<?xml version="1.0" encoding="utf-8"?>
<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent posts to news</title><link href="https://sourceforge.net/p/starsofcall/news/" rel="alternate"/><link href="https://sourceforge.net/p/starsofcall/news/feed.atom" rel="self"/><id>https://sourceforge.net/p/starsofcall/news/</id><updated>2014-08-16T16:12:15.896000Z</updated><subtitle>Recent posts to news</subtitle><entry><title>Release 155d is online</title><link href="https://sourceforge.net/p/starsofcall/news/2014/08/release-155d-is-online/" rel="alternate"/><published>2014-08-16T16:12:15.896000Z</published><updated>2014-08-16T16:12:15.896000Z</updated><author><name>Mutos</name><uri>https://sourceforge.net/u/mutos/</uri></author><id>https://sourceforge.net4d3844c3b26f157b68f1f80f5b9bc06099cbb99a</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Hi all,&lt;/p&gt;
&lt;p&gt;The new release of the SoC NAEV Total COnversion includes a new Map Editor, totally functionnal, and as a result, several maps to help your character find their way in the 'verse !&lt;/p&gt;
&lt;p&gt;Since some times, I've got an issue with committing the source files. So the repository is not updated any more and versions are all noted 155&amp;lt;something&amp;gt;. When I'll have nailed the issue, release numbering will resume, but may include dummy releases if I'm forced to upload the source files in several parts.&lt;/p&gt;
&lt;p&gt;Gamewise, the universe is beginning to show all its depth, AI ships act better, ships and character naming is improved, more remated to where they belong, and some missions have also been improved.&lt;/p&gt;
&lt;p&gt;I think we'll soon be able to begin refining facilities and outfits availability to better characterize each planet and station...&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Images of the Hoshikaze 2250 starmap</title><link href="https://sourceforge.net/p/starsofcall/news/2012/11/images-of-the-hoshikaze-2250-starmap/" rel="alternate"/><published>2012-11-02T06:19:25Z</published><updated>2012-11-02T06:19:25Z</updated><author><name>Mutos</name><uri>https://sourceforge.net/u/mutos/</uri></author><id>https://sourceforge.netcd824aa2345428e7dbee2ebe2b0a684be080566f</id><summary type="html">Hoshikaze 2250 is an integrated universe development project. Data from the wiki, the SoC videogame, the short stories, the board game and the RPG are supportive of one another.

The SoC prototype under NAEV has reached a new step, as we're now able to output at any time the starmap we're building, thanks to a script written by Tim Pederick, aka Peregrine on the NAEV dev team.

It exports the map in SVG, which can then be reused, for instance it will reach the WIki in a few days, just the time to process it and set it to the right formats.

The starmap is available at http://download.hoshikaze.net/association/StarsOfCall/NAEV-SoC/starmaps/Starmap-004-l.svg and includes the stars themselves, the hyperjump tunnels between them and the inhabited systems marked in orange.

Next evolutions of the script will include more details with extended graphics features, but will basically stay the same.

The starmap currently holds 1498 stars and inhabited 137 settlements. In the final map, there will be around 3500 stars and hundreds of settlements, from small outposts to planetary colonies.

Also, for now, the map does not include the states and factions. This will come in a near future...</summary></entry><entry><title>SoC TC for NAEV updated to NAEV engine 0.6.0</title><link href="https://sourceforge.net/p/starsofcall/news/2012/11/soc-tc-for-naev-updated-to-naev-engine-060/" rel="alternate"/><published>2012-11-02T06:11:43Z</published><updated>2012-11-02T06:11:43Z</updated><author><name>Mutos</name><uri>https://sourceforge.net/u/mutos/</uri></author><id>https://sourceforge.net4592deb93980eb1753d89c18e369df35cfd332ee</id><summary type="html">The new NAEV engine offers a new shipbuilding system, a more practical data structure and many improvements and bugfixes.

The SoC total conversion has been ported to this updated engine in about 4 hours of work time, validating the fact that the SoC prototype is able to follow the evolutions of the NAEV engine. Most of the work was done by using search-and-replace and compare tools, but some bits have been modified by hand.</summary></entry><entry><title>Added the NAEV 0.5.3 TC to the repository</title><link href="https://sourceforge.net/p/starsofcall/news/2012/08/added-the-naev-053-tc-to-the-repository/" rel="alternate"/><published>2012-08-22T07:32:41Z</published><updated>2012-08-22T07:32:41Z</updated><author><name>Mutos</name><uri>https://sourceforge.net/u/mutos/</uri></author><id>https://sourceforge.netff9ea8b2d15d26fe2a06321ae491951c6710bce6</id><summary type="html">Stars of Call has long lacked the opportunity to prototype the game. Now, we have it, using NAEV 0.5.3 as an engine.

We develop our prototype as a Total Conversion, replacing every Universe parts in the NAEV dataset with Hoshikaze 2250 parts. For now, we're only at the first steps and some NAEV-specific data remain, but they will soon be replaced by Hoshikaze-specific data.

We've tested the NAEV engine's capability of sustaining such a prototype and found it well suited. Datasets are clearly organized, built in well-formed XML for data and Lua for scripts. The game provides an editor for the galaxy-wide map.

All SoC intended features are not present and some differences between the Hoshikaze universe and the NAEV engine's capabilities will be left as is, because we do not want to change anything at NAEV-code level. The main points are the following :
\- SoC will be 3D and NAEV is 2D,
\- SoC will use dynamic stellar systems with moving orbital objects \(Frontier-like\) while NAEV uses fixed static systems,
\- Hyperjump is instantaneous in Hoshikaze 2250 \(Vorkosigan-like\) and with speed in NAEV \(SW/ST/WC-like\).

However, NAEV provides us with a sensible prototyping capability that we previously lacked. Its ambiance fits well the Hoshikaze 2250 universe, its gameplay is right in our target and its dataset editing tools are user-friendly and quite adequate.

For developers and people involved in NAEV, we use 0.5.3 and our reference dataset is &amp;quot;bobbens-naev-naev-0.5.3-0-g891d3c1&amp;quot;.</summary></entry></feed>