Hello Space Explorers,
My name is Justin and I'm in charge of Meteoric Games. Over the last few years, me and my team - which for the majority of the time was just a programmer - took on an ambitious project that was Jumpdrive.
I'm here to address what has been said this last couple of days about the state of the final game. Indeed, we intended Jumpdrive to look different when the game finally releases, and I sincerely apologize to anyone who expected more than what we delivered. Unfortunately, it is simply impossible to for small, indie studio to artificially sustain the development of a game for so long. Truth be told, every last penny earned from Steam Early Access was spent back on development, and it was still far from enough.
Which is why I decided to set it to full release and lower the price of the game.
While the situation is far more complex, I'm not writing to you to offer excuses nor to blame anyone. I only wish to apologize to those who wanted more from Jumpdrive.
I know I cannot change the past, but as a small token of this apology, I wanted to say that those who supported us from the very beginning will receive free access to our next game.
Thank you for your understanding!
Justin
[ 2018-01-22 19:39:48 CET ] [ Original post ]
Hello Space Explorers,
My name is Justin and I'm in charge of Meteoric Games. Over the last few years, me and my team - which for the majority of the time was just a programmer - took on an ambitious project that was Jumpdrive.
I'm here to address what has been said this last couple of days about the state of the final game. Indeed, we intended Jumpdrive to look different when the game finally releases, and I sincerely apologize to anyone who expected more than what we delivered. Unfortunately, it is simply impossible to for small, indie studio to artificially sustain the development of a game for so long. Truth be told, every last penny earned from Steam Early Access was spent back on development, and it was still far from enough.
Which is why I decided to set it to full release and lower the price of the game.
While the situation is far more complex, I'm not writing to you to offer excuses nor to blame anyone. I only wish to apologize to those who wanted more from Jumpdrive.
I know I cannot change the past, but as a small token of this apology, I wanted to say that those who supported us from the very beginning will receive free access to our next game.
Thank you for your understanding!
Justin
[ 2018-01-22 19:39:48 CET ] [ Original post ]
Hello Space Explorers!
As we recently have promised you - today is a special day. After almost 4 years of development, Jumpdrive is finally out of the Early Access program and released fully on Steam.
It's been a long and sometimes difficult journey, so we want to thank each and every one of you, who accompanied us during the development of this title.
The creation of this game using rather an unorthodox approach of mutually sharing code between us and Pioneer team thaught us a lot. At the same time, we do realize, that some of the plans we had initially might have been too ambitious for our small, independent team, and to compensate for that we decided to lower the price of the game to 9,99$.
What's next for the Meteoric Games? We're not going to waste time, and we'll see you soon again in another place in the galaxy.
Love,
Meteoric Games
[ 2018-01-18 15:22:35 CET ] [ Original post ]
Hello Space Explorers!
As we recently have promised you - today is a special day. After almost 4 years of development, Jumpdrive is finally out of the Early Access program and released fully on Steam.
It's been a long and sometimes difficult journey, so we want to thank each and every one of you, who accompanied us during the development of this title.
The creation of this game using rather an unorthodox approach of mutually sharing code between us and Pioneer team thaught us a lot. At the same time, we do realize, that some of the plans we had initially might have been too ambitious for our small, independent team, and to compensate for that we decided to lower the price of the game to 9,99$.
What's next for the Meteoric Games? We're not going to waste time, and we'll see you soon again in another place in the galaxy.
Love,
Meteoric Games
[ 2018-01-18 15:22:35 CET ] [ Original post ]
Message to all Space Explorers!
This is Meteoric Games spacecraft, attempting to establish communication on all available frequencies.
We're back into space after series of wild and unpredictable hyperjumps and we come with an important announcement! Jumpdrive is going to exit Early Access and release fully on Steam January 18th, 2018.
This is not a test, I repeat, this is not a test. More information will be available in two days.
We also opened up a new communication channel on futuristic "Facebook" platform: fb.mewearemeteoricgames
Stay frosty Explorers!
Meteoric Games, over
[ 2018-01-16 16:33:12 CET ] [ Original post ]
Message to all Space Explorers!
This is Meteoric Games spacecraft, attempting to establish communication on all available frequencies.
We're back into space after series of wild and unpredictable hyperjumps and we come with an important announcement! Jumpdrive is going to exit Early Access and release fully on Steam January 18th, 2018.
This is not a test, I repeat, this is not a test. More information will be available in two days.
We also opened up a new communication channel on futuristic "Facebook" platform: fb.me\wearemeteoricgames
Stay frosty Explorers!
Meteoric Games, over
[ 2018-01-16 16:33:12 CET ] [ Original post ]
A belated list detailing the features in our latest update from earlier this year;
-new physics system integrated
-manual transit spaceflight mode now uses multi-gear shift system
-HUD msg log improvements
-return of an improvements to auto pilot
-lots of improvements to ships, cockpits and city models
-HUD visual speed indicator
-HUD jump countdown timer improved
-Improvements to ship paint system
We've also been working on another update that will be coming in the next month, so keep an eye out!
[ 2017-09-24 15:21:17 CET ] [ Original post ]
A belated list detailing the features in our latest update from earlier this year;
-new physics system integrated
-manual transit spaceflight mode now uses multi-gear shift system
-HUD msg log improvements
-return of an improvements to auto pilot
-lots of improvements to ships, cockpits and city models
-HUD visual speed indicator
-HUD jump countdown timer improved
-Improvements to ship paint system
We've also been working on another update that will be coming in the next month, so keep an eye out!
[ 2017-09-24 15:21:17 CET ] [ Original post ]
What's up Space Explorers?
As promised, we're working hard to deliver a game you deserve! So many things are happening now it feels like drifting through space... And it's a good thing!
Check out what comes with this update:
- Tweaked station population.
- Performance improvements.
- Fast travel adjustments and bug fixes.
- Tweaked physic code related to docking.
Also, OSX version should work fine now.
Have fun,
Greg,
Community Manager,
METEORIC GAMES
[ 2016-06-17 12:50:27 CET ] [ Original post ]
What's up Space Explorers?
As promised, we're working hard to deliver a game you deserve! So many things are happening now it feels like drifting through space... And it's a good thing!
Check out what comes with this update:
- Tweaked station population.
- Performance improvements.
- Fast travel adjustments and bug fixes.
- Tweaked physic code related to docking.
Also, OSX version should work fine now.
Have fun,
Greg,
Community Manager,
METEORIC GAMES
[ 2016-06-17 12:50:27 CET ] [ Original post ]
Good news Jumpdrivers!
The hotfix update is live now. This means some fixes for the recent version of the game, which actually means we repaired some stuff we broke while repairing some stuff we wanted to make better for you... it's almost as complicated as space travel ːsteammockingː
So, without further ado, here are the fixes:
- Fixed ship fast traveling inside planets.
- Fixed crashes that happened after fast travel.
- Fixed freeze when approaching space stations.
- Fixed flying error ship.
BTW, we would like to inform you that fast travel will only be mandatory until the next release in a few weeks. It is mandatory now while we get the autopilot overhauled.
Cheers,
Greg,
Community Manager,
METEORIC GAMES
[ 2016-06-15 13:04:06 CET ] [ Original post ]
Good news Jumpdrivers!
The hotfix update is live now. This means some fixes for the recent version of the game, which actually means we repaired some stuff we broke while repairing some stuff we wanted to make better for you... it's almost as complicated as space travel steammocking
So, without further ado, here are the fixes:
- Fixed ship fast traveling inside planets.
- Fixed crashes that happened after fast travel.
- Fixed freeze when approaching space stations.
- Fixed flying error ship.
BTW, we would like to inform you that fast travel will only be mandatory until the next release in a few weeks. It is mandatory now while we get the autopilot overhauled.
Cheers,
Greg,
Community Manager,
METEORIC GAMES
[ 2016-06-15 13:04:06 CET ] [ Original post ]
Dear Space Explorers,
The new update is here and with it Jumpdrive offers:
- Completely overhauled physics system which should improve spaceflight reliability and feel and remove multiple problems that existed within the older system.
- Improvements to HUD, including new ship contact list readout.
- Massive art overhaul, new ships and stations as well as remodels and re-textures of many current ships and stations.
The OSX and Linux builds will be available in the next 24 hours.
Furthermore, in order to show progress, we have decided to give a big update every once in a while in the beta branch.
Please enjoy the newest version of Jumpdrive!
Thanks,
Greg,
Community Manager,
METEORIC GAMES
[ 2016-06-02 22:45:57 CET ] [ Original post ]
Dear Space Explorers,
The new update is here and with it Jumpdrive offers:
- Completely overhauled physics system which should improve spaceflight reliability and feel and remove multiple problems that existed within the older system.
- Improvements to HUD, including new ship contact list readout.
- Massive art overhaul, new ships and stations as well as remodels and re-textures of many current ships and stations.
The OSX and Linux builds will be available in the next 24 hours.
Furthermore, in order to show progress, we have decided to give a big update every once in a while in the beta branch.
Please enjoy the newest version of Jumpdrive!
Thanks,
Greg,
Community Manager,
METEORIC GAMES
[ 2016-06-02 22:45:57 CET ] [ Original post ]
Dear Space Explorers, As promised, the new update will go live on the 31st of May, which is four days from now. Please pack your bags, ready the supplies and await the green light! Alpha 12 is going to offer: - Completely overhauled physics system which should improve spaceflight reliability and feel and remove multiple problems that existed within the older system. - Improvements to HUD, including new ship contact list readout. - Massive art overhaul, new ships and stations as well as remodels and re-textures of many current ships and stations. This is the first of many good news coming for Jumpdrive in the nearest future, so it is completely okay to be excited! [UPDATE] The public beta branch update is live and ready for testing. To activate beta branch: right-click Jumpdrive > Properties > Betas tab > select alpha12 beta from dropdown menu. The final Alpha 12 version will arrive approx. on the 2nd of June. Best regards, Greg, Community Manager, METEORIC GAMES
[ 2016-05-27 19:54:33 CET ] [ Original post ]
Dear Space Explorers, As promised, the new update will go live on the 31st of May, which is four days from now. Please pack your bags, ready the supplies and await the green light! Alpha 12 is going to offer: - Completely overhauled physics system which should improve spaceflight reliability and feel and remove multiple problems that existed within the older system. - Improvements to HUD, including new ship contact list readout. - Massive art overhaul, new ships and stations as well as remodels and re-textures of many current ships and stations. This is the first of many good news coming for Jumpdrive in the nearest future, so it is completely okay to be excited! [UPDATE] The public beta branch update is live and ready for testing. To activate beta branch: right-click Jumpdrive > Properties > Betas tab > select alpha12 beta from dropdown menu. The final Alpha 12 version will arrive approx. on the 2nd of June. Best regards, Greg, Community Manager, METEORIC GAMES
[ 2016-05-27 19:54:33 CET ] [ Original post ]
Dear Space Explorers, We are aware that we neglected you in the last couple of months and for this we apologize from the bottom of our hearts; we really did a terrible job at communicating with all of you. Please believe it was because we have put maximum effort into the development of Jumpdrive. Luckily, now we are back to tell you that we do remember about you and we are going to make up for the silence with regular updates! We have expanded our company which enables core team members to completely focus on the development of the game. Other team members will be solely responsible for staying in touch with our community - you absolutely deserve it! We also know that you have questions and from now on we are going to answer all of them, as we should always have. We are happy to confirm that Jumpdrive is still in development and it is becoming bigger and better than ever. Over the last several months we have been rewriting the whole codebase which was extremely time-consuming and did not leave us time for actual updates. Nevertheless, it was worth it as now improving the game and implementing new features will be easier than ever! What new features can you expect in Jumpdrive in the near future? Take a look:
Alpha 12 (ETA: this month):
- Completely overhauled physics system which should improve spaceflight reliability and feel and remove multiple problems that existed within the older system. - Improvements to HUD, including new ship contact list readout. - Massive art overhaul, new ships and stations as well as remodels and re-textures of many current ships and stations.
Alpha 13 (ETA: June):
- New physics system activated for AI ships as well as the player ship. - New physics system activated for autopilot, fixing all current bugs in the autopilot system and making it significantly more reliable. - New AI system with ships much more reliable and less buggy. Base AI system includes general AI ships, but expansibility will allow the development of more interesting role specialized AI in the future (traders, navy, miners, pirates, etc). We are going to stay in close touch with every single one of you from this point on and do our best to give you all new features as soon as possible. Please be excited – there is much more coming later on! Join our newsletter at our website so that you can stay up to date with regular e-mails! Also, do not hesitate to contact us at info@meteoricgames.com, we will gladly answer all your questions and carefully listen to your feedback. Please visit us at http://www.jumpdrivegame.com Best regards, Greg, Community Manager, METEORIC GAMES
[ 2016-05-14 13:58:15 CET ] [ Original post ]
Dear Space Explorers, We are aware that we neglected you in the last couple of months and for this we apologize from the bottom of our hearts; we really did a terrible job at communicating with all of you. Please believe it was because we have put maximum effort into the development of Jumpdrive. Luckily, now we are back to tell you that we do remember about you and we are going to make up for the silence with regular updates! We have expanded our company which enables core team members to completely focus on the development of the game. Other team members will be solely responsible for staying in touch with our community - you absolutely deserve it! We also know that you have questions and from now on we are going to answer all of them, as we should always have. We are happy to confirm that Jumpdrive is still in development and it is becoming bigger and better than ever. Over the last several months we have been rewriting the whole codebase which was extremely time-consuming and did not leave us time for actual updates. Nevertheless, it was worth it as now improving the game and implementing new features will be easier than ever! What new features can you expect in Jumpdrive in the near future? Take a look:
Alpha 12 (ETA: this month):
- Completely overhauled physics system which should improve spaceflight reliability and feel and remove multiple problems that existed within the older system. - Improvements to HUD, including new ship contact list readout. - Massive art overhaul, new ships and stations as well as remodels and re-textures of many current ships and stations.
Alpha 13 (ETA: June):
- New physics system activated for AI ships as well as the player ship. - New physics system activated for autopilot, fixing all current bugs in the autopilot system and making it significantly more reliable. - New AI system with ships much more reliable and less buggy. Base AI system includes general AI ships, but expansibility will allow the development of more interesting role specialized AI in the future (traders, navy, miners, pirates, etc). We are going to stay in close touch with every single one of you from this point on and do our best to give you all new features as soon as possible. Please be excited there is much more coming later on! Join our newsletter at our website so that you can stay up to date with regular e-mails! Also, do not hesitate to contact us at info@meteoricgames.com, we will gladly answer all your questions and carefully listen to your feedback. Please visit us at http://www.jumpdrivegame.com Best regards, Greg, Community Manager, METEORIC GAMES
[ 2016-05-14 13:58:15 CET ] [ Original post ]
The dev team is pleased to announce the alpha 11 release of the game! There are a fair few changes in this release, not least of which is our new name! Alpha 11 UI * New autopilot target selection computer * Improvements to UI alignment and placement Game * New name *Shields now take atmospheric damage instead of exploding after overheating, shield gauge now shows empty instead of full when no shield installed * Changes to city generation system *Added remote docking feature; ships can now dock remotely when no appropriate docking bay available Art * Several new ships * Several new cockpits * New manufacturer names and logos * New nebulae * New city buildings * Improved some ship models * Improved some cockpit models * Improved some station models Fixes * Fixed paint pattern system for stations * Fixed issue with stations not showing irradiance correctly * Fixed issue with only limited number of nebula showing in game, many more nebula now visible * Fixed issue with ships sometimes failing to dock correctly * Fixed divide by zero error that could sometimes cause the game to crash * Fixed issue where the cursor would disappear after minimizing the game window Enjoy! p.s. Mac users may need to restart Steam due to a package change to the app.
[ 2015-11-12 20:29:49 CET ] [ Original post ]
The dev team is pleased to announce the alpha 11 release of the game! There are a fair few changes in this release, not least of which is our new name! Alpha 11 UI * New autopilot target selection computer * Improvements to UI alignment and placement Game * New name *Shields now take atmospheric damage instead of exploding after overheating, shield gauge now shows empty instead of full when no shield installed * Changes to city generation system *Added remote docking feature; ships can now dock remotely when no appropriate docking bay available Art * Several new ships * Several new cockpits * New manufacturer names and logos * New nebulae * New city buildings * Improved some ship models * Improved some cockpit models * Improved some station models Fixes * Fixed paint pattern system for stations * Fixed issue with stations not showing irradiance correctly * Fixed issue with only limited number of nebula showing in game, many more nebula now visible * Fixed issue with ships sometimes failing to dock correctly * Fixed divide by zero error that could sometimes cause the game to crash * Fixed issue where the cursor would disappear after minimizing the game window Enjoy! p.s. Mac users may need to restart Steam due to a package change to the app.
[ 2015-11-12 20:29:49 CET ] [ Original post ]
Our new release is upcoming and we wanted to announce our name change to players and prospective buyers who want to get involved in this new phase of development.
[ 2015-11-04 12:39:31 CET ] [ Original post ]
Hi, My name is Adel El Hassani and I'm a programmer recently employed to work on Paragon. Some of you have been voicing concerns on the status of Paragon as we were perhaps a bit too silent regarding the development. There are a few interrogations that caught my eyes, so I'll answer those: Regarding SirDimples: SirDimples is currently extremely busy with life as he is moving to a completely different country. He will be back pretty soon. Why is the official forum gone? We aren't a big team with people dedicated to public relations so it was decided to close the official forums as the steam forums and the subreddit is already quite a bit on our hands. Finally, updates regarding the development will be more frequent from on. Don't hesitate to ask me any question about paragon, I'll be here to answer them.
[ 2015-09-11 13:48:01 CET ] [ Original post ]
First OSX Steam Release! Paragon now supports OSX 10.7+ on Steam. Summary of Changes: UI:
- Positional and boundaries changes
- Hyperspace UI changes
- Changed default display mode to 1280x720
- OSX support is back!
- Loading time and memory usage is greatly decreased
- Changed Hyperspace clouds gameplay features
- Added new permanent hyperspace clouds that allow cheaper hyper jumps
- External and sidereal cameras use new angles as default
- Post processing system supports multiple layers of effects
- New separate effects for GUI
- Fixed issue passing model material shininess correctly
- New ships
- New sound effects and music
- HUD changes
- Polish for ships, starports and cities
- New control binding for deselecting nav and combat targets (default: Y)
- Fixed crash caused by MapInternal returning NULL in rare cases
- Several small fixes
[ 2015-04-03 01:00:30 CET ] [ Original post ]
IMPORTANT: To avoid any possible configuration problems please delete your config.ini file in Documents/Paragon (or ~/.paragon on Linux) and start Paragon at least once so it generates a new one with the latest changes. About old saves: This update includes a major gameplay feature change (the new fuel system) and because of that does not support save games from older versions. Summary of Changes: Input:
- Joystick support fully upgraded for multiple axes, invert and deadzones
- New message log
- Multiple HUD improvements and adjustments
- Hydrogen is now the only and main fuel in the game
- New equipment: hydrogen tanks for storing hydrogen (no cargo space loss)
- Added hydrogen tanks to all ships
- Starting ship changes
- Lots of minor additions and changes
- New cockpits
- New music
- New sound effects and sound improvements
[ 2015-02-12 01:01:10 CET ] [ Original post ]
This is a new major release with a number of new features and changes. IMPORTANT: To avoid any possible configuration problems please delete your config.ini file in Documents/Paragon (or ~/.paragon on Linux) and start Paragon at least once so it generates a new one with the latest changes. About old saves: Due to the way LUA information is saved we cannot guarantee that older saves will work with new updates. The way LUA data is stored even a single variable change or sometimes an asset update could actually break older saves. This is a big issue that we are planning to address as soon as possible. Summary of Changes: UI:
- Lots of improvements and changes to the UI
- New models including stations and cockpits
- New ships and improvements to cockpits
- Space stations polish
- Icons overhaul
- New gameplay feature: Freight Teleporter
- Freight Teleporter allows you to teleport floating cargo and cargo from enemy's freight-bay into your ship's freight-bay
- New equipments to access Freight Teleporter feature
- New chromatic aberration post-processing effect
- New filmgrain and scanlines post-procesing effects
[ 2015-01-16 15:53:04 CET ] [ Original post ]
This is a bug fixing and optimization update over 9.1 as well as some polish to latest features. IMPORTANT: To avoid any possible configuration problems please delete your config.ini file in Documents/Paragon (or ~/.paragon on Linux) and start Paragon at least once so it generates a new one with the latest changes. About old saves: Due to the way LUA information is saved we cannot guarantee that older saves will work with new updates. The way LUA data is stored even a single variable change or sometimes an asset update could actually break older saves. This is a big issue that we are planning to address as soon as possible. Summary of changes: Game:
- Optimization pass for loading times and game
- Default look around controls changed to SHIFT + WSAD
- Minor adjustments to UI
- Holding "S" (decelerate key) while in transit speed 2 will drop speed to 1
- Transit drop speed respects Joystick axes motion
[ 2014-11-29 00:36:14 CET ] [ Original post ]
This is a cumulative update for Alpha 9. Summary of Changes: Art:
- New ship models
- Polish for multiple ship models and cockpits
- New HUD indicator for current mission that shows destination space station
- Added new default controls for external camera rotation to match cockpit camera
- Multiple adjustments to UI
- Fixed issue with mipmap generation that lead to corrupted textures in UI
[ 2014-11-18 16:21:28 CET ] [ Original post ]
Summary of Changes: Art:
- Completely revamped cities (15+ new buildings)
- New City Starport
- New Small Starport
- Renderer code went through a full upgrade to OpenGL 3.1/3.2 core profile (3.2 prefered)
- All shaders ported to GLSL 1.4/1.5 and uniform blocks for big data structs like Lighting
- All Paragon rendering upgraded to the new renderer
- Tested for visual and stability bugs on intel, NVIDIA and AMD graphics cards
- New renderer ported to linux successfully. OSX WIP
- New shader-based antialiasing (FXAA)
- New tone mapping effect that includes: gamma, exposure, color balance and vignette
- New approximate irradiance diffuse/gloss lighting effect on all game models
- New camera freelook feature by default SHIFT + cursor keys
- New current mission feature allowing player to set a specific mission as current
- Extended mission system to include a variety of new states
- New ability to cancel active missions
- Mission info menu now includes Cancel mission button
- Missions list shows and allows setting of current mission
- Sector view shows destination of current mission
- Modified control system to allow more flexibility
- Added loading screen between main menu and game start
- Fixed issue with specular shininess being set incorrectly
- Lots of other small adjustments and fixes
[ 2014-11-06 23:25:36 CET ] [ Original post ]
This announcement is for incremental updates 8.01 (last week) and 8.02 (today). Summary of Changes: Art:
- Polishing for models and textures
- Fixed player AI glitch when entering Sol
- Fixed thruster trails rendering code causing crashes sometimes when in hyperspace
- Fixes for invalid ships for tradeships and fulcrums
- Fixed issue causing a black ship silhouette to appear in main menu sometimes
- Fixed issues causing floating point exceptions
- Removed unused hudtrail object
- Several minor fixes
- Implemented ability to buy and sell items in bulk
- Changed galactic, economic, and system view background to be more consistent
[ 2014-08-25 13:40:46 CET ] [ Original post ]
Paragon Alpha 8 final has been released! Alpha 8 has seen significant work on improving the underlying functionality of the engine, including a significant re-write of the renderer (with improved shader support), multiple enhancements to the AI and integration of enhanced crash reporting capabilities that will help us to locate and fix bugs much more quickly from here on. On the art front there have been upgrades to existing assets as well as several new ships and cockpits added to the game For the upcoming Alpha 9 we're planning to focus on graphical and gameplay enhancements including improvements to the HUD, new shield and fuel mechanics, a greater degree of settlement variety and further development of factions. Summary of Alpha 8 Changes: Art:
- New ships, including the medium class Unitech Long Range Explorer
- New cockpits
- New megastation hangar and re-modeled exterior
- New transit drive sound effects
- Changes to megastation textures and a few more minor modifications to assets.
- New Transit visual effects (active when post-processing is enabled)
- Better ship thruster visual effects
- Lighting changes
- New effects system with OpenGL 3.1 support
- Ships and stations moved over to pattern based paint markings system
- Crashes produce crash dumps for debugging purposes that we can use to reproduce the crash in the debugger. described here
- New AI now handles all docking actions
- Lots of AI improvements and moving NPC ships to new AI
- Disabled piracy status on ship-ship collisions
- Better crosshair and lock reticle
- Autopilot/Comms UI changes
- Fixed an issue causing crash when exiting hyperspace
- Fixed issue causing messages to repeat in message log
- Fixed instability issues caused by dlls with mixed visual studio versions
- Fixed crash caused by perlin noise functions overflowing
- Fixed crash caused by NPCs trying to fly around invalid bodies
- Fixed issue that sometimes caused background in intro not to get rendered
- Fixed issue with switching post processing on/off
- Fixed issue with post processing causing a random crash on some machines
- Correct version of Visual Studio 2013 runtime is now deployed with Paragon.
- Fixed LUA crash that happens when switching to equipments tab if the language is non-english. Any string constants that are not defined by that specific locale will use english constants as fallback.
- More external shared dependencies for linux have been included in the release following reports that libpng12 was missing.
[ 2014-08-15 15:38:52 CET ] [ Original post ]
A new minor update has been deployed, it applies some of the debugging features described here to alpha 8 preview in addition to some small changes. Summary of changes:
- Changes to mega stations, textures and a few more minor modifications to assets.
- Correct version of Visual Studio 2013 runtime is now deployed with Paragon.
- More external shared dependencies for linux have been included in the release following reports that libpng12 was missing.
- Crashes produce crash dumps for debugging purposes that we can use to reproduce the crash in the debugger.
- Fixed LUA crash that happens when switching to equipments tab if the language is non-english. Any string constants that are not defined by that specific locale will use english constants as fallback.
[ 2014-08-05 13:58:15 CET ] [ Original post ]
Summary of Changes: Art:
- New ships
- New cockpits
- New megastation hangar and re-modeled exterior
- New Transit visual effects (active when post-processing is enabled)
- Better ship thruster visual effects
- Lighting changes
- New effects system with OpenGL 3.1 support
- Ships and stations moved over to pattern based paint markings system
- New AI now handles all docking actions
- Lots of AI improvements and moving NPC ships to new AI
- Disabled piracy status on ship-ship collisions
- Better crosshair and lock reticle
- Autopilot/Comms UI changes
- Fixed an issue causing crash when exiting hyperspace
- Fixed issue causing messages to repeat in message log
- Fixed instability issues caused by dlls with mixed visual studio versions
- Fixed crash caused by perlin noise functions overflowing
- Fixed crash caused by NPCs trying to fly around invalid bodies
[ 2014-07-19 15:33:40 CET ] [ Original post ]
Summary of changes: - New ship: Vampire Light Ranger - New cockpits: Cayman shuttle, Omni scout - New design and textures for PF90 cockpit - New design for small starports with more landing pads - Adjusted collision settings of small starports for better landing detection - Fixed audio device not found issue in 32-bit Linux - New AI handles first stage of docking - New AI handles enter low-orbit command - Fixed an issue causing crash when exiting hyperspace - Adjustments to AI for better stability and robustness
[ 2014-06-10 23:20:05 CET ] [ Original post ]
🕹️ Partial Controller Support
- Paragon Linux32 [25.13 M]
- Paragon Linux64 [25.13 M]
- Paragon Content Linux [1.6 G]
About the Game
Jumpdrive is a sandbox space sim set in an alternative future heavily inspired by classic 80s sci-fi. Fight, trade and explore in a massive procedurally generated galaxy of millions of planets and stars. Amass money and power, upgrade or purchase new ships, and one day create your own small fleet with a base to call home.
Features
A Vast Universe - An enormous universe built to a realistic scale; a galaxy thousands of light years across filled with millions of planets and stars.
Completely Seamless - Transition through hyperjumps between stars, transit across star systems and land on planets, all with no loading screens to get in your way.
A Fully Realised Starfaring Civilization - Across inhabited space freighters run the trade lanes, stations orbit lonely planets, and individual star captains wander the space between.
Deep Backstory - In an alternative future in which the Cold War never ended, the player takes on the role of an independent ship captain trying to make their mark in an unforgiving galaxy riven with intrigue and conflict. From dropping special forces into hot zones to kidnapping weapons scientists, assassinating dissidents to gun running, take a side in the conflict between power blocs or make a fortune by playing both sides.
Individual Player Focus - An emphasis on creating a strong single player focused experience and the sort of universe that players can lose themselves in.
Engaging Gameplay - An intuitive and visceral gameplay experience centered around giving players the freedom to achieve their objectives via whatever means they decide.
- OS: Ubuntu Linux 12.04 LTS or equivalent Debian Based OSMemory: 4 GB RAMGraphics: AMD 4670 256MB. NVIDIA GT120 256MB. Intel HD4000Storage: 2 GB available space
- Memory: 4 GB RAM
- Graphics: AMD 4670 256MB. NVIDIA GT120 256MB. Intel HD4000
- Storage: 2 GB available space
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