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VSU: Black Paralysis / News: Recent posts

To Fight Another Day

As evidenced by project activity over the past two years, my investment in VSU: Black Paralysis has suffered to other interests. This is just an official notice that any work on the project has ceased until more productive times. If anyone has any lingering interest or questions, as always feel free to email!

Posted by Daniel Aleksandrow 2009-01-25

State of Subversion

For those of you who have tried to run the subversion dataset in the past year or so, it has just recently come to my attention that it was broken.

All the problems preventing the dataset from loading have now been fixed. Enjoy!

Posted by Daniel Aleksandrow 2006-12-23

Big Guns, Little Guns

Hello once again. Just a quick update to let you know the project is not dead!

My Vega Strike work over the last several months has consisted of "finishing" the rebalance work. To that end the ships have been made fully flight ready, and are well on their way to being fully rearmed.

What does this mean for Black Paralysis? Well, the stats on many of these ships will be pulled right on over from Vega Strike, as will the weapons. So effectively the work covers both projects.... read more

Posted by Daniel Aleksandrow 2006-11-25

Subversion Conversion

A SVN migration request has been entered, so the repository should be up within a few hours. Just a heads up, as the CVS repository won't be updated ever again...

Posted by Daniel Aleksandrow 2006-03-15

Operation "Free Time"

Well, back at uni now, after the best summer ever, and free time looks like it may soon be upon me. Once the rebalance on Vegastrike is done, I'll be set to get cranking on some black-paralysis related stuff (yay!).

So keep your eyes out, and remember that any help is welcome. This sleeping baby should start stirring real soon now.

Posted by Daniel Aleksandrow 2006-03-11

The Good, the Bad, and the Humid

The good news is that I may soon find myself with plenty of free offline time to get the second release cranking.

The bad news is that this time is distributed over the next three months, and will occur at the end of each 12 hour shift.

The humid news is that each 12 hour shift is to occur up north on one of Pilbara Iron't minesites! So yay for money, yay for work experience, and indeed yay for some free time. But I'm afraid that tiredness may win out in the end. I hope I'm wrong, but in either case, if anyone wants to volunteer to work on a couple of the items on the todo list, I won't argue!

Posted by Daniel Aleksandrow 2005-11-24

TODO List

Thank you all who replied, or who got pestered into expressing some form of opinion!

Oddly enough, the suggestions I got were all pretty similar. I was very pleased to see this, as it means that there is a clear idea of what would be nice to have, and all the ideas are fairly easy to do!

So, in case anyone is actually interested in what's happening, my list is as follows:

+ Two systems
+ Three planets
+ One base screen (shared)
+ Important python scripts (economy, campaigns, missions, dj, others to be assessed)
+ One ship (with eject dock)
+ Basic weapons (maybe upgrades)
+ Splash and Death screens
+ Sample mission files (with documentation)
+ Explanation of included features, and use documentation ( as there aren't many features, not many docs are needed...thankfully )... read more

Posted by Daniel Aleksandrow 2005-10-18

Wanted: Dataset Modding Suggestions

I'm looking into releasing a more feature-full 'minimal data set' for Vegastrike around the same time as Vegastrike's next release. So far I've had absolutely no feedback on the barebones set currently provided, so I don't know what type of features any potential (or current) modders are interested in having working 'out of the box.'

Currently I'm thinking a one ship, two single planet system dataset might be more useful. Included with this is likely to be slimmed down (python based) dynamic universe.... read more

Posted by Daniel Aleksandrow 2005-10-14

Progress Report

Work on Black-Paralysis (yes, there actually was some!) has recently stalled again. This time however, it wasn't due to time pressure, but the Campaign Editor. The editor is shaping up quite nicely, and I should be ready to do an initial Alpha release sometime in the next couple of weeks.

When completed, it should offer a nice, easy to use gui for creating campaigns in vegastrike. I believe this is a goal worth sacrificing some of my own modding time for. As always, if you want to lend a hand with either of these projects, let me know!

Posted by Daniel Aleksandrow 2005-10-06

Basic Planning Information

Some basic planning information was committed into the 'resources' module in the file PLANNING. When anon cvs syncs, it will be available here:

http://cvs.sourceforge.net/viewcvs.py/black-paralysis/resources/PLANNING?view=markup

Those of you who are interested, be sure to ask questions. There is a fair bit I have left out because it really does not matter at this stage, but will when the project gets moving. Happy reading!

Posted by Daniel Aleksandrow 2005-08-06

This Project is not Dead

Although work has ground to a halt, this mod is far from dead. It's just taking a break while real life grabs the spotlight for a while. However, this arrangement is only temporary, as this semester will be over in a little over a month.

Just thought I'd enlighten anyone who dares to read the news.

Posted by Daniel Aleksandrow 2005-05-16

Resources Module

I've just created the 'resources' module for VSU: Black-Paralysis. This module will contain the master files for the data in the 'black-paralysis' module. Any modifications to the lossy formats in 'black-paralysis' should be performed on the masters available in 'resources'.

In addition, resources will eventually contain WIP fiction, and the working copy of the web-page.

Posted by Daniel Aleksandrow 2005-02-14

First Release!

The first release of VSU: Black Paralysis is out. This release does not have any game-play, and is intended primarily to be used as the starting point for any mod using the Vegastrike engine.

It contains the bare essentials to run the Vegastrike binary, plus the hidden home directory folder, and a build system. The *.m3u files in the home directory reference music from Vegastrike's music module, and the build system will not work as is, due to missing directories.... read more

Posted by Daniel Aleksandrow 2005-02-09

Getting there

Some progress has been made.

The webpage is getting there, just gotta get all the behind the scenes stuff working smoothly ... differing versions of xmlproc seem to be causing trouble.

I'm also getting close to finally committing something, it will be minimal ... real minimal ... but it'll be something :-) It'll be a nice clean start, that'll hopefully be easy to add to.

Also, it's good to see I'm not quite talking to myself though, I've noticed a few stray pageviews over the months ;-)

Posted by Daniel Aleksandrow 2004-11-25

Web Page

Courtesy of zaydana...Black-Paralysis should soon have a new web-page even better that VegaStrike's!

As for any downloadable material.....I'm still waiting on the new terrain engine in Vegastrike to become committed. Until then.....

Posted by Daniel Aleksandrow 2003-02-02
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