About Gallery SF.net Project Bug tracker Downloads Forums Manual Wiki DevBlog News

Archive for the ‘Administrivia’ Category

IMPORTANT: Subversion repository changes

Thursday, 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

Enjoy the release

Saturday, April 26th, 2008

Hi Folks! I just wanted to let everyone know how excited I am that we got this release out the door! First of all it should be fun to have a system that should work on all modern platforms with installers for 5 major platforms (Windows, Linux-32, Linux-64, Mac Intel, Mac PPC).  

Since pyramid just made a post about the artwork, I’d like to talk some about the code. This release should finally provide some polish to the new warp system, some interesting and improved gameplay and very scenic systems that are now populated with hundreds or even thousands of ships each.  To do this we needed to completely revamp the physics system with jacks idea of asynchronous physics simulation atoms.  We also needed to optimize the heck out of the game. Thanks to Safemode’s DDS code, we can load compressed textures directly onto the GPUs without decoding them from png first. And our talented artists just keep on contributing, from beautiful models to high resolution planets! What really needs doing now is for the artists to come together and start generating normal maps for our ships so they appear to have higher detail geometry. Take a look at the starting ship, the llama in game and notice the high resolution bump maps!

And most importantly of all, with Safemode’s contributions to the collision library we are legally allowed to distribute this game again after a brief period where it was discovered that the Crystal Space collision system was using GPL-incompatible code!  So we’re 100% free software again: congrats Vega Strike.   

This occasion also marks the 10 year anniversary of Vega Strike.  If you go back to the archives and find the first blog posts, you can see the first public release was in april of 1998.  With any luck, since this is 0.5.0, that means we’ll have 1.0.0 (the space sim to end all other spacesims) out in 2018 ;-)   

Speaking of game changing features, 0.5.0 marks a very nice place since it allows us to become more experimental in the subversion head.  This means more development focus on multiplayer, which we will allow users to test in spurts (right now public access to the MMO version is blocked…but that’s simply because the server has a few bugs that we didn’t want to delay the release for).  But multiplayer is coming–all of the feature-driven code is there and it’s mostly just bugfixing from here on out!  This means in the next few releases we should start to see more heavy multiplayer integration–and in this release you can setup your own deathmatch servers with the provided vegaserver executable! 

So as you can see the state of the Vega is strong. 

Let’s see how this goes

Sunday, July 1st, 2007

Welcome to the Vega Strike Development blog. This blog will track the work that various developers are currently undertaking.