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- Navigation map crash has been fixed.
- Tab now hides most of the interface
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- Fixed the slow down in the navigation map problem, I'm pretty sure this was causing the crash for some people as well. There were two problems, one not all the planetary structures had their detail levels setup correctly. The other problem was that drones from Depots were not detaching from the world correctly.
- Geo has made available a new German fan page called 'DarkSpace Portal', I've added it to our links section.
- Added a few more screen shots
- FAQ has been updated
- Now showing thruster effect when in jump
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| | | | | | | - Downloads, Links, and FAQ sections of the web site are now done, just click on the items in the menu to the left.
- Game data as been rebuilt, mostly changes in the detail levels for ships, etc, to a more better system
- Fixed a problem with the specular highlights, aparently they have been broken since the conversion to DX8. The ships look 100% more awsome now.
- The slowdowns and the navigation map crash aparently are being caused by the repair drones. I'm working on a fix for tomorrows update
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| | | | | | | You may have noticed that the PaleStar website is a little different lately? We're in the process of making major changes to our web site so please be patient with all the TODO comments everywhere for now.
Thanks,
Richard
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| | | | | | | UbiSoft has decided not to publish DarkSpace, however we are in talks as we speak to continue development of DarkSpace and continue the closed beta test until the end of June.
We plan to seek a new publisher for DarkSpace when possible, we will post additional information as soon as possible.
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| | | | | | | Well here is what I have been up to most recently...
I have been going over the detail levels on all the objects and effects in the game. This is in preparation for players being able to choose their graphical level of detail to best fit their video cards. In the process found a few things that needed some fixing and took care of them, the most noticeable being that the torpedo projectiles were set to turn of when over 50gu away.
I have also been working a bit more on the descriptive text that shows up when you pick a faction on each scenario, this will be ongoing over the next few days.
I am also working on getting the “space monsters” in the game. So far they just want to sit there and won’t fight back, as soon as I can make them act more like the monsters that they are I will put them in one of the Beta scenarios for testing.
I made a few changes to the transports of both factions, lessening their shields/armor.
As usual I have been checking the forums and taking notes, and also managed to spend way too long playing the game today.
Thanks all, see ya in space :)
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| | | | | | | The Screen shot page is now working, took a while to find a good script to hack to bits until it was nothing like it was originally :)
Anyway, the result was very nice. Basically, we can now just drop jpg's into the server and the script will automatically generate the thumbnails and make available for viewing the new files. If anyone else is running php, just email me and I'll send you the script for your own use.
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