Product designer and 3d artist. I do a lot of 3d modeling and texturing, some for commercial projects and some for Diaspora.
NBC Universal requested that moddb has to take down pages of all BSG projects. That's the reason there are no project pages anymore, and also the reason why nobody has signed in for months. There was no reason to.
This all doesn't mean we haven't continued on elsewhere.
Thanks for the support, Mike. While we're still not sure about an ETA, I can assure you that nobody's giving up and we've actually had some nice progress recently that is putting us ever closer to reaching the beta stage.
Yep, it's a screenshot taken directly from the game - took it myself :)
You can't really press any buttons in the game itself. Cockpit is mostly there for immersion purposes, though it does have a functional dradis and later on we might introduce more interactive MFDs. As for the size, everything is scaled correctly and to canon proportions. The buttons aren't too small for human use, either - you may have gotten confused by the perspective and scale of the picture; clicking on it can enlarge it to 100%.
You didn't think we'd have something like that and not show it, did you? :) When we have updates, we'll show them.
Exactly. What we're essentially doing now has less to do with building entirely new stuff and more about polishing what's there into a good and balanced experience. We haven't stopped so far, and I know I'm not going to either. There's others who can say the same, so we're definitely releasing - I really hope it's soon.
Continuous development of said engine would do that, yea. In all honesty it's not really old as it's constantly evolving :)
Deleting everything from my drives now, including backups. We'll need to purge SVN and FTP too. I'll set my computer on fire when that's done - only way to be sure.
Interesting project, the freespace universe definitely deserves a look from this perspective.
Seriously, the small AAA turrets are pretty small. Unless you park your viper right next to one and keep staring directly at it, you'll never notice they're not animated. This is one of the things where games have to make compromises in order to work.
As for giving the option, as FUBAR explained, it doesn't work that way.
The biggest, main turrets are rotating multipart ones (meaning the bases rotate on one axis and the barrels on another). The smaller AAA guns - there's simply too many of them. They're modeled but aren't be animated. They're pretty small anyway so I doubt it will bother anyone.
I, however, do the opposite - make 'em pretty, don't make 'em work :) That viper is a pretty ancient model that will require extensive reworking before it meets our current standards. Plus it's got some texture errors, we're not keen on showing it up close.
What you've actually seen are not afterburners, but a viper flying under normal power. In addition, there are no big flame afterburners in the show - the engines merely start glowing more brightly. We won't have them either - there were some big flame afterburners in the original BSG show from the 70's but this game will be based on the new show.
The game will be completely free.
Fully independent and standalone. Once it'd done, you'll download, install, and play, just like any other game.
It never was. Even if a few months pass between updates, that doesn't mean it's dead by a long shot. It just takes a long time to complete everything, but as you can see it's getting there. Right now I'd say we're pretty far along so it's not in any danger of dying either.
We're not using the btrl viper, ours is a completely new one. Every ship you saw in the btrl demo has been rebuilt for Diaspora. Also, we're not continuing BtRL - the team split some time ago and we went to do our own project.
Ok, two points here:
1) We haven't released anything playable yet so you couldn't have played Diaspora in any shape or form - you might have played the BtRL demo which isn't this project;
2) All fighters will have cockpits. Raptor already does, go through the pictures and trailers and you'll see it.
Not sure what you mean by "fix the camera". We're aiming for a space sim/shooter where you'll fly vipers. The primary view will be from the cockpit. You will, however, be able to switch to an external view if you wish. You will also be able to use trackIR/freetrack. The camera in the trailers was made for cinematic purposes, in the game you'll play from the cockpit view.
Actually we have around half that number, unfortunately a lot of us get slowed down by RL issues all the time. The number of people who are constantly active is a lot lower.
Where did you get the idea there won't be a flahship? You'll be launching from the Theseus's tubes just like you would from Galactica's. Missions start that way, there won't be "hyperspace".
As for the engine, it's not just using the fs2 one. The SCP team completely reworked it to the point where I doubt there's a single line of code remaining from FS2. What we're doing is basically building a standalone game, not a mod. This means coding, mission building, sound effects, music, voice acting, effects, interface, HUD, etc.. in addition to just having textured models. It's a lot of work.
We don't need Coxxon's models, even if we did they wouldn't meet the detail level standard we're going for. At any rate, there's a lot more to building a game like this than just having all the ships needed (which we do, for the first release).
Release 1, when it's done. There won't be a demo, we're releasing in episodes instead.
There will be, we're releasing in episodes and each will introduce more ship types. We're opening with our own designs using shorter campaigns, and plan on doing longer Galactica and Pegasus based campaigns once we get enough ships in the game.
We actually have vipers among the pics and have had them since the beginning. Granted you need to scroll a a bit to get to them, that's because they got buried by lots of other stuff. Just scroll right and you'll get to them.
You're not upsetting keren, comment away as much as you like. Jstubbles seems to have taken one of my previous comments a bit out of proportion, so much so he called me out on it on two forums now - jstubbles, I really didn't mean to offend, it's just the way I talk so cool it man :)
Back to you keren - yeah, a new trailer's coming out soon. Gamma won't have much to do with this although I see where you're coming from. Bear in mind two things - one is, this is a static shot. In some angles the game lighting is too bright which results in the spec map oddness jstubbles and yourself picked up on. Once you see it in a trailer or in the game itself you'll see the static shots don't do it justice. Secondly, bear in mind that the game is still very much a work in progress - a lot of things will get tweaked before we release, including in mission lighting setups.
? I just said that these things can be gauged better on a trailer then on static shots. Depending on in mission lighting conditions and camera angles the look can vary a lot and static shots can be deceptive. Since we're working on a trailer I merely suggested to wait for that before deciding a spec map is wrong.
That's because you're too far, Delko.
Well I'm not going to get into a discussion on the spec maps with you (since they're just right and I'm not changing them) or how a space carrier material should look like, but I will say to wait for the trailers to make the final judgements. It's really hard to gauge this from static shots as they can't ever do the ship justice completely.
Actually, you're mistaken. That episode offers some very deceptive angles of the ship, that made people think it looked stubbier then it is. The ship class reappeared in "Razor", might want to check there and you'll see that this model is pretty accurate.