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Naev is on steam!

After a long road, Naev 0.7.0 is now available on steam! At the current time Windows and Linux (64 bits) are supported.

We note that Naev will still remain an open source project, and no steam-specific changes have been done, i.e., Naev on steam is the same as on github. Finally, Naev will remain free on the steam store and updated with releases.

Steam page: http://store.steampowered.com/app/598530/Naev/

Naev 0.7.0 Release

We are proud to release Naev 0.7.0, which will also be the first release included on Steam (thanks again for the Greenlight and sorry for the delay!). This version includes new missions and a swathe of improvements and fixes overall and contains patches from 25 different contributors.

At the current time, we are not providing Mac OS binaries, but when someone gets around to that will we include those too.

Download: https://sourceforge.net/projects/naev/files/naev-0.7.0
Blog: http://blog.naev.org/
Forums: http://forum.naev.org/

Changes since 0.6.1:

  • New missions
  • Initial asteroids support
  • Initial fleet formation support
  • Fixed screen scaling
  • Mission fixes
  • Lua backend unified
  • Lua console tab completion
  • Generalized claim system

Naev 0.6.1 Release

It’s been a while, but we’re proud to announce Naev 0.6.1. This is a minor release that has a slew of fixes, improvements and missions. It fixes some important issues that cropped up in the previous release and thus we highly encourage everyone to update to 0.6.1.

This release would have not been possible without the help of both onpon4, nenau, and Ian D. Scott who have been very active of late. We would like to once again thank all contributors for making this release possible.

Download: https://sourceforge.net/projects/naev/files/naev-0.6.1
Blog: http://blog.naev.org/
Forums: http://forum.naev.org/

Changes since 0.6.0:

Naev 0.6.0 Release

The Naev development team is proud to announce the release of Naev 0.6.0, our first stable release in nearly three years.

This release features over 1600 commits from some 38 contributors, as well as small fixes from many more. Its main features are the core slots system, which allows ships to be more heavily customized, as well as full SDL2 support, which greatly improves Naev’s fullscreen behaviour among other things.

Download: https://sourceforge.net/projects/naev/files/naev-0.6.0
Blog: http://blog.naev.org/
Forums: http://forum.naev.org/

Changes since 0.5.3:

Features:

  • Core slots system
    • Ships must have a core system, engine, and hull equipped to take off
    • Ships’ attributes are mostly defined by their cores
    • Total of 95 core outfits
  • Naev’s data is now stored in a zip file, making contributing easier than ever
  • Greatly improved SDL2 support (now default)
    • Support for window resizing and toggling fullscreen without restarting
    • Drag-and-drop ndata loading when ndata can’t be found
    • Fake fullscreen is used by default to avoid turning off other monitors
    • Fullscreen toggling via keybind (F11 by default)
  • Improved keyboard-and-mouse gameplay, with an optional WASD layout
  • Autonav improvements
    • Autonav resets time accel instead of aborting (onpon4)
    • Improved autonav behaviour when pushed off of jump points
  • Activated outfits get hotkeys by default
  • Fuel is now provided for free at spaceports
  • Auto-braking (Ctrl-S by default) in lieu of a dedicated Active Cooldown key
  • Ships only need to be spaceworthy when taking off (Avihay)
  • Added on-screen “PAUSED” indicator (can be disabled in conf.lua)
  • Local system maps can be bought from the landing screen

Content:

  • Greatly expanded galaxy
    • 150+ new systems and 500+ new planets
    • Za’lek faction added (Viruk and Lineth)
    • Expanded pirate space (Lukc)
  • New missions
    • Added 6 repeatable missions
    • Added 10 scripted missions
    • Greater mission availability in Soromid space (BSoD-naev)
    • New Sirius mission string, “Heretic” (l0k1)
    • Several repeatable pirate missions (Lukc)
    • New FLF mission and two neutral missions by brognam
  • 3 new songs by Askyel and saturn6
  • Innumerable typo and content fixes by PhoenixRiver, perey, m1foley, ids1024, and others
  • Cargo missions are longer-range (up to 6 jumps)
  • Added hidden jumps, currently only discoverable via special maps

Technical:

  • Error logs are now stored to help with issue reporting
    • Windows: %APPDATA\naev\logs\
    • OS X: ~/Library/Application Support/naev/logs/
    • Linux: ~/.local/share/naev/logs/
  • Fixed save corruption issues on Windows
  • Dynamic news support for missions and events (BariumBlue)
  • See the news Lua API module for more information

GitHub & Issue Tracker Changes

We’ve been gradually migrating away from Google Code for a long time now — First we switched to Git and migrated our repositories to GitHub, then we moved the wiki to wiki.naev.org, and lastly downloads moved to SourceForge due to ndata’s size growing.

The only Google Code service we’ve been making use of these past few years has been the issue tracker, and with the recently-announced impending shutdown of Google Code, now seems as good a time as any to finish our migration.

We’ve also decided to shuffle our repositories around a bit to make Naev’s GitHub presence more cohesive. To that end, Naev’s main repository is now github.com/naev/naev instead of bobbens/naev. If you’re a contributor or have a fork of Naev, don’t worry — bobbens/naev remains as a redirect to naev/naev, so you don’t need to update your Git configuration.

Secondly, all issues have been migrated to github.com/naev/naev/issues, and that’s where new issues should be submitted. All issues and their comments have been preserved, but if you have an open bug and want to be notified when it’s updated, please subscribe to it on GitHub.

As we were only using Google Code for issue tracking and it was otherwise chock full of outdated information, we’ve shuttered the site and it now redirects to the blog.

Naev 0.6.0-beta2 Release

The Naev development team is proud to announce the release of Naev 0.6.0-beta2, which will hopefully be the final beta release before 0.6.0 stable. This release brings a few minor features, a slew of bugfixes, and improved SDL2 support.

The most notable features mostly relate to the SDL2 improvements: Naev’s resolution can now be changed on the fly, and it can be made fullscreen or windowed without restarting. It also uses “fake” fullscreen by default (as many modern games do) to avoid turning off other screens.

Download: https://sourceforge.net/projects/naev/files/naev-0.6.0
Blog: http://blog.naev.org/
Forums: http://forum.naev.org/

This release’s highlights include:

  • Greatly improved SDL2 support (now default)
    • Support for window resizing and toggling fullscreen without restarting
    • Drag-and-drop ndata loading when ndata can’t be found
    • Fake fullscreen is used by default to avoid turning off other monitors
    • Fullscreen toggling via keybind (F11 by default)
  • Error logs are now stored to help with issue reporting
    • Windows: %APPDATA\naev\logs\
    • OS X: ~/Library/Application Support/naev/logs/
    • Linux: ~/.local/share/naev/logs/
  • Added on-screen “PAUSED” indicator (can be disabled in conf.lua)
  • Local system maps can be bought from the landing screen
  • Fixed save corruption issues on Windows
  • Fixed emergency shield booster energy consumption
  • Improved autonav behaviour when pushed off of jump points
  • Various mission bug and typo fixes
  • Cargo missions are longer-range (up to 6 jumps)

As this is a beta release, we’re hoping to iron out any remaining issues, particularly with missions and other scripted content. If you run into any issues while playing, please report bugs and issues at our issue tracker or drop by our IRC channel.

One small note regarding the change to SDL 2: A number of key names have changed, mostly on the numpad. Any controls with unrecognized keys will be reset to their defaults on first run.

Right now we have Windows, Mac OS X, and Linux binaries available, both 32-bit and 64-bit.

0.6.0-beta1 Hotfix for Windows

We’ve just released updated Windows installers to remedy save corruption and a related crash.

Simply download and re-run the installer. It’s fine to run over top of the existing install, and you do not need to re-download ndata.

Windows (32-bit)
Windows (64-bit)

The issue affects all versions of Windows, as long as save compression is enabled (which is the default). You may also want to delete all backup saves, located in %APPDATA\naev\saves\ with the extension .ns.backup, though this isn’t required.

0.6.0-beta1 Release

Our last release was 0.5.3, way back in April 2012. Two years, ten months and some 1400 commits later, we’ve finally prepared another release.

We are proud to announce the 0.6.0-beta1 release today, and with any luck the final 0.6.0 stable version will be released before March.

Download: https://sourceforge.net/projects/naev/files/naev-0.6.0
Blog: http://blog.naev.org/
Forums: http://forum.naev.org/

A full changelog will accompany the stable release, but a few of the highlights include:

Additionally there’s a slew of minor improvements, tweaks, new missions and the like for your enjoyment. As this is a beta release, we’re hoping to iron out any remaining issues, particularly with missions and other scripted content. If you run into any issues while playing, please report bugs and issues at our issue tracker or drop by our IRC channel.

Right now, we have builds available for Windows, Mac OS X and Linux, both 32-bit and 64-bit.

Lastly, one small note for those compiling from source: While Naev nominally supports SDL 2, several important things don’t function properly, like modifier keys and the mouse wheel, and error logging on Windows. We’re aiming to sort this out before 0.6.0 stable, but we advise players to stick with SDL 1.2 for the time being.

ndata is dead, long live ndata

So here’s a recent development that may interest some of you out there. As you may know, Naev’s game data (sounds, images, script files, etc) comes packaged in an archive called ndata when you download a stable version. It’s a simple thing, little more than a concatenation of the files, but the trouble with it was that we were using our own format. This made it rather annoying to do anything with it other than just play the game.

As of today, ndata’s format has changed, thanks to nloewen. It is now an uncompressed zip archive. This format is ubiquitous and supported by everything and its uncle, so it is now much easier to get at the data files themselves when downloading a stable release. The main upside to this is that people who are interested in how the game works, or in changing parts of the game can directly start tinkering without the need to re-download the data files from git.

It’s a small change that doesn’t affect the game itself, but I’m happy to see the switch finally made.

Helloooo

Hello everyone, here’s an update about the state of affairs surrounding Naev. I know, right? Yes, it’s been almost two years since our last post. You might think that that means little or nothing has been happening with the project, and mostly this is true, but not entirely.

Let’s start with the thing that prompted this post in the first place. A great man once said:

Hello there, old Bean.

“One does not simply get greenlit on Steam.”

But, as we all know, Sean tends to be wrong about these things. As a matter of fact, Naev has been officially greenlit. This came as something as a surprise, since although people did occasionally comment and vote on the Greenlight page it was by no means a hive of activity. But there you have it. Needless to say this is good news indeed.

In other news, work has been going into the core slots system that currently only exists in the development version. The system is described in earlier posts, and Deiz has been improving the core outfit definitions. You can view his notes on the wiki. Once that is finished we’re hoping to get the game ready for a new release numbered 0.6.0. We may yet run into issues that have to be resolved first, but we’d really like to get a new release out the door in hopes of rekindling interest in the project. Fingers crossed!

There has also been some discussion recently about the relationship between armour and shields within the game. There is some writing about that on the wiki as well. It should be noted that this is not a proposal or anything we plan to do, at this point we haven’t decided on any course of action and the floor remains open for debate.

Other than that a whole slew of minor corrections and content has also been constantly creeping in from a lot of different people. We hope this will make the experience smoother and more enjoyable for everyone.

That’s it for now. Let’s hope there won’t be too much time until the next blog post.