resorting to a complete masters repository download? It is possible, however your viewer will be required to understand the dds format. For GIMP (Win/Posix) and IrfanView (Win) there are plug-ins available that can read dds files (see http://vegastrike.sourceforge.net/wiki/Links:Graphic_Applications#2D_Graphic_Converters for a list). Several viewers come with native dds support (e.g. KDE supports DDS hence also GwenView, KView, and Konqueror). If in trouble, try renaming the graphics to .dds or .png and see if your application can read it.

Actually, all software should rely on file magic mime typing to determine the codec type of the file (where such a distinction can be made) and not extensions. Extensions are for humans. In theory, no application worth using should give any problem about .image or .texture file loading if it has the appropriate decoder installed. Unfortunately, the reality can be different and a bit more annoying. In Windows, there are several ways of associating extensions with specific applications (e.g. Open With../Always use this program…), which should ease the desktop integration of the new extensions. In Linux you can do a similar operation (Open With…, select the application e.g. GwenView or KView, and check “Remember application association…”) and will be able to view the images directly from Konqueror. While there might be other ways under Linux which I haven’t yet explored, Mac remains black magic to me.

Hopefully this clarifies things up a bit.

svn, 0.5.1 and organizing.

Posted by safemode on May 16th, 2008

I just felt bored at work and decided that it would be good to give a heads up on what’s going on with things.

First, we have all the svn activity lately.  This is going to probably annoy everyone because of all the redownloading and annoy those who package VS even more.   We’re sorry.  This had to be done sometime, so we figured early on in the next dev cycle was better than later.   Basically, all the images in VS’s data repo are named based on their original extensions.  Over the years the datatypes changed, but the names remained, due to people not wanting to edit all the files that referenced that image and potentially break something, so out of laziness.   Then the switchover to DDS further compounded the problem becuase now, most image viewing apps would error because they didn’t have the dds viewing plugin and the user would see the filename as being a plain .png or .jpg and get all confused.   So we felt the need to standardize the naming extensions of the various images in VS based on usage.   No longer using the codec extensions frees us from ever having to do this again. 

Second, 0.5.1 is coming along nicely.   Code-wise, we have only a few (but important) changes left to get done.   Most of the work left to do for the release is data side.  Most of that is shader specific.  Best estimates right now put the release at a month from now.  This is a bit more trustworthy than the estimate for 0.5.0 that was about 6 months off target. 

 Thirdly, we’re working very hard at being more cohesive in direction and communication. Any users reading this, would be well informed to visit freenode’s irc network and join #vegastrike.  The plans we’re making and the directions we’re taking are being followed and taken seriously by all working on VS, and that will translate into faster and tighter releases as we approach 0.6.0.   Users who wish to have a more weighted effect on the roadmap should try and have more directed and explicit feature / bug fixes.   That is to say, rather than suggest something that has no hope of being worked on in any immediate release, try and think of things that bug you or could be tweaked that are neither vague or require rewriting huge parts of the game.   More pinpointed suggestions for pet peeves I think are better.   A list of things that bother users about how the game currently works would be neat too. 

 I guess that’s all i got to say about that.

IMPORTANT: Subversion repository changes

Posted by Patrick/ace123 on May 1st, 2008

This has been discussed for a while, but there are going to be some major SVN repository changes for all users.  As you know, we have released 0.5.0, yet our repository is still called “data4.x”!

A “4.x” is terribly confusing, so I have moved the repository from “data4.x” to “data”.  Oh great, you are probably thinking, now I have to wait for another Gigabyte of Vega Strike data to download.  Well it turns out that luckily for you, SVN will not require you to waste bandwidth if you follow certain steps that I’ll outline below, and document in more detail on the Wiki.

Also, we are making one other change as well that will help users of all platforms download the necessary files… we will make a “win32″ and a “mac” folder that you can download and have a working application.

See the Wiki for more information on how to convert an existing repository:
http://vegastrike.sourceforge.net/wiki/Moving_data4.x_to_data

or, for information on how to download from SVN, see:
http://vegastrike.sourceforge.net/wiki/HowTo:Checkout_SVN