The FringeSpace Project

Mod Status

Even More New Patches

Evenin’ Folks.

Looks like Nova moved the servers again, which means we need an update:

Lobby Patch v2.5 Link – Click Here

Reiterating the fixes for the NEE kit as well:
We also updated the No Environment Effects mod, which was in need of some fixing
for a while as well. Note that if you’re using Win XP, the default install location
used by this patch is now set for 64 bit Vista and later. You’ll need to pick the
location yourself when it gives you that option if you still run XP.

Example:
Win Vista/7/8 – C:\Program Files (x86)\NovaLogic\Tachyon
Win XP – C:\Program Files\NovaLogic\Tachyon

No Environment Effects v2.5 – Click Here

Both of these are of course in the Downloads section here on the site.

Update wise, Z64 is still working diligently on the model program. We got some
usable objects out of it but we’re trying to tweak some of the problems running on
different computers and point data.

In other news, if you haven’t heard, Descent has made a return from the dead. Some
of the former Star Citizen staff split off to run a Kickstarter campaign that
managed to get funded. You can find out more about them at:
http://descendentstudios.com/


FringeSpace – Year 7

September 26th 2006, when RazorsKiss and myself started FringeSpace we knew we were
starting something big and we’d be over our heads from the get go. While that’s
certainly been a consistent theme over the course of our project, it’s been a
ongoing learning experience.

In review:

In late 2012, we closed our forums, rebuilt the website totally, and moved our
forums to Hard-Light.

In a collaborative effort with some helpful people at the Xentax forums, we
managed to figure out the audio format used for the in-game music, and recompiled
them, to release a complete soundtrack for Tachyon the Fringe.

Over the last year Z64 has rebuilt the model extractor from scratch pretty much
and allowed us to get small to medium content out.

From there, we got all 11 of the Tachyon powerups / refills in FSO.

We squashed about 45 bugs while keeping up with the new SCP releases.

Our Tachyon Facebook group of fans has grown to over 300 strong.

Lastly, we have recently completed rigging of 18 primary ships so they are
all in game.

For the interested, these are:

-Gal Span-
Pegasus
Orion
Poseidon
Archangel
Phoenix

-Bora-
Battleaxe
Mace
Cutlass
Warhammer
Claymore

-Pirate-
Demon
Manta
Marauder
Nighthawk

-Merc-
Gar
Corvus

-Other-
Mako
Worker Drone

…and we have another 7 about halfway completed already. This doesn’t include test models, new
higher poly replacements, or structures we’ve imported already.

As this is a large enough set to meet our initial alpha goal, we will be transitioning from
working on models, to polishing the interface; namely the HUD and game menus. While a good deal
of ship handling was polished in the past by staff, we’ll also be taking a look at this again,
since features and models have changed. For example, we didn’t have gun convergence in 2006…

What we will need however, is some additional talent. Namely someone with some familiarity with
FRED, and we’ll be needing some help with LUA scripting. If one or both of these is something you
can work with, we’d like to hear from you!

There’s also an opening for a texture artist for a handful of new models, but this isn’t
an urgent need currently.

So there you have it. Even though we’re one of the smallest mod teams, we still keep pushing
on towards our release. We hope the following year will be more productive and look forward
to sharing more progress with y’all.

Thank you… friends and fans alike, for all your support.

~ JGZinv


Bora Fighters Complete!

Woot indeed.

Instead of just giving you pictures of the models, thought this time
we’d give you something to play with. Click and drag in the model boxes
to move them around, scroll wheel zooms, and there are menu buttons for
each model on the side.

[iframe_loader src=”http://p3d.in/e/Jojgh/spin” width=”100%” height=”500″]

[iframe_loader src=”http://p3d.in/e/tHVpZ/spin” width=”100%” height=”500″]

[iframe_loader src=”http://p3d.in/e/oBP4Q/spin” width=”100%” height=”500″]

[iframe_loader src=”http://p3d.in/e/QfFl0/spin” width=”100%” height=”500″]

[iframe_loader src=”http://p3d.in/e/GJJMu/spin” width=”100%” height=”500″]

[iframe_loader src=”http://p3d.in/e/Nmejy/spin” width=”100%” height=”500″]

[iframe_loader src=”http://p3d.in/e/LYTNp/spin” width=”100%” height=”500″]

[iframe_loader src=”http://p3d.in/e/yRQKE/spin” width=”100%” height=”500″]

These should all be in game tomorrow. They are each about 80% rigged currently.


Model Converter Complete!

Back in 2002 Delphy made a partial PAK extractor that showed it could be possible to get models out of Tachyon and ever since, fans of the ship designs and those with big imaginations have wanted to be able to see them out of the game. Finally, nearly 13 years later, that becomes reality.

Shadow Z spent several months completely redesigning a new PAK converter from the ground up, just now completing the project. Click on an image for a larger version.

GalSpan Hanger

Roid Mine

Base Core

Demon Pirate

Bora Warhammer

All 1,165 files work. Once we’ve got them organized better we’ll have more to show.

Needless to say this will be a huge help to our mod in the future, and we’ll be looking for additional staff soon so we can start back again towards our goal of an alpha demo for folks to play.


A year in review…

Alright, so this has been due for quite some time.

Let’s get the sad news out of the way first:
Over the last year roughly we’ve had several folks come and go with the project:
RK has for all intents and purposes handed FS over to me (JGZ) as he is switching jobs and will be on the road full time. He still funds the site and some other things,
and started this project with me way back in 2006, so I am keeping him in the Staff list as co-founder.

Several of the team members from Hard-Light, have moved on to other interests or otherwise needed to pick up jobs and/or college so they’ve had to step away. I myself became employed full time back in April, working 14 hour shifts, so that has left next to no time to do much of anything.  To his credit, a large portion of the work this year was done by Shadow Z (more on that in a moment).

Essentially we are down to really 2-3 “regulars,” and 2-3 people that are still “attached” but not actively doing any task for one reason or another. Due to this, we really need new blood and
I will be making several posts out on the net in the vein of Help Wanted ads. A post will also be made here shortly with more details on what we’re looking for. If nothing else, spread our
name and new website around, word of mouth (or social networking) gets around really quickly and may indirectly yield the help we would like to see.

Moving on…  So what have we accomplished?
Well…

We figured out the SBF file format, so we can listen to all Tachyon’s audio.
As such, a Tach fan (docfoo) is putting together all the clips and reworking them into a proper
soundtrack we hope we can make available soon.
We combined all the Tachyon concept art we could find and made one big collection for your enjoyment.
All current fighter craft and weapons were created tables (settings) for by MetalMilitia.
Shadow Z spent a good amount of time on optimizing the Fenris Arena stations so they don’t eat
your FPS down to a crawl, and also fixing some geometry errors.
Rstar created several slick new models, a new Demon, a new Manta, and a regular Tachyon gate.
We 3D printed a 3.5 inch Demon, Manta, and Pegasus. (This was very cool ^_^ )
We fixed/replaced the website…  (ok obvious I guess)

Later on in the year, we were able to get the source code for the old PAK model extractor that had been made by Delphy, as having a way to get non-screwy UV mapped models out of Tachyon would be a huge help with our own project in a multitude of ways. Shadow Z began working on this solely and did make some progress. I’ve also been hunting around for quite some time, trying to offer a bounty on someone who could correct the PAK extractor’s faults for us. Some have tried, no one stayed with it to really yield the needed results. We ARE still looking for someone for this task…  please contact us if you have any experience with picking through raw data, C++ or Visual Basic, or a knowledge of texture mapping in relation to coding.

In other news:

Sort of a sister Freespace 2 mod to ours, Diaspora (Battlestar Galactica related), released a few weeks back. Diaspora actually began as Beyond the Red Line (BtRL) not much longer after we began FringeSpace. So we congratulate them on getting released. You can find their mod here:  http://www.hard-light.net/forums/index.php?board=175.0

Also of note is that Chris Roberts of Wing Commander fame, has come out of retirement to propose a new space combat sim game. That being Star Citizen, which he’s trying to crowdsource the funding on. Being that one of the main features is modding for dedicated servers and a current generation game engine under the hood, I’m keeping a close eye on this project. If you’d like to see his trailers or get in on it, his site for the game is here:  http://www.robertsspaceindustries.com/

Well that’s about it for now fellow scallywags of the Fringe. Stay gold…


Forum Section Shut Down

This is just a notice that I’m taking the FringeSpace.org forum offline.
Due to the age of the forum software, which I don’t have access to change,
the board is being flooded with spam bots, posting everything from porn,
to pill ads, and giant posts of mindless text. I’ve been fighting it for well over a
month already, deleting and banning posts/accounts.

Frankly it’s taking up more time each day, and that time can be better
spent modding or any number of things.

So rest assured the posts are not gone, the board is just deactivated.

If there’s some information you need, or you need support for Tachyon,
please go to our other forum at Hard-Light:
http://www.hard-light.net/forums/index.php?board=195.0

…or post to the Tachyon Facebook group:
http://www.facebook.com/pages/Tachyon-The-Fringe/184709132945

…or you can reach me directly via Email:
#JGZinv#@gmail.com (remove the # symbols)

The board will be kept offline until I can reach Razor and a update can
be made, or someone needs something off it and I’ll reopen it for a short time.

Thank you.


Late April Note

Well a little bit of an update on things:

We’re moving along a little bit better now, Thaeris from the Stellar Assault
mod has been helping us convert models so that we can get a useable set
of regular ships. These will not be hi poly versions, but you should notice
an improvement in texture quality appearance over Tachyon.

Angelus has come back from a long trip and will start on model
upgrades again.

ShadowZ will be off for some time due to work.

The old Tachyon SBF archives were made playable thanks to the Xentax
modder forums. So that’s nice to have available for reference.

The Tachyon Facebook group has been seeing some activity, please stop
by or follow it so you can be aware of updates from plzdie and myself.


Note for March

Hey guys…

I know I don’t post much around here. Best I can say is sorry…
Time and energy is hard to come by.

As to a status report on things here’s where we sit.

At the moment, Shadow Z is occupied with school classes and that there in. He’s made some progress on powerups,
and some items, as well as optimizing / repairing the fenris bouy and station. Both had geometry “fat” and
errors that needed help.

We’re expecting Angelus to return from business matters within this month, he’s been globe hopping so he
can’t really model much. A lot of his work on objects was lost before he had to leave, so we’re hoping we can
remake those quickly.

RK is pretty much going to be away from the mod for an extended period.
He’d like to do something, but he’s working pretty much every hour of the day and night.

Bax is having a rough time with life currently as well. He could use
some encouragement if you have a minute to drop him a note.

Nutri has made known to me he’s working on new music for the menu screen.

Carl, I’ve still not heard anything from. You alive dude?

Slap, nope not heard from either…

Me – I’m trying to stay afloat myself. Been putting resumes out there trying to get work at some decent rate.
Fighting colds and other life problems. Last thing I worked on was the Gal Span Classic HUD, which I managed
to get a fair ways started. However while new HUD code was released, it has poor documentation and a lot
of features we particularly need for FS… aren’t there. So I’ve been sort of wait n’ seeing on that.
Been gathering links to threads and trying to stay on top of topics related to FSO in the meantime.

So yes, not a lot has been done as of late. Let’s be honest though,
we’re less than a skeleton crew trying to do what 15 full time people
would have trouble with under normal conditions. The last couple of years
I think most can agree have been exceptional circumstances.

Hopefully as we can find jobs, time, or new blood, I’ll have some progress to report back with.

Also I’d like to remind folks to pray for the people in Japan, Haiti, and other places around the world that
have been devastated recently. For those in the USA, we know that New Orleans still remains a damaged
city. How much longer then will the destruction on other countries be felt, at such a larger scale?


LanWar & Other News

Few different things to cover today.

First, January 14th through the 16th I’ll be present
at the Louisville, KY LanWar 48 gaming event and tournaments.
LanWar Site Come see me at the Alpha Hall
Row 6 Seat 12 (JGZinv).

Along with trying a little world of mouth promotion of FringeSpace,
I’ll be hosting a Tachyon server there for as long as possible.

We should be able to use Novalogic’s lobby, so if anyone out on
the net wants to drop in and play we can explode together. Voice
servers will depend on what people at LanWar have the most of, and
I won’t know that till I get there. IRC and the usual will still be up.

For the folks that don’t have Tachyon:

The game itself is still available as a downloadable version,
from Steam, GameTap, and Novalogic itself among others.

$7 on sale at Steam Store

In addition to the 2 multiplayer modes (up to 32 players per map)
in has a full two sided campaign.

The FringeSpace Service Bay mod pack will be used to host
and play with different ships. It is recommended to have for
existing players. New downloadable copies of Tachyon seem to have
been patched by Novalogic, but I can’t confirm this.

With that said, since Novalogic moved the lobby in 2010, I’ve yet to
properly update the Service Bay and optional packs. I’ll be making
an effort to upload new versions prior to the LanWar event that are
also a little better balanced.

If there’s questions or further interest let me know.

Second – I didn’t properly introduce them before, but Shadow Z
and Angelus from Hard-Light have been helping out with models since
October. I thank them both greatly for their assistance.

I’ll have some pictures below, but be aware that some of these are in
the process of being remade, as we had a hard drive crash that
wiped some of the models out.

Furthermore, with their experience we’ve identified some problems
with earlier models (ie. fenris tower, etc) that have to be repaired.

Updates to just about all models in terms of normal maps and
optimization still need to be done, I just haven’t had the time.
Did get around 98% of Fenris Arena rebuilt, just waiting on the
remaining powerups, sound, and megagates, then she’ll be finished.

Due to responses to our YouTube video, Nutri is working on new theme
music to replace the “eerie” clip we had before.

Thirdly, we have had a separate forum up at Hard-Light since August.
HLP FringeSpace

We’re not taking anything from here or moving, it’s just a matter of
getting more exposure to the HLP/FS2 community. It’s easier to get help
when the people are already registered there, instead of asking them to
come here. If there’s something majorly important, I’ll copy it to both
sites.

Fourth – in case no one was aware, Tachyon has a Facebook page:
Facebook Link

It’s not something I have control over, I believe it’s SM plzdie’s page.

Lastly, here’s some of the things Shadow Z and Angelus been working on.

Crystal

Energy Powerup

Mega Powerup

Shield Powerup

NavBuoy

Quad Turret WIP

Different Turret WIP

Satellite

Training Beacon


Few things of note…

Figured it was about time folks had something
new in the way of news….

Besides the usual issues of work, time, and difficulties
therein, we have had some changes around the place.

While SparK and 5XL (megaman) have left for various reasons,
we’d like to welcome Mike and Slap to the team. Mike
will be helping with some coding and Slap is working with
the tables files.

Forum member Timmon and IK Ghost have been providing us
with some neat concept art. The Demon warship is rather awesome:
Demon Hydras

There’s been a development at HLP where the HUD system has
been overhauled and per ship unique HUDs are now possible.
It’s still somewhat a work in progress, but we should be able to finally
recreate the Tachyon HUDs and expand in the future. This is a
feature we’ve been wanting/needing since we started.

Not a great deal of developments due to the economy and
folks finishing up school, but we’re still here.


Notes from the Meeting

Yesterday we had a staff meeting for those available and I’d like to
share some of what what discussed so you guys can know what’s
will be transpiring in the future here with FringeSpace.

First off I know I’ve said it 3 times now, but RK’s back and is working
on the Warhammer, which is partially complete. We’ll have some pictures
up once she’s a bit more welded together.

It wasn’t per se brought to a vote, but the opinions were unanimous in
deciding that FringeSpace will be a “clean” game in the sense of text,
imagery, and verbal communications in the game. In other words we don’t
feel it’s necessary or appropriate to use vulgarity in our voice acting.
We should be able to play the game with our kids and in the company of
others. Now there still will be “slaggers,” “cowards” and an over-the-top fenris announcer guy, so we’re not really changing much, except increasing the size of audience the game can be enjoyed by.

In the ships department, we’ve actually got enough vessels made that we can tackle the alpha now. However, the last group of fighters prior to alpha will be the Bora. So they will be in alpha, but it will be a pausing point once they are finished in order to focus on other needs before we continue with the remaining ships/objects.

Since we’ve got the additional ships, we will be actively looking to acquire
a dedicated texture artist to help us get them fully completed. If you
have skills in the areas of UV mapping or texturing ships, please let us know.

In addition, we also have need of a dedicated FRED or map/mission creator.
If you’ve not worked with FRED but might be interested, that’s ok. The basics can be learned in about 10 minutes time. There’s plenty of documentation and people that can be asked for advice.

Of course if you’re a modeler, coder, or anything else, we can also use your talents as well.

Furthermore, we’re not real certain on a time frame due to the workload, life, et cetera, but there will most likely be a website redesign in the future, as well as branching out into more social networks. We’re aware there’s several areas of the current site (gallery for ex’) that are in need of updating now and we’ll try to get that more up to par than we have in the past.

To give an idea of what we’ve got to-do before alpha:
12 model related items
14 issues with tables
15 programming related items
4 things to take care of with audio
7 missions related issues
13 misc items that need work

So in short, we’ve come a long way, but there’s still work yet to be done.

Oh and if you break it… you bought it ^_^

…and a little picker upper from Nutri:


A bit o’ news

Hey folks, got some stuff for ya.

First off I’d like to announce we have a new staff member SparK.
If you’ve not already seen the sidebar, he’s lending us a hand
with his skills in coding. Tis’ much appreciated.

RK should be making a return in February as I mentioned below.
He’s already checked in a few times and is excited to be working
on things again.

House Paladin or “HP” is undertaking a period of restructuring.
They’d like to request any current or former members check in
at their forum. Link

About the last week that SparK’s been with us, we’ve been
working on getting various features fixed or put in the system.
Thanks to a joint effort between Bax, SparK, myself, Nutritious
and several of the FS2 SCP staff, we have a nice looking main
menu. Looks new and familiar all at the same time. Videos
available here:

YouTube: Video Link
Direct (HQ): Video Link

Not a huge amount of stuff going on, but a just taste of what is
yet to come. Thanks for stopping by. ^_^


Happy New Year!

Hey guys, 2009 has been turned to space debris leaving 2010
in it’s wake, ready for a fresh start. Feels good eh?

Not a great deal to update you on, but a little news:

RK will be returning to active status with the mod around the first
of February. We’re excited to welcome him back aboard.
He’s already done some work on a new Warhammer model and
will be finishing it up.

We’ll likely be headhunting as well after his return, so if you have
interest in modding, please give us a shout. A staff meeting
will likely be called in February, so if you’d like to drop in to
take a listen, watch the boards for updates around the end of
January.

We’ve secured permission to use some of the base and
structure models from the collection of SolCommand.
He’s got a picture blog here:
http://solcommand.blogspot.com/

We’ll probably be using these structures primarily for
testing (turrets, landings, loadouts, etc) and giving the
alpha testers some more things on their maps.
Saves us some time having them already largely built.

I’m in the last stage of doing a tutorial update to include
debris for the ships we make. Plus I’m doing most of the
editing on the SolCommand models above so we can get
them in-game.

Carl’s doing some touch up on existing fighters and on
the SP Cruiser.

I don’t expect a great deal of news out of us till about
Feb when we start gearing up again. As I’ve said in my
earlier updates, ’08 ~ ’09 was a pretty hard year on the
team for jobs and families. By God’s grace we pulled
through the trials and tribulations, so we’re looking forward
to getting back on track and pushing the alpha out as soon
as we can.

In the meantime, I’d like to mention that a new
Mechwarrior mod has been released, based off the
Crysis engine. Tachyon fiction usually had a close
relationship with the Mechwarrior universe, so you
might check it out. http://www.mechlivinglegends.net

Some gameplay can bee seen in these videos:
Videos Link 1
Videos Link 2

Thanks for stopping in and we’ll have some
more news for you in a bit.


Fringe Interview Now Live

Hey spacers and scalawags, sorry we didn’t have an
update for you in September. Was trying to hold off
for the interview done in October, which is now online.

Here’s where it’s located:
http://www.fringespace.org/index.php?name=PNphpBB2&file=viewtopic&t=242

There’s new pictures of the updated ship series after we made
improvements to the textures, and some info on where we’ve been
and where we are headed.

Enjoy ^_^


Little Big Update

Well folks it’s been about a month since we had an update. Sorry to have
kept y’all waiting. On the bright side we’ve got a super size picture update
this time around for your ocular pleasure.

First off here’s Carl’s new Sappers, textured and ready to go:

Next I’d like to say that we’ve got the whole ship rigging issue
figured out. I’m also writing a tutorial so that when it comes time to
have fan made ships or campaigns, you won’t have to go through
all the troubled we did.

Out of this though we do have some things gradually getting in game.

Such as the Fenris Bouy:

First time it got in game, the scale was way off and the bouy was
the size of a small moon!

Later tried some tests to see if we could cause some lag. With 62
bouys shoved together, we were still getting about 60 fps, so no lag.

Also have the Archangel:

…and my favorite pic:

Also the Orion:

Do note that we may end up doing some more tweaking to the
textures, since the rendering quality is different between our
modeling programs and the game itself.

For Tachyon itself, our Saturday games seem to have reduced
their activity, but the Sunday games have picked up around 1:30 PM
Eastern Time (GMT -5). We’ve had 4 and 5 players in regularly lately.

Here at FringeSpace, we’ll continue working on getting vessels in
game and should have some more news shortly.
Thanks for your continued support.


Instruments of Destruction 2 & Notice

Hope all you spacers had a pleasant month of May.
Got a couple things to discuss and some new toys to show off
this time around.

::: Challenge :::

First off I’d like to announce that we are establishing a schedule
for Tachyon games, in which we hope to further facilitate players
to meet up with each other.

Tentatively, if you’re up for a game, there should be people
online Saturday or Sunday, 8 to 10 PM EST (that’s GMT -5 time zone
for those outside the USA. No one of course is require to be online
at those times, just that you’ll have the most likely chance within that
time bracket.

DarkRaven also has also thrown down the proverbial gauntlet with
a statement squarely aimed at veterans:

“I am also issuing a challenge to all the old timers who just seem to talk and
talk but do not show up. Lets see if you are as good as you talk…”

So get your stick out of mothballs, clean yer’ rust bucket’s windshield,
and bring a body bag. This could get ugly fast.

I’m considering putting up a permanent server like NB Overkilled has,
but this will depend on many things coming up.

If you’d prefer another time period, or have a suggestion, please leave a
comment in this thread: http://www.fringespace.org/index.php?name=PNphpBB2&file=viewtopic&p=1389#1389

::: Our Status :::

Secondly – I’d like to explain some of the reasoning behind our
lack of updates.

As most folks are either experiencing or are aware of, the US economy
took and continues to maintain a nosedive. Thus leaving jobs and
stability a rare commodity.

In our case, here’s how we stand:

RK – has been “on leave” for both job, family, and education since
about July of ’08. Nothing much changed here. He’s not dead and still
posts and checks in about the time we start to wonder if Baron Hajod caught him.

Carl – still pluggin away at models. His job has forcibly required
more from him and he’s had to battle a computer virus which ate some of the
more recent stuff he’d finished.

Nutri – still available for working on audio and music. Most recently he’s
been able to complete out most of what we needed for the Wells Cargo test mission.

Backslash – Got hit by a megavirus and pretty much wiped out all his
computers. Also still around and trying to get back up running.

Sonic / Killjoy – Job situation managed to settle down some, but of course
it requires more time. In the process of moving houses.

Megaman / 5XL – Haven’t heard from in a while. Anyone want a
bounty contract? We’d prefer “alive” if possible, no desentigrations.

JGZ – What business I’m related in, has been very up and down week by week.
Some times it seems good and others you wonder if you’ll be in bankruptcy
tomorrow. My primary laptop PC, keyboard died on it, and then it caught
over 20 viruses. Got a new laptop for a month, returned it, then built a
desktop. Currently looking for a cheap laptop. So my files
have been displaced all over the map. Looked into taking some college
courses on game design and artistry, but just don’t have the income to
manage it right now.

So in a nutshell, that’s why we’ve been sidetracked since about March.
Technically, things started getting tough in September, but as you can
see we’re still around and pressing forward as we each can.

Main reason I do these kind of updates, is that I know as fans, you all
like to know there’s progress still being made. There’s legitimate
reasons for the delays, and we hate delays every bit as much as you do.
So take comfort in knowing we’re still on the right track, with goals in mind.

::: “We Need Bigger Guns” :::

So enough with the mushy stuff, how about some eye candy!

Here we have the newly textured torpedo weapons from Carl:

Please note that we’re not sure if the electric green is better than
blue right now. It’s something that can be changed if it becomes an issue,
so don’t be too concerned if “that’s not right!” popped into your mind.

Plus we have the new textured Bora lasers to pair with the earlier Galspan set.

Thank you for your continued support, and we hope to see you
in some weekend games soon.


…and in the Fenris gate corner

We have the Fenris Bouy, all decked out and scuffed up by Carl.
Ain’t she a pretty piece of polysteel?

Concerning that gameplay video I mentioned I’d be putting up a
while back, still haven’t managed to get one. Mainly because I’d like
to get the HUD in place, and FRAPS seems to have developed a major
problem so I’m looking into other recording app options.

We’re in the process of tweaking all the weapons and I’ll probably be adding a couple more from Tach to the set we already have.

Nutri’s been getting the Voice Actor clips in and we’ve just about got a
full mission acted out.

That’s about all I can comment on for now. Short but sweet. Quick and dirty,
to the point… you get the idea.


Ho ho ho….

Merry Christmas citizens of the Fringe…

Carl’s gone and given us a present early in the form of
an update on some of the new map models we’ll be using
for the alpha testing.

We’re also in the process of acquiring several people to voice
act some roles for use on said maps.

Click on the images for a higher resolution version.

WIP wireframe of the Fenris Bouy:

Fenris Bouy against a Archangel:

The new ECM powerup all finished:

A Fenris Tower WIP shot:

Hope y’all survive the holidays and we’ll see you in 2009.


Can You Supersize That?

An extra thick update w/ half the trans fat:

First off for those who don’t watch the forums, the tournament
ended quite some time ago. We’ve awarded the winners as such
and established a internal forum just for the alpha testers.

*Alphas – Note that you need to be signed in to see it*

Secondly, Carl has finished the base texture for the Star Patrol
Capship!

Click on the images for a higher resolution version.

Thirdly, it wasn’t particularly announced, but we’ve added
Megaman ND to the mod team as our resident map producer.
One of the maps we’re working on for alpha is the Fenris Arena.

We’ve also been able to secure someone to make what we needed
in the way of code to get all the original powerups working for arena,
including a new one or two in there as well.

Lastly, all tournament related threads in the forum have been
moved to the archives section in order to better fit the expanded
forum layout.


Team Activity

Just wanted to make a note for those following along
on our progress – since you might not have seen a lot
going on around these hallowed hangers lately.

Starting back around the end of May, most of the Mod Staff
has been off for personal issues or dealing with summer activities.

However, we are still trying to make some progress during this time:

RK is working on porting/rigging all our finished ships into the game;
it doesn’t sound like much, but that’s one giant leap towards a
playable demo folks.

I’m working with Bax(Backslash) to convert over some FS HUD art,
and I’ll be gradually redesigning (updating) the Tachyon HUDs. Our
goal in the long run is to have a unique HUD for each different ship.
If you’ve got suggestions, I’d be glad to hear them in the forum.
I’ve also got a test cap ship to try and texture.

Speaking of Bax, he’s working on the code that will allow FS2 to
display a HUD Tachyon style since not everything works right off as
one might expect. We’ve also been tossing some weapons effects
and ship function concepts around.

Carl’s been diligently working behind the scenes texturing the
monster that is the Star Patrol cap ship. In terms of surface area,
it’s a project hundreds, if not thousands of times larger than a
typical fighter craft.

Nutri is experimenting with learning guitar and other audio related
compositions at this time. He and I were working on modeling, but
due to some program complications we both have decided to drop
that temporarily in favor of finishing out other pressing projects. I’ve
also picked up a guitar, so you can look forward to some unique
collaborative songs in the future featuring Nutri’s great skills with mixing.

That’s about it really… in short we’re still working, but also trying to
coast through the summer’s blazing heat among other things. I hear
fuel cells are running an average of 200 credits cheaper over
at Alpha Starbase. ~_^

Drop us a line in the forums… let us know what you’ve got planned for the summer.


Visual Progress Report, May


You should be able to see all the ships we’ve got in the works, here.

In comparison to the Star Patrol Cruiser. Cool stuff.


Update Again

Well, it’s been a while, but we’re still plugging away.

We’re recently finished several ships, and have them entirely ingame. I’ll get some shots of those very soon. We have 6-7 other ships at the modeling stage, as you know, but untextured as of yet; namely, the Gar, the Dart, the Demon, the Mace, the Nighthawk, and two Drone ships. Just reminding you! I’m also proud to announce the Poseidon is at model complete stage now, as well – the latest masterful work by Carl Gonzalez, our Lead Artist.

She’s a great ship, and I can’t wait to fly her! He says that the next up will be the reworked Archangel.

In other news, we have the Claymore model in the pipe, as well as several environmental models.

We’d also like to extend a warm welcome to the talented Ed Ainsley (Features Coder), the indefatigable Nutritious (Music and Sound), and enigma (Modeler) to the team – and welcome our good friend Killjoy (aka Sonic) to the team; an old and new friend – and now teammate – of ours.


Just a quick update

I know we haven’t posted much lately – but here’s a bit of info.

First, the *new* Pegasus is completely ingame.

It includes Level of Detail models 0-4, has full color, shine, and normal maps, and is fully rigged and playable.

Secondly, Carl (The Ubermodeler!) has the Posi modeled, and is in the progress of texturing it.

Third, I’d remind you that we have a post on our forums that I keep updated fairly frequently, showing the status of our progress in modeling all of our fighters.

You can find that here.

Here’s a visual update of how far we are, sans the Posiedon. The darker models are ones we’re finished at least the initial LOD on, and you’ll find several of Carl’s textured models in there as well.

Hope you’re liking it, thus far!

Also, please feel free to stop by our chat channel, on Espernet. The information, including how to connect via the web, is on your lefthand side, partway down.

~ RK


Models, models, and music.

Sorry it’s been a while. Several of us have had a crazy month!

Here’s some updates for you, though.

Carl has finished the Mako’s texture!




(The last render links to a hi-res image. Check it out!)

I think it looks great!

Carl has also started on the Pegasus model!




I can’t wait to see this one textured.

As for myself, I think I have the Mace model finished!





(Click on any of the Mace pictures for hi-res versions)

This one here’s our first Bora model, so, rejoice, you ‘ol Colonist sympathizers.

Jacob, our environmental modeler, has also completed one of the satellite models.

Finally, we’ve added a new member – Nutritious, a musician who has volunteered to do some remixes and/or new music for the project. This means that we will have *completely* new media, folks. This is truly awesome.