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XDG Part Deux

As with the previous post, this pertains solely to *nix (primarily Linux and Mac OS X) users. Windows users are warned to avert their eyes to avoid irreversible Unixification.

I’m not a fan of pushing maintenance duty onto end-users, so I’ve done some work to automate the XDG configuration update process bobbens mentioned.

When first running the next . . . → Read More: XDG Part Deux

UNIX gets XDG Compliancy

This change only affects UNIX platforms (that includes linux and mac os x). Now in git master we have recently merged changes that should bring Naev up to the XDG Base Directory specification. What does this mean? First off it means that no longer will Naev’s per user stuff sit in “~/.naev” but instead it will . . . → Read More: UNIX gets XDG Compliancy

Activated outfits

Running a jammer while the afterburner cools down.

Okay, so, on those activated outfits, they’re now up and running in the Git version. For those of you who are curious about how it works, I’ll explain it briefly.

An activated outfit is a piece of equipment that does something when manually activated in space. While it’s off . . . → Read More: Activated outfits

More happenings

Hello everyone, and a belated happy 2012. It’s been rather quiet here on the blog, but I assure you that’s only because nobody has been posting on it. Elsewhere we’re all still tinkering away on the project, and we’re hoping to build toward a new release in the near future. Before we can do that though, . . . → Read More: More happenings

Disabling Revamp

The player in a Mule being plundered by an evil Pirate Admonisher.

So, this was done a while back; finally getting around to posting about it. Briefly, we’ve changed how disabling works: Instead of auto-disabling when a ship reaches 30% base armour, you can now take disabling damage. As for how this works, weapons can now . . . → Read More: Disabling Revamp

Recent developments

It has been some time since you’ve heard from us, so I’m taking it upon myself to give you all an idea of what’s going on with Naev.

The first thing I should mention is that is is summer for Naev, and summer usually means a lull in activity. It has to do with lots of other . . . → Read More: Recent developments

Expanding on faction standing and landing

They don't take kindly to outsiders at Dvaered High Command.

To provide a brief overview: In 0.5.1, the landing and faction standing mechanics will be changing in a big way. They’re both no longer hard-coded in C, having been moved to flexible Lua scripts that can operate differently for each faction.

Important military outposts and such will . . . → Read More: Expanding on faction standing and landing

OpenAL showcase

With 0.5.0-beta2 out the door I decided to work on more videos to show off missions and fancy things we do in Naev. I first decided to record the OpenAL effects (EFX) we do in the nebula. For this I decided to show off the “Destroy the FLF base” mission. If you do not want to . . . → Read More: OpenAL showcase

Naev 0.5.0-beta2 is here!

Screenshot of Naev 0.5.0-beta2.

The Naev devteam is proud to announce the release of Naev 0.5.0-beta2. This is the second beta and is closer to a release candidate than a beta. We do not anticipate any major issues unlike with 0.5.0-beta1. We prefer to have another beta so the 0.5.0 release is rock solid.

Links are available . . . → Read More: Naev 0.5.0-beta2 is here!

Naev 0.5.0-beta1 released!

The Naev 0.5.0-beta1 release.

The Naev team is proud to announce the long-awaited 0.5.0-beta1 release. This is a beta release and therefore isn’t quite ready for the general public. While it’s highly unlikely that it will set your cat on fire and send threatening messages to your family, there are no guarantees.

It’s been over a year . . . → Read More: Naev 0.5.0-beta1 released!