Starpoint Gemini 2
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JBeckman
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Posts: 34994
Location: Sweden
PostPosted: Sat, 18th Jan 2014 17:24    Post subject:
They are on version 0.6 now since a while back, 0.6006 was released just yesterday with a few fixes and even some new stuff but I am unsure when the game is planned to be released.

EDIT: Update changelog.
http://steamcommunity.com/app/236150/discussions/0/846963711029359276/

0.6000 to 0.6006
Quote:

------------------------------------------------------------------------------------------------------------
v0.6006, January 17, 2014
-------------------------------------
Here comes the first update in 2014, one of many to come. The absolute higlight of this update are Fighters. You can now finally launch them on their mission of utter destruction. Release the Kraken! Or...well... multiple baby Krakens at least Wink

We've also done some more work on the Tutorials. A new button is added on the upper-right HUD console (shaped like a question mark). This opens up a panel where you can review all unlocked tutorials whenever you need them. This is the first step on improving the general tutorial section in the game.

That's only a part of the job done since the last update. The foundation of a lot more has been set and the next update is planned to come with ship visual customization (ship name, banner, colorizing etc.)

IMPORTANT: We've encountered some problems with the tutorial panels a few moments ago, but we won't delay the update further. We really want you to get those fighters today Wink.The fix for the tutorials will come as soon as possible (likely a day or two). A thousand apologies for these issues!

Until next time, safe travels!

FIXED: You can no longer delete NewSave
FIXED: Starchart tutorial related crash
FIXED: Turret view shortcut (def. V) now works properly
FIXED: Mem-leak - Perks are flushed from memory on game reload
FIXED: Mem-leak - Officers are flushed from memory on game reload
FIXED: Mem-leak & exploit - Licenses could become doubled
FIXED: Bounty board panel can now be moved around
FIXED: Esc button now closes the Bounty board panel and then the Starchart
FIXED: Text on Commodities hint is no longer cut-off
FIXED: A bug related to opening the tutorial and the Starchart at the same time and pressing Esc button
FIXED: Errors on Fighter hints
FIXED: Actual shortcuts are now displayed in tutorial texts
FIXED: Wrong hint was shown on some hangar slots in the Drydock->Loadout panel
ADDED: A lot more random ships flying around in space. This is only the first step, as we'll return to the subject to tweak each individual region
ADDED: Fighter wings
Fighters can now be launched
Hangar Enhancements now work properly
Updated hints on Hangar and Fighter wings
Fighter idle AI - Fly out and stay near carrier
Mark target (on Context menu) designates the object as fighter primary target
Fighter definition files added to enable modding
Updated Fighters.wdt database table to enable modding
Added sitRep panels for each fighter wing on the left side of the HUD
Fixed several errors on Fighter hints and added more information
Fighters return to carrier prior to T-Gate jump
Some interceptors and all bombers carry both light and heavy weapons
ADDED: Invert mouse option in the Options -> Controls panel
UPDATED: First step on upgrading the tutorial mechanics is implemented
All unlocked tutorials are listed and can be accessed at any time with the button on the upper-right HUD console (shaped like a question mark)
Added new tutorials and changed some existing ones
ADDED: Mark target (context menu action) is now operational for hostile ships. Fire at will is not yet influenced by this command
ADDED: Fighting in the vicinity of a station forces the station to call for reinforcements for help
ADDED: Special "heroes" - persistent ships flying around Gemini who can be hunted down for special rewards. This is ONLY the first step, as we have yet to implement randomly generated news linked to heroes and their whereabouts.
ADDED: Auto-pilot now avoids planets. This is the first, basic implementation, simply to avoid those annoying space collisions Wink
ADDED: Added new script functions (for modders; check modding.starpointgemini.com for details)
UPDATED: Status of "heroes" is properly saved
UPDATED: AI ships will use Power to Engines to reach their opponent and engage them
UPDATED: Security and Military ships (by profession) will aid their allies if attacked within 2500 distance
MODDING: Updated Notepad++ script plugins (for modders; check modding.starpointgemini.com for details)
MODDING: Added Modding section -> Modding databases on website (for modders; check modding.starpointgemini.com for details)
MODDING: Added Miscellaneous section -> Bonuses list on website (for modders; check modding.starpointgemini.com for details)
MODDING: Added Miscellaneous section -> Text formatting on website (for modders; check modding.starpointgemini.com for details)

=========================================

v0.6005, December 20, 2013
-----------------------------------------
A new day and time for a new update. This will be the last update this year ladies and gents. Well, that is unless a quickfix or two will be required Smile.

As the highlight this time we chose two features. The first is the Fire at will command. This is the basic model and we're looking forward to your feedback. The second is energy redistribution accessible through the panel in the bottom left (hover over your ship schematic). This feature was almost entirely implemented after a thorough and detailed suggestion by one of the community members.

Unfortunately, I cannot find the exact post and that way the original poster, so please if you're reading this, contact us. Credit where credit is due Smile.

FIXED: A bug where a target ship schematic was left hanging on the context menu after a ship was captured and transferred to the garage
FIXED: Several errors in region files
FIXED: Several errors in game text files
FIXED: Several errors regarding bonus modifiers
FIXED: Fleet->Ship systems panel now works as intended
FIXED: Numerous errors in the Material Editor (for modders)
FIXED: Several errors in the boarding mechanics that could cause adverse effects
FIXED: A bug where particle and other various effects continued to show after player died and loaded a save game
FIXED: Selling your ship now correctly adds 20% of it's value to your account instead of 100%
FIXED: Several errors regarding object and target markers that were left hanging on the HUD after jumping through a TGate
FIXED: Enhancement markers for the light and heavy weapon on the back battery switched to correct positions
FIXED: Left and right heavy weapon slots on the schematics panel (bottom left part of HUD) were switched to correct positions
FIXED: Shield capacity boost no longer applies after shield status update, which caused the shield to refill up to the base capacity value instead of the modified one resulting in partially filled shields.
ADDED: Licenses are now available for purchase on stations (planets will receive them in the next update). Licenses can only be acquired when you're allied to a faction
ADDED: New holo panels to several station models. This is just the starting point of the new system and will be further upgraded to show various information dynamically.
ADDED: Credit numeric values now have delimiters , to make them more readable (community suggested)
ADDED: New script functions (for modders; check modding.starpointgemini.com for details)
ADDED: Energy redistribution mechanics. Energy can be easily transferred between Propulsion, Weapons and Shields via the panel in the bottom left. The panel switches with the player ship schematic. (community suggested)
ADDED: Fire at will command in its basic form uses a smart algorithm to switch between targets. This feature is a work in progress and feedback is most welcome.
ADDED: New station model
ADDED: Structures can now be guarded. Damaging them can trigger security forces to arrive in its defense.
ADDED: New planet background for planet Korkyra
ADDED: Environment detail can now be set in the Options->Video menu to improve game performance. This option impacts asteroid visibility the most.
UPDATED: Planet Iolia and planet Hogosha models
UPDATED: Several new bonus modifiers are now functional (Heavy weapon reload, Weapon battery recharge...)
UPDATED: Improved two ambients
UPDATED: AI routines
AI ships can now form fleets (basic implementation; will be further upgraded)
AI ships now use Power to Engines
Improved AI decision making on when to engage an enemy vs. when to flee
AI skirmishes should now occur more often

=========================================

v0.6004, December 10, 2013 :: Quickfix
-------------------------------------------------------
Hi everyone! We've been receiving reports of some troubling issues these last days since the last update and naturally we had to look in more detail. What we encountered wasn't nice at all so we had to act. It is possible that some save files could have gotten corrupted. So here's the deal:

1)Anyone experiencing difficulties loading their save files the last couple of days, please try loading them with the v0.6004 update. It should repair almost all of the potential problems on its own.
2)If numero 1 doesn't work, please contact Oliver directly oliver@starpointgemini.com and preferrably send him your save file so we can see if we can help.

We're terribly sorry for these problems and hope it didn't cause too much problems.

Thanks everyone for your support, suggestions and patience. We honestly and really appreciate it!
=========================================

v0.6003, December 6, 2013 :: Quickfix
-------------------------------------------------------
To address several issue encountered by both you fair ladies and gents and us as well, we're releasing yet another update. A small one, of course. The details are as always below.

Have fun and feel free to comment! Smile

LIST OF CHANGES

FIXED: A bug where the Tactical overlay would "get scrambled" on window resize
FIXED: Borehole torpedo efficiency improved
ADDED: Viral torpedo equipment - Reduces target Trooper count (actually added in v0.6002, but we forgot to make a note of it Wink )
UPDATED: Viral torpedo price increased and effect modifier reduced (it was waaaaaaaaaaaaay overpowered)
UPDATED: Officer's price and salary drastically reduced. This is a temporary measure to counteract low income problem. They will be further refined and tweaked over time.
UPDATED: HUD Object markers tweaked to represent actual Sensor radius, but also taking into account object size and relevance
UPDATED: Object target distance tweaked based on size and relevance (planets can now be targeted from much farther away for example)
UPDATED: CaptainInfo->Bonuses list can now be scrolled with the mousewheel
UPDATED: Heavy weapons' projectile speed increased

=========================================

v0.6002, November 21, 2013
-----------------------------------------
Time for a new update. The highlight is GUI enhancement in the form of the Tactical overlay. A quick note: Check the Options->Controls panel and set the wanted Tactical Overlay shortcut or you won't be able to see it! We plan to make the Tactical overlay appear automatically for a period of time when something important happens, but for now it is shortcut toggle only!

LIST OF CHANGES

FIXED: Several bugs that could cause the game to crash.
FIXED: A bug where the game would crash if player jumped through TGate while the boarding panel was opened (ship capture panel).
FIXED: Officers bonuses are now properly recalculated if an officer leaves your service or is dismissed.
FIXED: A bug where the main menu could not be used properly after having a conflict in the controls tab and pressing the Esc button.
ADDED: Tactical overlay
The tactical overlay is a convenient way to have all the important info on your ship, especially the status of your shields and weapon systems
ADDED: Shortcut to toggle the overlay - IMPORTANT: Configure the shortcut manually if needed in the Options->Controls panel
ADDED: Individual shield info
ADDED: Individual light weapon battery energy levels and heavy weapon battery reload and ammo status
ADDED: Each individual turret on the ship has it's own indicator when it can fire
ADDED: Quick target info is now linked to the Tactical overlay
ADDED: Player can now be ambushed when nearing randomly appearing derelicts. This is the first of upcoming micro-events linked to derelicts. More diverse events will be added over time, and the similar mechanics will be applied to other game objects.
ADDED: Captain->Finances tab that shows the financial balance sheet of the current month
ADDED: Officers now require their monthly salary or they leave your service. The exact required amount will be further tweaked.
ADDED: Some equipment is now operational (both actual gameplay bonus as well as activation visual effect)
Shield booster - Amplifies shield recharge rate
Damage amplifier - Increases both light and heavy weapon damage
Speed booster - Increases maximum speed
Energy defense field - Grants resistance to Energy based damage
Projectile defense field - Grants resistance to Projectile based damage
Plasma defense field - Grants resistance to Plasma based damage
EMP defense field - Grants resistance to EMP based damage
Radiation defense field - Grants resistance to Radiation based damage
Hull integrity field - Increases Soak (general resistance to any kind of damage)
Borehole torpedo - Fire a special torpedo into asteroids. The torpedo has a wide blast radius and grants increased asteroid loot yield.
Atlas defense field - this is a new piece of equipment (community suggested) that can shoot down enemy missiles and torpedoes. Eventually it will also work on enemy fighter crafts.
ADDED: Texture detail option in the Options->Video panel. Lowering this setting sets the game to use lower resolution textures (mip-map), but increase performance.
UPDATED: Assassin random encounters no longer appear until player reaches experience level 10
UPDATED: Installed Enhancements are now properly saved (both for the current ship and those in the Garage)
UPDATED: Several changes to the game text files
UPDATED: Destroying structures now yields Experience influenced by character class and experience level
UPDATED: Destroying structures now slightly reduces Reputation

=========================================

v0.6001, November 21, 2013 :: Quickfix
--------------------------------------------------------
Several stability bugs that could be fixed fast were reported so we decided to release the quickfix right away. No point in keeping you guys waiting for it Smile

LIST OF CHANGES

FIXED: A bug that could cause the game to crash when using Captain info panel
FIXED: A bug that could cause the game to crash when using Equipment panels
FIXED: A glitch where the Starchart was left hanging when using the shortcut
FIXED: A bug where ship turrets were left hanging in space after it was destroyed or grappled
FIXED: Credits per month bonus is now displayed properly
ADDED: When selling a captured ship on a station/planet, ship systems, equipment and commodities of the captured ship are now added to the overall price
UDPATED: A slight rebalance of equipment found in dropped loot

=========================================

v0.6000, November 20, 2013
-----------------------------------------
Crossing over into the 0.6 number range with a one day delay. This is the largest update so far ladies and gents. We've done some work on the GUI, we've updated our bonuses mechanics (applied to skills, perks, officers, equipment...).

Browse the change list below for details please Wink. Our plan was to include a few starting campaign missions, but unfortunately some late encountered issues prevent us from doing so, but then we'll simply bump that part into the next update.

For now, you can start the campaign from the New Game screen and have a look at the campaign intro movie. That should give you a clue as to what the storyline will focus on. Let us know what you think of the game and the update on the Steam community page or
on our very own forum at http://www.starpointgemini.com/forum and above all else, have fun! Smile

The announced price change is left to Steam to apply at their own convenience, but we felt it would be unfair to keep you ladies and gents waiting on the update any longer than necessary.

A big thank you goes out to Steam devs for their quick assist in the unfortunate issues that appeared on November 19th. And naturally a GREAT BIG thank you to YOU the players for your support and patience while the matter was being resolved!

LIST OF CHANGES

FIXED: Several bugs on the Fleet->Equipment panel. Proper quantity is now shown.
FIXED: Energy shield indicator on the Context menu.
FIXED: A big where player couldn't initiate Power to Engines after demolishing a grappled ship
FIXED: Several scripting errors that could cause adverse effects
FIXED: Heavy weapons ammo indicator is now properly refreshed on the Drydock->Systems panel
FIXED: Troopers are now properly transferred to the new ship when transferring command to a ship from the Garage
FIXED: Brightness setting can now be properly adjusted
FIXED: Background mask size on 2550*1440 resolution
FIXED: Several bugs in the current trading mechanics
ADDED: Reputation panel so players can have an overview of their standing with the 50+ game factions
ADDED: Perks panel so you can spend your hard earned Perk points on the available passive bonuses. A Perk point is gained every time you gain in Rank. Retroactive perk points are awarded to those of you who have already gained Ranks.
ADDED: You can now hire up to 3 officers (Navigation, Tactical, Engineering) that provide passive bonuses for as long as they are on your ship. Officers are available on the Station->Hiring panel.
ADDED: You can now loot captured ships in space.
ADDED: A couple of new ambients.
ADDED: Quick target info - when you first target an object, a small representation of the object appears so players can almost instantly see what the target is exactly and its status (community requested)
ADDED: On-screen notifications like Level-up, Experience gained, Credits gained, Reputation changed (community request)
ADDED: Fleet->Systems panel. It was locked until now.
ADDED: Fleet->Officers panel so players can see their hired officers, their bonuses and salaries
ADDED: Bounty board to the Starchart where players can look over the different "heroes" they will be able to hunt down for a reward
ADDED: Pre-rendered intro movie for the Campaign scenario. Storyline missions are NOT yet activated.
ADDED: Loot dropped from ships and derelicts can now be targeted and you can open the Loot panel to select specifically what items you wish to take on-board.
ADDED: New bridge officer voice lines
ADDED: Place-holder T-Gate jump movie. The whole jump mechanics will be further refined and optimized.
ADDED: Starchart Mission markers can now be toggled via the Starchart panel.
ADDED: Loot drop can now contain equipment as well as commodities.
ADDED: Scanning randomly appearing anomalies now rewards Experience.
ADDED: Soundtrack expanded.
ADDED: Myrmidon now has visible engine trails.
UPDATED: You can now purchase new ships and store them directly into the Garage. (community request)
UPDATED: Changed loading screen background to show an upcoming station model
UPDATED: Expanded in-game options
Toggle on-screen notifications (community request)
Unlocked several video options
Toggle bridge officer chatter (community request)
MSAA can now be set
UPDATED: Wedge asteroid field has a new asteroid explosion effect
UPDATED: Several changes to the game text files
UPDATED: Wedge asteroid field has been reworked with new models, textures, ambient and accompanying particle area effect
UPDATED: Radial context menu updated with new additions (some options unlocked and added)
UPDATED: Captured ship mini-panel: captured ships can now be grappled by clicking on the new button on the mini-panel itself.
UPDATED: Boarding mechanics tweaked. Ships are now harder to capture to prevent exploits.

=========================================
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Veki




Posts: 381
Location: Croatia
PostPosted: Wed, 22nd Jan 2014 18:54    Post subject:
sabin1981 wrote:
So how is this shaping up then? Does anyone know when it's likely to be finished? Smile


http://steamcommunity.com/app/236150/discussions/0/630802978883449361/
mmihokovic [developer] wrote:

At this point, we estimate full release version will be ready at the end of Q1 or during Q2 2014.


Preview :
http://www.gamerevolution.com/preview/starpoint-gemini-2


Beware of he who would deny you access to information, for in his heart he dreams himself your master.
Commisssioner Pravin Lal
"U.N. Declaration of Rights"
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Wed, 22nd Jan 2014 19:10    Post subject:
Nice one, thanks man
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Veki




Posts: 381
Location: Croatia
PostPosted: Mon, 3rd Feb 2014 16:13    Post subject:
There is a promo on GameFly 11.49 $ :
http://digital.gamefly.com/#!/download-starpoint-gemini-2/5006777
nickbg wrote:
You can also stack the GFDJAN25 or FEB20OFF discount codes during checkout to get the final price down around $9.

You get Steam keys for SPG 2 early access and SPG 1.

Also, there was a live-play stream with members of the LGM dev team present to discuss the game and answer questions on Destructoid. Here's the video :

http://www.twitch.tv/destructoid/b/499496781


Beware of he who would deny you access to information, for in his heart he dreams himself your master.
Commisssioner Pravin Lal
"U.N. Declaration of Rights"
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warriormax
Banned



Posts: 3644

PostPosted: Mon, 3rd Feb 2014 16:46    Post subject:
Thanks for the link! But where I have to enter the discount code? I can't see :/
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Veki




Posts: 381
Location: Croatia
PostPosted: Mon, 3rd Mar 2014 21:20    Post subject:
30 min preview :
http://www.spacegamejunkie.com/previews/starpoint-gemini-2-game-point/


Beware of he who would deny you access to information, for in his heart he dreams himself your master.
Commisssioner Pravin Lal
"U.N. Declaration of Rights"
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 3rd Mar 2014 21:25    Post subject:
Looking forward to checking this out when it launches properly, looks like it's building up quite nicely ^_^
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ixigia
[Moderator] Consigliere



Posts: 65085
Location: Italy
PostPosted: Mon, 3rd Mar 2014 22:00    Post subject:
Damn, there's so much potential here, hope the final release is polished enough to have some great fun. Shouldn't be too far-off on paper Razz (assuming that they'll manage to keep their word)
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Veki




Posts: 381
Location: Croatia
PostPosted: Wed, 12th Mar 2014 18:56    Post subject:
Starpoint Gemini 2 on a 33% PRE-BETA discount for a whole week
Quote:
We’re nearing official beta stage and to celebrate this, we’re offering Starpoint Gemini 2 at a 33% discount. This package also contains the original Starpoint Gemini 1 PC game completely for free! This special offer will be available exclusively through Steam until Monday, 17th when we’ll officially cross into beta stage of SG2 development.


http://steamcommunity.com/app/236150/discussions/0/540735426598092166/

So price is now 14,39€.


Beware of he who would deny you access to information, for in his heart he dreams himself your master.
Commisssioner Pravin Lal
"U.N. Declaration of Rights"
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Tungsten




Posts: 2020

PostPosted: Wed, 12th Mar 2014 19:42    Post subject:
must say i am very glad i bought this
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scaramonga




Posts: 9800

PostPosted: Wed, 12th Mar 2014 20:13    Post subject:
Veki wrote:
Starpoint Gemini 2 on a 33% PRE-BETA discount for a whole week
Quote:
We’re nearing official beta stage and to celebrate this, we’re offering Starpoint Gemini 2 at a 33% discount. This package also contains the original Starpoint Gemini 1 PC game completely for free! This special offer will be available exclusively through Steam until Monday, 17th when we’ll officially cross into beta stage of SG2 development.


http://steamcommunity.com/app/236150/discussions/0/540735426598092166/

So price is now 14,39€.


Excellent, was waiting for that to drop in price, grabbed Very Happy Very Happy
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JBeckman
VIP Member



Posts: 34994
Location: Sweden
PostPosted: Mon, 17th Mar 2014 19:25    Post subject:
Game was updated from version 0.6 to 0.7, should be beta now. Smile

EDIT:
http://steamcommunity.com/app/236150/discussions/0/846963711029359276/

Quote:

v0.7000, March 17, 2014 BETA ENTERED!
--------------------------------------------------------------
Time to cross into the 0.7 version range ladies and gents. This means we've crossed into the beta stage of development.

To explain a bit what this means for Starpoint Gemini 2 exactly I'll make a list to make things completely clear so bear with me Wink :

Entering BETA does NOT mean we've got every feature implemented and we're not stopping until we implement everything we've got planned.
Entering BETA DOES mean we have to stop adding more features for implementation, at least for now if we're to finish the game Wink.
Entering BETA DOES mean we will completely focus on implementing any and all features left on the to-do list as well as finishing all features implemented partially.
Entering BETA DOES mean we will focus on FIXING BUGS and later on BALANCING and OPTIMIZATION.
Entering BETA does NOT mean we're not looking forward to more suggestions and comments. Feel free to continue posting them. We will continue adding to the wish-list for later implementation.


In a nutshell, it's time to wrap it up, but wrap it up PROPERLY. And to do that, we need time. Every new implemented feature almost certainly comes with its own set of bugs and glitches that need to be ironed out.

We have to thank the amazing community that supported us through the alpha stage in Early Access. We owe you a debt we can hardly repay, but we will do our best by completing SG2, polishing it up, and continue building on that foundation Smile.

LIST OF CHANGES

FIXED: An issue with Aquila decals and ship name models not displaying correctly
FIXED: Several errors in the script files that could cause game crashes
FIXED: An error where a special weapons were dropped as loot
FIXED: A bug where ship selling price wasn't properly calculated (more work remains on this as damage is NOT yet taken into account)
FIXED: A bug where a structure didn't use the proper OnDestroy script
FIXED: Fire at will now works for Beam weapons as intended
FIXED: Beam weapons damage to structures is now calculated correctly
ADDED: Fire at will HUD indicator while it is active
ADDED: Planet Nyx now has its own unique planetary landing background image
ADDED: Wormholes are now functional. Be careful as wormholes can "suck" you in while you're passing by. (visual portion will be added and tweaked later)
ADDED: Class choice screen on starting a new game (players interested in switching character class please refer to the forum for instructions!)
ADDED: Non-gunner skills
All skills except those that influence Ship system failures and System repairs are functional
Rift (Engineer) has limited functionality
ADDED: Specific structure scripted events depending on region, owner faction and structure type
Structures can now drop loot
Security announces their arrival via dialog
On-screen notifications added when interacting with structures
ADDED: One-liner dialogs on various scripted events (destroying structures for example)
ADDED: Transitions between skyboxes
ADDED: All licenses except Iolian Passport and Union Charter are now fully functional
ADDED: Camera shake on heavy weapon hit (depending on distance to explosion)
ADDED: Evasion parameter to ships (line added to *.shp files as well)
ADDED: T-Drive is now functional. Visual and sound effects will be added later (a skippable cutscene is also planned).
ADDED: Several more music tracks added to the mix
UPDATED: Increased Fire at will accuracy
UPDATED: Increased T-Drive price
UPDATED: Reduced chance of T-Drive appearing in loot drops
UPDATED: First short balancing run
Fixed several bugs that prevented future balancing
Increased ship hull
Increased shield damage of light weapons
Increased ship cargo hold for carrier class ships
Increased shield strength of the Prospero
UPDATED: Ship systems selling price reduced
UPDATED: Equipment selling price reduced
UPDATED: All models are now compressed (binary) to improve loading times. Modders are encouraged to open *.mdl files in the Material editor if reference is needed.
UPDATED: Changes in the game text files (some typos and additions)
UPDATED: Micro-events on derelicts are expanded
MODDING: Modding website updated with new info and preparations made for future additions
MODDING: Added more script functions (check modding.starpointgemini.com for details)

=========================================
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Veki




Posts: 381
Location: Croatia
PostPosted: Mon, 24th Mar 2014 17:50    Post subject:
Developer Q&A :
Quote:
So, I recently contacted Little Green Man Games for an interview or a Q&A. I got hold of Tomislav Mihoković the Art Director and Co-Owner of the company and he said he would be happy to answer some question of mine about their upcoming game Starpoint Gemini 2. While I hope to do a hands-on preview of the game all I will say right now is that the game is really enjoyable and stable especially for a game that was in Alpha (The last time I had gotten a chance to play the game was in December while it was still in Alpha. The game currently changed stages and is now in beta. The questions are centered and his responses are italicized. Here is my Q&A with Mr. Mihoković I hope you guys enjoy and if you have any further questions I can try to rely them to Mr. Mihoković and have them answered I hope you enjoy.


http://realgamernewz.com/31341/starpoint-gemini-2-developer-qa

EDIT :
There is a beta cracked by 3DM. Wink


Beware of he who would deny you access to information, for in his heart he dreams himself your master.
Commisssioner Pravin Lal
"U.N. Declaration of Rights"
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Veki




Posts: 381
Location: Croatia
PostPosted: Fri, 25th Apr 2014 17:31    Post subject:
Starpoint Gemini 2 update v0.7003 brings Steam Workshop integration!

Quote:
Greetings ladies and gents. We took a bit more time on compiling this update, but I'd say it was time well spent. We hope you agree!



Here's the rundown:
•Steam Workshop - We're not done with the game or the toolset yet to make modding easier, but you can start publishing your mods on Steam and share your creative work with everyone! Check out the Modding guide on how to start Wink.

•Cloaking - You can finall cloak your ship and attack unsuspecting ships from the shadows

•Junkyard - One more world element implemented: the junkyard. Feel free release destruction upon them and who knows... you might get to collect some loot as well.

•Global events - Time to start activating these little ones. Not all events are fully implemented at the moment, but the system is in place and it's only a matter of time before we get the rest in the game too. They're also accompanied by News so you know what you're dealing with. Check your Captain's log regularly... the Info tab Wink.


SPECIAL PROMOTION! Offer ends 30 April : 17,24€
http://store.steampowered.com/app/236150


Beware of he who would deny you access to information, for in his heart he dreams himself your master.
Commisssioner Pravin Lal
"U.N. Declaration of Rights"
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JBeckman
VIP Member



Posts: 34994
Location: Sweden
PostPosted: Thu, 19th Jun 2014 17:08    Post subject:
http://steamcommunity.com/app/236150/discussions/0/846963711029359276/
Quote:

Update v.0.7015, 19th June, 2014

This one's quite extensive ladies and gentlemen, but it also took longer to deliver for which we sincerely apologize. I won't be highlighting any item as special this time. Instead, please check out the change-list below and as always... safe travels captains! Smile

FIXED: Player ship customization parameters are now properly saved and loaded
FIXED: An error where the game could crash when using Give, Take or Take All actions on the Loot panel
FIXED: An error where ship price wasn't adjusted properly until redocking, after purchasing a License that modifies ship prices
FIXED: An issue related to game date being saved, loaded and displayed wrongly after loading a game
FIXED: Ships no longer get damaged when Transferring command
FIXED: Grappler will no longer deactivate automatically after capturing a grappled ship
FIXED: A problem where SETH platform only attacked ships that were hostile towards the player when the platform was released
FIXED: An problem where changing resolution in-game and resetting controls could cause cursor issues
FIXED: Heavy weapons no longer disappear from the ship if leaving a station when the heavy weapon ammo was depleted
FIXED: A graphical error on a flare texture
FIXED: An error where junkyard name was wrongly displayed in several instances
FIXED: Kojima model is now properly rendered in the Drydock screen
FIXED: A tooltip no longer appears when hovering the mouse over empty light weapon battery slots
FIXED: A critical error in the script system that could, in some instances, cause any script that uses pause to malfunction
FIXED: An error/exploit where jettisoning commodities added +2 commodities per stack
FIXED: An error that occurred when displaying mod information
FIXED: An issue with beam weapon effects that left them hanging in space
FIXED: The Reputation panel now displays outlaw faction info as intended
FIXED: Heroes can now be dragged with the Grappler across sector borders
FIXED: Energy transfer setup now resets on loading or starting a new game after already playing a session
FIXED: Rearming heavy weapons cost is now added into expenses on the Finances tab as a part of Purchases
FIXED: Asteroids and junk pieces are now properly calculated in the PhysX system
FIXED: An issue where using Go To command on the Starchart placed the target waypoint in the wrong location
FIXED: Rift skill now works on Heroes as intended
FIXED: A problem where NPCs would spawn at the same location when player uses T-Drive
FIXED: Available officers list in the Hiring section of stations/planets can now be scrolled
FIXED: Double-clicking on the Exit button of the Starchart no longer leaves the Starchart context menu open
FIXED: A problem where the ship was left on fire after docking
FIXED: Sit-rep notification after passing through a Wormhole will no longer appear if there is nothing to actually report
FIXED: Numerous text errors in all game versions
FIXED: A problem where anomaly effect was left active even after an anomaly had disappeared
FIXED: Numerous errors in German translation pack where wrong text was displayed
FIXED: A potential memory leak in scripts, where several ships bearing the same keyname could exist at the same time
FIXED: A problem where some structures and stations were placed too close to each other which caused their labels to overlap on the Starchart (more such instances remain and will be fixed)
FIXED: A problem where ship maneuverability was reduced on lower framerate
FIXED: An instance where a derelict name wasn't displayed properly
FIXED: A problem where the number of Troopers lost while passing through a wormhole was displayed wrongly


ADDED: NPCs can now appear using T-Drive
ADDED: New asteroid explosion sounds
ADDED: Ship explosions can now cause damage to nearby ships
ADDED: Asteroid explosions can now cause damage and/or other effects to nearby ships
ADDED: Derelict explosions can now cause damage to nearby ships
ADDED: You can now be hunted by pirate mercenaries anywhere in Gemini. The chance of this event increases with player Reputation.
ADDED: Boarding structures is now possible and can yield rewards and/or trigger global events (more various events will be added)
ADDED: Hacking structures is now possible and can yield rewards and/or trigger global events (more various events will be added)
ADDED: New notification screens to provide info to player when some situation occurs
ADDED: Anomaly scanning can now cause a backfire in the form of a damaging blast (and/or other effects)
ADDED: Hero ships can now be visually customized in advance, like the player's ship (manually in an external file).
ADDED: Several micro events that can occur when leaving stations (more will be added over time).
ADDED: Floating notifications above a boarded ship when a boarding event occurs
ADDED: Blast damage resulting from any explosion can damage nearby asteroids
ADDED: Heavy weapon projectiles try to avoid collision with obstacles
ADDED: Phaseshift Equipment added and can be used. For now only available on Vigo station, near planet Trinity.
ADDED: More bridge officer chatter lines
ADDED: All skills now have activation sound effects
ADDED: Sound effect to Borehole torpedo
ADDED: Flares database added, to allow additional flares (textures) to be added into the game easily
ADDED: Heavy weapon explosions now have effective blast radius and damage with the accompanying visual effect
ADDED: Shield resistances are now displayed with their bonuses on the Drydock->Ship panel
ADDED: Holographic panels placed around most stations
ADDED: Dynamic news system on station holo-panels now dynamically display/change the news they're showing, based on ongoing global events, bounty status and other factors


UPDATED: Station holo-panels visuals
UPDATED: Game world is now more stretched as we begin to use more of the world verticality. This is only the start and more work on that front remains.
UPDATED: Random ship spawning mechanics changed to increase overall traffic, but also allow more tweaks and variation
UPDATED: Now you can die on passing through Wormholes (until now, Hull could never be reduced to 0)
UPDATED: Weapon battery icons changed visually on the Shipyard->Comparison panels
UPDATED: Structures and stations can now be targeted/selected more accurately
UPDATED: Cloak can now disengage automatically if a collision occurs
UPDATED: Fire at Will now takes into account if a target is Marked. There is still a chance for your gunners to fire on other hostiles.
UPDATED: Purchasing new Equipment that you already have mounted on the quickbar, now automatically adds the new equipment to the mounted one
UPDATED: Ship is now properly oriented when exiting a wormhole
UPDATED: Ship system value is now calculated in the ship sell value
UPDATED: Increased structure hitpoints
UPDATED: Visual shockwaves optimized for better performance and lower graphics RAM usage
UPDATED: Increased Consumables prices
UPDATED: Increased Ore prices to make mining a more viable way of earning income
UPDATED: Asteroid chunks flying out from a larger asteroid now have reduced speed so they don't fly as far away as before
UPDATED: Autopilot will now try to avoid collision with any object (we've noticed some errors when avoiding stations, which will be fixed)
UPDATED: Randomly appearing anomalies now disappear when scanned
UPDATED: Licenses now appear in the Available Licenses list even if player is not allied with the faction providing the License
UPDATED: Critical hit visual effect
UPDATED: Shard and all ice asteroids received a visual overhaul
UPDATED: <RU> Most of the names of light weapons with better translations, with the great help of Noob, our helpful community member
UPDATED: Numerous instances of weirdly translated words with the help of our community members
UPDATED: Some stations now sell more commodities
UPDATED: The game log now records more detailed information to help us in determining potential and realized problems
UPDATED: Reflector textures and shaders tweaked for better visuals
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warriormax
Banned



Posts: 3644

PostPosted: Thu, 19th Jun 2014 18:11    Post subject:
ADDED: Heavy weapon projectiles try to avoid collision with obstacles


wtf?
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Veki




Posts: 381
Location: Croatia
PostPosted: Sat, 13th Sep 2014 17:27    Post subject:
http://steamcommunity.com/app/236150/discussions/0/613935403981100299/

Dev video diary





EDIT :
SPG2 release trailer


And new update v0.8001
Quote:


Greetings spacefarers!

AN IMMEDIATE EDIT:
Time for a touch of sad news. We've hit two problems, late encountered, as can be seen from the time we're releasing this update.
One is related to compressed sector files. We know what the problem is exactly, but it will take until tomorrow to fix. Once that's done, you can expect the freeze when crossing sector border to reduce some more.

The other is related to combat music, more specifically switching from standard to combat music and back.
To prevent you fair ladies and gents from having your ears bleeding (the symptom was screeching noise from the deepest pits of the 9th circle of hell), we've switched off combat music for now, until we get to the bottom of the problem.
We hope to have it fixed tomorrow as well, in which case you can expect both of these features in working order tomorrow too.
The more varied music tracks are not impacted by this problem, so at least that's some consolation Smile.

While the below list might seem small in comparison to our usual changelists, a lot of work has been done since the last update.
Most changes unfortunately have no point in being mentioned since they're important for the upcoming campaign mode.

Highlights? Well... how about updated loot drop system, or full controller support, or perhaps the twin suns Castor and Pollux, more music tracks, artefacts, improved streaming... Feel free to take your pick Smile.
------------
IMPORTANT!
Full controller support. This one is a bit tricky. We've made default profiles for all gamepads and joysticks we could get our hands on, but we need your help once again ladies and gentlemen.
All the controllers we tested have different configurations, making our work much harder. Basically this is what I'd like to ask of you:
If you try out a gamepad configuration, and you realize the default sucks big-time, let us know please. Moreover, if you're feeling especially generous, please configure your gamepad in the in-game options,
and then send oliver@starpointgemini.com both your StarpointGemini2Configuration.cfg and log.txt, located in the game root directory. This will allow us to create a default profile for that specific device.

Also if you encounter some problems using your controller device, let us know. We'll tweak, update and fix 'em all. In general, we're looking forward to feedback regarding controllers Smile.
------------
We plan to have one more update before final launch, but of course if necessary, we'll release quickfixes in the meantime. And it is possible we'll be iterating through smaller, focused updates over the next two weeks.

And finally one more thing to mention: Cinematic trailer. I won't yammer too much about it. Have a look instead Wink.

CHANGE LIST
•FIXED: An issue where destroying ships that spawn a derelict, caused outlaw looters to appear, which in turn could create an endless stream of outlaw looters. Several more script checks implemented.

•FIXED: Tzar carrier hangar parameters fixed and tweaked

•FIXED: Heavy weapon blast radius now deals damage to the object that was actually hit

•FIXED: Ice asteroids now use appropriate destruction visuals

•FIXED: A script problem where in certain instances a for loop never activated.

•FIXED: A crash related to Caridad station. Its parameters were all messed up

•FIXED: A crash that occurred if capturing a grappled ship that was on the verge of breaking grappler hold (distance)

•FIXED: A bug that resulted in player ship not being visible on loading game after dying

•FIXED: A a bug related to the Capture freelance mission that resulted in game crash

•FIXED: Ship sell price, when selling immediately on docking and when selling from the garage is now identical

•UPDATED: Blueprint part drop rate
◦Based on feedback, drop rate of blueprints is increased in all instances

◦Blueprint parts can now be acquired by hacking structures

◦Blueprint parts can now be acquired by transporting onto structures

◦Blueprint parts can now be acquired by scanning anomalies

•UPDATED: Loot drop system changed
◦Loot drop definition files completely changed to make it easier to balance

◦Loot drop now depends more on experience level and target type

•UPDATED: Orpheus mine damage is generally reduced, but damage now depends on player level

•UPDATED: Damage of the SETH deployable platform now depends on player level

•UPDATED: Station will no longer call in a large security force to deal with you if you caused problems near it. The numbers are tweaked, largely based on player level.

•UPDATED: If a station doesn't have any friendly ships nearby, security forces will no longer show up

•UPDATED: Destroying bounties that are hostile towards you no longer yields negative reputation change

•UPDATED: Reset general settings confirmation box text changed to display appropriate text.

•UPDATED: Ship, structure and station shaders to improve material glow quality

•UPDATED: Spire station now only offers lawful licenses

•UPDATED: Tortuga Bay station now only offers outlaw licenses

•UPDATED: Nebulas optimized some more. More specifically, when inside a nebula, other nebulas are not rendered

•UPDATED: Mission objective text that appears next to a mission-related object, is no longer hard-coded, but is taken from misc.txt file

•UPDATED: Numerous texts in the German and Russian localizations

•UPDATED: Removed Evasion parameter from defense platform files (*.def)

•UPDATED: Increased chance of triggering global events that are related to prices and trading to make the market more lively

•UPDATED: NPC ships now come with a full complement of Troopers, making them harder to capture (further updates will bring other balancing)

•ADDED: Big picture mode & full controller support
◦Simply plug in a gamepad or joystick and restart the game

◦You're offered a different control scheme which makes it possible to choose how you want to control the various game panels

◦Using controllers is possible in both control schemes

◦Further tweaks, improvements and manufacturer presets will be done based on feedback

•ADDED: Artefacts
◦Artefacts can now be collected from special structures scattered around Gemini

◦Collecting all artefacts yields a special reward

•ADDED: Another optimization pass focused mostly on sector-to-sector streaming
◦Model streaming implemented

◦Audio streaming implemented

◦Script files compressed

•ADDED: Twin suns now shine over Gemini from its center (will be further graphically improved)

•ADDED: Confirm resolution change panel can now be closed and resolution change can be cancelled

•ADDED: A new type of encounter into the game world, generated randomly, but with certain conditions

•ADDED: Scanning anomalies can now cause a revenant to drop out of rift space (can be either friendly or hostile)

•ADDED: Info panels for stations, structures, planets, derelicts and anomalies

•ADDED: Leviathan is now placed into the game world


New update should be next week (Friday probably) and should bring some campaign missions.
Release is planned for 26th of September.


Beware of he who would deny you access to information, for in his heart he dreams himself your master.
Commisssioner Pravin Lal
"U.N. Declaration of Rights"
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Veki




Posts: 381
Location: Croatia
PostPosted: Fri, 26th Sep 2014 18:00    Post subject:
Release is today at 19 CET (in 1 hour).


Beware of he who would deny you access to information, for in his heart he dreams himself your master.
Commisssioner Pravin Lal
"U.N. Declaration of Rights"
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 26th Sep 2014 18:44    Post subject:
I have it on my wishlist, but never really read anything about this game.
But according to the mini reviews on the store page it seems to be pretty awesome, and is what X: Rebirth should have been Surprised
Frap Frap Guy


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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7thunders




Posts: 1480

PostPosted: Fri, 26th Sep 2014 18:53    Post subject:
Starpoint_Gemini_2-FLT
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Immunity




Posts: 5628

PostPosted: Fri, 26th Sep 2014 20:51    Post subject:
Deleting journal entries still doesn't work.
The "Active" filter in the journal still doesn't work.
Main screen logo clearly shows "Beta"
Some options still unchangeable and greyed out.


Forever early access......

It's a decent space sim, I just wish they'd get their shit together.


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 26th Sep 2014 21:49    Post subject:
Ehh, is the FLT release saying beta, or the Steam release too? Surprised


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Immunity




Posts: 5628

PostPosted: Fri, 26th Sep 2014 21:58    Post subject:
Bob Barnsen wrote:
Ehh, is the FLT release saying beta, or the Steam release too? Surprised


Steam version had it too when I first played this morning - they claim they forgot to update the graphic to remove the "beta", but as I posted above, there's still quite a few things (in my opinion very basic) that are broken.


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Fri, 26th Sep 2014 22:07    Post subject:
Bah.. "early access! for a year! we can fix bugs before going retail!" "but.. the game is still broken on a very basic level" "fixes coming in Patch 1.1"

Sad

Well, I've waited this long with the EA version in my library.. I'll just keep on waiting until they fix it.
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Fri, 26th Sep 2014 22:19    Post subject:
Immunity wrote:
Bob Barnsen wrote:
Ehh, is the FLT release saying beta, or the Steam release too? Surprised


Steam version had it too when I first played this morning - they claim they forgot to update the graphic to remove the "beta", but as I posted above, there's still quite a few things (in my opinion very basic) that are broken.


Thanks, but meh then Sad
Guess this game won't ne enjoyable without a legit version for all the updates
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ixigia
[Moderator] Consigliere



Posts: 65085
Location: Italy
PostPosted: Sat, 27th Sep 2014 00:26    Post subject:
Damn...indeed thanks for the feedback Immunity; I wanted to grab it because the game honestly looks incredible Razz (on paper), but now I think I'll just forget about its existence for a while and wait along with Sab and Bob until everything is 100% completed and functional*

*assuming that it will actually happen, that is.
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Immunity




Posts: 5628

PostPosted: Sat, 27th Sep 2014 00:39    Post subject:
Don't get me wrong, it's in much better shape then it was when I first bought it, especially performance wise, but it's just disheartening to me to see some of the same stuff missing/broken as was a few months ago.

There's fun to be had here (grab it now if you're really bored and are hankering for a combat oriented space sim), but if you want maximum enjoyment out of it you're probably best off waiting till they get stuff ironed out, by which time it'll have some nice mods no doubt and probably be on the Christmas Sale at a steep discount! Very Happy

Edit - The earlier hotfix got rid of the beta logo it seems. Graphical presets are still not functional (not a big deal). Shadow Quality, Model Detail, and LOD Distance is still greyed out and not changeable in the options.


I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
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scaramonga




Posts: 9800

PostPosted: Sat, 27th Sep 2014 05:42    Post subject:
Still shits on XStillBirth though, not that that would be hard Smile
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Fugen




Posts: 2238

PostPosted: Sat, 27th Sep 2014 13:28    Post subject:
Starpoint_Gemini_2_Update_v1.0.0.1-FLTDOX


chill out man, life is beautifull...
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Veki




Posts: 381
Location: Croatia
PostPosted: Tue, 14th Oct 2014 16:41    Post subject:
Released on GOG :
http://www.gog.com/news/release_starpoint_gemini_2_copy3
20% off (€22.19) for next 7 days.


Beware of he who would deny you access to information, for in his heart he dreams himself your master.
Commisssioner Pravin Lal
"U.N. Declaration of Rights"
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