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HarvesteR

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Everything posted by HarvesteR

  1. Windows all the way here. I really dislike how MacOS doesn\'t do full-screen properly (everything floats, it drives me crazy), and I don\'t have the patience to set up a proper, functional Linux install. Vista was crud, yes, but thankfully 7 came along in not too long. Cheers
  2. According to the forum stats, there is one female to every 58.3 males here. That means with the current member count of 13097, there should statistically be 224.6 females. =P Not exactly a girl\'s game, is it? Cheers
  3. Hi, Just wanted to announce to everyone, the KSP 0.13.1 Revision Update is up and available at the Downloads section. This was just a small update we did to have the demo compiled in the recently-released Unity 3.5 engine, and future-proof the demo against things we will add later. We also fixed a couple of bugs from the previous release. The engine update has already been reported to have made a significant improvement in performance. Its new multithreaded rendering support and better memory management should mean a much smoother experience in KSP. The full changelog for this update can be seen here. Cheers
  4. Skunky is right, this isn\'t the thread for such discussions. That said, we ARE looking for alternatives to Paypal. The big problem is that there are very few options if you don\'t live in the US or Europe. Please bear with us on this one. We will add alternate payment methods as soon as we can find one. Cheers
  5. Man, I just watched that video of Ballmer, man, I felt embarrassed for him. :-X Kind of reminded me of that scene in Tropic Thunder, where Tom Cruise does his little dance, IDK why, but it gave me the same impression of him. LOL! I guess you could count Angry Birds in the \'Ballistic Flight Sim\' category as well Cheers
  6. Hi, I\'m happy to officially announce today the addition of two new members to our dev team. Mario and Marco are both Squad veterans already, and have now been assigned to the KSP Team. They\'re both coders, and will be helping me and Alex develop new features and fix bugs. I\'ll let them introduce themselves here more properly. Cheers
  7. Same keyboard here! Not many have this one... Although I can\'t say it\'s a particularly excellent keyboard (had to open mine up more times than I\'d care to count). Anyhow, the rest of the rig is as follows: Intel Core i7 920 6GB Corsair DDR3 RAM GeForce GTX460 768MB Intel DX58SO Motherboard Seventeam 750W PSU 640GB Seagate Barracuda HD 200GB Maxtor HD Peripherals: X6 Keyboard Cyborg RAT7 Gaming Mouse Logitech X-550 5.1 Sound System MS VX-1000 Webcam TrackIR 5 Wacom Intuos 3 Tablet 3D Connexion SpaceNavigator 1TB Toshiba HD Saitek X52 Pro HOTAS Saitek ProFlight Rudder Pedals Matrox TripleHead2Go Three LG 1952h LCDs I have a thing with computer peripherals... I think I\'m addicted Cheers
  8. I find it interesting that all MS Flight discussions end up as XP-10 discussions... If MS would heed the community\'s feedback, they would probably notice their decision was NOT a popular one. I feel bad for the developers who made the game though. It\'s not their fault, they had to follow the orders coming down from above. They probably all know how much value a strong modding community adds to any game, and were helpless to do anything about it. Goes to show how little they actually care about you, the flightsimmer. They have destroyed the one thing that made FS the success it\'s been for 25 years in a single spurt of shameless, undeniable greed. They have also hurt an industry of payware addon developers, who will now migrate away to continue to make a living, and take all their communities with them. It was indeed a stupid decision. But then again, this is the same MS that was against homebrew Kinect applications, completely oblivious to the fact that those people were buying kinects too. They turned around eventually and released a Kinect SDK... So who knows? Cheers
  9. This is sad news indeed. FS addon-making was the very thing that put me (and Moach) in the course towards game development. I haven\'t felt this bad since MS pulled the plug on FS11... now, I kinda wish they had left it at that.
  10. The best piece of advice I can give you is, if you\'re serious about your idea, don\'t start on it yet. Try making PONG. Why PONG? Well, it is one of the simplest games ever, and it should be a very good learning project. The thing is, if you can\'t code pong, you simply won\'t be able to code your own game. I don\'t mean to discourage you. Pretty much all aspiring game designers have this one idea they think will be the next big revolution, and for all we know, it just as well might be. The problem is getting that idea into practice. What happens on 99% of cases is that they get themselves a game engine (usually Unity or UDK), and try to start making their game without any clue on where to start. What usually happens then is that they will quit in frustration a few days later. So my advice to you is this: Get Unity, do a few of it\'s tutorials, then try to make pong all by yourself. Try to figure everything out, and when you succeed, you\'ll have a much clearer notion on how games work, and what it would take to make your own. After that, don\'t start your own game yet, try a more advanced game, like Breakout. After that, try something else again. The more projects you do, the better you\'ll be prepared when it\'s time for your own project. Again, I don\'t mean this in any tone of discouragement. I\'ve been through this same process here, and I know how easily an idea can die off if you take a step longer than your leg is. If you truly care about your game concept and want to do it justice, trust me, make PONG first. Cheers
  11. The 0.13 loader optimizations did include some changes to the custom sound loading system. It\'s quite likely it\'s stopped working. I can fix it for the 0.13.1 release.. I just need to know what exactly happens when the sound fails to load. Does it give an error message? Or does it default to a stock sound? If it\'s the latter, then it should be fixable by giving the sound file another name. If not, then we need to do some testing to see just what\'s going on. Cheers
  12. Born in Brazil, now living in Mexico City. Although Moach already told all that on his post back on page 1... Cheers
  13. HarvesteR

    We're Back!

    Hi Everyone! Just wanted to let everyone know we devs are all back from our much-needed holiday break. Also, this is a good place to announce our plans for the very near future: As most of you know, the 0.13 release was the last free demo update. From 0.14 onwards, you\'ll need to order the game to get the latest version. 0.13 will remain forever available as a demo though. That\'s probably old news, but I want to announce that there will be a 0.13.1 update coming up soon, which will also be available for free, and will take the place of 0.13 as the latest demo release. This release will be a small update, just so we can have a demo compiled with the recently-released 3.5 version of Unity, which adds a heap of cool new features and does speed up the game quite a bit, and some tweaks to future-proof the demo against things we will add later. For the main feature on the 0.14 update, we can\'t really make any official announcements yet, but we already have a more or less solid notion of what it will be. We will tell you more about it when we announce the features list for 0.14. Well, I wish everyone a very good year! Cheers
  14. Happy Holidays Everyone!! Thank you all so much for sticking with us this far, and here\'s to a new year of KSP! :cheers: Cheers
  15. Interesting, I didn\'t know wikipedia had these pages. Here\'s our earthquake: http://en.wikipedia.org/wiki/2011_Zumpango_earthquake Not as bad as yours was, not even close. Cheers
  16. Hi, I\'m happy to announce that the 0.13 version of KSP is now official! You can get it at the Downloads Page. This update was focused on improving performance and fixing some long-standing issues. We have made the loading times about 5x faster, and made a significant performance optimization for very large ships. On some cases, up to a 20x FPS increase. We\'ve also added a new part, called a Fuel Line, which allows you to set up external liquid fuel tanks, Shuttle-style (Fuel tanks can now also beside-mounted). The full changelog can be seen here. As we\'ve already announced earlier, this update marks the end of the free demo period. That is, we will continue to update KSP, but future updates will only be available for those who have ordered the game at our Store (and those who have already pre-ordered, of course). The 0.13 version will remain available for free at the download page, as a demo version. Thank you all for the incredible support so far, and here\'s to another year of KSP! Happy Launchings, and Happy Holidays! Cheers
  17. Whoa, and here I was thinking it would be impossible to move in water faster than about 10m/s. Goes to show you should never underestimate the inventiveness of players, and the importance of emergent game design. Nicely done! Cheers
  18. Yeah, It was weird though... I had always more or less expected earthquakes to feel like a monstrously large truck was driving across the living room or something... I expected the building to vibrate I think. That\'s not what happened at all though. It felt more as if the building were afloat than anything else. I didn\'t even actually feel it all that much really, it was more like an inexplicable sense of movement at first. I only knew for sure when I saw a wind chime near the door swinging on it\'s own (it\'s meant as a door bell, so it doesn\'t just wobble on it\'s own). There was also no sound at all, except for one springloaded door on the hallway that started banging slightly. Then the most visually interesting, but nonetheless disturbing part was when we got down to ground level. The building has an indoor pool there, and the water was rippling all of it\'s own. We knew it was safe to head back inside when the water in the pool stopped rippling. It was very much a surreal experience. Cheers
  19. I\'m not sure what the problem is with the model, but in theory at least, there should be no problem at all loading .obj meshes with the OSX version. Both versions of the game are running the exact same loader code. I would suspect some file path reference inside the model file, or something like that... But my first guess would be that the mod is just not correctly installed. Hope this helps. Cheers
  20. Transparency is controlled by the texturing on the part. If the texture is transparent, it will look transparent in the game as well. Mind though, that texture transparency in KSP is single-bit. A part of the texture can be either fully transparent or fully opaque, but you can\'t have semi-transparent parts. A few parts in the game use transparency to optimize the meshes. The parachute cords, for instance, are modelled as a solid cone, and the cords are done using transparency on the texture. Cheers
  21. Hi, Yesterday there was a 6.5 magnitude earthquake here, at around 8pm. It was relatively minor, but it was enough to send us running out the door. The epicenter was about 35km NE of Acapulco (which is nearest the faults), but Mexico City is particularly vulnerable to quakes coming from the coast. Thankfully, there was no damage to the city, although the subway system did halt and some areas were without power for a while. I was at my GF\'s place, we were watching TV when we felt the building sway. Not being from Mexico, this was the first time I actually felt a quake, and I must say, it is a seriously uncool experience. Anyhow, just wanted to share the news with everyone. Turns out this was the strongest seismic event this year. Cheers
  22. explosion potential does affect some things in game. An explosion potential of 0, for instance will produce no explosion force (a force that pushes all nearby parts away). An explosionPotential of 1.0 (maximum), will generate a large explosion force, and will also spawn a larger explosion effect. Mind that the explosion effects are very much in placeholder state (which means they suck), and they\'re due for a massive revision soon. Cheers
  23. Just spent most of my weekend (with a Monday holiday also), playing Skyrim. Wow, that game is good. What always bothered me most about Elder Scrolls/Fallout games was the dialogue system, where the camera would zoom in awkwardly on the NPCs. The dialogues (and in fact, all voice acting) in Skyrim is simply brilliant. And the combat system does feel much improved from Oblivion... I shield-bashed and slashed my way through the whole main quest line, and it feels much sharper and more controlled, even though sometimes you still feel a little disoriented. Granted, I did turn the difficulty down one level, not (well, not entirely) because I suck at first-person close combat, but also because I don\'t like how RPGs require you to repeatedly bash an enemy\'s head in, all the while he is standing up and fighting back. I was suprised to see then, that here you can beat an enemy just nearly to death, and put him out of the fight. That\'s good. Also good is that you can also overwhelm an enemy so that he cannot fight back properly... Not sure if this is explicit behaviour or an accidental \'feature\' of the combat-reaction systems, but it\'s cool. And man, the game looks good. One of the hardest things to create visually in a game is a nice-looking, believable white-water scene. In skyrim there are so many it actually starts to feel like Bethesda artists were spamming them to rub it in all other developer\'s faces how good they are at it. I also liked very much how they handled the magic \'special effects\'. In most RPG games I\'ve seen, those are garish, ugly particle-and-mesh effects that pollute the screen with too much color and light. In Skyrim, they had the good taste to keep it toned down a notch or ten from the usual warcraft lightshow, and I liked that. All in all, it\'s quite an awesome game. I\'ve never been a huge fan of the dungeons and dragons theme, but there are a few games I really did like, and Skyrim is very much at the top of the list now. Now, if Bethesda comes up with a Skyrim-level Fallout game, I think I\'ll have to take a vacation. Cheers
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