To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
I just uploaded a new starshatter build to the download section. IN the folder called new builds you will find the latest build from the source code team. Below is a list of changes and upgrades in this build over the previous version 5.05.
Changes in this version include:
Various bugfixes by Echelon9
Datafile max file limit raised to 8192
ArrayList class removed (in favour of std::vector)
Please report all bugs either on the google code bugtracker at http://code.google.com/p/starshatter-open/source/list
Or on the Starshatter Open forums at hard-light: http://www.hard-light.net/forums/index.php?board=234.0
*Waves to Bradd and other SS aficionados* I must give this new build a whirl.
Hopefully, the coding team will be able to fix the multiplayer aspect of the game. Having that option will open up a wealth of possibilities.
Very True. The broken multiplayer part of the game is on the coding team's list of things to fix. The guys over at hard-light are very talented coders and I'm confident they will obtain a solution. It is a long and arduous process, but I think they will get there. In the meantime I'm trying to learn their arcane art of coding in C++ so I can be of some use as well. I've learned quite a bit, but still have a long way to go.
I was curious if this build takes care of the planetary mission strike list.
NO, Passmon, sorry but it does not. This build was produced before I passed that info on to the coding team. Hopefully a future release will do something to address that problem, but I do not have any idea as to when. I will keep you posted though.