2.5c Whitespace/Lag Patch
Nov 05, 2009 Patch 3 commentsIf you are experience problems with Whitescreens, or Lag, try this patch, it may help.
Slipstream: The Price of Freedom takes place during the many battles of the Freedom war, a 320-year long war between the UNCG (United Nations Central Government) and DSCG (Dominion of Super Conglomerate Governments). The year is 2631, The climax of this massive war. It has been noted to be the bloodiest and longest war ever fought by humanity. Thousands of battles are taking place all over the milky way, fleets confront each other, planets are being bombarded. Take a role in a skirmish battle, choose a side, and choose a theatre, fight for your cause. Take your fight to the campaign and follow one fleet as it delivers the final crippling blow to the DSCG and it's religious overlords. Choose a side and fight for your freedom, but before you do, ask yourself this: At what cost? (You can grab the whole Slipstream backstory here: Moddb.com )
2 comments by SRI-Emperor on Nov 17th, 2009 digg this super bookmark
Hello All! Today I want to outline the goals for
version 2.6, and what will happen after this build. As most of you
know, 2.6 is our Gameplay freeze which we will begin developing the
Campaign scripts. During this time, we will have development paused,
in order to compile all the bug reports, so they can all be fixed.
Then a 2.6b will be released, and tested. 2.6c will contain our first
demo mission, and we will have our final bug report compiled. We will
then take 4 months to completely develop this campaign (at the most,
I doubt it will take that long). So, we're looking at a solid 8
months of work here, possibly putting out our demo campaign by March
2010, with the initial campaign released Summer 2010. After that,
TPOF development will go through one more debug run, which we will
de-mothball the entire codebase. If the fan base is large enough, we
will then develop an expansion kit for TPOF which will run with TPOF.
If not, we will take our plan for Slipstream: Uprising to another
engine and begin work with a modern engine (or do an entire engine
ourselves, which after working with basic C++, I can do the same
thing I did with LUA code, and simply build on those experiences.)
Which ever runs, TPOF will be completed by the close of 2010.
Unfortunately, there will be no more development after 3.0 on the
TPOF codebase, as we do not want to ruin a piece of art. Not to fear
though, blowing up code is what we do best. Now, lets go over the
Goals for 2.6.
As you can see, we have a LOT of work to accomplish in these short few months. Stay tuned for more details! I hope you all are ready, we are also going to be gearing up 10 = 8 very very soon.
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If you are experience problems with Whitescreens, or Lag, try this patch, it may help.
Downloadable version of the trailer for the newest released version of TPOF, boasting new UI, new ships, new levels and backgrounds and the beginnings...
This is a major update to TPOF. We have carved out the UI's final structures, and worked on getting a lot of loose ends tied up. Please report all bugs...
I would like to introduce to you, the Slipstream official backing story. It has taken about a month to compile everything relative for the core of the...
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xD Why do the ships ram eachother?
Strange Bug is Strange. I actually haven't seen that one yet.
I downloaded the patch, and the lastest version of TPOF still crashes. Could you please find out what dah fcuk is this problem? I'd love to play TPOF 2.5c.
Oh boy, um, PM your system requirements to me, we'll sort it out.
hello very good mod but i miss the long time when the ships explode looks so much better.And why dont you have the options to turn off the hyperspace the computer hyperspace al over the area ..but overal its a very good mod .
We're still working on the hyperspace asset.
please ignore the previous message no delete option :(. Anyways fixed now the hod tool wont work...
I've got a problem i've only ever moded on xp. Now im on vista and no .big extractors will work... Do you guys have a extracted version i can use? Or just tell me what .big extractors you use. I used Final Big and Spooky rat neither worked on vista...
Edit: realised Final big doesnt even work with homeworld .big files anywas why it was on a homeworld 2 modding site....
Yeah that happens you got to make it just bigger then the ship so that it doesn't block turrets Takes a lot of fine tunning also some turrents will just never work with it :) It sucks that there isnt a better way to add shields. Shields are just cool :)
Well anyways thanks for that and I'll remember UNCG next time :)
edit: I'm actualy going to try play around with it on one of the ships see if i can get it to work... unlikely if you guys cant :).
You just quadruple posted o_O. I thought double posting was bad...