I apologize for any inconvenience, but due to a poor internet
connection, and numerous problems with uploading the file, the windows
release of the game is now there, and working. It was a very good thing
this delay happened, as it allowed us to fix a windows specific problem
with the mouse-look... it wasn't re-centering. So, now, after a hard
day of fighting with internet connections, and completely rebuilding
the release form scratch on a system with a better internet connection,
everything is take care of. Please, take a look at the release, and
remember that this project was started in September. I think it's
impressive for being one of the first CS space flighsims ever done.
Thanks for taking a look at our hard work!
Yes, the reason for this is that we're currently re-uploading the file. :-) (It's a slow upload, even though it's only 28 megs..... ) I well send a message to the list as soon as it's up there.... assume latter in the evening.On 7/23/05, Jorrit Tyberghein < firstname.lastname@example.org> wrote:Something is wrong with the windows download. If I try it it stops at
a random number (first 3.5 megs, then 6 megs, and so on). Executing it
just gives an NSIS warning that the archive is corrupted.
On 7/23/05, Chris Case <email@example.com> wrote:
> Just a nice little note to tell everyone that we've released The Seventh
> Game: Precursors v0.3.1 alpha yesterday. This is the second alpha release of
> the game, and it features improved controls, better stability, and a few
> other enhancements. It uses CS and CEL (including the mechanics plugin,
> which was written for our game.) This new version has been released in
> Windows and Linux (windows has an installer) and will eventually be
> available on mac as soon as we find a computer to build it on.
> This release is more of a bug fix/stability release than anything else..
> the next version will have networking, and combat. (Along with a better map)
> Right now we're trying to get as many people testing this out as possible,
> so we can be sure we've ironed out everything major before we tackle
> networking. Right now, there's not much to do, bu shoot things, and fly into
> them, but that'll change soon. So, if you're interested in seeing what we're
> doing, or in helping out some how... or even just posting ideas about things
> on our forums, feel free! We want as many people talking and testing this
> game as we can get. (There's several interesting design discussions on our
> forums... feel free to check them out, who knows, you might have an idea
> that can really help us!)
> The Website:
> The Forums:
> (The release is available for download off the website, under 'downloads')
> We look forward to seeing some people from the mailing list on the forums!
> (As a side note, right now we're pretty desperate for some modelers who
> know blender, and a few other artists, if anyone is interested in joining a
> project like ours. We welcome anyone who'd like to join the team.
> Programmers welcome too. As this is a commercial project, eventually
> everyone who helps us will receive some sort of payment for their services,
> so long as we actually release a final version, and it makes some money ;)
> Right now, we're just focusing on developing it...)
> Christopher S. Case
> SUNY Fredonia
> Computer Science / Computer Engineering
> (716) 673 - 4396 (Dorm)
> "To err is human. To forgive, divine.
> To fix mistakes, now that's an Engineer."
Project Manager of Crystal Space (http://www.crystalspace3d.org )
and CEL (http://cel.crystalspace3d.org )
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Cel-main mailing list
Christopher S. Case
Computer Science / Computer Engineering
(716) 673 - 4396 (Dorm)
"To err is human. To forgive, divine.
To fix mistakes, now that's an Engineer."