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Devnote Tuesdays: The "Sans-HarvesteR" Edition


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<p><img src="https://31.media.tumblr.com/0ff9377afa68dc3ad3fe6844aaf1bd38/tumblr_inline_n1kvxu3nXL1rr2wit.jpg"/></p>

<p><span><strong>HarvesteR</strong> and <strong>Lalo</strong> were a bit busy at post time and will be able to get you their notes later on.</span></p>

<p id="docs-internal-guid--61d692f-6bc1-f08e-5f9a-8406d70a7ef3"><strong>Alex (aLeXmOrA): </strong><span>Checking the server performance during the Logo Contest this week. I’m verifying that all the submissions are done ok, so all your contributions count.</span></p>

<p><strong>Mike (Mu):</strong><span> I’ve been working on contract/mission system plus some other little bits. Have done a minor performance optimization in saving/loading too.</span></p>

<p><strong>Marco (Samsonart):</strong><span> QA for the tutorials branch is pretty much complete, I’ll wait for experimentals to see if more issues come out. In the mean time I’m going to plan a few improvements for the launcher.</span></p>

<p><strong>Chad (C7)</strong><span><strong>:</strong> I’ve been spending the week working with Felipe on the asteroid redirect mission. All the assets are coming together so far. I had a good time adding some new special FX as well. Right now, we’ve got to play test everything and put as much polish on as possible.</span></p>

<p><strong>Daniel (danRosas)</strong><span><strong>:</strong> I’ve been keeping up with the polishing of the animation. Rendered one of the sequences, and looks good so far. Only needed one small change. And if everything goes as planned, this weekend is the big rendering weekend for the animation. Also been changing stuff for the printed material, and with that my PC ran out of memory a couple of times heh. Some heavy graphics going on there.</span></p>

<p><strong>Jim (Romfarer): </strong><span>This week i have been working with Mike on the backend integration of the two (three depending on how you look at it) new gui systems we are planning to release this update: Mission Control, Application Launcher and Messaging System. </span></p>

<p><strong>Miguel (Maxmaps): </strong><span>Tutorials looking pretty set. Helping out with the SXSW stuff. Enjoying the rather cool progress on update 0.24 as well as helping with a couple things related to our logo contest. Keep them coming!</span><span></span></p>

<p><strong>Jesus (Chuchito): </strong><span>Testing the RAW client and RAW server.</span><span></span></p>

<p><strong>Bob (Calisker): </strong><span>We’ll have some news next week about </span><span>Kerbal Space Program </span><span>participating at SXSW Gaming, which has us very busy. But one thing I can share is that LANfest has selected us to participate as one of their official tournaments! You can see a little bit more about it here: <a href="http://goo.gl/fZj0BL.">http://goo.gl/fZj0BL.</a> If you live in Austin and love </span><span>Kerbal Space Program</span><span>, a few of us will be there to support the competitors. Come say hello!</span></p>

<p><strong>Ted (Ted): </strong><span>The QA Team and I have been working away on Marco’s Tutorial Revision branch.</span></p>

<p><span><strong>Anthony (Rowsdower):</strong> I’ve got a metric crapton on logo contest entries to look through. Wow - the amount of submissions has been overwhelming. You all rule! Additionally, I’ve been helping out with some stuff related to calisker’s upcoming SXSW news.<br/></span></p>

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And still nobody mentions any help for the poor Spaceport. If you've abandoned it, just admit it and shut it down, because it's broke beyond being useful.

I thought Spaceport had been abandoned for some time now...I seem to recall reading that something better, like a Spaceport 2.0, was in the works, though I can't find any evidence just now.

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Spaceport should be integrated in-game, and provide for in-game mod installation and/or toggling. This would make the moddig experience less tedious and less frightning to unskilled users

Not only that, but it'd probably require a full re-coding of the game, since all assets are loaded at startup (including mods).

Also, mods don't get much easier to install than for KSP:

1. Download Mod

2. Unzip Mod

3. Merge GameData folders or Drill into GameData folder in the Mod folder and copy the folder inside to your KSP GameData folder

4. ...

5. Profit

They've stated for a long time that the Spaceport will eventually be integrated into the launcher so you can download/enable/disable addons directly from the launcher.

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I hope the later will work unless the last few times.

And a request does the devnote tuesday entirely replace the devblogs??? There weren't any for some time now.

Not entirely, but think of it like this: If two of us (myself included) were so busy yesterday we couldn't take five minutes to write down a few lines about our week, having the opportunity to take about an hour or so to do a complete write-up of something has become a very rare thing these days.

That said, I am going to do my devblog still, stay tuned. :)

Cheers

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Woot, so you plan to participate Dahud? I think we can expect a victory for the streamers... Or they might think you are too close to squad and won't allow to participate :(

Anyways, more Dahud for...tonight ;)

And thanks for the update for HarvesteR, a nice LONG (how?) haired dev. Also, the kerbal looks really funny :)

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When he said "crapton" I thought he meant "crap ton"

Got it right the first time ;) Should I have inserted a space there?

And still nobody mentions any help for the poor Spaceport. If you've abandoned it, just admit it and shut it down, because it's broke beyond being useful.

It hasn't been abandoned. The team is aware that the place needs a thorough cleaning.

Edited by Rowsdower
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