News update

Project management department

 * Switching to Trac for all departments

Programming department

 * Weekly programming department meetings: every Saturday, 6PM GMT
 * Map change fix by Saritor; now core developer = SVN access
 * Quest engine by new developer Vaporice; fixes by or1andov: http://wiki.parpg.net/index.php?title=Proposal:QuestEngine
 * Save and load functionality added by kaydeth

Writing department

 * Zenbitz revamped writing department starting page: http://wiki.parpg.net/Department:Writing
 * Drunkard dialog by zenbitz: 

Graphics department

 * Gaspard revamped graphics department starting page: http://wiki.parpg.net/Department:Graphics
 * Zimble documented the blender rendering setup at the wiki: http://wiki.parpg.net/Graphics:Workflow#Manually_creating_the_rendering_setup_for_your_preferred_3D_modelling_environment
 * Elaborate on the situation in the department
 * Gallery extended: now with screenshots: http://wiki.parpg.net/Gallery#Screenshots
 * New NPC portraits:
 * http://wiki.parpg.net/images/f/f8/Hatman.png
 * Farmer: http://wiki.parpg.net/images/3/3d/Farmer.png
 * A few more at the gallery

Detailed version
Title: Mirror mirror on the wall ...

... who has the fairest portrait of them all? Heya and welcome to yet another PARPG news update.

Let's start with a little disclaimer before we take a closer look at the events of the last two weeks. I've mentioned this in the past but as days since the last news update has been quite productive for us, there are more and more progress that I could actually cover in such a news update. The news updates would take far longer to write and would be very long-winded if I would actually cover all details. This said if you're interested in all the little details, there are various ways to stay up to date:  The Trac timeline Recent wiki changes List of new posts at the forums <a href="http://logs.parpg.net">IRC logs</a></li>

I'll try to avoid missing any major contributions but sometimes it simply happens, especially in busy weeks. If you want to see something specific featured in a news update, simply give me a gentle pointer by posting in the <a href="http://forums.parpg.net/index.php?topic=178">news update thread</a> at the forums.

Project management department With the project growing and growing over time and developer fluctation it gets harder and harder to coordinate the departments and to keep track of progress and tasks we still have to take care of. Our programming department copes pretty well with it though despite a whole bunch of developers who are involved and this is mostly due using the Trac software for coordination and progress tracking purposes.

While we were a bit worried about using Trac for all departments as it takes some time to figure it out, alternative workflows turned out to be more complicated and/or frustrating. So we've started to move more and more tasks to Trac tickets so we can keep track of who's working on what, which tasks have already been tackled and which ones we still have to take care of before we can tag a milestone as completed. We're aware that this will be a rather long process but this announcement is basically the first step to utilize Trac more and more as it's pretty much impossible to handle such a complex project otherwhise. If you're interested in the details that lead to this conclusion, check out the <a href="http://forums.parpg.net/index.php?topic=514">discussion</a> at the forums.

Programming department The programmers have agreed upon establising a short weekly meeting to discuss who currently works on what and to clear up any questions and problems that came up in the process. The meetings take place every Saturday, 6PM GMT at the <a href="http://wiki.parpg.net/IRC">IRC channel</a> of the project. If you're interested in the results of first two weekly meetings recently held, check out the <a href="http://wiki.parpg.net/Meetings">meetings section</a> at the wiki.

Our programming staff was able to implement a couple of new features and fix over the course of the last two weeks. Saritor, who has been around for quite some time, submitted a larger map change fix so you can finally moving to other maps and back again without crashing PARPG. As the other devs were quite pleased with Saritor's contributions, he's now a core developer on the team. Which is basically just a fancy term for a developer who has earned the special trust of the others and therefore gains write access to the SVN repository. Congrats and we're looking forward to tackling this project together :-)

New Python developer on the team Vaporice has started to flesh out a <a href="http://wiki.parpg.net/index.php?title=Proposal:QuestEngine">proposal how the quest engine could work</a> in PARPG. The submitted code can be now found in SVN after it had been reviewed. And there are more good news to cover: Kaydeth recently fixed save and load functionality so you can finally save the game as well as load it.

Writing department
 * Zenbitz revamped writing department starting page: http://wiki.parpg.net/Department:Writing
 * Drunkard dialog by zenbitz: <a href="http://wiki.parpg.net/images/4/4e/Drunkard_dialog.png"><img src="http://wiki.parpg.net/images/thumb/4/4e/Drunkard_dialog.png/500px-Drunkard_dialog.png" alt="Drunkard dialog" /></a>

Graphics department
 * Gaspard revamped graphics department starting page: http://wiki.parpg.net/Department:Graphics
 * Zimble documented the blender rendering setup at the wiki: http://wiki.parpg.net/Graphics:Workflow#Manually_creating_the_rendering_setup_for_your_preferred_3D_modelling_environment
 * Elaborate on the situation in the department
 * Gallery extended: now with screenshots: http://wiki.parpg.net/Gallery#Screenshots
 * New NPC portraits:
 * http://wiki.parpg.net/images/f/f8/Hatman.png
 * Farmer: http://wiki.parpg.net/images/3/3d/Farmer.png
 * A few more at the gallery

That's all for today. Next news update scheduled for Monday, 16nd of November. See you then :-)

HTML English
Heya and welcome to yet another PARPG news update. Two weeks have passed since the last regular one and I have to say that they were rather eventful for the development team. Let's jump into the news update right away.

Our first press release has been a success and the project got featured in the news section of old school Fallout fansite <a href="http://www.nma-fallout.com/">NMA</a>.

Our programmers finally managed to customize the FIFE map editor for our purposes and a first <a href="http://wiki.parpg.net/Map_editor_tutorial">map editor tutorial</a> is in the making. Zenbitz and shevegen stepped up in the meanwhile and have started to flesh out the quests that are planned for our first <a href="http://wiki.parpg.net/Draft:Techdemo_Quests">techdemo release</a>.

A fellow Russian Flash programmer created a <a href="http://lab.dragonnoid.ru/flash/isometry/">web application</a> to test Sirren's rendered characters and Fallout modding veteran Continuum modeled a <a href="http://wiki.parpg.net/images/3/3b/JUNKHOUSE.png">junkhouse</a> residing on a fundament of barrels. In the meanwhile Sirren created his first building for the upcoming techdemo as well: <a href="http://wiki.parpg.net/images/e/e2/GUARD_TOWER.png">a guard tower</a>.

Read the full news update at the <a href="http://blog.parpg.net">PARPG development blog</a>.

That's all for today. Next news update scheduled for Monday, 2nd of November. See you then :-)

And here's your visual teaser for today's update. A quite nice looking guard character portrait created by concept artist JustinOperable:

<a href="http://wiki.parpg.net/images/4/4d/Guard-1.png"><img src="http://wiki.parpg.net/images/thumb/4/4d/Guard-1.png/500px-Guard-1.png" alt="Female guard portrait by JustinOperable" /></a>

BBcode English
Heya and welcome to yet another PARPG news update. Two weeks have passed since the last regular one and I have to say that they were rather eventful for the development team. Let's jump into the news update right away.

Our first press release has been a success and the project got featured in the news section of old school Fallout fansite [url=http://www.nma-fallout.com/]NMA[/url].

Our programmers finally managed to customize the FIFE map editor for our purposes and a first [url=http://wiki.parpg.net/Map_editor_tutorial]map editor tutorial[/url] is in the making. Zenbitz and shevegen stepped up in the meanwhile and have started to flesh out the quests that are planned for our first [url=http://wiki.parpg.net/Draft:Techdemo_Quests]techdemo release[/url].

A fellow Russian Flash programmer created a [url=http://lab.dragonnoid.ru/flash/isometry/]web application[/url] to test Sirren's rendered characters and Fallout modding veteran Continuum modeled a [url=http://wiki.parpg.net/images/3/3b/JUNKHOUSE.png]junkhouse[/url] residing on a fundament of barrels. In the meanwhile Sirren created his first building for the upcoming techdemo as well: [url=http://wiki.parpg.net/images/e/e2/GUARD_TOWER.png]a guard tower[/url].

Read the full news update at the [url=http://blog.parpg.net]PARPG development blog[/url].

That's all for today. Next news update scheduled for Monday, 2nd of November. See you then :-)

And here's your visual teaser for today's update. A quite nice looking guard character portrait created by concept artist JustinOperable:

[url=http://wiki.parpg.net/images/4/4d/Guard-1.png][img]http://wiki.parpg.net/images/thumb/4/4d/Guard-1.png/500px-Guard-1.png[/img][/url]

BBcode German
Moin und herzlich Willkommen zu einem weiteren PARPG News Update. Zwei Wochen sind seit dem letzten Update vergangen und ich muss sagen, dass dies schon ganz ereignisreiche 14 Tage für uns waren. Deshalb direkt zu den Neuigkeiten.

Wir hatten vor kurzem unseren ersten Press Release veröffentlicht und PARPG wurde daraufhin in der Newsrubrik der bekannten Fallout Fansite [url=http://www.nma-fallout.com/]NMA[/url] vorgestellt.

Unsere Programmierer haben es geschafft den FIFE Map Editor so anzupassen, dass er jetzt auch mit PARPG Maps umgehen kann. Folgerichtig musste jetzt auch ein [url=http://wiki.parpg.net/Map_editor_tutorial]Map Editor Tutorial[/url] her, an welchem zur Zeit arbeiten. Zenbitz und shevegen haben in der Zwischenzeit den ersten Schritt gewagt und sich an die Ausarbeitung der [url=http://wiki.parpg.net/Draft:Techdemo_Quests]Techdemo Quests[/url] gemacht.

Ein Flash Programmierer aus Russland fühlte sich durch Sirrens Charakteranimationen inspiriert und hat daraufhin eine [url=http://lab.dragonnoid.ru/flash/isometry/]Webapplikation[/url] erstellt um diese online bestaunen zu können. Fallout Modding Veteran Continuum hat eine [url=http://wiki.parpg.net/images/3/3b/JUNKHOUSE.png]Bruchbude[/url] erstellt, welche aus einem Fundament aus Tonnen steht. Davon angespornt hat Sirren das erste Gebäude für die Techdemo fertiggestellt: ein ehemaliges Wohnhaus, welches zum [url=http://wiki.parpg.net/images/e/e2/GUARD_TOWER.png]Wachturm[/url] umfunktioniert wurde.

Das war's für heute. Das nächste Update gibt es (voraussichtlich) am Montag, dem 2. November.

Und hier ist der heutige Teaser: eine von Concept Artist JustinOperable erstellte Zeichnung. Gezeigt wird eine weibliche Wache; das Portrait wird aller Voraussicht nach für das Dialoginterface verwendet werden:

[url=http://wiki.parpg.net/images/4/4d/Guard-1.png][img]http://wiki.parpg.net/images/thumb/4/4d/Guard-1.png/500px-Guard-1.png[/img][/url]