Spiritus Astrum [P0-B12]: p1517: Towards Early Access
I have completed another full round of testing! I uncovered quite a few minor bugs this time, but nothing serious. I have also made a note of several improvements that need to be made. I am definitely making progress, but there is still a lot of work to do, especially with regards to artwork, etc. […]
Spiritus Astrum [P0-B12]: p1516: Towards Early Access
I have created some more artwork for the third campaign. It is, at the moment, mostly placeholder art, but I am working on improving the texturing for large objects. I believe that I am making progress here. I have added “detail textures” to my artwork in unity, which has helped, and I have created more […]
SillyTavern Extension: Email Checker
I have completed the first release of my SillyTaven Extension. The purpose of the extension is simply to connect to a users email inbox and retrieve the most recent number of emails specified by the user. I am not hugely experienced in nodeJS/javascript, or with SillyTavern extensions, so the code might be a little rough, […]
Spiritus Astrum [P0-B12]: p1515: Towards Early Access
I have been experimenting with repeating textures for large art objects this week. Repeating textures work very well for large objects, and they avoid the problem of low texture resolution. The problem is that I cannot use them to add any specific detail work. I intend to experiment further with texturing techniques to try to […]
Spiritus Astrum [P0-B12]: p1514: Towards Early Access
Most of the basic modelling for the capital ship in the third campaign is done. I have also done a test export, and after fixing some minor issues, this worked very well too. It should be relatively easy to integrate the modified artwork with the existing dummy art. The problem is the texturing. I have […]
Spiritus Astrum [P0-B12]: p1513: Towards Early Access
I have created some simple textures for the new vehicles and weapons that I have introduced for the new campaign. I have also integrated these into unity and tested the new weapon models. There were some minor bugs that needed to be fixed, but nothing major. There is a decent selection of different weapon types […]
Spiritus Astrum [P0-B11]: p1512: Towards Early Access
I have finished all of the dialog for the next phase of the project. I may have some more smaller dialog sections to add later, but it is mostly done. I have also spent some time writing a script to automatically create dialog graphs from properly formatted text files. This has been a huge time […]
Spiritus Astrum [P0-B11]: p1511: Towards Early Access
I ran into a complex bug while working on the testing for the second campaign. After some extensive debugging, I was able to apply a solution, but I don’t know if this solution will work in all cases. I have some more testing to do to verify this. The bug is related to the floating […]
