Star Trek Klingon Academy Download
2021年12月16日Download here: http://gg.gg/x9nx6
10.20.00Klingon Academy Scripting Package is now available.
Greetings everyone. At long last, Klingon Academy Scripting Package is now available to make customized Klingon Academy missions. The package has the same functionality used by the development team to create missions for Klingon Academy.
This package is intended to allow you to make Klingon Academy Scripts only and DOES NOT include is the ability to customize ships, planets, and/or systems.
To use the package properly, you will need to obtain some third party utilities (i.e. text editor, precompiler, etc.) Additional details regarding the scripting package are available in the readme file:
This scripting package is not intended for the casual gamer. While the scripting language is similar to Pascal, it contains many advanced features and processes that will require some knowledge in programming. Please read the included documentation thoroughly before attempting to make any missions.
We have provided this package in good faith but it is not free of defects. The development team has tried to document as much as the mission building process as possible, but please bear in mind that some of these documents may have errors and that some information may not have been updated.
Please note, this product is provided as is and we cannot guarantee its performance or functionality on every system. Please do not call Customer Service regarding any Scripting Package issues as they will not have any answers for you.
A new ’Mission Building’ discussion board on the Klingon Academy Message Board has been created to help the community discuss any issues regarding the mission building process. You can access it by clicking on this link:
http://webboard.interplay.com:8080/~trek
Enjoy.
Rene Hakiki10.17.00The Klingon Academy 1.02 Patch is now available!
This patch should address the remaining issues that the fans have been screaming for in Klingon Academy. The development team decided it would be best to delay the patch to bring you these features. It is our hope that we made the right decision.
This patch will update all previous versions of Klingon Academy (i.e. 1.00 and 1.01) to version 1.02. (NOTE: It is not necessary to install version 1.01 prior to this patch). I would like to thank Robert, Danny and our QA team for their hard work in finishing the patch.
This patch includes several fixes including a checksum to validate ships in multiplayer to prevent cheating. For a complete list of patch fixes in version 1.02, click on the following link:
Like the last patch, there are three different patches for each version of the game--US (English), UK (English), and German. Please use the patch intended for your version only! Click on the appropriate link to download your version of the patch.
Klingon Academy 1.00/1.01 to 1.02 Patch (US Release)Klingon Academy North American 1.02 Patch Klingon Academy 1.00/1.01 to 1.02 Patch (UK Release)Klingon Academy UK 1.02 Patch Klingon Academy 1.00/1.01 to 1.02 Patch (German Release)Klingon Academy German 1.02 Patch
In other news, the Klingon Academy Scripting Package has been compiled and is ready for release. Please look for it later this week.
Enjoy.
Rene Hakiki10.16.00Klingon Academy Patch 1.02 is here!
Head on over to the Downloads page for the North American, UK and German 1.02 Klingon Academy Patch!
^..^ Krazikatt
*Home»Patches»Star Trek: Klingon Academy»Star Trek - Klingon Academy v1.0.2 patch. Download North American Patch. I double dare you to fill this field! Fallout 76: Summer Updates Trailer. Serious Sam 4 A Classic Returns August 2020 Trailer.
*Star Trek: Klingon Academy - USS Executioner A Defiant class god ship. The strongest ship you’ll find for download anywhere.9.20.00Star Trek Klingon Academy guide is Live!There’s link to the guide from IGN on the links page!
^..^ Krazikatt
Star Trek Klingon Academy: Downloads. TREKCORE GAMING KLINGON ACADEMY Downloads Enjoy! To save the file to your computer, right click on the link and select.9.07.00New Review!
There’s a new review from Game Bites on the links page for you!
^..^ Krazikatt 9.07.00Klingon Academy Patch
It’s been quiet around here lately but we’re still working to make some additional fixes for Klingon Academy. The next 1.02 patch will be released after testing and should address the following issues:
KLINGON ACADEMY 1.02 PATCH INFO:
*(1) Checksum check to validate ships added to multiplayer.
*(2) Starbases no longer are spawned too close to each other.
*(3) Weapon’s (in fact, all resources) recharge rate problem after warping fixed. The prior symptoms were rapid weapon firing after warping to several systems in QuickBattle.
*(4) We fixed the problem where in-system warp would slow down to a crawl if you went to gunnery chair.
*(5) You can no longer tractor ships while doing an in-system warp.
*(6) A problem was fixed in ships would get too close to a planet when the helmsman was given a command to orbit a target and the target was a planet without an atmosphere.
*(7) The wingman capture command was refined so that it is now less likely to destroy an enemy ship that it is trying to capture.
*(8) The nVidia problem where plasma is being drawn on the celestial sphere can be addressed by getting the updated nVidia video card drivers (Detonator 618 drivers).
Take care. Rene Hakiki8.24.00New Reviews!
I’ve thrown a couple new reviews from GA-Source and Game Pen in the links section for you!
Enjoy! ^..^ Krazikatt7.28.00The Klingon Academy Patch is now available
First of all, I would like to thank the team members who worked vigorously on Klingon Academy through years of development, sacrificing their vacations and holidays. Without their dedication, this game would not have been possible.
Next, I would like to thank the fans for their overwhelming response on the forums. The fans have contributed greatly to this product and the team has always appreciated your honest feedback. Thank you for your patience and understanding.
This patch includes many fixes, including fixes for bugs reported on the forums. Click on the following link for a list of fixes in version 1.01.
*Patch Fixes (English)
*Patch Fixes (German)
There are three different patches for each version of the game--a US patch, a UK patch and a German patch. Please use the patch intended for your version only. Click on the appropriate link to download your version of the patch.
Klingon Academy 1.00 to 1.01 Patch (US Release)
*US PatchKlingon Academy 1.00 to 1.01 Patch (UK Release)
*UK PatchKlingon Academy 1.00 to 1.01 Patch (German Release)
*GER Patch
Enjoy
--Rene Hakiki --Line ProducerScriptor, Klingon Academy7.25.00
Patch & Mission Builder Release Information
First everyone will be pleased to hear that the patch will be released very soon. It is in the final signoff stage in QA.
Now about the Mission builder. The decision was made to stop the Mission Builder because the game kept growing exponentially and the functions kept multiplying. The Mission Builder functionality was not able to keep up with the demands of the product so consequentially we were unable to use it, much to our dismay. Instead, we ended up using a scripting system that required the missions to be scripted by hand. But, in response to the overwhelming number of requests by the Klingon Academy fans, we are going to release the source code (unsupported) of the Scripting language so that you have the opportunity to build new missions for both the single and multi-player modes. I hope this code can continue to keep Klingon Academy supported and to make it possible for the users to keep this game alive. We’ll release the code in the next couple of weeks.
Thanks for your patience.
Brian ChristianDirector of 14 ° East7.3.00Daily Radar Zeroes in on KA!!!
If you haven’t seen this yet, check it out: Daily Radar proclaimed KA a hit! http://www.dailyradar.com/reviews/game_review_753.html 6.26.00KLINGON ACADEMY WARPS INTO RETAIL!!!
You’ve been waiting for a game like this to come along and now it’s here...Klingon is shipping and already flying off the shelves!
Fight with honor in a multiplayer battle or take on the single-player mode! Buying it is the only honorable thing! 6.26.00Watch the Intro Movie Online!
We’ve posted the Klingon Academy intro movie in a streaming format for you to enjoy (and to get you into the spirit of things).
Here are the links: Modem Users, Watch it Here! Network Users, Watch it Here!
To see the other 85 minutes of killer video, buy it now! 6.16.00Design:
Reading through the posts on the board I noticed how many of you have said that you cannot bear the wait for Fed-X to deliver your KA pre-order, or for KA to hit store shelves. Well, I thought you should know that the wait is equally as bad on this side. We have poured our hearts into KA for almost three years, during which time many of you have followed our progress faithfully. There has been a tremendous response to the playable demos, and we have received very favorable previews. But now that KA has gone gold, I cannot wait to learn how you feel when you hear General Chang’s induction speech for the first time or get swept up in the war with the Federation. May you enemies run with fear!
Brent Kollmansberger Designer - Klingon Academy6.14.00Design:
Now that Klingon Academy has gone Gold and we have all gotten a good night sleep, I would like to take a moment to thank each of you for creating such a great community, and for your support and feedback. It is doubtful that you will ever fully appreciate the impact each of you has made to the development of this great game.
In my desk drawer is a copy of the vision document we presented to our CEO in the early stages of this project. Within its pages are a prioritized list of comments and criticism offered by magazine reviewers and members of the Starfleet Academy community. Alongside these comments are our very specific design goals intended to address each major concern. So, for you old timers out there from the SFA board, your comments may very well have helped shape the initial design direction of Klingon Academy.
When the Klingon Academy demo was released, your enthusiasm helped reassure management and others within Interplay that we were still heading in the right direction. In addition, your comments and critiques had an enormous influence on our ability (and even desire) to implement needed features. When some of you expressed disappointment for not being chosen for our limited beta team, I had to smile - since whether you realized it or not, each of you were already valuable participants in what was effectively a very large beta test.
I hope you all truly enjoy Klingon Academy. It is after all, your game.
Brent Kollmansberger Designer - Klingon Academy6.12.00KLINGON GOLD!!
Start the presses! The OFFICIAL word is out!
It’s a beautiful day in Irvine because Klingon Academy has gone gold. That’s right, Klingon Academy is done and off to the duplicators. Time to pre-order it if you haven’t already......!
Pre-Order from the Interplay Store, Get a Free Klingon Academy Poster!6.9.00KLINGON ACADEMY CHAT!
Do you have questions? Good! Bring them over to our Klingon Academy Chat: **The chat will be held on IRC Server omegaproject.net** Wednesday, June 21st at 6:00pm PST in room #ka
Klingon Academy team members that will attend the chat: Raphael Hernandez - Producer Ron Hodge - Designer Brent Kollmansberger - Designer Rene Hakiki - Line Producer Manny Salazar - Artist
See you then! 5.31.00Quality Assurance
It’s been a long time since I had time to write one of these, and even then I don’t have that much time so I will be brief. We are indeed at the beta stage of development. All features are implemented and feature/code freeze is in place so the dev team can no longer make any design changes and we can’t request any more design changes unless it is to remedy a game breaking situation. QA has been working a lot of hours as we frantically work as fast as possible to break the game and get the bugs reported to the scriptors and programming team. Then, we verify the fixes the dev team implements to make sure the bugs are squashed.
If the price of coffee and any other caffeinated beverage go up, blame us. We are consuming vast amounts of caffeine to keep working as long as possible to get this game done. This past week has been pretty hectic, more so than usual. I’m spending a lot of time going over bug reports, communicating to the testing team as to what’s going on, inputting the status of bugs into our database, testing the game, and making sure that Raphael, the Producer of KA and Michael, the Director of QA are informed as to the status of the title at least every few hours.
There is a light at the end of the tunnel. Everyone in QA and the dev team can see it, we’re just hoping its not an oncoming train that hits us. That’s it for now, back to testing.....
Erick Lujan QA Project Supervisor, Klingon Academy4.24.00Download the demo, you might win!
Win a complete library of Interplay Star Trek titles and a Klingon Academy poster autographed by the Klingon development team!It’s easy...just enter your email address and download the demo to enter!!
See the downloads page for your chance to win and download the demo!
Decamber4.21.00Klingon Academy Multiplayer Demo!
This is it! The moment you’ve been waiting all week for. The exclusive Klingon Academy Multiplayer Demo is finally here and available for download by your friends at 3dfxgamers.com!
Get it here!
Decamber3.31.00
I’m happy to announce that Klingon Academy will now fully support higher screen resolutions. This support will also be available in the forthcoming multiplayer demo. I know that this was a major area of controversy, concern, and angst with many people, and with the state of games these days, I think it was at least justified.
For the longest time, we have publicly stated that we wouldn’t be able to support these higher resolutions in KA, and even if it were possible, it would require a lot of work to be re-done. In light of the fact that we are now saying the exact opposite, some explanations are in order.
Higher screen resolutions support is something we’ve wanted in the game for a long time now, but there were two major hurdles preventing us from achieving this goal. The first had to do with a code module that is responsible for initializing Drect 3D, including the display resolution. This part of the code is something we inherited from SFA, but unlike the rest of SFA, there was no way for us to modify it because the original source for it was lost quite some time ago. All we had, literally, was the object code that was pre-compiled and linked to our code base. This module was not something that we could just rip out and re-write, like we had with other portions of the code, it was embedded throughout and would have taken considerably more work to re-write it than to just simply work around it. The bottom line was that without the source code for this, changing the resolution was impossible-or so we thought.
John Panettiere, our lead programmer, tried an idea that was risky, but ended up working beautifully. He found a means by which to force the higher resolutions despite what had previously been hard-wired. With further help from Robert Coultrip, our AI/physics programmer, they worked out a means by which to arbitrarily set the resolution for the game. Yet despite their ingenuity, we were still left with the challenges posed by adapting our many interface screens to these higher resolutions, and the initial rush of John’s achievement was a bit tempered by this cold fact.
The next step that we knew we had to take was to re-position the HUD elements for each of these higher resolutions. Thanks to Mark Murakami’s expertise with these interfaces, and with the old SFA code, he was able to get this support into the game very quickly and efficiently, but, we were still left with the daunting task of addressing all the other interface screens, and this is where most of the challenge remained.
Due to the fact that KA is a serious starship simulator, we designed and implemented a variety of bridge stations that provide for a redundant control interface and also help to impart more of a ’Star Trek’ feel. These bridge stations total nine in all, and this is not even including the other interface screens for the rest of the game (main menu, multiplayer screens, etc.). Now, the best way, in terms of quality, to support hi-res, is to have unique art for each of these screens at each respective resolutions. Unfortunately, we had neither the time nor the resources to take this route, even if it were left up to us.
The only alternative we had was to leave the interface screens at a lower res while the HUD would fully support hi-res. This left us with a very uncomfortable feeling, but something that we had to accept if we were to have hi-res support in the game at all. What this would mean to the player, is that all interface screens, except for the HUD, would be in a small 640x480 window, no matter how high the 3D screen resolution was.
We were prepared to live with it and ship the game this way, but John surprised us again. He found a means in code to stretch the interface screens to fill the entire display without requiring a large investment in time from either the artists, or the programmers. There is, however, a trade-off for this, a lot of the text on the bridge stations (but not the HUD) appears blurry. We’ve looked at it several times now, and although the degradation is noticeable, all of the text is still very legible. Also, it isn’t even all of the text on these stations that is affected this way, all engine-generated text is clear, no matter what the resolution. What this means, is that any text serving as labels within the bridge stations is a bit blurry, while the rest is mostly untouched. In any event, this is really the best we are going to be able to do for this, and I firmly believe the trade-offs are well worth the gains.
All of you who download the multiplayer demo will now be able to play the game in resolutions up to 1280x960, providing your video card supports this, of course. And to those of you who have yearned for this feature in KA, I’d like you to join me in thanking John Panettiere, Mark Murakami, and Robert Coultrip for giving us this, and for once again accomplishing the impossible.
Raphael Hernandez Producer, Klingon Academy3.28.00Design
With work on the boarding party system complete, you will now be able to use your transporters to beam away teams to an enemy vessel. Once aboard, your marines can disrupt the operation of internal systems or even destroy them completely. It will even be possible to capture an opponent’s bridge and take control of his ship. Boarding parties can be tricky to use however, as you must maintain a line of sight for several seconds
https://diarynote.indered.space
10.20.00Klingon Academy Scripting Package is now available.
Greetings everyone. At long last, Klingon Academy Scripting Package is now available to make customized Klingon Academy missions. The package has the same functionality used by the development team to create missions for Klingon Academy.
This package is intended to allow you to make Klingon Academy Scripts only and DOES NOT include is the ability to customize ships, planets, and/or systems.
To use the package properly, you will need to obtain some third party utilities (i.e. text editor, precompiler, etc.) Additional details regarding the scripting package are available in the readme file:
This scripting package is not intended for the casual gamer. While the scripting language is similar to Pascal, it contains many advanced features and processes that will require some knowledge in programming. Please read the included documentation thoroughly before attempting to make any missions.
We have provided this package in good faith but it is not free of defects. The development team has tried to document as much as the mission building process as possible, but please bear in mind that some of these documents may have errors and that some information may not have been updated.
Please note, this product is provided as is and we cannot guarantee its performance or functionality on every system. Please do not call Customer Service regarding any Scripting Package issues as they will not have any answers for you.
A new ’Mission Building’ discussion board on the Klingon Academy Message Board has been created to help the community discuss any issues regarding the mission building process. You can access it by clicking on this link:
http://webboard.interplay.com:8080/~trek
Enjoy.
Rene Hakiki10.17.00The Klingon Academy 1.02 Patch is now available!
This patch should address the remaining issues that the fans have been screaming for in Klingon Academy. The development team decided it would be best to delay the patch to bring you these features. It is our hope that we made the right decision.
This patch will update all previous versions of Klingon Academy (i.e. 1.00 and 1.01) to version 1.02. (NOTE: It is not necessary to install version 1.01 prior to this patch). I would like to thank Robert, Danny and our QA team for their hard work in finishing the patch.
This patch includes several fixes including a checksum to validate ships in multiplayer to prevent cheating. For a complete list of patch fixes in version 1.02, click on the following link:
Like the last patch, there are three different patches for each version of the game--US (English), UK (English), and German. Please use the patch intended for your version only! Click on the appropriate link to download your version of the patch.
Klingon Academy 1.00/1.01 to 1.02 Patch (US Release)Klingon Academy North American 1.02 Patch Klingon Academy 1.00/1.01 to 1.02 Patch (UK Release)Klingon Academy UK 1.02 Patch Klingon Academy 1.00/1.01 to 1.02 Patch (German Release)Klingon Academy German 1.02 Patch
In other news, the Klingon Academy Scripting Package has been compiled and is ready for release. Please look for it later this week.
Enjoy.
Rene Hakiki10.16.00Klingon Academy Patch 1.02 is here!
Head on over to the Downloads page for the North American, UK and German 1.02 Klingon Academy Patch!
^..^ Krazikatt
*Home»Patches»Star Trek: Klingon Academy»Star Trek - Klingon Academy v1.0.2 patch. Download North American Patch. I double dare you to fill this field! Fallout 76: Summer Updates Trailer. Serious Sam 4 A Classic Returns August 2020 Trailer.
*Star Trek: Klingon Academy - USS Executioner A Defiant class god ship. The strongest ship you’ll find for download anywhere.9.20.00Star Trek Klingon Academy guide is Live!There’s link to the guide from IGN on the links page!
^..^ Krazikatt
Star Trek Klingon Academy: Downloads. TREKCORE GAMING KLINGON ACADEMY Downloads Enjoy! To save the file to your computer, right click on the link and select.9.07.00New Review!
There’s a new review from Game Bites on the links page for you!
^..^ Krazikatt 9.07.00Klingon Academy Patch
It’s been quiet around here lately but we’re still working to make some additional fixes for Klingon Academy. The next 1.02 patch will be released after testing and should address the following issues:
KLINGON ACADEMY 1.02 PATCH INFO:
*(1) Checksum check to validate ships added to multiplayer.
*(2) Starbases no longer are spawned too close to each other.
*(3) Weapon’s (in fact, all resources) recharge rate problem after warping fixed. The prior symptoms were rapid weapon firing after warping to several systems in QuickBattle.
*(4) We fixed the problem where in-system warp would slow down to a crawl if you went to gunnery chair.
*(5) You can no longer tractor ships while doing an in-system warp.
*(6) A problem was fixed in ships would get too close to a planet when the helmsman was given a command to orbit a target and the target was a planet without an atmosphere.
*(7) The wingman capture command was refined so that it is now less likely to destroy an enemy ship that it is trying to capture.
*(8) The nVidia problem where plasma is being drawn on the celestial sphere can be addressed by getting the updated nVidia video card drivers (Detonator 618 drivers).
Take care. Rene Hakiki8.24.00New Reviews!
I’ve thrown a couple new reviews from GA-Source and Game Pen in the links section for you!
Enjoy! ^..^ Krazikatt7.28.00The Klingon Academy Patch is now available
First of all, I would like to thank the team members who worked vigorously on Klingon Academy through years of development, sacrificing their vacations and holidays. Without their dedication, this game would not have been possible.
Next, I would like to thank the fans for their overwhelming response on the forums. The fans have contributed greatly to this product and the team has always appreciated your honest feedback. Thank you for your patience and understanding.
This patch includes many fixes, including fixes for bugs reported on the forums. Click on the following link for a list of fixes in version 1.01.
*Patch Fixes (English)
*Patch Fixes (German)
There are three different patches for each version of the game--a US patch, a UK patch and a German patch. Please use the patch intended for your version only. Click on the appropriate link to download your version of the patch.
Klingon Academy 1.00 to 1.01 Patch (US Release)
*US PatchKlingon Academy 1.00 to 1.01 Patch (UK Release)
*UK PatchKlingon Academy 1.00 to 1.01 Patch (German Release)
*GER Patch
Enjoy
--Rene Hakiki --Line ProducerScriptor, Klingon Academy7.25.00
Patch & Mission Builder Release Information
First everyone will be pleased to hear that the patch will be released very soon. It is in the final signoff stage in QA.
Now about the Mission builder. The decision was made to stop the Mission Builder because the game kept growing exponentially and the functions kept multiplying. The Mission Builder functionality was not able to keep up with the demands of the product so consequentially we were unable to use it, much to our dismay. Instead, we ended up using a scripting system that required the missions to be scripted by hand. But, in response to the overwhelming number of requests by the Klingon Academy fans, we are going to release the source code (unsupported) of the Scripting language so that you have the opportunity to build new missions for both the single and multi-player modes. I hope this code can continue to keep Klingon Academy supported and to make it possible for the users to keep this game alive. We’ll release the code in the next couple of weeks.
Thanks for your patience.
Brian ChristianDirector of 14 ° East7.3.00Daily Radar Zeroes in on KA!!!
If you haven’t seen this yet, check it out: Daily Radar proclaimed KA a hit! http://www.dailyradar.com/reviews/game_review_753.html 6.26.00KLINGON ACADEMY WARPS INTO RETAIL!!!
You’ve been waiting for a game like this to come along and now it’s here...Klingon is shipping and already flying off the shelves!
Fight with honor in a multiplayer battle or take on the single-player mode! Buying it is the only honorable thing! 6.26.00Watch the Intro Movie Online!
We’ve posted the Klingon Academy intro movie in a streaming format for you to enjoy (and to get you into the spirit of things).
Here are the links: Modem Users, Watch it Here! Network Users, Watch it Here!
To see the other 85 minutes of killer video, buy it now! 6.16.00Design:
Reading through the posts on the board I noticed how many of you have said that you cannot bear the wait for Fed-X to deliver your KA pre-order, or for KA to hit store shelves. Well, I thought you should know that the wait is equally as bad on this side. We have poured our hearts into KA for almost three years, during which time many of you have followed our progress faithfully. There has been a tremendous response to the playable demos, and we have received very favorable previews. But now that KA has gone gold, I cannot wait to learn how you feel when you hear General Chang’s induction speech for the first time or get swept up in the war with the Federation. May you enemies run with fear!
Brent Kollmansberger Designer - Klingon Academy6.14.00Design:
Now that Klingon Academy has gone Gold and we have all gotten a good night sleep, I would like to take a moment to thank each of you for creating such a great community, and for your support and feedback. It is doubtful that you will ever fully appreciate the impact each of you has made to the development of this great game.
In my desk drawer is a copy of the vision document we presented to our CEO in the early stages of this project. Within its pages are a prioritized list of comments and criticism offered by magazine reviewers and members of the Starfleet Academy community. Alongside these comments are our very specific design goals intended to address each major concern. So, for you old timers out there from the SFA board, your comments may very well have helped shape the initial design direction of Klingon Academy.
When the Klingon Academy demo was released, your enthusiasm helped reassure management and others within Interplay that we were still heading in the right direction. In addition, your comments and critiques had an enormous influence on our ability (and even desire) to implement needed features. When some of you expressed disappointment for not being chosen for our limited beta team, I had to smile - since whether you realized it or not, each of you were already valuable participants in what was effectively a very large beta test.
I hope you all truly enjoy Klingon Academy. It is after all, your game.
Brent Kollmansberger Designer - Klingon Academy6.12.00KLINGON GOLD!!
Start the presses! The OFFICIAL word is out!
It’s a beautiful day in Irvine because Klingon Academy has gone gold. That’s right, Klingon Academy is done and off to the duplicators. Time to pre-order it if you haven’t already......!
Pre-Order from the Interplay Store, Get a Free Klingon Academy Poster!6.9.00KLINGON ACADEMY CHAT!
Do you have questions? Good! Bring them over to our Klingon Academy Chat: **The chat will be held on IRC Server omegaproject.net** Wednesday, June 21st at 6:00pm PST in room #ka
Klingon Academy team members that will attend the chat: Raphael Hernandez - Producer Ron Hodge - Designer Brent Kollmansberger - Designer Rene Hakiki - Line Producer Manny Salazar - Artist
See you then! 5.31.00Quality Assurance
It’s been a long time since I had time to write one of these, and even then I don’t have that much time so I will be brief. We are indeed at the beta stage of development. All features are implemented and feature/code freeze is in place so the dev team can no longer make any design changes and we can’t request any more design changes unless it is to remedy a game breaking situation. QA has been working a lot of hours as we frantically work as fast as possible to break the game and get the bugs reported to the scriptors and programming team. Then, we verify the fixes the dev team implements to make sure the bugs are squashed.
If the price of coffee and any other caffeinated beverage go up, blame us. We are consuming vast amounts of caffeine to keep working as long as possible to get this game done. This past week has been pretty hectic, more so than usual. I’m spending a lot of time going over bug reports, communicating to the testing team as to what’s going on, inputting the status of bugs into our database, testing the game, and making sure that Raphael, the Producer of KA and Michael, the Director of QA are informed as to the status of the title at least every few hours.
There is a light at the end of the tunnel. Everyone in QA and the dev team can see it, we’re just hoping its not an oncoming train that hits us. That’s it for now, back to testing.....
Erick Lujan QA Project Supervisor, Klingon Academy4.24.00Download the demo, you might win!
Win a complete library of Interplay Star Trek titles and a Klingon Academy poster autographed by the Klingon development team!It’s easy...just enter your email address and download the demo to enter!!
See the downloads page for your chance to win and download the demo!
Decamber4.21.00Klingon Academy Multiplayer Demo!
This is it! The moment you’ve been waiting all week for. The exclusive Klingon Academy Multiplayer Demo is finally here and available for download by your friends at 3dfxgamers.com!
Get it here!
Decamber3.31.00
I’m happy to announce that Klingon Academy will now fully support higher screen resolutions. This support will also be available in the forthcoming multiplayer demo. I know that this was a major area of controversy, concern, and angst with many people, and with the state of games these days, I think it was at least justified.
For the longest time, we have publicly stated that we wouldn’t be able to support these higher resolutions in KA, and even if it were possible, it would require a lot of work to be re-done. In light of the fact that we are now saying the exact opposite, some explanations are in order.
Higher screen resolutions support is something we’ve wanted in the game for a long time now, but there were two major hurdles preventing us from achieving this goal. The first had to do with a code module that is responsible for initializing Drect 3D, including the display resolution. This part of the code is something we inherited from SFA, but unlike the rest of SFA, there was no way for us to modify it because the original source for it was lost quite some time ago. All we had, literally, was the object code that was pre-compiled and linked to our code base. This module was not something that we could just rip out and re-write, like we had with other portions of the code, it was embedded throughout and would have taken considerably more work to re-write it than to just simply work around it. The bottom line was that without the source code for this, changing the resolution was impossible-or so we thought.
John Panettiere, our lead programmer, tried an idea that was risky, but ended up working beautifully. He found a means by which to force the higher resolutions despite what had previously been hard-wired. With further help from Robert Coultrip, our AI/physics programmer, they worked out a means by which to arbitrarily set the resolution for the game. Yet despite their ingenuity, we were still left with the challenges posed by adapting our many interface screens to these higher resolutions, and the initial rush of John’s achievement was a bit tempered by this cold fact.
The next step that we knew we had to take was to re-position the HUD elements for each of these higher resolutions. Thanks to Mark Murakami’s expertise with these interfaces, and with the old SFA code, he was able to get this support into the game very quickly and efficiently, but, we were still left with the daunting task of addressing all the other interface screens, and this is where most of the challenge remained.
Due to the fact that KA is a serious starship simulator, we designed and implemented a variety of bridge stations that provide for a redundant control interface and also help to impart more of a ’Star Trek’ feel. These bridge stations total nine in all, and this is not even including the other interface screens for the rest of the game (main menu, multiplayer screens, etc.). Now, the best way, in terms of quality, to support hi-res, is to have unique art for each of these screens at each respective resolutions. Unfortunately, we had neither the time nor the resources to take this route, even if it were left up to us.
The only alternative we had was to leave the interface screens at a lower res while the HUD would fully support hi-res. This left us with a very uncomfortable feeling, but something that we had to accept if we were to have hi-res support in the game at all. What this would mean to the player, is that all interface screens, except for the HUD, would be in a small 640x480 window, no matter how high the 3D screen resolution was.
We were prepared to live with it and ship the game this way, but John surprised us again. He found a means in code to stretch the interface screens to fill the entire display without requiring a large investment in time from either the artists, or the programmers. There is, however, a trade-off for this, a lot of the text on the bridge stations (but not the HUD) appears blurry. We’ve looked at it several times now, and although the degradation is noticeable, all of the text is still very legible. Also, it isn’t even all of the text on these stations that is affected this way, all engine-generated text is clear, no matter what the resolution. What this means, is that any text serving as labels within the bridge stations is a bit blurry, while the rest is mostly untouched. In any event, this is really the best we are going to be able to do for this, and I firmly believe the trade-offs are well worth the gains.
All of you who download the multiplayer demo will now be able to play the game in resolutions up to 1280x960, providing your video card supports this, of course. And to those of you who have yearned for this feature in KA, I’d like you to join me in thanking John Panettiere, Mark Murakami, and Robert Coultrip for giving us this, and for once again accomplishing the impossible.
Raphael Hernandez Producer, Klingon Academy3.28.00Design
With work on the boarding party system complete, you will now be able to use your transporters to beam away teams to an enemy vessel. Once aboard, your marines can disrupt the operation of internal systems or even destroy them completely. It will even be possible to capture an opponent’s bridge and take control of his ship. Boarding parties can be tricky to use however, as you must maintain a line of sight for several seconds
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