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- -= *Introduction - A Few Words from the Editor...* =-
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- Hello, jbosmans
- Welcome to the 42nd edition of the X-Universe News. Welcome also to
- 2011 and what promises to be another momentous year for EGOSOFT as
- momentum gathers in the development of the project known as TNBT (The
- Next Big Thing). We're not quite ready to shout, or even whisper,
- about it just yet but as soon as we are, you guys will certainly be
- among the first to know. In the meantime X3: Terran Conflict gets
- perhaps its final bug-splat in the guise of Update 3.1. As it's over
- two years now since the release of the game, the attention of many
- gamers may turn to modifications to extend the game's playability.
- There are some great add-ons, plug-ins and scripts which can enhance
- the original game, but some modders like to go that extra mile and
- 'redesign' the whole game. In this first edition of 2011 we'll be
- taking a look at a couple of those large-scale community mods,
- Transcend 2 and the recently-released X-tended - Terran Conflict, both
- of which require completely new game installations and feature totally
- new universes. If you like your interviews, then this edition is
- jam-packed with interrogation of some of the guys involved in the
- mods, so you can get a better idea of what's involved. Continuing the
- 'Day in the Life of...' feature, we also take a look at how EGOSOFT
- Art Director, Alex Preuss, fills an average working day. Also in this
- issue, we'll be taking a quick look at how one forum user's artwork
- could help you to show off your in-game persona. Since we've dedicated
- a big chunk of this edition to mods, it's perhaps fitting that Bernd
- Lehahn, EGOSOFT Managing Director, concludes it with a few words to
- the community about his and the company's position on the promotion
- and hosting of mods and scripts.
- The html-version of this newsletter can be found at:
- http://www.egosoft.com/x/xnews/201102_1_44News.html
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- -= *X3: Terran Conflict - Update 3.1 is Available!* =-
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- With most of the EGOSOFT team now working full steam ahead on The Next
- Big Thing, there has been little time to attend to the little niggles
- that still exist in X3: Terran Conflict. It's very pleasing then that
- an opportunity has arisen for what is perhaps a final update for the
- game. There are no major features to speak of but a number of text,
- mission and other bugs have been squished in addition to a couple of
- fixes for the Balance of Power missions released with Update 3.0. It
- has taken a little while to get round to this due to other priorities
- but we appreciate your patience and hope you'll find the update a
- useful one.
- - Fixed occasional freeze issue in the Balance of Power mission
- - Fixed case where the Balance of Power achievement may not unlock
- - Some minor mission fixes
- - Fixed some map issues (for new games only)
- - Several text fixes
- - Fixed blank messages when object names are coloured by mods
- - Fixed several passenger transport missions which could break in
- some circumstances
- - Added Cargo Lifesupport System to Boron Angel
- X3: Terran Conflict Update 3.1 can be found in our Download area:
- http://www.egosoft.com/download/x3tc/patches_en.php
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- -= *Transcend 2 Mod - Beyond the X-Universe* =-
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- One of the key aims of the X-Universe News is to bring you the very
- latest news on what's going on in the wider X Community. The Transcend
- 2 mod, however, has been out in the wild for over a year now and it's
- probably a good idea, as it has received some major improvements, to
- bring it to your attention, if it isn't already keeping you awake at
- night.
- The mod is the second in the Transcend series of mods and draws on the
- modding, scripting and Misson Directing skills of some of the
- community's most talented members. In a completely new universe, the
- mod continues the X mantra of TRADE FIGHT BUILD THINK. There are many
- new ships, new gamestarts, new missions and much more. As a so-called
- Major Mod, it's one of those projects which requires a totally fresh
- start, something which some players are looking for over two years
- since the release of X3: TC. In order to understand more about how
- this project came about and what it has tried to achieve, I posed some
- questions to its lead developers, Observe and Stu Austin.
- Image Link: http://www.egosoft.com/news/images/news_2011_01_08_002.jpg
- Toastie - It's been released for over a year now...
- 1 - What was the initial inspiration behind the mod?
- Observe - With Mission Director for X3-Reunion, I recognized the
- potential for creating a mod that was much more than simply a
- collection of new ships. Using models I had created for XFP mod, I
- embarked on designing a mod based on a “story” starting in the Terran
- sectors. So the “initial inspiration” was born out of the powerful
- capabilities of Mission Director.
- 2 - How well do you think it has met your initial goals?
- Observe - Our goal was to make the Transcend story come “alive” in X3.
- I believe we have been successful at doing that.
- 3 - Has user feedback resulted in any significant changes?
- Stu Austin - The user feedback has been very well received and changes
- were made with the feedback.
- Observe - Development of a community mod largely depends on the
- players so we measure our success and make changes based on user
- feedback.
- Toastie - As with many mods, it's a team effort...
- 1 - How difficult was it to find the right people with the right
- skills to do the job?
- Observe - Finding “multi-talented” people is not easy. For example,
- there are people who can create 3D models, but who are unable to get
- their models into the game. There are scripters who cannot work with
- Mission Director. One of the reasons we’ve been able to release in
- record time is because each member of our team has been able apply
- themselves in a variety of areas depending on need.
- 2 - Was there a shortage of skills in any particular area that might
- perhaps be filled by aspiring modders/scripters?
- Observe - X3 offers a huge variety of modding opportunities. For
- example, with Transcend we require skills in such diverse areas as:
- audio, video, scripting, Mission Director, software development,
- Galaxy map, the various T files, modeling, texturing, documentation,
- project management, user support and many others.
- 3 - Do you have any particular message for the team of people
- involved, now that 'Transcend 2' has matured and grown in the past
- year?
- Stu Austin - I would very much like to thank Observe for including me
- since the conception of the Transcend series, for asking me to be a
- part of it and for giving me the chance to participate in the modding
- community. Also thanks to those who have helped directly or
- indirectly: DannyD, TheDante, Killerog, Crip67, Realspace, Ketraar,
- Cycrow, Xenon_Slayer and others to numerous to mention; as well as the
- fans for their support.
- Observe - Stu Austin has persisted tirelessly and with good spirit
- throughout the long, sometimes very tedious process of bringing
- Transcend to fruition. In addition to those Stu mentioned, no such
- list is complete without thanks to Doubleshadow for his wonderful
- modding tools and also to Egosoft for their intelligent and consistent
- support of the modding community.
- Image Link: http://www.egosoft.com/news/images/news_2011_01_08_001.jpg
- Toastie - It's set in a totally new galaxy...
- 1 - Although the established X races are there, there's a very
- different sector-naming system. What was the inspiration for that?
- Observe - One of the first things I did for Transcend 2 was create an
- entirely new galaxy map. As you know, this involves a huge amount of
- very detailed effort. I didn’t want to spend too much time in the
- early stages coming up with approximately 200 sector names, so I used
- a random Latin star-name generator. I intended to eventually take time
- to name the sectors differently, but there were always higher
- priorities – so the original names still remain.
- 2 - With nearly 200 sectors to come up with, how difficult was it to
- give each its own uniqueness and character?
- Stu Austin - It was very challenging making the map come alive after
- Observe designed the "roadmap" of the galaxy and trying to give each
- sector a unique look.
- Observe - Challenging is right! Stu and I spent many hours editing and
- re-editing the contents of each sector. One of the first things was to
- determine race distribution in the galaxy. Based on that, we then
- needed to establish connections for optimum trading, challenging
- exploration and visual appearance. Creating an X-Universe galaxy map
- is almost like creating an entire living organism. Everything has to
- fit and flow together in symbiosis.
- 3 - What were your primary considerations when designing the galaxy
- map?
- Stu Austin - After Observe designed the layout of the map, one of the
- considerations was to make it a separate look and feel from the
- standard X3 map since Transcend II was to be set in a completely
- different galaxy.
- Observe - One of the primary considerations was achieving a
- functioning trading system consistent with the sector layout and race
- distribution. This involved creating custom Jobs and JobWings so the
- galaxy would be “alive” with AI ships. Factories, Shipyards, Docks etc
- all needed strategic placement.
- Toastie - The mod includes a number of new missions...
- 1 - How do these differ from the stock missions of the 'vanilla' game?
- Stu Austin - With the stock missions of the vanilla game, you
- basically had to start from scratch and build your way up. What’s very
- unique about Transcend II is right from the get go, your goal is to
- find and take command of an existing Lost Fleet. You will receive
- rewards as you go along and it will allow you to start building up
- your fleet and spread your wings with it.
- Observe - Some of the new missions are related to the overall plot,
- and others are designed to enhance the overall “feel” of the new
- galaxy. Many of the vanilla missions exist in Transcend because they
- are perfectly compatible with the new galaxy.
- 2 - How useful has the Mission Director been in making these possible?
- Stu Austin - With the Mission Director, it made it very possible to
- create a mod with character. With both Observe and me doing it
- together, it was great learning from him. The possibilities with the
- Mission Director are endless. With the Mission Director, more missions
- can be created as the mod progresses.
- Observe - We jumped on MD as soon as it became available for
- X3-Reunion, and have been using it effectively ever since. Without MD,
- the plot and missions presented in Transcend would not be feasible. In
- addition, there are many powerful things you can do with MD that don’t
- really qualify as “missions”. For example, in Transcend 2 we have a
- hollow asteroid with a special jump-gate inside sealed by an exterior
- door with three colored spheres above it. The door will open if you
- fire your laser at those spheres in a specific sequence. All of that,
- including the jump-gate inside, is controlled by Mission Director.
- 3 - Do the missions form any sort of plot, or is the mod just a
- sandbox?
- Stu Austin - I think it does form a plot. In the game-start Lost in
- Space, you have to find the Lost Fleet which got separated from you as
- they went through the wormhole from the X3 Galaxy. As you progress
- through the plot, you are asked to help stop Invasions in the
- Transcend II galaxy and at the same time are progressing towards
- finding the Lost Fleet. At the end, you have a nice Fleet, your own
- sector and the HQ along with the blueprints of the OSR ships. With the
- Fleet, you will have a job on your hands protecting the universe,
- especially with the “Mech Queen” on the prowl.
- Observe - A big part of the attraction of Transcend 2 for experienced
- players is that as well as having a quest, it offers a fresh new
- galaxy “sandbox” to roam around in.
- Image link: http://www.egosoft.com/news/images/news_2011_01_03_001.jpg
- Toastie - There are many new ships too, with some interesting
- designs...
- 1 - How many modelers were involved in the design of the new ships?
- Observe - I designed most of the ships and other models used in the
- mod to serve as “characters” in the overall Transcend story. Crip67
- donated some Terran ships, and Killerog provided some nice formidable
- Pirate vessels.
- 2 - Were some of the ships designed with the mod's goals in mind or
- did they already exist before the mod?
- Observe - Some of the models I created for XFP (Xperiment Fusion
- Project) mod, carried over into Transcend.
- 3 - If you had to choose a favorite ship model, which would it be?
- Stu Austin - My favorite ship is the Frigate. Flying it makes me feel
- like nothing can touch me.
- Observe - It’s hard for me to say because each model represents some
- kind of research into modding the game. For example, the second ship I
- put into the game soon after I became interested in modding X3 was the
- “Mobile Fortress”. That ship began as an investigation into the X3
- docking mechanism. Then there is the “Hailstorm Destroyer” which
- served as a platform for exploring different types of custom turrets.
- So my favorite models are related to the technical challenges involved
- with their design. As such, I might lean toward the Hailstorm
- Destroyer because of its very unique “wheel turret” design.
- My thanks to Observe and Stu Austin for taking time out during the
- holiday season to answer my questions.
- Go here for more information about Transcend 2:
- http://forum.egosoft.com/viewtopic.php?t=261288
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- -= *X-Tended - Terran Conflict Mod – Into the Unknown* =-
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- EGOSOFT is very pleased to share with the X3: Terran Conflict gaming
- community news that the X-Tended - Terran Conflict (XTC) mod has been
- released. After a lengthy development phase this modification, which
- uses the Terran Conflict game engine and is set in an entirely new
- universe of nearly two hundred sectors sees its official public
- unveiling. This massive mod features a completely new ship and weapon
- balance, numerous gameplay enhancements, streamlined asset management,
- many new weapons, wares, missiles, ships and missions. There is also a
- completely new map and a setting that is faithful to the official lore
- laid out by the books and games. The scope of this development marks
- it out as being one of the most extensive mods created for an X-series
- game.
- The mod's team leader, Aragon Speed, said of its release, "The
- X-Tended Team would like to thank the community for their patience
- during the long development time of X-Tended - Terran Conflict. We
- hope you all agree with us that the wait was worth it. I hope that
- Bernd [Lehahn], Helge [Kautz] and the rest of the EGOSOFT development
- team like the direction we decided to take with XTC and that we carry
- on the X name in a manner that matches the tradition started by
- EGOSOFT in X-BTF. Of course our development of X-Tended does not stop
- here; the mod will continue to evolve and grow over time until we can
- create something truly memorable for the last game in the X series."
- Image link: http://www.egosoft.com/news/images/news_2010_12_18_001.jpg
- I interrupted Aragon Speed's post-Christmas reverie with a few
- questions about the project. Here's what he had to say:
- Toastie
- With a large-scale mod like this how difficult was it to build a
- totally new universe while trying to remain faithful to the existing
- lore?
- Aragon Speed
- We took the decision to not to expand the existing universe because of
- the risk of over-stretching the game’s engine to the point where the
- mod would be unplayable. Instead we decided to create a new universe,
- but unfortunately this left us with the problem of making it at least
- plausible rather than "Here's a new universe just because we wanted to
- make one, it has absolutely nothing to do with the old one, so deal
- with it!". We could have just created a new universe and the community
- would probably have liked it, but we felt that would be cheap and we
- also wanted it to fit into a possible branch of the X lore.
- To cut a long story short, Aldrin was chosen as the point of
- connection between the commonwealth sectors that everyone knew and the
- new sectors we have in XTC. As an area that was from before the
- Terraformer wars, Aldrin must have originally had connections to the
- old gate network that Earth had built during that time period and thus
- wouldn't the races be interested in opening those connections up
- again?
- As the X-Tended team have always liked to push the boundaries of the
- game's engine, this lead to the idea of having a universe that was
- actually expanding around the player while they were playing the game
- to simulate the fact that this was a new area of space that the races
- were exploring and expanding into. A simple idea, but it's the simple
- ones that can quickly turn into more work than anyone expects.
- Working out station placement so the economy is stable is a huge
- problem. Creating an economy that works not only in the short term,
- but also over the long term, is no easy task when all the sectors are
- available from the start of the game. To create one that is stable
- when you have a universe that is dynamically changing all around you
- while you are playing... well let's just say this is a whole different
- level of difficulty. So to answer your original question, not easy at
- all.
- Image link: http://www.egosoft.com/news/images/news_2010_12_18_002.jpg
- Toastie
- In a universe so new and different there is still so much that is
- familiar; in your view what is the most jaw-dropping or eye-popping
- in-game feature?
- Aragon Speed
- Man, I hate this sort of question, there is never a definitive answer
- as it depends on your point of view. As a developer I have to say the
- answer is fairly easy, it would be the massive amount of work that
- went into re-balancing the game. Between the economy, weapons,
- missiles and ships, that really is an eye-popping amount of work to
- both do and to test. From a player's point of view the answer is less
- easy. I would have to say the most 'WOW!' thing the mod as a whole has
- is the way the game now feels.
- Combat is probably the most immediately-noticeable change for the
- player. It's no longer easy as the ships have now had balancing done
- on them to not only fit into much tighter class definitions (M5, M4,
- M3 etc.). They have also been tweaked to make them more effective in
- the hands of the AI. The new weapons and how they are placed on ships
- have also been changed as we now use custom-built equipment lists that
- will adapt to the new difficulty settings we have added. Easier
- settings will fit less powerful weapons, while harder settings will
- equip more powerful ones and/or place nasty surprises on the ships for
- the player (anyone in an M5/M4 who has run across a PBE rear turret on
- a fighter will know exactly what I mean).
- We also expanded the tools available to the trader and streamlined the
- interface as much as possible so anything we have added feels like it
- was a part of the original game rather than a tacked-on after-thought
- that was added just because it was needed. The amount of script work
- going on behind the scenes to make everything look and feel right is
- not inconsiderable either. The music was carefully chosen for each
- sector, and the amount of music work we chucked away just because it
- didn't fit the feel of the mod, the race, or the sector, has probably
- given the sound team more stress than joy for the most part. Even the
- background textures for the sectors were chosen or created to help
- convey a specific feeling for the sector they were placed in. The
- sector descriptions and the Galactic News Service both add an extra
- level of immersion for the player and actually give the new universe a
- depth that is perceptible.
- Toastie
- What is the appeal of playing X-Tended – Terran Conflict to a player
- who is still enjoying their Terran Conflict game?
- Aragon Speed
- The challenge. The type of person who plays a game like Terran
- Conflict is in it for the long haul. They are not after a quick
- five-minute fix of something fun (that's what the Wii is for). They
- invest a large amount of time into the game. Nothing quite compares to
- dragging your sorry butt up from nothing to become ruler of the
- universe. XTC makes this process more rewarding for the player.
- Gaining your first M6, for example, now actually feels like a
- well-earned achievement. I am filled with respect for EGOSOFT for
- continuing on with a type of game that is currently out of fashion in
- the larger gaming community, for not bowing to the whim of the masses
- and for creating games that have a depth and long-term appeal that
- most modern games severely lack. However, I think most people would
- agree with me when I say that Terran Conflict was pushed towards the
- mainstream a little too much, and thus lost some of its appeal due to
- the rewards being far too easily gained to cater to the more casual
- gamer. You lost that sense of achievement the earlier games in the
- series gave you and became bored with playing much quicker as a
- result. XTC aims to add the challenge and sense of achievement back
- into the game.
- Image link: http://www.egosoft.com/news/images/news_2010_12_18_003.jpg
- Toastie
- With which ship(s) in the mod are you most pleased?
- Aragon Speed
- All of them? OK, I'm not going to get away with that answer, am I? Of
- the new ships we have added ourselves, I have to say I love the new
- Boron M2+. It looks great, plus I like the little internal tunnel you
- can fly an M5 through - a nice little feature I don't think anyone has
- found yet. A very close second has to be the new USC ships. Our
- modelling team have done a great job of making them look like USC
- ships while at the same time being totally different from the stock
- game’s generic kit-bash models.
- My favourite ship-related feature, however, is not a new model, it is
- the way we have improved all the capital ships in the game by making
- them act more like capital ships. Attack an M1 and it will not only
- fire back at you like they did in a vanilla game, it will also give
- you a face full of fighters to deal with as it will launch its ships
- to help defend itself. If fighters are destroyed it will order new
- ones from its race’s wharf, and these will actually fly from the wharf
- to the M1. Damaged fighters are repaired by the M1 when they dock and,
- depending on their pilot aggression, will bug out and fly back to the
- M1 for repairs, then launch again when they are ready. If you actually
- destroy a capital ship, then the crew will try to escape in escape
- pods before the whole ship blows. Overall, capital ships feel a little
- bit more 'real' than they did before.
- Toastie
- The planned plot-lines didn’t make version 1, so what action can we
- expect in that regard in future updates?
- Aragon Speed
- I don't want to give away too much information here however I can say
- that there are multiple new plots planned. One involves the cold war
- between Aldrin and the Terrans, another involves the Xenon, and a
- third involves the Kha'ak. We have ideas for other plots as well, but
- they are just that at the moment, ideas. We won't begin work on those
- until the current three are done and out to the public, otherwise we
- will become snowed under with work and the player will be kept waiting
- longer than is needed.
- Toastie
- If you had to name one feature in X-Tended – Terran Conflict that you
- feel players may find annoying, what would it be?
- Aragon Speed
- Probably the larger sector sizes, they are massive compared to Terran
- Conflict's. They can range from about seventy kilometres to
- one-hundred-and-twenty kilometres between gates and take a long time
- to cross. From a lore perspective, in the original universe the Teladi
- had moved the gates in sectors closer together to allow trade to be
- more efficient, but this is a new area of space and the Teladi haven't
- been able to drag gates around yet. From a game-play point of view, we
- wanted to return to the feeling you had way back in the original X –
- Beyond the Frontier game. It took time to cross sectors. You actually
- had the feeling of being lost in a very small ship in a very large
- universe.
- We have tried to make XTC less player-centric and make the universe
- feel like it exists on its own and not for the player’s convenience.
- This is also reflected in another potentially annoying (at first)
- feature - targets in missions can and will be attacked by race police
- and military if they are an enemy of that race or a known criminal,
- resulting in the mission target being destroyed before the player can
- even reach it - annoying mainly because the player will be trying to
- compare XTC to the vanilla experience. As I mentioned before, the
- universe no longer revolves around the player and the player will have
- to work harder to make his mark on it.
- You can view a trailer video of this new modification here:
- http://www.youtube.com/watch?v=UAQ7x8K6Yjg
- Read more about the project here:
- http://forum.egosoft.com/viewtopic.php?t=293490
- The mod can be downloaded from here:
- http://www.egosoft.com/download/x3tc/bonus_en.php
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- -= *A Day in the Life of... - Alex Preuss, EGOSOFT Art Director* =-
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- Hi, folks. My name is Alexander Preuss and I am the Art Director and
- Lead Artist here at Egosoft. I live in Aachen not far from Egosoft
- headquarters and I have been employed here for about 10 years but not
- for the whole time, for personal reasons, but that’s another story.
- I would like to tell you a bit more about me. What I like, for
- example, is good movies, my Wacom graphic tablet, my XBOX, swimming
- and other sports, having a beer after work and I love my wife and my
- budgies. What I don't like are people who are arrogant, ignorant,
- frustrated with their whole life or just simply stupid.
- So what about my work? I love my job. And it’s great if you have the
- chance to do things in your job which you also like to do in your free
- time. So I would like to show you what a typical day in my life looks
- like and I hope you enjoy it.
- Image link: http://www.egosoft.com/news/images/news_2011_01_08_004.jpg
- 8:00 AM
- Monday morning at 8:00 AM the horrible sound of my wife’s Nokia mobile
- phone burns into my head and I don't look forward to leaving my cosy
- little bed but after a short time we are finally ready to get up. The
- daily fight for the bathroom is on and unfortunately my wife wins
- every time.
- 8:30 AM
- Coffee time. I am still not 100 per cent awake but I try to help my
- body a bit with an injection of pure black and damn hot coffee before
- I even can think about going to work.
- 8:40 AM
- Having a shower and brushing my teeth... the usual stuff you do every
- morning.
- 9:00 AM
- Clothes... check!
- Mobile Phone... check!
- Keys... check!
- Head... check! ;)
- Ready!
- 9:10 AM
- Now follows the horrible task of driving the race circuit to work with
- all the little harassments like radar [speed] controls, red traffic
- lights, not-awake drivers and so on. But during the last few years
- I’ve earned enough XP to find the quickest and fastest way to the
- office.
- 9:30 AM
- I arrive at the office and look for a parking space, which is actually
- a very hard task. You have only two choices here - either park in
- front of the office and pay 5 Euros if you forget to adjust your
- parking disk, which unfortunately happens very often, or make the
- neighbourhood angry when parking in a small street near the office,
- which actually makes for more fun. :) But today I choose the more
- convenient option and park my car in front of the office.
- 9:35 AM
- Hello everyone!
- 9:40 AM
- After some brief socialisation with all the available colleagues and
- starting my PC there is always a few minutes left to get another cup
- of coffee. After logging in I first check all my new mails. It takes a
- few minutes to get through all of them and if there something related
- to the Art Department, I give a quick reply if possible. This goes
- then out to the rest of the team and also to Peter [Kullgard], our
- project manager and to Bernd the owner of the company. Meanwhile I’ve
- started up all the programs I need to work, such as 3DS Max, Photoshop
- and some other tiny tools that make an artist’s life easier.
- 9:50 AM
- I have a short meeting with the Art Department to look at the progress
- of things and to give some feedback and advice if needed. Now finally
- I can start working on the stuff I left before the weekend but after
- only a few minutes I get the first interruption - some work must be
- re-scheduled in the project plan, so I have to sit down with the rest
- of the Art Department to re-plan some things for the next days and
- weeks.
- 10:30 AM
- Back at my desk and starting to work… followed from the next
- interruption for today - one of the programmers has a few questions
- about one of the art assets which unfortunately causes a problem, so I
- take the time to answer him, to look at the file, and to find out how
- to fix the problem. Not as easy as I thought this time. I need some
- help from another programmer to fix the problem. Thereafter everything
- works fine and I can continue my work.
- 11:30 AM
- My stomach starts to bellow and what now follows is one of Egosoft’s
- greatest traditions. Everyday sometimes earlier, sometimes later,
- there are a few employees here that group together and have a walk to
- one of the greatest and most mysterious places on Earth: the NETTO
- discount supermarket. Here you get everything from frozen hamburgers
- and microwave chips to t-shirts and jogging clothes. I get my lunch
- and a few bottles of Coke and water for those who were too lazy to
- join us. And on the way back to the office I have the chance to reset
- my parking disk.
- 11:40 AM
- During lunch break there is some time to check out what’s happening in
- the rest of the world.
- 11:59 AM
- I lock the door of the Art Department to have some privacy and to not
- be disturbed for the next few hours.
- 3:00 PM
- Meeting time. Every Monday we have a short meeting of the whole team
- and everyone has a chance to explain what he did last week and what is
- planned for the coming days.
- 3:25 PM
- Thereafter follows a short social break-out next to our billiard
- table, talking about programming stuff and also art assets. Everything
- works hand-in-hand here and if someone has a cool idea about a new
- feature or to improve the graphic quality it is always good to discuss
- this in a larger group so the chance of possible bugs can be
- minimized.
- 6:20 PM
- Almost done with my stuff for today and it’s nearly beer o'clock. :)
- 6:30 PM
- Done! I pack my things together, shut down my PC and say goodbye to
- the rest of the team. Then standing in front of my car, I remember
- very quickly that I forgot something… damn it! I got a 5 Euro parking
- ticket for not resetting my parking disk! :)
- 7:00 PM
- The ride home always takes a bit longer due to all the beer o'clock
- traffic and with getting home comes the horrible task of finding a
- parking space. Living within the city has a lot of pros and cons, the
- biggest con is that it is almost impossible to find a parking space
- after 18:00. One ticket was enough for today so I decide to park a bit
- further away this time and have a nice walk home.
- 7:15 PM
- Home sweet home. The first thing to do is to check if everything is
- fine with all my budgies and cockatiels - I have 9 of them. My wife,
- Alex, is still at work so...there is enough time for me to prepare the
- evening dinner... and to have a nice cold glass of beer, Becks to be
- more precise. ;)
- 7:45 PM
- Dinner is ready and I already started my home PC to check my private
- stuff and I also dress in something more comfortable.
- 8:15 PM
- My wife is finally back from work. Now follows the hugging, kissing
- and 'how was your day?' stuff . We have our dinner in front of the TV,
- watching the evening news and the Simpsons. Thereafter we move over to
- our little hobby-room and start to do what we like. No… not that. ;)
- 9:00 PM
- Mirco, an old friend of ours, comes for a visit. I start our projector
- and we sit down to watch a movie, this time it is Inception. I quickly
- prepare some last-minute snacks and some drinks for the flick.
- 11:30 PM
- My wife is tired and goes to bed. Mirco stays a bit longer and we
- decide to have a short match on Halo Reach.
- 1:00 AM
- Mirco leaves and I just sit in front of my PC with a glass of wine and
- let the rest of the evening pass very smoothly.
- 1:30 AM
- That's it. Good night, everyone!
- Well if you would like to learn a bit more about me, I would like to
- invite you to visit my private homepage www.abalakin.de. Here you can
- find out what I do in the rest of my free time.
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- -= *Forum Signatures - Licensed to Kill* =-
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- The EGOSOFT forums now have well over 360,000 registered users, many
- thousands of which have attached signatures. There is an astounding
- range of creative and artistic signatures, which tell us something
- about the users in question. Some signatures are not X-related, but
- many thousands are and attempt to show the individual's passion for a
- certain aspect of the X gaming franchise. One forum user, Freya
- Nocturne (formerly chobit-389), has come up with a clever way for
- users to share their in-game persona with fellow forum users. As
- you're aware, in the X series of games, so-called 'Police Licences'
- allow the player to receive bounty payments for destroying pirates or
- enemy ships. Freya Nocturne has brought this licence concept to the
- forum signature using his artwork and your in-game info.
- You can choose a licence according to your favourite race or faction
- and append badges to show your current trade and fight rank. On the
- main licence you can add your name, date of issue, the classes of ship
- you fly, your 'home' sector, a 'photo' and a signature. The design and
- layout of the licences has already undergone an update for 2011.
- Here's Freya Nocturne's forum signature as an example:
- Image link: http://www.egosoft.com/news/images/news_2011_01_03_002.jpg
- The creation of your own personal licence will require the use of a
- reasonably good image-editing program but once complete, you will be
- able to show off your own X persona to fellow forum members.
- Find out how to do it here:
- http://forum.egosoft.com/viewtopic.php?t=292637
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- -= *Modding and Scripting - A Few Words from Bernd* =-
- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
- Since some people from the modding and scripting community have
- recently asked us about our policy towards modding and what we do to
- support it, I would like to state a few things:
- EGOSOFT has always encouraged modding. Over the years some modders
- have contacted me personally and asked for help in all kinds of areas.
- Sometimes it was legal advice, sometimes technical support, sometimes
- we were asked to help distribution and promotion. I and others in the
- company have always tried to help where we could. I am really sorry
- that some modders feel that we have treated some of you differently
- from others. That is definitely not our intention.
- What our intention definitely is, is to:
- - promote your mods to the community through all means that make
- sense for the mod and that you want (mention in X-News, mention on the
- website frontpage, facebook or twitter etc.)
- - help in hosting your mod if traffic volume allows (and traffic
- volume allows for quite a lot these days)
- - provide technical support where time allows (answering questions
- and providing documentation and tools)
- If some people have made more use of this than others, then it's
- because some people get in touch with me and others here at the office
- more actively. If I don't know about the release of your mod, then I
- can't support it.
- So for the future: Please let ME personally know where we can help
- you. Tell me about your projects, tell me what we can do to support
- them! To this end, please email me at bernd @ egosoft.com!
- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
- -= *CREDITS & CONTACT* =-
- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
- If you would like to get in contact with us, then feel free.
- E-mail:
- X-Universe-News@egosoft.com
- Publisher:
- EGOSOFT info@egosoft.com
- Editor in Chief:
- Michael "BurnIt!" Baumgardt
- Issue Editor:
- Toastie
- Contributors:
- Belisarius
- enenra
- Peter Kullgard
- With Thanks To:
- Bernd Lehahn
- Translations and Proofreading:
- Xgerman - DE
- Garga-Potter - IT
- XFrench - FR
- SBlade - ES
- To Unsubscribe:
- If you don't want to receive the X-Universe News any more by email,
- then
- you can change your profile on the website, just log in, go to your
- Profile and uncheck 'Subscribe to X-Universe News (newsletter)':
- http://forum.egosoft.com/profile.php?mode=editprofile
- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
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