On December 07 2011 05:00 GGzerG wrote: so is this a strategy game ? looks really nice, good job!
NetStorm is an RTS that was released in '97 around the same time as SC. The campaign is pretty lame and it's based around the multiplayer (hence the name). This is a remake project of the game.
I made a pretty big blog post about NetStorm if you want to check it out.
In our version we are putting effort into putting in a real single player that will allow skirmishes against AI players that the player can select. where did you blog about netstorm Durak?
Merry Christmas from all the RS Dev team! and today we have a special gift for all who have been following the project first public release of RS for testing!! that's right this is the first build of RS that we feel is stable enough for the public to have a chance to play around with it.. although not all features are finished we feel all old time NS players will enjoy playing around with what is done so far... so with no farther delay here is the download page
Once you have tried out and tested the RS first Alpha we ask that anyone that downloads and plays the test build to please sign up on our project forum and post bugs or feed back after playing the more feedback we get the better we are able to fix bugs now enjoy! and welcome back to the skies of Nimbus!
That's very cool. You still have a lot of work to do but I am happy a NS remake actually released. I also approve of having bulfs the default collector: best unit in the game.
I know we have a ways to go but its a big step from what we had when we started, did you try building all the units? also if you know any other NS old timers please have them check it out, also please post feed back on our project forum!
Feng our texture artist has finished up the inside of the gig base and got it fully animated and has sent in the textured and animated mesh, next alpha release will have working and finished animated whirligig base in-game.. Feng Has also got animations finished on Sun cannons for deployment and change of directions animations so Sun cannons will now have proper animations in game.
Now with no more delay here are some pictures of the finished and animated whirligig base, Feng added a little more details to the inside texture and added a few oil patches to make it look less dull .
Also I have been busy working on concept for the single player achievement medals that players can win in single and multi-player games and have just about finished up the concept for the Mastery Of Whirligigs achievement medal, I have done up a quick render of the almost finished medal below..
The feedback so far from the release of first alpha of Rising Storm has been really good and we are busy fixing the current list of know bugs and getting things ready for the release of Alpha 2 in coming weeks... the next release will have the fully animated Whirligig bases and Sun cannons in-game a long with a number of the bug fixes and further game player implementation..
Well we are very pleased to announce that Alpha 2 of Rising Storm is now ready for download and testing by the public.. I have put together a list of current fixes in this build! we fixed a number of issues people have with Alpha 1 so Alpha 2 should be more stable...
Priest Selection fixed: Player can now click and select a priest when he is standing next a building and it will select priest and not building.
Mouse Edge scrolling: Moving mouse cursor to edge of screen will now scroll the view in that direction.
Made it possible to select a priest right next to a building
Ownership on a geyser only happens once
No more mysterious blue thing on the AI's land
Smartened up some of the resource gathering behavior (especially regarding empties)
Bridges and other draggable items don't disappear when you go past the edge of the map (still you can't place them of course)
Static units fixed won't be permanently grey when placed off bridges
Fixed some of the firing issues. Thunder cannon should be useful
Sun Disc Throwers should be able to hit passing gigs.
The whirli dies properly and the gigbase should die too
Fixed some more targeting
Fixed the top menu (may get stuck after a while... need to test further)
HARDWARE Cursors:
Only can build one altar at a time now
Darkened those icons for temple and altar once built
Meltdown/Salvage: mostly works. "The aftermath doesn't work yet"
Fixed the outpost cost
Fixed the starting resources in a geyser
Added the mouse cursor to the level editor
Tweaked the top menu
Updated the resolution so it stays either always full-screen or always windowed (I don't recommend full-screen anytime soon... it can be hard to get out of it)
Added some basic logging features.
Fixed WindSkate mesh so that sail is now correctly placed on mast, also adjusted mesh so it now uses one texture instead of two separate textures and combined the skate and the sail mesh into one object to reduce draw calls.
Whirligig Base Deploy Animation: building now plays the build deploy animation for gigs
Big update today guys Feng_Long has posted the two new renders showing off the new texture work done on the outpost building and sun stone tower warning images may cause drooling :D
If you click on image it will take you to Feng_Longs Dev account where a much larger version for wall papers can be downloaded
And here is a promo render showing some of the detailing work on the outpost! still some tweaks to be done on the roof still but pretty much the outpost now looks way better then before when it had a temp texture slapped on it