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Maxmaps

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Everything posted by Maxmaps

  1. The devs are working their rear off. I'm just pacing around the office pretending it helps them somehow.
  2. It's very much accepted if you guys truly want to do it, we're all just floating in bugslaying and the surreality of it all.
  3. We're all trying to figure out if we should order lunch or not. This is pretty much the weirdest situation I have been in my entire work history.
  4. I'm not sure where you are getting this information but so far our 64 bit Windows testers have transitioned seamlessly to the 64 bit version via Steam automatically. Steam's interaction with actual game executables doesn't really go past throwing an overlay inside the game. All we really need to do is tell Valve 'hey here's our 64 bit executable, make sure this one installs and runs on 64 bit Windows' and that's it. No forcing required!
  5. Hey Lilleman! Just dropping by your thread to give you props. 64 bit development had been something we were working on on our spare time and behind the scenes for... a long time now! Like there was talk of small cleanup and fixes the day I was hired back in May 2013. (I've been here over a year now, wow) but due to the significantly higher expectations that the community has taken over our development, we felt 64 bit was still rather unstable and not really ready to be brought kicking and screaming into the public eye. Work continued on and off, with the release of 23.5 marking another 'yeah its not really showable yet'. Yet here you came! Enterprising and quite the explorer like most of our players seem to be, and you figured out how to access the work that had been done on the 64 bit client without having to wait for us to make it public. This thread has been monitored constantly and quietly since you showed it to the world, and the response was far beyond our expectations. Thanks to this we've now grown confident enough to bring our work on the 64 bit version to the general public. Granted, it is very much at an experimental state and bugs in 32 bit will be prioritized, but consider this an eye opening experience and a thank you for helping us in seeing that sometimes we can show you guys the sausage production facilities and not have it end up with everyone hating hotdogs.
  6. Thanks for the headsup. We're woking on a quick solution as I type this. Edit: Aaaand fixed. Thanks Paul!
  7. Literally all I could think of when the guys told me about that feature of the claw. 'Man, everyone's gonna get gasjacked when we get multiplayer out.'
  8. I was asked about the community reaction I see, but honestly this is a good point as any to answer to this thread as a whole. The community is everything to us, and you can look around and find the work that had already been done into resources. It was a hard pill to swallow but in the end even after all that work we had to admit to ourselves that the feature was not only out of our scope, but was ending up grindy and simply not fun to play with. It wasn't a pleasant or easy decision whatsover, but it had to be made. We hope you can understand this, and we hope you trust us enough to believe us when we say we want nothing else than for KSP to be the best game it can possibly be. Resources was sadly outside of it.
  9. Hey guys, we've had a few changes in the roster as of late. It is company policy and professional courtesy to not disclose this sort of things. The entire active team Squad team will be coming to the Mexico City HQ for Kerbalkon, but the About page on our site is currently accurate on who is and isn't involved in the project. On the particular circumstance of Claira, she is a remarkably helpful part of the team, but her actual working time is limited due to her obligations as a student.
  10. Weekly's coming in a new format. Trying to get it out before the day's out, as well as a new blog on the matter. http://forum.kerbalspaceprogram.com/entries/1049-A-Weekly-five-times-a-week%21
  11. <div style="overflow-x:scroll;"><center><img src="http://i.imgur.com/Orlh8bn.png" /></center> <!-- this table creates the Squad monkey background --> <table width="1100px" align="center" class="cms_table" style="background-image:url('http://i.imgur.com/zVZEj8W.png'); background-repeat: no-repeat; border: 0px; border-collapse: collapse; background-position:center;"> <tr class="cms_table_tr"> <td class="cms_table_td" valign="top"> <!-- start left/right column division table --> <table width="1100px" align="center" class="cms_table" valign="top"> <tr class="cms_table_tr"> <td class="cms_table_td" colspan="2" align="center"><marquee onmouseover="this.stop(); m_stop=true;" onmouseout="this.start(); m_stop=false;" scrollamount="8" scrolldelay="170" width="800"><b>KSP 0.22 released</b> || Heavy metal through the telescope || Kerbal Space Program cinematics || Kerbal Attachment System v4.3</marquee><hr /><hr /></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td" width="50%" valign="top" style="border-right: 1px double #000000;"> <!-- start left column content table --> <table align="center" class="cms_table"> <tr class="cms_table_tr"> <td class="cms_table_td"><b>Developer Updates</b><br /><br /><ul> <li><b>Felipe (Harvester):</b> Working with everyone on planning the next update. We’ve got some pretty cool stuff coming, stay tuned for a dev post about the 0.23 highlights soon. Also fixed a few small details here and there with R&D, upgraded the build servers to use Unity v4.2.2, and added a new dev tool that lets us bypass the main menu when we’re testing, which should make life a lot easier for us. I’ve also been going over all the feedback we’re getting on the R&D systems, and I’m very happy to see such a warm response from everyone about it. We certainly have a few tweaks still to make, but for a first-time implementation, this was far beyond even our most optimistic expectations. <br /> <li><b>Rob (N3X15):</b> Set up a test instance of Spaceport 2 for everyone else to play with. Still a lot to do, but fixed a few bugs and incompatibilities. Development on hold pending approval of some things by management. Otherwise, the usual fixing of issues and making sure the servers didn’t implode with 0.22.<br /> <li><b>Chad(C7):</b> Worked with Felipe and Mike on planning the implementation of 0.23 this week. I’m also testing Unity 4.2.2 as an upgrade to the base engine of KSP, and working with the QA team to resolve any issues or regressions there.<br /> <li><b>Alex (aLeXmOrA):</b> DevHrMx conference in Mexico City last Friday, fixing some Launcher bugs and issues with the new CDN implementation for downloads.<br /> <li><b>Daniel (DanRosas):</b> Vacation time.<br /> <li><b>Mike (Mu):</b> We’ve been planning the next update and I’ve been putting finishing touches to the performance enhancement branch. Implemented yet more speed boosts to a variety of systems.<br /> <li><b>Marco (Samsonart):</b> Once the update was out it was mainly teaching people how to update, explaining the principles of career mode to those who didn’t get it and of course get ready for the DevHr conference we had on Friday.<br /> <li><b>Miguel (Maxmaps):</b> After a small celebration with the release of 0.22, it's back to contacting people and letting them know about KSP. Had a blast at the DevHR conference down here in Mexico City. Video’s up for that but it’s in Spanish. <br /> <li><b>Bob (Calisker):</b> While last week was getting everything ready for update 0.22 launch, this week is about trying to make sure people know what the update is about and setting up some Let’s Play videos and streams so both old and new players are getting their chance to experience the first iteration of Career Mode. </ul></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><hr /></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><b>Through The Telescope</b><br /><br />We have some very talented people playing KSP. Many videos, images and stories pop up regularly, but this is certainly the first time I've come across a recomposition of the main KSP theme. <a href="http://forum.kerbalspaceprogram.com/members/74339-BahamutoD" target="_blank">BahamutoD</a> has shared his interpretation of the KSP theme in metal. The result is a whole new interpretation from <a href=" " target="_blank">HarvesteR's original composition</a> while it maintains a very recognisable tune.<br /><br />Check out the <a href="http://forum.kerbalspaceprogram.com/threads/53047-Epic-KSP-Theme-song">thread</a>!</td> </tr> </table> <!-- end left column content table --> </td> <td class="cms_table_td" width="50%" valign="top" style="border-left: 1px double #000000;"> <!-- start right column content table --> <table align="center" class="cms_table"> <tr class="cms_table_tr"> <td class="cms_table_td"><b>YouTube Spotlight</b><br /><br />We are suckers for cinematic videos of Kerbal Space Program. This one has been floating on the Youtubes for a while now but we feel it deserves more views than it currently has. Enjoy.<br /><br /><iframe width="560" height="315" src="//www.youtube.com/embed/WTiyP2UuJUI" frameborder="0" allowfullscreen></iframe></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><hr /></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><b>KSP Mod Spotlight</b><br /><br />What do landing a rover with a skycrane and fuel transfer options have in common? ... No? You can do both and a whole lot more with the help of the Kerbal Attachment System of course!<br /><br />Kerbal Attachment System (or KAS for short) is one of those mods that has a really large fanbase. KospY released version 4 this month, which has brought a massive amount of new functions to the mod.<br /><br />Kerbal Attachment System thread.</td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><hr /></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><b>Development snapshot of the week</b><br /><br />No development snapshot this week because work on 0.23 hasn't yielded anything to show yet. We'll be sharing snapshots as they become available throughout development!<br /><br />Meanwhile, Arthur from Poland shared this screenshot of a disappointed Kerbal.<br /><br /><img src="http://i.imgur.com/C59Nte9.jpg" /></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><hr /></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><b>Editor's Notes</b><br /><br />This week has been amazing! KSP 0.22 was released and we've had an incredible community response. We were captivated by the involvement and passion the community shows on the Forums, Reddit, Facebook and many other places.</td> </tr> </table> <!-- end right column content table --> </table> </td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td" colspan="2"><hr /><hr /></td> </tr> </table> <!-- endt left/right column division table --> </td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td" colspan="2"><p align="center"><font size="1"><b>Brought to you by the KSP Media Group</b><br /> Author: KasperVld<br /> Editor: Maxmaps</font></p></td> </tr> </table></div>
  12. Maxmaps

    A Modding Survey!

    Hey guys! We're looking to improve the modding and modmaking experience, could we give us a hand by filling up this survey? http://goo.gl/ZFOPe8
  13. We hope you enjoy playing it as much as we enjoyed making it.
  14. Squad firmly believes in the community and the content you guys produce. Therefore, all content made from KSP is the content creator's to monetize at their leisure.
  15. <div style="overflow-x:scroll;"><center><img src="http://i.imgur.com/Orlh8bn.png" /></center> <!-- this table creates the Squad monkey background --> <table width="800" height="600" valign="middle" align="center" class="cms_table" style="background-image:url('http://i.imgur.com/zVZEj8W.png'); background-repeat: no-repeat; border: 0px; border-collapse: collapse; background-position:center;"> <tr class="cms_table_tr"> <td class="cms_table_td" valign="top"><hr /><hr /> </td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td" valign="middle"> <center><iframe width="640" height="480" src="//www.youtube.com/embed/orLHj_eJMOs" frameborder="0" allowfullscreen></iframe></iframe> <br />10.16.2013</center> </td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td" valign="top"><hr /><hr /> </td> </tr> </table></div>
  16. <center><img src="http://i.imgur.com/Orlh8bn.png" /></center> <!-- this table creates the Squad monkey background --> <table width="1100px" align="center" class="cms_table" style="background-image:url('http://i.imgur.com/zVZEj8W.png'); background-repeat: no-repeat; border: 0px; border-collapse: collapse; background-position:center; "> <tr class="cms_table_tr"> <td class="cms_table_td" valign="top"> <!-- start left/right column division table --> <table width="1100px" align="center" class="cms_table" valign="top"> <tr class="cms_table_tr"> <td class="cms_table_td" colspan="2" align="center"><marquee onmouseover="this.stop(); m_stop=true;" onmouseout="this.start(); m_stop=false;" scrollamount="8" scrolldelay="170" width="800"><b>0.22 Experimentals Start! Release is imminent!</b> || Look at what the devs are up to this week! || A sneak peek at the completed tech tree. || Space Frog Space Program.</marquee><hr /><hr /></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td" width="50%" valign="top" style="border-right: 1px double #000000;"> <!-- start left column content table --> <table align="center" class="cms_table"> <tr class="cms_table_tr"> <td class="cms_table_td"><b>Developer Updates</b><br /><br /><ul> <li><b>Felipe (Harvester):</b>We’re now in Experimentals! Huzzah! Not sure how to feel about it though, because on one hand, it does means we’ve made some form of progress, on the other, we now have a categorized list of everything we still have left to do, and it’s getting mighty big. In any case, work continues at a frantic pace to get everything lined up and ready to go. This week’s been largely about correcting issues and tweaking the design of the tech tree and the new gameplay aspects. I’ve also fixed a number of other issues which created possible exploits to gain “easy†science. We’re gradually dialing in the way the game lets you earn your science, and it’s been a new and interesting challenge to tackle. I think it’s coming together very nicely though. <br /> <li><b>Rob (N3X15):</b> Debugging issues with the patcher for experimentals. Also working on subpages for Spaceport addons (screenshots, documentation, files, etc).<br /> <li><b>Jim (Romfarer):</b> I’m doing the usual experimental phase stuff. Polish and fixing bugs.<br /> <li><b>Chad(C7):</b> I’ve been working hard on testing and polishing up some areas of 0.22. We’ve started experimentals, which is pretty exciting indeed! It’s been a lot of fun to test the game with all the pieces finally coming together. I’ll be back at the bug fixing this week. <br /> <li><b>Alex (aLeXmOrA):</b> Still working on the CDN implementation for game file downloads.<br /> <li><b>Daniel (DanRosas):</b> Tried to use Irradiance Particles instead of Final Gather in the render. Turned out it was a problem, since Kerbals are low poly, and that got in the way of the way light was calculated in the scene. Right now I’m juggling between renders, light setup and polishing animation.<br /> <li><b>Mike (Mu):</b> I’ve been sick the past week so been enduring and recovering. In other news i’ve been fixing bugs.<br /> <li><b>Ted (Ted):</b> Find all the bugs! We've hit Experimentals this week with the 0.22 update, so it's been very busy here co-ordinating that and ensuring that the Testers have what they need to be breaking features and finding issues. Also had an interview with the Squadcast Team on Friday for KSP-TV, which I really enjoyed. <br /> <li><b>Miguel (Maxmaps):</b> Event planning. DevHR down here in lovely Mexico City on October 18. Afterwards, KSP centric plans with Bob; no we’re still not quite ready to talk to you guys about it. <br /> <li><b>Bob (Calisker):</b> Time to get ready for 0.22 update and all that comes with it. Hoping we have some pretty pictures to share with media, as well as details. Also, planning continues for something I’m not ready to talk about in public yet. </ul></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><hr /></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><b>Through The Telescope</b><br /><br /> Remember Harv / HOC Gaming, the guy from the "That's no Mun base?" series? He's back with a whole new series about space tourism in KSP! This time Harv is taking on the challenge of setting up a comfortable habitat in the Jool system for the tourists to enjoy. Will he succeed? Follow his program on !</td> </tr> </table> <!-- end left column content table --> </td> <td class="cms_table_td" width="50%" valign="top" style="border-left: 1px double #000000;"> <!-- start right column content table --> <table align="center" class="cms_table"> <tr class="cms_table_tr"> <td class="cms_table_td"><b>YouTube Spotlight</b><br /><br /><iframe width="560" height="315" src="//www.youtube.com/embed/lyjQuazcyP0" frameborder="0" allowfullscreen></iframe></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><hr /></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><b>KSP Mod Spotlight</b><br /><br /> Is space just a bit too quiet for your tastes? Do you feel the need to hear the voices of the crew down at Kerbin or just the booping of your command pod's controls as you navigate the vast nothingness of space? That's where Chatterer comes in. This spiffy little addon will add a variety of ambient noises to your missions. The fact that no one can hear you scream shouldn't mean you can't hear yourself screaming. </td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><hr /></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><b>Development snapshot of the week</b><br /><br /><!-- here we have our development screenshot of the week! --><a href="http://i.imgur.com/uFvNSwH.png" target="_blank"><img src="http://i.imgur.com/QZlvsKZ.png" /></a></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><hr /></td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td"><b>Editor's Notes</b><br /><br /> Experimentals are out! Work continues on 0.22, and we're happy to say you won't have to wait much longer to have it in your hands. KSP Weekly will continue as normal, except for an exciting move in the very near future.</td> </tr> </table> <!-- end right column content table --> </table> </td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td" colspan="2"><hr /><hr /></td> </tr> </table> <!-- endt left/right column division table --> </td> </tr> <tr class="cms_table_tr"> <td class="cms_table_td" colspan="2"><p align="center"><font size="1"><b>Brought to you by the KSP Media Group</b><br /> Author / Editor: Maxmaps<br /> With help from: KasperVld</font></p></td> </tr> </table>
  17. We are currently not supporting a system to modify tech nodes. We are adding the invisible node system as a suggestion of where certain modes may fit in our progression. We do not disencourage experimentation though, and mod makers are free to try and make their own. 'In the future we may allow for proper mod support, but being as this is a new system, we'd like to keep a certain level of control to have solid, accurate data on how it's working out.
  18. By default, career mode does not allow any of the current mods. However, to make your mod usable in career mode all you need to do is assign it to one of the 45 existing tech nodes, or the remaining 'hidden' nodes that we made specifically for some of the most popular and/or useful mods. Edit: You can choose between any and all tech nodes to assign the parts of your mod to. We put the balancing very much on the modder's side of the deal. It would be awesome to see them try and find the most fitting node balancewise for each and every part, but it's not like we're also expecting really, really powerful and efficient parts to be tossed into tech level 1 because reasons.
  19. Hey guys, we migrated to a bigger, faster server after realizing the forums were starting to get a bit sluggish and unreliable. The migration took a bit longer than expected, and after our forums came back up, we had a hacktivist group redirect them to their site. We took everything down and curated the site in a matter of minutes, but we spent some time making sure that everything was squeaky clean and that nothing had been compromised before reinforcing our security and putting the forums back online. We're terribly sorry for the inconvenience, but also happy to report no data was compromised whatsoever.
  20. Hey guys! I welcome any and all feedback you may have about it. Episode zero was sort of meant to be a short introduction and going into what we're going to be doing, but I hope you enjoyed it as well as the proper 0.22 video. Tune in next week!
  21. Episode Zero will be an introduction to what will become a weekly show from the makers of Kerbal Space Program. This week's episode will include a look at a more complete version of some of the 0.22 features shown at PAX, with in-depth explanations of their functions.
  22. Hey guys! I’m here to inform you about the crazy con week we’ve got ahead of us here on the KSP Team. First off, developers Felipe Falanghe (Harvester) and Mike Geelan (Mu) are flying off to Vancouver for Unite 2013, ready to give a presentation at 3:00 PM on August 29th; How Hard Can Rocket Science be, Anyway?: Building a new universe in Kerbal Space Program. Fellow Unity game devs and all sorts of people from the gaming industry are welcome to seek out these Kerbal representatives (I assure you, they come in peace) to join us in the enjoyment of this celebration of the indie game industry and are welcome to join us in our talk. What’s that? Game development not your thing? Don’t know much about Unity other than the fact that it made Kerbal Space Program possible? Well don’t worry, because in the KSP tradition of multiple, quick succession launches, immediately afterwards we’re strapping Harvester to an SRB and it’s across the US border he goes, straight into Seattle for PAX Prime. Waiting for him at the landing site will be fellow Squad developer Chad Jenkins (C7) and part of the Squad PR team, Bob Holtzman (Calisker). Here we’re dealing with a schedule so tightly packed and impossibly fast-paced with a cascade of interviews, media events, a panel and even a tournament, Jeb himself was asking us to slow down. We blast off with a wave of interviews and media meetings, through which we’ll not only go deep into the history, makings and future of Kerbal Space Program, but we’ll be showing an exclusive, never before seen preview of update 0.22, including the Research & Development system among many other things. On Friday the 30th our team jumps into the PC FreePlay Area at 6:00 PM for the very first Kerbal Space Program Tournament! Observing, judging and eventually awarding an awesome Kerbal figurine for those in first, second or third place!. Tournament over, it’s immediately followed by two more days of meeting with press, interview giving and fan greeting all over PAX Prime, up to the last day of the event, Monday the 2nd for our pièce de résistance, an awesome panel at the Pegasus Theatre, at 11:00 AM. This time, we’re joined by DayZ developers Dean Hall and Matt Lightfoot for our joint panel: The Benefits of Players Writing Their Own Stories In Games, A discussion around a player created storyline and it’s benefits on both single player games and multiplayer games. All and all a fantastic week, and we hope we’ll have your interest and support for both events! If you are at PAX Prime and see the team, say hello and they might even have something fun for you to take home with you too!
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