A lot happened during those two last weeks and posting news has been delayed due to real life stuff. But here now in brief form what happend.
At first the Normal Map Generator has received some testing by the people out there and some nasty bugs have been evicted. Now the normal map generation process runs smooth and yields crispy and nice results if the mesh in question is not ill-shaped. To find troubles you can render Normals and Tangents. This gives usually a good clue where something breaks. And if it breaks already there your game won't be happy about this mesh too (unless befitted with some good auto-correction feature). Also the Displacement Map or Height Mp generation works well now. There will be an option later on to fiddle around with the boundary values. Furthermore the next release will also have PNG support which is easier to deal with than TGA. Go over to the Download Page to grab this tool. Available are Sources, Unix Binaries and Windows Exe.
Besides this some work went into Concept Art, Modelling and Mapping. Grogdon our concept man for cameras and other nasty things added a couple of sketches of those annoying things to the forum so have a look at the Topic over there. In Terms of Models work continues on tidying up the Dragon Player Model to provide hopefully soon and in-game footage of this marvelous character. Besides this some small props are in the work like the Simple Desk. Coming up are Security related items like monitors, cameras and alike.
Work went also into the mapping of the first game map which represents the office complex on the surface and a bit of surroundings. The other maps will take you underneath the surface into a laboratory of considerable size. It is a bit wrong to speak of 'a map' in this circumstances as Epsylon will feature a full 3d-world composed of multiple maps providing seemless travelling from one end to the other. This World System is still in work and implemented to a certain degree. In the end you can look forward to explore a vast world in all three dimensions, not only two. There are some Screenshots of the this map without lights yet.
Also some work went into porting over parts of the engine to windows. So far the scripting Language is now running smoothly on windows and the rest will follow soon. Codewise work goes on on the GUI side and on the Game side in terms of Inventory System and shaping code to make modding this game a joy.
For the good end some reinforcement. ShiroiHiryuu joined the league of Contributors and will try to dazzle us with graphic works in terms of interface designs, world textures and alike. There are though still enough places free for interested people, especially as Team Members. So if you fell the urge just send a mail into my general direction.