Naev Etymology Today we’ll talk about the name of this game: it’s history, pronunciation and how to write it. First off a bit of history, as you probably do know, NAEV originally stood for “Neutron Accelerated Extreme Velocity” although “Not Another Escape Velocity” … Continue Reading →
0.5.0 Alpha Gameplay Recently the new x.org brought me frustration. My open source driver broke down and I was left without being able to run Naev. After realizing I needed a kernel upgrade I found out the biggest benefit of gallium3d: I can make videos! So kudos to the op… Continue Reading →
0.5.0 Status Update Lots of you have complained about accuracy in Naev and hitting stuff with forward mounts. As part of the increased range and weapon rants it was unbearable in the sense you never hit anything unless you went point blank. I am proud to announce the impl… Continue Reading →
0.5.0 Status Update We haven’t posted in a while, so I decided to update even though we don’t have anything spectacular done (depending on your definition of spectacular). So what is going on? As you may know the current development and broken branch is the balance branch… Continue Reading →
Correct Physics WARNING: TECHNICAL POST After much insistence on Deiz that something was wrong since we needed a hack to get ships to properly display 100% speed, we’ve finally found the culprit. Some old code of mine that what it did was: c void limit_speed( Vector… Continue Reading →
Fancy new menu After lots of nagging and harassing of developers we finally have it! The great epic new fancy main menu background, and what could be fancier than naev itself? Yes the background is a system (specifically it’s the start system for now). It’ll be a bit… Continue Reading →
NAEV 0.4.2 is now available in openSUSE While development continues towards 0.5.0, increased availability of the current stable release is always a good thing. NAEV can now be found in the openSUSE Games repository. See here (this link is dead :() for downloadable packages for openSUSE 11.3… Continue Reading →
Big Big Systems So what happens when you take big systems and inject them with pure essence of big? You get Big Big Systems. How big are we talking? If an old system maybe had an effective radius of 3.75 kpx or so, now we have radius of 25 kpx. That’s a pretty big inc… Continue Reading →
Mouse Targeting Possibly what could be considered the last of the large planned features has been implemented. This is mouse targeting. Well what does mouse targeting mean. It has two implications, the first is that in the regular game screen while flying around you … Continue Reading →
Next steps to 0.5.0 I’ve been asked multiple times what the ETA for 0.5.0 is. For now, the answer is “when it’s done”, but going over the TODO, it seems like it’ll be around New Years. Many of our original goals are done, but the list seems to grow faster than features ar… Continue Reading →