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Friday, 02 March 2007 |
Well, with a heavy heart I will copy this post from the forum:
Hey All,
I am sorry to say that my life situation has changed, and I no longer have the hours and hours needed to code the Torn Stars project. I apologize to those who have been putting in hours testing.
It has been very good fun. And there is a huge code base for everything from loadout to cargo ships and every kind of GUI. Plus tools for geography creation, and economies, and balance spreadsheets etc. Plenty of material to support the efforts of others if they have the time to put into it. The source ships with each release.
If anyone needs help or assistance making sense of things, please feel free to contact me. I should be around the forum for a while longer, so feel free to post POG questions.
GrandpatTrout (0) |
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Sunday, 17 December 2006 |
Another good week of bug hunting and removal. No sooner had I closed the last open bug, than Cambragol found a bunch of new ones. The largest issue is that some of the Fleets are not getting culled properly when the player leaves. (There is a funny story from Cambragol about lpoint blockade running that was a side effect of this bug, but I will leave it for him) The culling issue will not take long to fix. Nothing else has shown up that would stop an alpha test from happening.
The next two weekends are both Holidays and I won't be posting status reports. I hope everyone gets a new joystick and a fast graphic card!
Cheers (0) |
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Monday, 11 December 2006 |
Cambragol and I managed to get in several solid hours of bug hunting and the mod went from totally broken (you could not trade cargo or mine) back to working.
The behavior of the wingmen is markedly improved over Torn Stars. A large number of minor irritations caused by the prior design have been fixed. Things like unarmed transports rushing off to attack because they have the same escort order as the warships. Or transports being left behind because they don't formate correctly after loading/unloading cargo pods. |
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