Min req: 64-bit Windows, and Steam VR if you want to play in VR. If you happen to have a system that cant run the game well, let me know the sys req.
Min req: 64-bit Windows, and Steam VR if you want to play in VR. If you happen to have a system that cant run the game well, let me know the sys req.
Now available to download for free direct from indiedb!
I wish you well and hope that you won't get shut down like Stage 9!
I may need another 5 reviews before I have a better chance of being recommended more often.
Thank you, I'll look forward to reading it.
Many thanks. Hope you enjoy it. There is a demo while you wait.
Thanks
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Thanks, that's much appreciated!
It makes sense from a performance perspective. I had the asteroid fields from Wing Commander 1/2 more in mind when I set out to do this.
I never knew Starlancer did this. I also can't remember Starlancer having asteroid fields. But, I guess so :) That must mean Freelancer does something similar too?
Destroy components on larger space ships.
Not currently. But it's something that could be done.
Jaw dropping stuff!
Looking great. Keep up the good work.
Thank you so much.
Press the E key to target the closest enemy, when the enemy is off screen a target arrow will show you the direction to turn.
The radar is the same as the one used in the Wing Commander series, which is my favourite space combat sims. I have to admit I didn't understand how it worked first time, even after reading the manual.
The inner circle represents the forward facing arc. The four quadrants are Top (12 O'clock), Right (3 O'CLock), Bottom (6 O'Clock), Left (9 O'Clock) areas of the ship. The outer ring is for behind the ship.
I did think about having different radar styles in there, specifically a 3D spherical radar and the one out of Elite: Dangerous. It may yet still happen.
Thanks for the feedback. Did the target direction arrow not help?
Thanks for the feedback.
It's a good job this is a space game without much need for shadows. I'm pleased Unity have decided to put more of an effort towards bug fixing, instead of just throwing out new broken features.
Looking very pretty. The poor frame rate show in the video does hurt it's impact though.
I came back and realised how the player moves may not be what many developers would be doing, myself included, when looking at my game project code.
I made and very simple change which applies Torque to the player game object on it's local axis, rather than the world axis. (I've also included the project file). See this link for more info: Gracegracemedia.wordpress.com
This brings back memories of the 90's arcade machines and the Dreamcast. Especially Daytona USA, minus the guns :)
Congrats on being Green Lit.
P.S. Those 5 cars look great.
Cool, looks like a cross between Homeworld and Nexus: The Jupiter Incident. Hope this comes out sooner than later :)
Changing the LODBias to -1 for this line appears to solve this particular issue.
TEXTUREGROUP_Environment_1024=
(MinLODSize=2048,MaxLODSize=4096,LODBias=0)
It was something touched upon here and appears to be a problem with the original base game: Bit.ly
I'm having a CTD issue on the citadel. Everything was fine until I went to the other side of the presidium, with the Krogan statue and heading towards the Relay statue.
I get this error, which occurs as soon as textures are loaded upon loading a savegame file:
attempting to load unused mip #0 for Textture2D
biog_apl_std_mass_replay_01_l.mass_replay_01_diff
I couldn't find any reference to this particular issue, help to get this mod running again would be greatly appreciated.
centaurianmudpig
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