Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on February 24, 2016, 03:50:30 PM

Title: Rogue System
Post by: Asid on February 24, 2016, 03:50:30 PM
(http://www.roguesystemsim.com/images/rogsysLOGO.jpg)


Official Site: http://www.roguesystemsim.com/
Official forum: http://isiforums.net/f/forumdisplay.php/166
Newsletter:Here (http://imagespaceinc.com/rogsys/p/newsletter/)
(https://s.ytimg.com/yts/img/yt_1200-vfl4C3T0K.png)   YouTube Channel:Here (https://www.youtube.com/user/FingersCrossedInt)
Purchase: http://imagespaceinc.com/rogsys/p/buyeaccess/


(https://www.kickstarter.com/download/kickstarter-logo-light.png)  Original Kickstarter (unsuccessful):Here (https://www.kickstarter.com/projects/1298800608/rogue-system/comments)

Rogue System Kickstarter Trailer
Published on 14 Feb 2013
This is our Kickstarter launch trailer.

https://youtu.be/lZOwZNvOhP4

What is Rogue System?
Rogue System’s goal is to bring the classic space-combat sims into the modern era of gaming at an unprecedented level of control.

It blends the capabilities and usability of modern games with the detail and fidelity of hardcore combat flight-sims. With a simulated science fiction setting, richly deep spaceship management, and intense combat, Rogue System satisfies both the "survey" and "study" sim enthusiast.

Backstory

It is impossible to say when humanity first raised their eyes to the stars and longed to reach them. Ages before Galileo pondered the light he saw through his telescope, countless others had surely dreamt of reaching out to the heavens; to explore, discover and conquer.

In 1920, Robert H. Goddard published his works on rocketry, which included theories on sending a solid-fuel rocket to the Moon.

His ideas were ridiculed worldwide.

Forty nine years later, humanity set foot on Earth’s only natural satellite.

(http://imagespaceinc.com/rogsys/p/wp-content/uploads/2015/06/1969.jpg)

Read on:Here (http://imagespaceinc.com/rogsys/p/backstory/)

Early Access
Purchase and download now during Early Access!:Here (http://imagespaceinc.com/rogsys/p/buyeaccess/)
Buy/eAccess – Why should I help to fund Rogue System?
Image Space Inc. funded Rogue System up to the Early Access stage (and to a stage of basic completion). For Rogue System to truly excel we need your support to help fund extended development of the Core Module and beyond.
Immediately we will use Early Access funding to:
– Hire additional artists.
– Hire additional programmers.
– Retain the existing sound designer.
With enough additional funding:
– Add a third playable squadron with its own unique ship.
– Begin to implement Maverick Module features early.
Lastly, early-access purchases are discounted, as we believe pricing for Rogue System may slightly increase after the eAccess period


About the creator
Michael Juliano / DCI
League City, TX

(https://ksr-ugc.imgix.net/avatars/4959212/MJ_FBHeadshot.original.jpg?v=1356983063&w=220&h=220&fit=crop&auto=format&q=92&s=2accb14a2698a8e6d9a4d807f646b021)

"After serving 8 years in the USAF, in 1998 I began my career in the PC gaming industry as a self-taught 2D artist with Atomic Games. I mainly worked on terrain maps and vehicle sprites for the 2D RTS game Close Combat III. I remained with Atomic Games until the studio closed, having also shipped Close Combat IV and Close Combat V.

From there I moved on to Acclaim Studios/Austin as a 3D environment artist, shipping the console platformer Vexx. After that I was moved up to a lead..."

Watch this. It convinced me.Here (https://www.kickstarter.com/projects/1298800608/rogue-system/widget/video.html)
Title: Re: Rogue System
Post by: Attila on February 28, 2016, 12:40:07 PM
Very nice, hope this will published in near future.
Title: Re: Rogue System
Post by: Asid on February 28, 2016, 05:12:00 PM
Rogue System Ship Startup -- Part 1

https://youtu.be/nohF6uLkvvQ

Published on Feb 20, 2013

The first in a short series demonstrating a manual ship start, and an overview of systems.



Rogue System Ship Startup -- Part 2

https://youtu.be/cF2cW7ovAdU

Published on Feb 22, 2013

Second in this short series covering ship start-up, and system discussion.



Rogue System Ship Startup -- Part 3

https://youtu.be/7hETLZvUSZE

Published on Feb 27, 2013

Third in this series covering startup and take-off.

Title: Re: Rogue System
Post by: Asid on February 29, 2016, 10:59:34 PM
Video Tutorials: Click Here (https://www.youtube.com/playlist?list=PLLY_KGBSBGjUj43qYF1wMQiHsPEZbaaJn)


Rogue System - Undocking Tutorial
by deephack 18:09
      
Rogue System - External Docking Tutorial
by deephack 22:56
      
Rogue System - Maneuvering Tutorial
by deephack 20:03
      
Rogue System - Shutdown Tutorial
by deephack 7:43
      
Rogue System - Weapons Tutorial
by deephack 10:58
      
Rogue System - VMS, AP and Flux Tutorial - Update #1
by deephack 12:35
      
Rogue System - Flux Drive Tutorial
by deephack 15:23
      
Title: Re: Rogue System
Post by: Asid on March 07, 2016, 08:04:18 PM
Update incoming: 0.1.03.06.16


===================== Upcoming Version: 0.1.03.06.16 =====================
Added: Interior art for main deck of Flying Fox
Added: Ability to define a unique player start position for each ship for single missions
Refined: Decreased initial load time
Added: Noesis GUI hard-mounted control displays (buttons can now display dynamic text) (Pilot/Co-Pilot only for now)
Added: Ability to add and reference new Noesis GUI HM controls pages (Pilot/Co-Pilot only for now)
Added: .ROG data file for each new HM controls page
Fixed: It was sometimes possible to stand up from seat while it was in motion
Added: HM control display text now defined in control file (modes: ON, OFF, ACTIVE, INOP). This allows for localization
Refined: TMS--each cooling loop now has a dedicated coolant storage tank
Added: TMS--coolant storage tanks now have properly functioning pressure bladders and isolation valves
Refined: TMS--coolant pressure now more accurately calculated
Refined: TMS--coolant temperature is now monitored for coolant in the lines, as well as isolated coolant remaining in the storage tank
Fixed: TMS--flash venting of coolant should now properly work as long as the system is configured properly
Refined: RCM--reactant tanks now have properly functioning pressure bladders
Refined: ECS--a ship can now have up to four independent system buses
Refined: ECS--a ship can now have up to four main High-Voltage buses
Refined: ECS--a ship can now have up to four weapon buses
Refined: ECS--each ship now has a clearly defined reserve power bus (used to recharge batteries, etc)
Refined: ECS--emergency power bus is now isolated from reserve power bus
Refined: ECS--distribution mode switch removed
Refined: ECS--bus ENABLE buttons removed
Refined: ECS--each bus now has a properly defined breaker. As long as it is set the bus is functional
Refined: ECS--Each HV bus can now be tied to one or more system and weapon buses
Refined: BMS--it's now possible to specify which system bus is fed by fuel cell (one or multiples allowed)
Refined: FCM--it's now possible to specify which system bus is fed by fuel cell (one or multiples allowed)
Refined: FCM--a single SOURCE VALIDATE button will auto-select valid RCM tanks for fuel cell consumables
Refined: FCM--there is now a single ISOLATE button that will permanently cut off the fuel cell consumables supply
Refined: MES--LENRs and other HV generators have been removed from Main Engine functionality to their own sub-system
Added: LENR--added a new HV generator sub-system (LENRs, etc). Ships can have more than one HV generator
Refined: LENR--no longer requires an EM shield (functionality removed)
Refined: all sub-systems updated to properly use revised ECS power distribution
Fixed: COMMS--menu should no longer open when transmission is not possible
Fixed: transmitter is no longer required for hard-line communication with STC
Fixed: COMMS--system use properly produces waste heat
Fixed: COMMS--signal transmissions request proper power levels
Fixed: COMMS--signal transmission now produces waste heat
Refined: LSS--made changes that MAY fix no-oxygen condition with total power loss (requires testing)
Added: new sound bank for Flying Fox (currently uses assets from FireArc prototype)
Added: new sound bank for test LENR system (currently uses assets from MES prototype)
Refined: Safety cover functionality
Added: Weapon Capacitors can now feed their charge back into the reserve and emergency buses in emergency supply mode
Refined: Cleaned up weapon firing code
Refined: weapon shot power to waste heat calculation now more accurate
Fixed: NAS--system was not creating waste heat while operating
Fixed: WTC--system was not creating waste heat while operating
Refined: FCM--Purge is now OFF or AUTO ON. When contaminants build up to a critical threshold the system will purge accordingly
Fixed: Both NAS and WTC were using the wrong values for power consumption (copy/paste error)
Refined: Added safety switch covers to many critical controls
Refined: ECS--reworked bus amp limits. Excessive draws on any bus now properly causes the buses' breaker to trip
Added: LSS--pilot's life support control panel
Added: LSS--functionality/visual control to enable/disable scrubbers
Added: LSS--functionality/visual control to isolate primary, secondary and liquid consumable tank via ISO valve
Added: LSS--functionality/visual control to enable(auto-on)/disable cabin HVAC
Added: LSS--functionality/visual control to enable(auto-on)/disable primary, secondary, and liquid consumable tank pressure pump
Added: COMMS--switch functionality/visual control for incoming signal/comms volume (system functionality Not Yet Implemented)
Refined: Cockpit Art--switch safety covers now see-thru to allow button text to remain readable
Added: RCM--Functionality to handle core jettison (system function only--exterior visual does not yet jettison from ship)
Refined: RCM--Once a tank's isolation valve has been commanded closed it can NOT be opened again
Added: RCM--Switch safety covers for tank isolation valves
Added: RCM--visual control to allow a tank to be refueled (visuals only, functionality Not Yet Implemented)
Refined: MES--core functionality updated
Fixed: RCM--bug that would cause an "out of propellant" warning if the reactant core system was restarted
Refined: NAS--moved the destination attitude modes from "target" attitude reference to a new "destination" attitude reference
Added: Noesis GUI hard-mounted instrument displays, replacing the old instrument UI system (Pilot/Co-Pilot only for now)
Added: Ability to add and reference new Noesis GUI HM instrument pages (Pilot/Co-Pilot only for now)
Added: .ROG data file for each new HM instrument page
Refined: VMS--now uses render-to-texture for proper "displayed image" of exterior space
Added: VMS--can now display any of the ship's exterior static cameras
Added: New VMS shader for RTT image
Added: Ability to switch between new RTT VMS or old "window" tech (later, modders will be able to assign a window or a VMS to each separate area/room within a ship)
Added: Option to select LOW, NORMAL, and HIGH render texture quality for control and instrument UI (currently only in GameStates.ROG)
Added: Option to select LOW, NORMAL, and HIGH render texture quality for VMS displays (currently only in GameStates.ROG and "locked" at NORMAL)
Added: VMS--externalized framework for VMS HUD displays (similar to control and instrument UI)
Added: VMS--orbital information display to right VMS screen (uses new externalized framework)
Fixed: potential crash bug on game exit
Fixed: MES--new main engine functionality produced low thrust levels
Refined: MFD--it is no longer required to enter/exit MFD control mode. Now, the MFD caret is auto-slaved to the "look-at" point
Removed: MFD--commands to enter/exit MFD control mode
Added: MFD--basic externalized framework for MFD UI
Added: MFD--new shader for see-thru MFD's (these are the Eye's Front Display from the Kickstarter prototype)
Refined: FCM--a fuel cell is now placed in STANDBY mode when no bus is selected for power output
Added: New, preliminary boost/deflector exhaust VFX for SV46 II Flying Fox
Fixed: Flying Fox RCS exhaust ports were not represented correctly in data file
Fixed: FCM -- fuel cell core was not cooling to ambient temperature correctly when shutdown (introduced with system function revision)
Fixed: LENR -- core was not cooling to ambient temperature correctly when not fusing and heater shutdown (introduced with system function revision)
Fixed: FPS camera would gimbal lock when player's ship began a mission docked at a 90 degree angle (seems to be a Leadwerks engine bug?)
Fixed: some off-angle exterior static cameras would gimbal lock as ship rotated (seems to be a Leadwerks engine bug?)
Fixed: LENR, FCM and HVAC heaters would rapidly flip-flop around their auto on/off point--implemented a working tolerance between on/off settings
Fixed: was possible for FCM output bar to report past upper limit, causing a graphic error
Fixed: potential axis assignment error under certain conditions
Added: VMS--previous/next static camera select (key-binding only for now--no visual control yet)
Added: MTS--command bindings for individual booster throttles (currently up to two)
Refined: MTS--the old booster throttle binding now acts on the currently selected booster (booster 1 by default)
Added: MTS--throttle lock is now a mechanical lock for all booster throttles. when locked, all throttles will match whatever throttle 1 is commanded to
Added: MES--command bindings for individual throttles (currently up to two)
Refined: MES--the old throttle binding now acts on the currently selected main engine (engine 1 by default)
Refined: MES--the old "throttle lock" command now acts as a mechanical lock for all main throttles. When locked, all throttles will match whatever throttle 1 is commanded to
Refined: MES--for multi-engine ships, magnetrons will not enable if output thrust is being generated, or if the throttle for that engine is not at idle
Refined: MES--for multi-engine ships, superconductors will not enable if output thrust is being generated
Fixed: Flying Fox flight control graphics now mimic player input

Title: Re: Rogue System
Post by: Asid on March 07, 2016, 08:36:25 PM
Update #4.9 ("interim test" version 0.1.03.06.16) Now Available

First:

DO NOT "install" this update over the previous version if you plan on flying any tutorial missions from the previous version. The new ship does not yet have all its features and so will not work with the old missions; and the prototype FireArc no longer works with the new code in this version. Hence, I'm labeling this update as "interim test", and keeping 4.5 as "current". If that makes sense Now, that said, here's the link for version 4.9 "interim test":

main: http://www.mediafire.com/download/gtgdalgog5khh9p/RogSys_eAccess_V0.1.03.06.16.zip
mirror: http://world3.rfactor.net/dl/rogsys/RogSys_eAccess_V0.1.03.06.16.zip

You'll notice this version only has a single "mission"--this is the scenario I've been using in order to develop and test the Flying Fox and all the code I've been adding/overhauling. You start out in orbit, very close to a station (for orbital reference). The seat will auto-rotate to "load", at which time you can sit down and start playing with buttons and seeing how things affect the new systems function code. You'll notice that system breakers have been added to each system panel, and these are labeled with the system acronym. You'll know if/when they pop, at which time you can attempt to reset them. Larger breakers will be located in the ship's service area.

You'll also notice that you can not yet climb any ladders or open any doors. The other areas are not ready yet, so the easiest way to deal with it was to simply not allow you to try to go to them.

ALL systems have had revisions to their functionality. While not all damage handling is in yet, I think you'll find things react properly. Life support was verified, and you'll find an instrument panel that gives you a head's up on the current atmosphere (note: there's no way to forcibly depressurize the cabin yet). Try turning of the scrubbers, or closing isolation valves to various tanks to see how the mixture is affected. Warning: once isolation valves are closed they can NOT be re-opened currently. You'll find safety covers over these items...

VMS now uses proper render textures, rather than the old "window" tech. The lens flare no longer tracks with the player's head motion, obviously, so it now makes sense. I do admit it will take a couple days to get use to the new look. There IS a bit of texture stretching at the extremes of the view due to the fish-eye effect of the camera's FOV. I'll be dealing with this later. It's not bad though, and after a while you don't think anything of it. In fact, it becomes a nice contrast to actual external views. Also, the render texture could stand to be a higher resolution, but the un-optimized planetary shaders currently prevent this. Once these are fixed up we should be able to double the resolution for a nice, crisp display. Finally, there are commands to cycle external static cameras (next/previous). You'll need to assign these as you see fit.

MTS boosters are now a part of the hull, which makes more sense, and the LENR functionality is now independent of the MES system (again, which makes sense). Not only are there throttle bindings to affect both the selected MTS booster and selected main engine, there are also bindings for individual booster/MES. Throttle locks are now mechanic locks to link all throttles together. When locked, all throttles will track throttle 1 (so the selected throttle bindings will affect all thrust--making things seemingly function as they did in previous versions). Be CAREFUL when unlocking throttles--you can cause some rather nasty rotations.

A LOT of work went into externalizing the UI for instruments, controls, MFDs and VMS. This allows new ships to use existing UI schemes, makes it easy to localize text, and should make it much easier to get new ships up and running. It may look similar to what was there before, but there was a ton of work done to make the external scripts, and managing code, to be able to do that. One cool thing about moving button labeling to the Noesis UI engine is that now label text reflects the current state of the system. This should make it MUCH easier to understand what your actions are doing (even without instrumentation). You'll notice that only two systems (LSS and ECS) have functioning instrumentation. These should give you an idea of where I'm going. You'll notice that, as requested, numerical readouts have been added to the graphic indicators.

MES uses a LOT of power to generate thrust. When using in tandem with MTS thrust be sure not to overload the ECS main HV bus. One or more systems could drop off-line if you do. You now have far greater control of power distribution, and the indicators should readily show what buses are in fear of overloading. If you draw more amperage than a bus can handle, you can trip a main breaker. There is no way to reset these yet, so be careful. Finally, if both batteries are dead, and no other power is being generated, the ship is basically dead in space (until we get solar panels working--coming very soon).

Please see the readme for other notes, known issues, and the full changelog. It is 99 items long--lots of work There probably a lot I failed to cover here, so if you have any questions please feel free to post below.

Thanks for your patience during this long update cycle. I very much appreciate it!

PS -- OH, I'll be working on a new dev journal entry (probably tomorrow morning). I'll give a shout when it's up. Thanks again...

Original post: http://isiforums.net/f/showthread.php/28305-Update-4-9-%28-interim-test-version-0-1-03-06-16%29-Now-Available?p=415504#post415504
Title: Re: Rogue System
Post by: Asid on April 17, 2016, 03:57:34 AM
|Update news
By Michael Juliano


"We're looking at a Monday release for the next interim update. I got sidetracked fixing an "alignment at docking" bug yesterday and the day before (was causing ships to change orientation when they joined). I couldn't release with that, so I had to fix it. In hindsight, after tracking it down, I now know where some oddities were coming from concerning ship starting rotations at mission start. Now that it's fixed, today I'm in the middle of the work I wanted to do the last two days (and THAT work showed a Center of Mass bug that I just fixed).

Should have it done tomorrow evening, but I don't expect Tim to be around on Sunday to do a release. So, rather than press him on a weekend I'm just targeting Monday morning now. This will give me Sunday to try and get a couple small, extra things done...

Again, my apologies. As always, I really appreciate the patience everyone shows when these little hiccups occur.

Just a bit more info, while we're here:

This update will be, as mentioned, another interim update (4.95). The update at the end of the month will be what I expect to be the Steam early-access release candidate. Once you all have eyes on it for a few days, we will get it prepped for Steam (or fix anything that prevents that from happening). The 1st Steam release will hopefully the 1st or 2nd week of May. "





I just verified the new code that takes angular rate and tangential velocity into account when two objects separate. What this means is that if you connect to a ship using the emergency clamp, then start spinning, when you undock the angular rates are "distributed" properly, and the ships will fly apart based on the tangential velocity relative to the center of mass at the time of separation. If you've ever tried something like this in a previous version, when the ships disconnected they would not react accordingly.

This video segment demonstrates what I'm on about: https://youtu.be/mPx1Nq80jm8?t=183

To test this, I just docked with a station and started rotating. I increased my rotation rate for about a minute and then undocked. By undocking at the right moment, I was able to "loft" the station away and increase its apoapsis by ~100km. In doing so though, because the center of mass was somewhere in between the two connected ships, I lowered mine at the same time.

I am not yet calculating torque forces at the point of connection (this is coming in a future update). So for now, no amount of janking around will force a disconnection...
Title: Re: Rogue System
Post by: Asid on April 19, 2016, 05:16:42 AM
RogSys eAccess Testing Update 4.7 Now Available!

Back again with another “interim” update. The MFD and HUD is back up and running. COMMS, NAV, DOCKING, and DISPLAYS fully work from the MFD, and the HUD now has a working navigation and docking displays again. While working on all this, I implemented many improvements based on player feedback (and continue to do so) for these displays, and the resulting system functionality. For example, the docking alignment needs have had a logic improvement, and should now indicate properly no matter the host/arriving ship’s docking port orientations. Likewise, the navigation XFER PANEL has had an overhaul, and should be easier to work with. I also began adding the functionality that will park your ship in a proper orbit when arriving at a new destination, although this is not finished yet.

You’ll also notice that the instrumentation is back for all systems (other than COMMS, which never had isntrument UI before, either). Again, I tried to implement several requested items to the displays. For example, most things now have a digital readout to go along with the associated “tape” gauge. Because of this added detail, I was also able to find, isolate and resolve many minor system functionality bugs (and a few big ones, too). Please see the change log for a more complete list of fixes and updates.

As with the previous interim update, I recommend that you DO NOT “install” this version of Rogue System over the current 4.5 version. The tutorials have not yet been updated to use the new ship. Again, only the Flying Fox test scenario is still available. I am FINALLY working on updating the tutorials now that the MFD and HUD is up and running again. The missions will return in the next update. Again, for now, keep your old install so you can continue to play the current missions.

As always, thank you all for your continued support, and indeed for your patience during this extended update

Best Regards,
Michael Juliano

Install
DO NOT INSTALL OVER PREVIOUS VERSION.
File size: 224MB
MD5: 045d8c0b39cc05b65140d2644c85884f
Download: Mediafire.com (Main): http://www.mediafire.com/download/f8kv43yogkvbaxd/RogSys_eAccess_V0.1.04.18.16.zip
Image Space Inc. (Mirror) : http://world3.rfactor.net/dl/rogsys/RogSys_eAccess_V0.1.04.18.16.zip

After you have it, DO NOT extract the contents of “Rogue_System” into your current “Rogue_System” install folder. You can create a “new” install, be sure to copy “GameState.ROG” and “Controls.ROG” (located in “SaveGames/TestGame”) from the old install to the new one. Remember: There is no installer yet, the software runs from the folder you extract to.

Your activation information is not stored in the game directory, so will not be affected either way, and you can run the previous release and this one on the same machine in different folders.

Here’s the change log for the update:

Added: RMS–Preliminary system functionality
Added: RMS–Ability to define permanently hull-mounted RMS systems (up to 5 joints each–MUST have one object per joint)
Added: RMS–Partial command bindings for joint rotations (only those needed for Flying Fox RMS currently)
Added: RMS–programmatically-driven joint motion (drives the arm to “stowed” and “deployed ready” states, as well as pilot-commanded rotations
Fixed: Some linear-driven objects were not snapping to their initial positions at mission start (such as pilot station for Flying Fox)
Added: RMS–System file for basic, hull-mounted, RMS unit
Added: Instrument art for current remaining systems
Refined: TMS–Updated instrument function code for use with new external UI system
Added: TMS–First pass implementation for Radiation-Balanced Laser Cooling system (RBLC)
Fixed: TMS–SEVERAL heat transfer-related bugs, making waste heat management more difficult, but also more predictable
Fixed: TMS–Radiator Bypass now actually causes coolant to bypass the loop’s radiator (useful when in direct sunlight so coolant does not “capture heat” from the star)
Added: TMS–RBLC Bypass now causes coolant to bypass the loop’s laser cooler
Added: TMS–Test SAI functionality to bypass radiators/laser coolers to prevent coolant from getting too cold (uses bypasses)
Fixed: LSS–Cabin HVAC bug–would not stop heating cabin once started
Updated: MFD–prototype MFD NAVIGATION, COMMS, PORTS and DISPLAYS pages now updated for use with externalized UI framework
Updated: VMS–prototype HUD Navigation and Docking display modes updated to work with new externalized UI framework
Refined: NAS–Arrival Orbit Inject Prograde/retrograde (MES constant-g transfer) now partially implemented (on arrival, your ship will be aimed at pro/retrograde alt, rather than directly at the planet/moon)
Refined: MFD–COMMS transmission log now visible at all times when COMMS page is active (rather than hidden within a subpage)
Fixed: MFD–prototype icons for planets/moons were not being displayed properly on their respective UI widget
Added: Docking HUD–ability to manually swap x/z rotational orientations via the DISPLAYS MFD page
Added: Docking HUD–ability to manually invert x,y,z rotational orientations via the DISPLAYS MFD page
Fixed: bug that was causing mission generated ships to not spawn at the proper location in orbit
Fixed: bug that was causing mission generated ships’ visual orientation to not match their recorded data
Refined: Angular rate/tangential velocity is now taken into account when two objects/ships detach.
Refined: Only towing docking collars (no direct ship to ship access for crew) have emergency clamps
Refined: MFD–improved position offset and orientation needle logic for docking display

Be sure to check the readme.txt for update release notes and known issues.
Title: Re: Rogue System
Post by: Asid on May 16, 2016, 07:26:48 PM
Steam Early Access Now

(http://cdn.akamai.steamstatic.com/steam/apps/366000/header.jpg?t=1463421751)

http://store.steampowered.com/app/366000/

Michael Juliano 16/05/16
Quote
There will be a standalone as well

ISI is testing the website where you will get your steam key right now. They hope to have it available later today, tomorrow morning at the VERY latest. I'm sorry for the delay on that--I understand the frustration

I will be releasing a non-Steam version here with the same content in the next hour, if that helps any...

Original post
http://isiforums.net/f/showthread.php/28911-Upcoming-Steam-Release-Info
Title: Rogue System 0.2.01.04a 'CAW' Update Available
Post by: Asid on June 16, 2016, 05:01:04 PM
Rogue System 0.2.01.04a 'CAW' Update Available.

(https://gallery.mailchimp.com/dbba55b7ad7e6c91360821937/images/95debf75-a8c7-4428-b114-71049d511d66.jpg)

With the re-introduction of the Caution And Warning panel (not yet in its final layout) to the pilot’s right console, the last of the old hard-coded ship UI system has been fully removed; and all key ship UI elements now use the new externalized system. This was the key goal for this update; so I’m glad to be done with that initial work, as it’s very tedious and time-consuming. Also, I changed update methods to something that should more evenly distribute UI workload to help keep update times more consistent. Otherwise, I did manage to squash a few other ship UI-related bugs while I was digging around in that code.

The previous version’s STC-related work uncovered a few approach logic flaws that have now been addressed. Likewise, I corrected a few mission tutorial script errors that were pointed out to me. On the fix list were also a couple MTS-related bugs concerning booster VFX, and boost deflector switch logic. As always, please see the change log below for full details; and, as always, thanks for everyone’s support!

Sincerely,
Michael Juliano
Founder, Digits Crossed Interactive

STEAM USERS SHOULD AUTOMATICALLY UPDATE.

NON-STEAM:

Jun 16, 2016 – Download: Mediafire.com (Main)
http://www.mediafire.com/download/00yeqqfd2m9y4o1/RogSys_eAccess_Ver_0.2.01.04a.zip

Image Space Inc.(Mirror) – 226MB - MD5: 82b8993af8565045ed107498fb4a535a
http://world3.rfactor.net/dl/rogsys/RogSys_eAccess_Ver_0.2.01.04a.zip


Still trying to find your way to Steam? Head to the Rogue System Web site and check out the green boxes in the right menu. You can upgrade to the Core Module, and convert any Core+ level purchase to a Steam key.

Title: Re: Rogue System
Post by: Asid on June 23, 2016, 08:44:45 PM
Steam Summer Sale

(http://store.akamai.steamstatic.com/public/shared/images/header/globalheader_logo.png)

In support of the Steam Summer Sale, RogSys will be on sale, at 20% off (now $23.99 USD), for the duration!

http://store.steampowered.com/app/366000/
Title: Re: Rogue System
Post by: Asid on July 16, 2016, 07:07:24 PM
0.2.01.06 TRAJECTORY is available on "test"

11 JULY   - MICHAEL_J
First, my apologies for not only the short change log for this update, but also the delay in getting it out. The last two weeks have been... interesting, at best. I've had to deal with some personal issues; the latest version of Leadwerks broke too much to be used, so I had to revert. Once I reverted I found I couldn't build RogSys any more, so I had to fix that. Finally, my graphics card decided it no longer wanted to graphics; so I had to deal with that. Blah, blah, blah--just a bad two-weeks....

Anyway, I DID manage to accomplish the main goal for this update--to implement the preliminary version of both a VMS-based "trajectory tunnel", as well as velocity indicator lines. Both of these are available in VMS NAVIGATION display mode; and both are (currently) relative to the current primary gravity well. Later, they will be relative to whatever reference mode the NAS reference selector is set to.

The Trajectory Tunnel is color-coded. Based on the default colors: Green/ON basically means that portion of the tunnel is between your ship and the gravity well. Blue/IDLE means that portion of the tunnel is beyond the gravity well and you are not escaping. If Blue becomes yellow/CAUTION you are escaping the gravity well. Finally, if the last tunnel indicator becomes Red/WARNING there is a STRONG chance you will impact if you do nothing to correct the trajectory.

For the velocity lines, Green/ON means the line is closing, and Blue/IDLE means the line is moving away. The length scales as velocity increases.

While their functionality will be expanded on, in their current state you should have a much better idle of what your ship is doing with respect to the body you're currently orbiting. As always, thanks for everyone's support!

Full change log: http://steamcommunity.com/app/366000/discussions/0/364041776190769973/
Title: Re: Rogue System
Post by: Asid on September 24, 2016, 02:39:29 AM
Update 0.2.01.07a is Now Available
10 AUGUST   - MICHAEL_J

I knew this update was going to take a bit longer due to the art that had to be done for the new OPS satellite--my apologies for that. On that subject, there is now an Orbital Positioning System (OPS) for moons/planets that have orbiting OPS sats. Currently when within 10,000 km of one of these bodies, your ship will attempt to register with the local OPS. When it does, you can allow your sensor to use OPS data to select/target other ships (even when they would normally not appear on your sensor). When one of these registered ships is selected, you can bring up OPS data for it. This preliminary version of OPS includes a ship's hull data, register information, and orbital data (apoapsis, periapsis, etc). You can continue to track OPS-registered ships, even when on the far-side of the moon/planet. With this, you will have a far easier time finding ships when arriving to a new location.

The OPS sats had to be powered by SOMETHING other than batteries, hence the introduction of solar panels. I added functionality that will allow ship builders to tag polygons as solar panel surfaces. Once tagged, RogSys will determine their orientation relative to the local star, and then calculate how much power is generated at that moment. If a ship rolls its solar panels away from the star, they can not generate power.

With this same technology, I completely finalized the radiator implementation. Now, pointing your radiators away from the local star will greatly increase their efficiency. This worked well, so I was finally able to tweak the laser coolers so they act as originally intended--as supplimental / emergency cooling. Your radiators are now your primary cooling source. Take some time and learn what configurations to use, and when.

On another note, Roberto (the person who designed the OPS sat) is now working on the EVA suit, so you can expect to be doing some space walking in the near future. For the next update though, I'm going to start work on the Flying Fox's equipment bay....

Full change log here: http://steamcommunity.com/app/366000/discussions/0/364041776190769973/

As always, thanks for everyone's support!
Title: Re: Rogue System
Post by: Asid on September 24, 2016, 02:41:00 AM
Part 1 of Update 0.2.01.08 is Now Available
20 SEPTEMBER   - MICHAEL_J

0.2.01.08p1 is now available. From the readme:

Again, this was an expectedly longer update cycle as this one was also very art intensive. Hence, update .08 is being broken up into two parts to reduce the wait time. This part one adds the in-game art for the new equipment bay area of the Flying Fox. To access it, simply float down the ladder shaft and into the equipment bay. Once there, you'll also see examples of the main breakers, isolation valve resets, and LSS scrubbers. You'll also find all the component racks for all of the system computers. In part two, the inital ability will be added to start working with this equipment, which will begin to unlock the ability to repair your ship.

Please note, it can be tricky to move around without the ability to control the roll of your character. I'll be adding this also for .08 part two.

And again, a reminder that this is an art update ONLY. Part two will contain new gameplay code.

As always, please see the change log full details; and, thanks for everyone's support!
http://steamcommunity.com/app/366000/discussions/0/364041776190769973/
Title: Re: Rogue System
Post by: Red2112 on September 24, 2016, 07:24:46 AM
Yes, this is one I have been keeping track since Star Citizen came aboard. To bad I took the pludge in SC with a Hornet Tracker back then beacuse I really like this one! For a one-man team he is doing real good.  There was this other guy with a Apache Longbow project who was a one-man team too, but I lost track of him. It did look promising then.

Footage from June

 https://www.youtube.com/watch?v=iYeacZGU1sE
Check out the video description...Falcon 4 and DCS wow  8) Will have to think about it if it goes on sale again.
Title: Re: Rogue System
Post by: Asid on September 24, 2016, 03:26:07 PM
This is a very in-depth simulation. Not for the lazy ;)
Title: Re: Rogue System
Post by: Red2112 on October 06, 2016, 08:32:23 AM
Howdy!

I have been suffering from G.A.S. (Game Adquisition Syndrome) these past week´s  ;D

So, I was more tempted to go on the cheap side as usual lately, but I was growing interest with "Children of a Dead Earth" too, which I also fancy.  The thing is that while COADE is actrative and cool, at the moment it´s more of a combat sim which is nice also, but I wanted something that could look/feel like RS.  With it´s DCS like start-ups, system failure´s and future implemetations this seemd more of my liking.  Iam sure there will be plenty of combat too.

If I can, I like to chip in with these dev´s who put passion and alot of work (one man team) in there project to help them out as much as I can. I think Michael Juliano deserves it! BTW he is or was enviroment artist for ISI and rFactor.

Our friend Scott Manley shows us how difficult it is to start-up and dock in this mission...

 https://www.youtube.com/watch?v=8EjTgQREcwk

RS Wiki:
http://imagespaceinc.com/rogsys/wiki/index.php?title=Flying_Fox_Electric_System (http://imagespaceinc.com/rogsys/wiki/index.php?title=Flying_Fox_Electric_System)

Guides: (Start-up/Ship schems/Guides)
=Walkthroughs&requiredtags[]=spanish#scrollTop=0]http://steamcommunity.com/app/366000/guides/?browsefilter=trend&requiredtags[]=Walkthroughs&requiredtags[]=spanish#scrollTop=0 (http://steamcommunity.com/app/366000/guides/?browsefilter=trend&requiredtags[)

Official site:
http://imagespaceinc.com/rogsys/ (http://imagespaceinc.com/rogsys/)

Official Forum:
http://isiforums.net/f/forumdisplay.php/166 (http://isiforums.net/f/forumdisplay.php/166)



I will let you all know how I progress with RS, it will take me a bit of time as you noticed from the video!  There will be multiplayer so keep an eye on RS  :)

(http://i1189.photobucket.com/albums/z427/deep2112/6320130155129884341221269336927847805142n_zpsn31wqape.jpg)

From somewhere in space...

Red out!

PD.: Asid, I saw the video you talked about regarding COADE, yeah the dude talks fast LOL!
Title: Re: Rogue System
Post by: Red2112 on November 09, 2016, 05:26:18 PM
Minor update to...

Part 2 of update .08 is Now on "Test" Branch
9 DE NOVIEMBRE   - MICHAEL_J
Part two of update .08 adds a fair bit of base functionality designed around the equipment bay that was added in .08 part one. It's now possible to look at equipment, grab it, and carry it around in front of you. This ability is very raw in this first implementation--the core goal being to get handle the mechanics and to create the physical link between your avatar and the carried item. Once carried, a piece of equipment can be installed into the intended "port". What this allows is the basic ability to remove and replace damaged items. This is a first step to inflight repairs.

For now, two pieces of equipment are available for you to play around with--the MTS computer controller (comptroller), and the LSS scrubber. The scrubbers are located in the equipment bay--click on each to uninstall. Then you can grab, carry, and reinstall them. The small display next to each will show the current state of the installed scubber. The MTS comptroller has a locking handle, which must be unset before you can put the component. Once reinstalled, it must be locked before the comptroller will function again.

Also added were control panels for the various doors leading to, and located in the equipment bay. Each panel also includes a switch to control interior flood lighting. Likewise, the fist of many ECS breakers, and isolation valve resets were added. Avatar roll control was also added, and by default is set to F and V (although you may have to set these manually if this is not your first install. Lastly, there were many small fixes and tweaks both relating to this work, as well as other various low-level items--one of which should aid art creation for both myself now, and modders later.

As always, please see the change log below for full details; and, thanks for everyone's support!
Title: Re: Rogue System
Post by: Asid on November 09, 2016, 05:32:32 PM
Nice. Thanks for posting this. It is slow progress but worth it  8)
Title: Re: Rogue System
Post by: Red2112 on November 09, 2016, 08:56:22 PM
A bit more to add, with a sad note too...

0.2.01.09--Progress Update
Okay, let's get this started :)

On this list for this update:
--Main Airlock Art
--EVA Suit Art (static model for now)
--Ability to Depressurize airlock
--Ability to EVA
--First half of third controller/control binding pass
--Single system refinement pass

Most of those are self-explanatory. One that might not be is "Single system refinement pass". As I mentioned, starting with update .09 I will be "finalizing" a single ship system, its damage reaction, and adding at least the internal controller art to the equipment bay. For .09, I will probably being with MTS, since the internal component is already done. I think it's better to do a system per update, rather than try to hammer them out all at once. This will let me make progress in other areas.

Good news is the modeling is already done for the airlock, so that saves me some time. Unlike the equipment bay, I shouldn't need to redesign anything here, other than to make sure the EVA suit fits in the space I have set aside for it.

It's already possible to move from one ship to another, but this has always been from one internal space to another. However, moving from a ship interior out into space SHOULD only be an extension of that ability. I don't see any serious issues to overcome...

Going to recharge my batteries for a day or two, then serious dive into this work. I want to get as much knocked out before the Thanksgiving break. Then I'll come back from that and get the rest finished up before Christmas. I want to start work on enemy assets for the beginning of the new year so we can start to get the campaign up and running....

Update .08 Part 2 Tidbits
Hello all. I'll start with a few notes concerning the new .08 part 2 update; and then I do have a bit of info that I feel obligated to share with you all.

For the new grabbing mechanic, please be aware that it is a bit cumbersome in this first iteration. We will refine this mechanic as we go; so please bare with me while I get some initial feedback from you all, and make some design decisions based on that.

If a component is installed, it has to be uninstalled before you can carry it. To do so, simply click on it. Once it uninstalls, click again and it will lock to you, and then you are free to move around. To release it, press the "Release/Throw Item" key (if this is not your first install, you WILL need to bind this in Controls/First-Person/Action). To reinstall an item, while carried, click on the port you want to install it to.

Please note that you may need to release an object, move closer to it, and then grab it again in order to "see" the port behind it. Eventually, what I want to do here is to pull the item in close to you when you grab it (and eventually when you avatars body is added it have it placed directly in hand and out of view), so the "look-at" is not hindered.

Also, you can now roll your avatar. Again, if this is not your first install you will need to bind the "Roll Left" and "Roll Right" commands via Controls/First-Person/Movement

Components for both LSS Scrubbers and the MTS Computer Controller (Comptroller) have been added for this initial first test.

Edit: there was other information here, but I don't want to mesh that info in with this thread, so I'll make a new post for the other...

Current Change Log
I'll keep this post up-to-date with the change log details for each update as it comes out, as well as what's upcoming. Check back often to see what I'm up to.

====== Current Test: eAccess Version 0.2.01.08p2 FELIX ======
Refined: Main, System and Utility bus breaker object management
Added: Equipment Bay VMS (currently slaved to pilot's VMS)
Added: Avatar roll control while drifting (initial--keyboard/button bindings ONLY)
Refined: Emergency lighting will auto-disable when internal flood lights are enabled and working normally
Added: Point light for emergency lighting so normal maps react as expected
Added: Interior and exterior light color can now be defined in ship data file light entries
Added: Functionality to allow isolation valves to be reset (currently RCM tanks only--will expand)
Added: Code for visual representation of iso-valve reset state
Added: Ability for carryable objects to be looked at
Added: Looked-at, carryable objects can now be "grabbed" using default left-click
Added: Basic joint connection so that "grabbed" objects move with the player-avatar
Added: Carried items can now be released
Fixed: Carried items would sometimes start to wobble in the avatar's "hand"
Added: Command binding to release/throw a carried item
Added: Functionality to allow interior system component art to load to their installed position, if currently installed
Asset: Created model and normal map for MTS Computer Controller art
Asset: Created texture/AO maps for MTS Computer Controller art
Added: Installed interior components can now be un-installed (if allowed).
Added: It's now possible to install components after they've been uninstalled
Added: LSS AG scrubber system now uses the saturation level of the currently installed AGS (allows for replacement of spent scrubbers with spares)
Refined: AGS instrumentation now reflects the state of the currently installed scrubber. If no scrubber is installed, then the saturation levels will be maxed out (representing that no AG scrubbing is occuring).
Added: Ability to click on component "ports" IF no component is installed. If the proper component is being carried it will be installed.
Fixed: LSS AG scrubbing was not being re-enabled once a missing scrubber was replaced
Added: Ability to load MTS comptroller to installed/spare ports
Added: Ability for MTS system to make use of spare comptrollers
Added: Specific, clickable MTS comptroller port
Added: system comptrollers now support locking handles. A unit can not be uninstalled when locked in place, and can not be installed unless in the unlocked state
Fixed: Translation bug when ship parts are being installed/uninstalled
Added: Missing equipment bay doors
Added: New UI page to handle all current door control panels
Refined: Door control panels now use door display UI
Added: control nodes to door panels for each flood light/door switch (ONLY where doors lead to a "finished" area)
Added: UI--code to manage door switch states (opened, closed and in-motion)
Refined: Added ability to use predefined Leadwerks materials to expand on current create-at-load material setup
Fixed: Several minor bugs resulting from Leadwerks material usage and instancing
Refined: Rigid object scaling now allowed (at load)
Added: UI--AGS saturation displays next to scrubber ports


The sad part to some extent...

A bit of Dev Info
I had put this in another thread, but I moved it here for clarity:

The long and the short is that I've had to take on some on-the-side contract work to help support my household. What this means is that I will lose about 6 or 7 RogSys work hours per weekday. However, the folks I am contracting with are fans of RogSys, and are making sure their schedule has as minimal impact on RogSys as possible.

Why? Quite simply, RogSys sales have not been strong enough (given my royalty percentage) to maintain my income; and ISI can not suppliment development costs if the numbers aren't there (contractual). The recent Steam change has not helped this, as the loss of non-sale reviews has moved RogSys very low, to completely off the various early access lists, thus making it more transparent.

This actually began a little more than two months ago. As you've seen, I've released two updates in that time; so my commitment to RogSys is unwaivering. With the reduced hours, it does mean updates will probably remain limited to one every month-or-so. The art tasks for the last updates have not helped, as I've mentioned.

Hopefully, sales will turn around as we get further along, and I can return to full-time; and even better would be that they turn around enough to expand the team, which has always been the goal. The only other option for me would be to buy out ISI's investment; but if I can't do that AND have enough to grow and maintain a team for at least two years then there's little point. It would take a 1 mill investment to do this (the majority of that would go towards the dev team); and I CERTAINLY don't have that in the bank :D

That's it. I'm not p*ssing and moaning about it--it is what it is. I do what I must to support my family AND RogSys. My goal continues to be that of releasing a finished Core Module; and then moving on to the expansions. I will work as always towards that goal.

The only reason I mention this is because I've always been completely open and honest with RogSys' community; and I see no reason to change my philosphy of no-bullsh*t, open communication now.

As always, thank you all for your support, faith and patience. I will continue, as always, to work to maintain your trust, and your enthusiam for RogSys!
Title: Re: Rogue System
Post by: Colebrook on November 10, 2016, 01:40:18 AM
Looks great. How is the ame at this moment?,is playable?,or is in a too early version?.
Title: Re: Rogue System
Post by: Red2112 on November 10, 2016, 11:45:26 AM
Looks great. How is the ame at this moment?,is playable?,or is in a too early version?.

What is the "ame"?  ::) ;D

I do have a hard time configuring my HOTAS to the flight model. I will have to look into that a bit better.
Title: Re: Rogue System
Post by: Red2112 on November 15, 2016, 11:00:36 AM
 https://www.youtube.com/watch?v=hio9ltoCQhY
Title: Re: Rogue System
Post by: Asid on November 15, 2016, 02:54:12 PM
This is getting better and better. It will take a while as this is virtually a one man show.

It is very deep. It is a space ship simulator. Like DCS/BMS etc. Very high fidelity.

Thanks for the video Red.
Title: Re: Rogue System
Post by: Red2112 on November 21, 2016, 02:47:45 PM
More space dust for ya all  ;D

 https://www.youtube.com/watch?v=6R4b18mUkvM

 https://www.youtube.com/watch?v=NdFmWZF8ZaQ

Care,

Red
Title: Re: Rogue System
Post by: Asid on November 21, 2016, 09:48:10 PM
Nice. Hopefully the dev team can increase in size. Then we will see more content. This is a one man show. He is doing an amazing job  8)
Title: Re: Rogue System
Post by: Red2112 on November 22, 2016, 01:04:34 AM
I got the flight controls all working well now but it is hard to fly.  Sure is a study sim as you can see from the vids.  There´s plenty to learn as it is that´s for sure, so expect more hardcore as it comes along.

Its´cool brah!  ;)
Title: Re: Rogue System
Post by: Red2112 on November 24, 2016, 12:49:03 PM
On sale folks, just 8,39€  ;)

http://store.steampowered.com/app/366000/ (http://store.steampowered.com/app/366000/)

Care,

Red
Title: Re: Rogue System
Post by: Asid on November 24, 2016, 03:02:24 PM
On sale folks, just 8,39€  ;)

http://store.steampowered.com/app/366000/ (http://store.steampowered.com/app/366000/)

Care,

Red

Bargain for a very deep simulation.

It is in early access at this point.
Title: Re: Rogue System
Post by: Asid on December 22, 2016, 04:18:50 PM
Update 0.2.01.09a CONTROL is Available
21 DECEMBER - MICHAEL_J

While I had intended to only do a partial update to the control management code (and then spend the second half of the update time on airlock art), it turned into an all out overhaul of the command binding system. Just about everything was reworked and refined, both to fix bugs as well as to add functionality that has been asked for previously.

Here's a list of some of the new features and fixes:
•   Ability to bind to full and/or split axis (both 50/50 as well as user-defined ranges)
•   Support for toggle/rocker switches, such as those on the Thrustmaster HOTAS Warthog
•   False positives when attempting to assign a control to a command should be completely fixed
•   Controller disconnect/reconnect is now handled gracefully for controllers that have bindings assigned to them. Controllers that do not are ignored
•   It's now possible to use combinations of keyboard modifiers for all buttons, keys AND axes (ex. SHIFT+CTRL+A)
•   Commands can now have multiple binding assignments, and controls can now be bound to more than one command
•   It's now possible to map to the mouse wheel

Along with these, another important addition was a change to the ingame UI for tutorial and subtitle messages. Long strings will no longer overrun the messagebox. This is a big plus for those folks who were interested in helping with the localization process. Finally, for those that were asking, since I was doing a bunch of control work, I added incremental zoom in/out, which by default is now mapped to the mouse wheel.

I AM now starting one the airlock and EVA suit artwork; and I hope to have at least the airlock in the game for the next update....

As always, thanks for everyone's support!

Full Change Log: http://steamcommunity.com/app/366000/discussions/0/364041776190769973/

Title: Re: Rogue System
Post by: Asid on December 22, 2016, 04:22:59 PM
non-Steam to Steam key retrieval and non-Steam eAccess upgrade
Sorry for the delay, and thanks for your patience while ISI got this going...

From ISI's RogSys webpage ( http://imagespaceinc.com/rogsys/ ), on the right side of the page, current non-Steam players can:

--Upgrade a $10 eAccess package to the $30 Core Module package for $20
--Convert their non-Steam Core Module to Steam via the Steam Key Retrieval Tool

And of course, there is a link directly to Steam to purchase the Core Module if you're jumping in for the first time.

Please note: if you try to convert a non-Steam eAccess package to Steam Core Module, nothing will happen. You will not receive an email with a Steam key.
Title: Re: Rogue System
Post by: Asid on December 22, 2016, 07:25:17 PM
On sale now

70% off £22.99  £6.89

http://store.steampowered.com/app/366000

You do not want to miss this  8)
   
Title: Re: Rogue System
Post by: Asid on January 13, 2017, 05:44:31 PM
0.2.01.1--Progress Update
13/01/17

By Michael J

Hello everyone. I hope everyone who celebrated had a great holiday season. I decided it was finally time to get a new update thread started now that I'm far enough along and have something to show.

(http://images.akamai.steamusercontent.com/ugc/102855026261982704/9CDFD39233A92BCB24E479E542F2F711A7EF0136/)
EVA Suit -- Base Model
Finished the base model for the EVA suit. Currently, it sits at 9K tri's; which I think is acceptable in this state. The helmet interior would add some more, as well as any equipment that may need to be added/carried.


This is the base model for the EVA suit. Currently, it sits at 9000 tri's (or 4500 polygons, if you prefer). I think this is acceptable--expecting that the helmet interior and any other carried/mounted equipment will add to it. Obviously, diffuse and normal mapping will add finer details.

With the model complete, I now need to unwrap it. From there I create the hi-res details to render the normal maps, then paint the difuse, spec, and effects textures. Once that's done, I'll do the helmet interior; and then get the whole package in-game.

From there, I need to add the main airlock to the Flying Fox....

So, my goal for this update is to get the airlock added; and have the EVA suit located in its storage locker. The following update will allow you to put the suit on, depressurize the airlock, and exit the ship.

Really, for now I think donning the suit will be very similar to, say, how it was handled in, say, Alien: Isolation: you'll look at the suit, trigger the interaction, the screen will briefly fade to black, and when the view returns the suit will be "gone"; and you'll be in the helmet. Should be good enough for now...

To go along with the airlock and EVA suit art for this update, I also want to see if I can fix the low-speed penetration bug (which sometimes allows the fox to pass through the platform docking collar); as well as refine collision reaction (which currently pushes the ships apart at too great a velocity under certain conditions).

Not going to give an ETA for update .10 just yet--depends greatly on how quickly I can get the suit mapped.

As always, I'll keep you posted as I progress. Thanks :)
Title: Re: Rogue System
Post by: Asid on January 29, 2017, 01:20:04 AM
Update:
28/01/17

By Michael J

Hi all. Just popping in with another update--normal mapping for EVA suit is done... finally.

(http://images.akamai.steamusercontent.com/ugc/93849106506877481/6A8F557121733BAC98EFF9E6F96A66EA6D1D9DDD/)

Just a simple comparison showing the base model with/and without the applied mapping. On the right you can see the high resolution modeling that creates the normals.

Starting color and effects mapping--those shouldn't take nearly as long.
Title: Re: Rogue System
Post by: Asid on March 25, 2017, 12:40:40 AM
Airlock WIP
New airlock section is ingame now...


(https://steamuserimages-a.akamaihd.net/ugc/93854175764351371/AF29F6F3B7D5D500CAC1FF7A2636BBC8A9D03484/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1920:*)
Title: Re: Rogue System
Post by: Asid on June 12, 2017, 12:17:34 AM
RogSys Enters Alpha With Release of Version 0.3.00.1
11 JUNE   - MICHAEL_J

Version 0.3.00.0 is now live....

I will not pretend by saying the time lapse between the last update and this one has not been excessive. It has. Without offering up a slew of excuses, I will tell you that a lot has happened, both work-related and personally, that greatly exaggerated this update's development cycle. With a sigh of relief, I'm happy to say I've come out on the other side, and development is once again moving at pace.

That said, I'm happy to introduce extra-vehicular activity suits (EVAS). You can enter the airlock, put on the EVA suit and helmet, and then command the exterior to open. The airlock is sealed and depressurized, and once done you are free to use the EVAS RCS thrusters to maneuver in open space. When finished, you can re-enter the airlock, seal it, and remove the suit once the airlock is re-pressurized.

There are a few minor things to know about this initial EVAS implementation. Please see the release thread here: http://steamcommunity.com/app/366000/discussions/0/1354868867721631189/

The good news is that with the completion of this update's work, all required functions for RogSys have been prototyped and at least initially implemented--EVAS was the last remaining primary function (and the ONLY one that had never before had ANY prototyping). From this point on, RogSys' development focus shifts to content creation, gameplay addition, and system finalization. In other words, RogSys has now entered a proper ALPHA state.

I am VERY excited to get this phase underway, and to begin seeing Rogue System move towards the final Core Module 1.0 release.

The focus for the next update will be to add some new missions--to extend current gameplay--based on the systems in their current state. I also want to finalize at least one ship system's functionality per update; and that will begin with this update. Finally, I will be adding a preliminary VMS HUD to EVAS to increase its accessibility.

As always, thanks for everyone's support!

For a complete list of changes for this update, please look here: http://steamcommunity.com/app/366000/discussions/0/364041776190769973/
Title: Re: Rogue System
Post by: Asid on June 22, 2017, 02:41:07 AM
version 0.3.00.2 EVAS HOTFIX is now live (both test and default branches).

mainly audio fixes concerning EVAS, fixed some briefing text for the target ring rescue mission, and you can now perform EVA's while docking/undocking.

The full list of fixes are in the change log post. Thanks for all the early feedback so I could get this cleaned up a bit before the summer sale begins!


New Version 0.3.00.2 EVAS Release Notes
I will not pretend by saying the time lapse between the last update and this one has not been excessive. It has. Without offering up a slew of excuses, I will tell you that a lot has happened, both work-related and personally, that greatly exaggerated this updates development cycle. That said, I have come out on the other side of many of these challenges; and development is once again moving at pace.

That out of the way, I'm happy to introduce extra-vehicular activity suits (EVAS). There are a few details about EVAS that I want to make everyone aware of--hence the pinned post. Here goes:

1. The ONLY missions in which your ship is equipped with an EVAS suit are the two single missions. The tutorials missions do NOT include EVAS

2. You MUST put the EVAS body on first. You can not click on a helmet until then.

3. You MUST at least apply battery power first for the airlock to be able to depressurize. It's a current condition of the life support system. Also, the airlock can NOT be opened while you're under acceleration via MES, MTS, etc...

4. After use, you MUST stow the helmet first. The body can then be stowed ONLY to the same EVAS port as the helmet. For instance, if you stow the helmet to the upper rack (associated with the left EVAS port), then the body can only be stowed to the left. You should NOT be allowed to put the same suit to two different storage ports. If you can, please let me know--it's a bug.

5. There are currently NO default controls set up for EVAS RCS. You must do this, and can do so by going to Options/Controls/Ship Systems, and clicking on the EVAS system button. EVAS is a different control scheme, so you can assign the same controls to EVAS RCS as you have currently for normal ship RCS if you'd like.

6. When you enter the airlock, you can not open the exterior door until you have put on a suit. If you try, the exterior hatch handle will move, but the room will not be allowed to depress.

7.When the room does depress, when the exterior hatch opens your FPS controls will no longer function, as you are now using the suits RCS system. After use, enter the airlock and shut the exterior hatch. The door will close, you will return to FPS mode, and the room will pressurize. Once done, you can remove the suit, open the interior door, and enter the ship.

8. ONLY the Flying Fox currently has an exterior hatch, and you can only open the exterior hatch from the inside. Once we have given EVAS a good run-through, I will add handles to the ship exterior so you'll be able to enter other ships.

9. There are a few minor glitches with this first pass of EVAS. Here's a quick rundown:

----There may be some "jitter" if an EVAS slides along the hull of another ship.
----Some "wonky" collision can allow an EVAS to pass through a ship hull in some cases. This will require revised art to fix....
----There is no VMS HUD display for the new EVAS helmet
----Currently, momentum is not carried over when an EVAS switches from "docked" to "inflight"; and back
----There is a small lighting glitch when switching EVAS from FPS to INFLIGHT
----While the EVAS DOES contain a limited amount of propellant and life support that gets properly used, there is currently no level indications for either
----Currently, there initial EVAS implementation has no way to allow the player to grab on to objects and hulls
----Currently, you have to aim the EVAS at an object you want to interact with. Mouse-look interaction does not currently work in this mode
----While in EVAS, external views are disabled since there is not yet animated art for the EVA suit
----Sometimes, the local star glare is not blocked by internal ship art
----The VMS visor mapping is rather distorted along the very top and bottom of the visor. I will address this for the next update.

If anyone has any questions, feel free to post here and I'll do my best to answer them as quickly as possible.

Thanks,
Michael
Title: Re: Rogue System
Post by: Asid on November 08, 2017, 07:31:48 PM
Next update...
30 OCTOBER   - MICHAEL_J

The next update for RogSys is scheduled for release towards the 2nd half of Nov., just before the Steam Autumn sale.

Along with the usual array of additions, refinements and fixes, I'm working on some new elements that I hope will begin to extend the gameplay possibilities for RogSys. I'll have more info on this with the update release itself.

Thanks,
Michael
Title: Re: Rogue System
Post by: Asid on November 22, 2017, 12:02:06 AM
Rogue System Version 0.3.01.0 Is Now Available
Rogue System - Michael_J

Looking at the upcoming art for all this ships that will be required for the campaign missions, I've decided (since this is still a one-man effort) to move up some of the sandbox-like gameplay elements, such as an economy model and the buy/selling of trade goods. As well, I'll be working on the art and code that will allow you to upgrade and repair your ship. I think things like this will allow more gameplay possibility in a shorter time without the overhead of all the ship art that would need to be done otherwise.

To go along with this, I've introduced the ability to refuel your ship while docked (you'll need to request it from the station's STC). In the next update this will cost funds, thus introducing the idea of having to earn funds to maintain your ship. I'll be expanding on this over the coming updates. Also, the battery system has had its "final" revision, and with that it's now possible to remove a physical battery from one ship and put it in another. In the next update you'll be able to sell or repair used batteries, and buy new/refurbished ones.

The only caveat for all of this is that you can not yet save a mission in progress. This is the VERY NEXT item I'm working on, and I'll release an update solely for this as soon as it's finished and tested. Once this happens, you'll begin to see that flight hours DO affect the functionality of ship systems, and the need to keep them maintained.

I do understand that many of you are looking forward to the campaign missions, and purchased RogSys for that reason. I'm VERY sorry for the delay that this new focus is going to have on the planned campaign. I have EVERY intention of still doing them. I just feel I need to start introducing some gameplay sooner rather than later, and the only way to do that is to focus on gameplay that does not rely so heavily on art. I hope that makes sense to everyone....

Full list of changes:

•   Revised: PHYSICS -- changed how ship positions/orientations were updated each frame to better stay synchronized with collision system
•   Revised: PHYSICS -- further work on ship-to-ship collision reactions
•   Fixed: when hauling the target ring back to the station, the sim would sometimes crash when moving in close proximity of the station
•   Added: UI -- the load text now indicates galaxy initialization, and local star system creation
•   Added: UI -- the load text now indicates when headtracking has been activated
•   Added: UI -- the load text now indicates when Post FX's are initialized
•   Fixed: CAST -- instances of rapid flip-flopping when a character was tracked from one room to another
•   Fixed: CAST -- instances of rapid flip-flopping when a character was tracked from an airlock into open space
•   Refined: It's now possible to close the exterior hatch once outside of the ship during EVA
•   Fixed: CAST -- bug that was causing duplicate cast ID's to be stored as part of a room's character list
•   revised: BMS -- all batteries are now unbound from the specific ship they were installed to, meaning they can now be cleanly transferred from one ship to another
•   revised: BMS -- cleaned up battery update code
•   revised: BMS -- substantial re-work to battery damage code, fixing more than a few logic bugs in the process
•   revised: BMS -- re-introduced instrument display glitching via display hardware damage
•   revised: BMS -- re-introduced the possibility of an acid leak. The acid from a leaking battery can damage near-by components. This is core-dependent
•   fixed: after revisions to ship-to-ship collision code, impact damage was not being applied properly
•   revised: BMS -- batteries can now explode when beyond critical temp, possibly causing damage to surrounding components
•   revised: BMS -- batteries can now suffer "memory" problems, which is core-dependent
•   revised: BMS -- batteries can now suffer loss of charge due to cold conditions
•   revised: BMS -- batteries can now suffer a reduced discharge rate due to cold conditions
•   revised: BMS -- removing a battery while it is still enabled can cause damage to it
•   fixed: CORE -- ship acceleration was not always offsetting camera relative to ship orientation
•   fixed: UI -- if the display was set below the default 1920 x 1080 the look-at dot was not tracking with the mouse vertically, thus causing 3D cockpit control collision to appear "off"
•   refined: LSS -- compartment pressurization can now draw power from the critical bus. The critical bus only requires a charged batter, with breaker set, and the ship "unsecured"
•   refined: LSS -- the LSS power change now allows the airlock to be used even if a battery has not been "enabled"
•   added: BMS -- modeled, unwrapped, and surfaced artwork for battery component
•   refined: CORE -- component art has been "unlinked" from ship data, thus allowing components to be moved from ship to ship visually without any hacky data management
•   added: FPS -- items free-floating in space can now be picked up, carried, and released by a player using an EVAS
•   refined: PHYSICS -- ship-to-free floating item collisions now properly handled
•   refined: PHYSICS -- ship-to-item being carried by EVAS now properly handled
•   refined: CORE -- free-floating items' art can continue to be updated as required
•   refined: CORE -- free-floating item's functionality can continue to be updated as required
•   fixed: PHYSICS -- sometimes a collision with an undocked ship would sometimes cause the station it WAS docked with to react as if still connected
•   added: STC -- preliminary refuel docking service has been added. Tanks to be refuelled need to be depressurized, and REFUEL ALLOW should be enabled for each tank
•   added: STC -- refuelling can be cancelled directly while in progress
•   added: STC -- all docked services can be cancelled at once
•   added: STC -- departure requests can now be cancelled
•   fixed: STC -- the STC should no longer complain if the player docks and then undocks without shutting down the LENR
•   fixed: STC -- should no longer be able to get the COMMS menu "stuck" by attempting NYI service items
•   added: MISSIONS -- new "startup" mission goal. Currently trigger when a ship is cold-started up to the point the MTS is ignited
•   added: MISSIONS -- new 'rendezvous" mission goal. Triggered when the ship comes within a defined range of another ship (other objects NYI)
•   added: COMMS -- several new COMMS messages have been added in support of new STC "docked services" items
•   refined: COMMS -- made it easier to tell when a COMMS message is sent TO or FROM the player's ship
•   refined: ECS -- a ship can enter start-up mode with only external power. An enabled battery is no longer required
•   refined: BMS -- a battery can now be recharged via an external power connection
•   fixed: UI -- on one control button there was a typo of the word ACTIVE
•   added: ECO -- introduced new, initial economy code. Both planet-based colonies and orbital production platforms (NYI) affect local and (eventually) interstellar supply and demand.
•   added: ECO -- colony and station personnel require critical items in order to survive.
•   added: ECO -- a colony/station will try to create refined items (if their production supports it) from raw materials in stock.
•   added: ECO -- a colony/station will try to remplenish raw items locally, if possible.
•   added: ECO -- colonies/stations' economies are updated once per hour in the player's local system, and once per day in "distant" systems (WIP)
•   added: ECO -- current buy/sell prices are calculated each update based on item availability and critical need.
•   added: ECO -- job requests are made for critical items when stocks are low (an ability to access these jobs is NYI)
•   added: ECO -- job requests are made for items required to manufacture others (if the production allows creation of them) when stocks are low (an ability to access these jobs is NYI)
•   revised: ECO -- Species.ROG has been revised in support of the new economy system.
•   revised: ECO -- sellableItems.ROG has been updated in support of the new economy system.
•   revised: ECO -- the default galaxy file has been updated in support of the new economy system (NOTE: for the next update or two, the saved galaxy file in the player's save folder will be auto-updated at start up)
•   revised: LSS -- initial tank contents now relate to critical gases as defined by a species needs, which relates to items defined in sellableItems.ROG
•   added: CAST -- a Captain's available funds is now used to purchase cargo
•   added: SHIP -- a room can now be tagged as a "cargo bay" along with the available storage capacity in cubic meters
•   refined: SHIP -- a room can now be set to be pressurized or not. A ship MUST have at least one pressurized "cockpit" room (should be room 1), and this is forced during load
•   added: UI -- the pilot's MFD now has a "CARGO" page where cargo can be bought/sold. This was a very quick design and implementation, so only the bare minimum functionality is included
•   refined: UI -- MFD CARGO page now includes a list of the sellable items, and the colony's stock of each. The items can be filtered by class
•   refined: UI -- MFD CARGO page now includes an inventory of all items in a ship's cargo bay(s). Items can be filtered by class
•   refined: UI -- MFD CARGO page shows the total mass of ship's cargo, available volume (in cubic meters) remaining in bay, and available funds
•   refined: UI -- MFD CARGO page shows the requirements for a purchase (volume, cost), as well as the mass that will be added
•   revised: PHYSICS -- a ship's cargo mass is taken into account as part of a ship's total mass
•   revised: MISSION -- the "Test Sandbox" mission has been updated so that there is at least one orbital platform (current training platform used as placeholder) in orbit around any planet/moon with a colony (current these are the moon of planet 2, and the third planet and all of its moons)
•   added: MISSION -- a new "Test Ship Repair" mission was added to develop and continue refining the code to uninstall, carry and reinstall ship parts while using an EVA suit
•   added: UI -- the pilot's MFD now includes a SAN page, which offers more wake options for the current SAN implementation
•   refined: SAN -- now supports wake events for NAS trip warnings, time-based, and next periapsis/apoapsis event. Support was also added for specific NAS trip warnings, but had to be hidded due to last-minute bug testing...
•   refined: SAN -- better control over update interations over the course of a time value. Currently testing at to 60 updates per minute
•   fixed: TIMING -- a long-time bug was finally squashed which would cause unexpected "hiccups" that could cause system values to go out-of-range
•   added: UI -- an initial, VERY bare-bones VMS HUD has been added to the EVAS visor. Shows: center-point, available O2, available propellant, suit pressure, and exterior flood light status


0.3.01.0 ECO Release Notes

Hello all. As you might have noticed from either the readme or the update's announcement post, I've decided to shift focus a bit for Rogue System. I am moving many of the sandbox elements forward, and pushing the campaign missions back. The reason for this is simply, since I am still a one-man show (and since I was forced to take full time work ALONG with working on RogSys), it has become apparent that the ship are required to make the campaing missions work will leave RogSys in virtual "state of limbo" gameplay-wise. The art will just take too long to get us to a point where we can introduce significant mission-based gameplay. Immediately, let me state that I am NOT dumping the idea of the campaign! I simply need to introduce actual gameplay as efficiently as possible.

To this end, I have added (along with everything I WANTED to do for this update) the initial economy system, along with the ability to buy and sell trade goods. The "Test Sandbox" mission has been updated so that there is a station orbiting each body that can contribute to the economy--any planet or moon with a defined colony basically. Our current training platform is a placeholder for the orbital stations that manage the flow of goods to and from a colony. Later, I'll also be adding orbital production stations that create manufactured items from raw goods; and then these too will add to the economy.

Colonies have a population, and these folks require critical items to survive. Colonies can "die" if they are starved of critical items. If there is a shortage of critical items (right now, these consist of drinking water and oxygen gas) their demand will go up (the colony will send out a request for these items if needed badly; but there is no way to access these trade jobs yet). The idea here is to introduce the idea the items get used and have to be replenished so there is never a point of saturation.

Right now, there are just over 50 items that can be traded. The ones we currently have will need tweaking as to mass, manufacturer's base price, etc. These will be addressed; and of course we'll need MANY more items available (ideas are welcomed!). Obviously, the entire economy model has a LONG way to go still, too. I am in no way saying what's there is perfect. It's nothing more than a solid foundation....

To buy/sell items, you can access the CARGO page on your MFD (for now) while docked with a station. That is a current limitation that will be addressed. The bigger limitation is that you still can't save your progress. I am working on this now, and I will release an update solely for this feature once it's available. We need to be able to save so you can begin to see the effects of age-related wear on ship systems, thus providing one of many reasons to maintain your ship.

Another new page on the MFD is SAN. This is an extension of the current wake events. While in orbital flight, you can set a wake timer (in increments of 15 minutes), or you can select the next periapsis/apoapsis event). These come in handle while in orbit--waiting for another object to get closer to you. While doing a NAS transfer, then you have the normal XFER wake events. I DID add the ability to select specific XFER events only, but had to disable this due to some last minute bugs.

Please note: I have DISABLED the current key combo to induce SAN. You MUST do it via the MFD's SAN page!

Another new addition is a simple VMS HUD for EVAS. This provides information on suit pressure, remaining O2 and propellant, as well as exterior flood light indication. This is VERY rudimentary, but it does the job. We'll come up with something pretty later on....

Lastly, the BMS system received its "final" revision. As part of this, not only is it now possible to remove batteries from the ship via data, there is alsp a physical representation of them. With an EVAS, exit your ship--just above the crew compartment on the port side, and below it on the starboard side, you'll see a small panel with a panel number decal. You can open this panel, unlock the battery, and then remove it. Once removed, it will float in space as anything else does. You can grab it and move it around with you. Again, this initial functionality is a bit finicky; but it does work.

There is a new "Test Ship Repair" mission where you can practice pulling the battery from your ship, flying it out to another, and installing it there so the ship can be recovered. More importantly though is that this introduces the idea of being able to change parts outside of the ship in order to affect repairs.

Be advised: if you pull a battery while it is still enabled, there is a chance you could short it out. Turn the battery OFF before removing it (battery one is port side, battery two is starboard)!

In the update immediately after save functionality, I'll introduce the ability to be able to sell old batteries, and buy new or refurbished ones. Eventually, you'll be able to do this with all the parts that make up your ship....

Along with all of this, there were many other revisions and fixes. Please check out the change log either here or in the readme for a more complete list of what was done.


I know many folks (myself included) are looking forward to campaign play. I am NOT abandoning this. Nor am I moving ALL the items forward that were to comprise the Maverick Module. I simply am responding to the need to develop RogSys into something that actually provides goals and gameplay. Doing so will hopefully open RogSys up to folks who have been on the fence about it up until now. If I can get it selling more steadily, then my hope is I can return to full time development on it and press on with the other features as originally planned.

As it stands now though, I have to make best use of the time I have--needing to build many ships, each taking a month or more, BEFORE any gameplay can go in simply won't work. I've done a lot of thinking and soul-searching over this; and this new plan seems to be the most efficient way to move RogSys forward.

In any case, as always, thanks for everyone's continued support!
Title: Re: Rogue System
Post by: Asid on November 28, 2017, 06:21:15 PM
0.3.01.2 ECO HOTFIX 2 Release Notes


Edit: I did forget to mention, I think, that you can now have your ship refuelled when docked to a station. You need to do this from the STC COMMS menu (Request Service). To prep each tank to be refueled, it must be:

1. Depressurized
2. The "Allow Refuel" button must be enabled (even though it still shows "NYI")

Once STC has an indication that at least one tank is configured, refueling will begin. While one tank is filling, you can set up another.

Once all the tanks that have been configured are fueled (or you cancel the operation), the service is completed. You are then free to return to STC COMMS and request departure, check out, etc....
Title: Re: Rogue System
Post by: Asid on December 24, 2017, 03:25:32 PM
Rogue System Version 0.3.02.0 Progress
21 DECEMBER   - MICHAEL_J

I'm about mid-way through the work for the upcoming update. This will allow you to create a new career, manage saved careers, and resume a career. Obviously, this means being able to save your progress while inflight.

Being able to save and resume is a critical step in developing sandbox gameplay, which will offer you several ways to "earn a living" so you can maintain and upgrade your ship (or buy new ships). Likewise, you will begin to notice that the age of your ship, and the parts installed on it, will suffer age-related malfunctions (amongst other items that not having your ship constantly reset will reveal).

I've finished updating the galaxy generator, player avatar creator, and front-end UI to make use of these. All that's left is to finish the code that allows you to save while inflight. I hope to have this finished, and this update out, by the end of January of the new year.

Thank you; and for those that celebrate (whatever you celebrate), I hope you all have VERY Happy Holidays, and a wonderful New Year!!!
Title: Re: Rogue System
Post by: Asid on February 16, 2018, 02:20:16 PM
SPECIAL PROMOTION! Offer ends 19 February

-75%   £22.99   £5.74

http://store.steampowered.com/app/366000/Rogue_System/
Title: Re: Rogue System
Post by: Asid on March 12, 2018, 03:02:32 PM
Update from dev 9/03/18

Aiming to release as soon as I get the major functionality bugs sorted out, and I'm knocking them out as I find them.

Good news:
--I'm pretty confident now that all crash bugs have been squashed. After a lot of loading, saving, loading, etc., I found one more this evening that I fixed up. Everything seems pretty stable now regarding CTD's

--ships and celestial bodies are now restored to their saved locations.

--Fixed a few save format bugs that where causing data to be dumped at load

--ship system states all appear to be stored and recalled properly. I'm fairly certain you guys will find bugs concerning this; but I don't THINK they will be anything major...

Bad news:
--ships are restored with their batteries dead. I need to find out where the power is being dumped. I can't release with this bug because it defeats the whole point...

--The player is "stuck" in the middle of the room on reload. I THINK this is because the character is saved in the seated mode, but is assumed to be unseated on load. This is a must-fix item, too.

Very close now if I can get these last two items fixed up and add the UI "save and exit" option...
Title: Re: Rogue System
Post by: Asid on March 17, 2018, 09:57:37 PM
Near Release of Next Update
17 MARCH   - MICHAEL_J

The next update is nearing completion. As previously noted, this will add the ability to create, save and resume a "career"; and being able to switch from one saved career to another. Saving your career is obviously as critical to dynamic gameplay as was the addition of the basic economy model that was the focus of the previous update; and I will tell you this was no small task to get working properly (and there will be bugs with it at first, I have NO doubt).

I really wanted this update out by end of January/beginning of Feb. I had some personal issues pop-up that worked against me. Also, I have to admit, saving (and more to the point resuming from the point of save) did not come NEARLY as trouble-free as I'd hoped for, even with all the pre-planning I did for it in earlier code. Quite simply, there is just a LOT of data to capture for each ship; and some of it was more problematic than I expected.

I will release this update to the Test branch first, and leave it there for a week or so, so that folks can report any major save-functionality bugs. I'll fix the worst of these before pushing the final version of this update to the Default branch.
Title: Re: Rogue System
Post by: Attila on March 18, 2018, 10:08:18 AM
Cool, thx for the info.
Title: Re: Rogue System
Post by: Asid on March 22, 2018, 01:31:02 PM
Update 0.4.00.0 Released To "Test" Branch
20 MARCH   - MICHAEL_J

This morning I updated RogSys' Test branch to version 0.4.00.0 As noted in the previous announcement, the update will stay on Test for a week or so while the more serious bugs are discovered and dealth with. When the build is stable enough then the Default branch will be updated.

Thank you!
Title: Re: Rogue System
Post by: Asid on April 19, 2018, 06:11:02 PM
Update 0.4.01.3 Released
Rogue System - Michael_J

Update 0.4 has completed testing and is stable enough for public release on the Default branch. Thank you to all the folks who tested MANY iterations of this update. Saving the sim from a "live" state involves storing a BUNCH of data for each moon, planet, ship, satellite, etc., etc. I'm certain there are some items that may have been missed; or will need to be added as new features continue to be introduced. However, the worst offenders seem to have been dealt with....

There are a few items you should be aware of with this release, so PLEASE be sure to have a look at the first post in the update release thread, located here:

https://steamcommunity.com/app/366000/discussions/0/2949168687328273488/

You can find the full change log for this update here:

https://steamcommunity.com/app/366000/discussions/0/364041776190769973/

Thanks for everyone's patience during this update cycle, including the particularly lengthy testing phase!


====== Current Version 0.4.01.3: ======

•   Fixed: CAREER -- Cargo bays would sometimes not save the proper room ID, thus causing unwanted behavior after career load, and a CTD when saving the career later
•   Fixed: CAREER -- Overwriting a career could sometimes cause a CTD
•   Fixed: CAREER -- Overwriting a career could sometimes cause bindings and/or settings to be lost
•   Fixed: CAREER -- The EVAS suit was not being loaded correctly after career reload
•   Fixed: STC -- Pausing the sim could cause some action timer values to freak out
•   Fixed: LSS -- Pausing the sim could cause room pressure values to freak out
•   Fixed: CAREER -- CTD at reload if player was docked to a station other than the career-starting station
•   Fixed: FCS -- core temperatures were not restored properly after career reload
•   Fixed: CAREER -- OPS satellites were not tracking properly after career reload
•   Fixed: CAREER -- ships would sometimes collide during initialization after career reload
•   Fixed: WTC-- sensor display was not picking up any targets after career reload
•   Fixed: LENR -- was not providing proper power after career reload
•   Fixed: FCS -- was not providing proper power after career reload
•   Fixed: MTS -- if burning when career was saved, it would shut down at career reload
•   Fixed: NAV -- the NAV display would would not be scaled properly (in planetary zoom mode) after reloading a saved career
•   Added: CAREER -- corrupted career will no longer cause a CTD. Instead, a message will be displayed asking you to create a new career (temporary until all career corruption bugs are found and fixed)
•   Fixed: CAREER -- functionality requiring proper ship classification (such as STC handling) was not working properly after reloading a saved career
•   Fixed: CAREER -- on repreated reloads, ships would slowly displace from their saved positions
•   Revised: UI -- spaces are now entered as "_" for first and last names, and call signs. These are converted to spaces when the career is saved (avoids UI CTD)
•   Fixed: CAREER -- often, when attempting to save a career more than once per session, the Fleet.ROG save file would be corrupted
•   Fixed: SHIP -- sometimes, the seat would be saved in a position that would prevent sitting in it after reload (temp until RogSys can load the player already seated)
•   Fixed: UI -- sometimes, in career mode, returning to desktop would return to the Main UI instead
•   Fixed: SHIP -- ship systems that were initialized at save were having to re-initialize at reload
•   Fixed: MES -- REV THRUST setting was lost at reload
•   Fixed: MTS -- REV THRUST setting was lost at reload
•   Fixed: ECS -- HV and UTIL buses would lose power input at reload
•   Fixed: MTS -- would lose valid fuel source at reload
•   Fixed: FCS -- would lose valid consumable sources at reload
•   Fixed: LENR -- would lose valid fuel source at reload
•   Revised: UI -- When the Career Create page opens, the "Copy BOTH" option is selected by default (so prior controls and settings are not accidentally lost)
•   Fixed: UI -- blank first name, last name, or call sign COULD cause a crash when creating a new career
•   Added: UI -- checks for invalid characters in career file name in an attempt to catch unintended naming conflicts
•   Prevented: UI -- an odd bug with the UI engine where, if you enter a space as the first character of a text box, the UI engine will crash, thus crashing RogSys. This change is solely meant to prevent a CTD until a proper fix is available
•   Fixed: CAREER -- potential crash bug when trying to resume a saved career immediately after starting that career
•   Fixed: CAREER -- Large galactic cluster size was causing a CTD immediately after creating a new career
•   Revised: CAREER -- adjusted galactic cluster size initialization values
•   Fixed: CAREER -- potential bug with generated career file names
•   Fixed: CAREER -- issue that was causing the selected starting funds to not be properly saved when creating a new career
•   Added: FILE -- new DefinedSystems.ROG file. Allows for custom star systems to be added to the random galaxy generator. Use these systems with scripted single-missions, (campaigns -- NYI), or if a specific player-start location is desired
•   Added: FILE -- new Factions.ROG allows for the definition, and starting conditions, of all the factions that will be active for a specific MOD
•   Added: CAST -- preliminary code that allows a player to create a new avatar (which currently also creates a new save game and all its relevant components)
•   Added: GALAXY -- re-introduced galaxy generator code and updated to work with newer galaxy data storage
•   Revised: GALAXY -- cleaned up celestial body data containers
•   Revised: FILE -- updated PlanetTypes.ROG for use with new galaxy generation code
•   Revised: ECO -- sellable items can now be tagged as "special". These can be linked to specific planetary types so that they can only be produced on certain planets
•   Revised: ECO -- certain RESOURCE-based sellable items can now be linked to gamecode defines
•   Revised: GALAXY -- low-resolution air density and drag code has been updated and refined to work with revised galaxy generation code
•   Added: UI -- career management code (create, switch, delete, and resume)
•   Added: UI -- new "career" gizmos added to front-end UI
•   Added: FILE -- ConfigData.ROG now stores information regarding last-played career
•   Added: FILE -- Components.ROG (career save data) now stores the current states of all stand-alone components (such as batteries)
•   Added: FILE -- Fleet.ROG (career save data) now stores the current states of all ships
•   Added: FILE -- CareerData.ROG (career save data) now stores specific information for each career
•   Added: CAREER -- functional code to create all required elements for a new career
•   Added: CAREER -- functional code to save states for celestial bodies, ships, and ship components
•   Added: CAREER -- functional code to resume (load) a previously saved career
•   Fixed: GALAXY -- initialization code was preventing celestial bodies from loading to their previous locations
•   Fixed: LSS -- errant load data was causing all atmosphere to be dumped immediately after a career was resumed
•   Fixed: COMMS -- errant load data was causing the ship to think its receiver was damaged, thus prevention COMMS reception
•   Fixed: VMS -- errant load data was causing the VMS to not render the celestial display
•   INTEL HD -- possible fix for shader compile issue that was preventing proper rendering with Intel HD
•   Removed: MISSIONS -- "Test Sandbox" single mission no longer required
•   Revised: UI -- slighty increased size of MOTD display
•   Revised: UI -- Updated Credits screen

Title: Re: Rogue System
Post by: Asid on February 08, 2019, 02:04:23 AM
Development on-hold
23 Jan - 88mphTim   


As many of you who visit the forum here in the Steam Community area for Rogue System may know, Michael suffered a head injury last year. At this time, he hasn't returned to work on Rogue System.

As a publisher, this is a difficult situation; Michael suggested removing RogSys from sale at this time, while the head of our studio wanted to make it clear development was on-hold and reduce the price, saying that the experience as-is would still be worth something. At this time, we've gone for the latter option. We currently just want to wait it out and hope that things change.

Thanks for your understanding.

-75%   £13.49    £3.37