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  #91  
Old August 14th, 2004, 02:36 AM
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Default Re: Q&A Chat session with Aaron Hall. (On #se4)

I added line wraps at column 80 to my chat logs...
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  #92  
Old August 14th, 2004, 12:06 PM
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Default Re: Q&A Chat session with Aaron Hall. (On #se4)

I attended the second session and was very impressed with the level of detail going into the political/diplomatic aspects of the game. If you missed this session be sure to read the transcript to find out more! It's going to be really cool.
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  #93  
Old August 14th, 2004, 03:13 PM
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Default Re: Q&A Chat session with Aaron Hall. (On #se4)

Was reading both chat sessions... SO GREAT IMPROVEMENTS! SEV will be not SEIV plus! I want SEV right NOW!
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  #94  
Old August 14th, 2004, 05:16 PM
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Default Re: Q&A Chat session with Aaron Hall. (On #se4)

I wasn't able to attend the chat, but after reading log files a question came to my mind.

Is it possible to release the syntax of SEV's map files? Then somebody could make his own map editor.
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  #95  
Old August 14th, 2004, 11:50 PM
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Default Re: Q&A Chat session with Aaron Hall. (On #se4)

I was there, but I still have more questions

1. What kinds of new techniques can we have to texture our ship models that were not seen in Starfury? I'm talking about stuff like procedural shading (yeah! yeah! uv is SO hard to align right ), bump mapping, gloss mapping, transparency, etc.

2. You said we'll be able to completely customize our unit types so we could for instance make fighters that warp or ships that go in cargo... will we be able to do the same with stellar objects so we could make for instance colonizable stars (for plasma based races) or remote-mineable nebulas?
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