Sub-ether News
August

23/08/98 Earth Standard Time

    Site Revamp!

    Yes, I've finally got around to updating the site again. And this time I've spent several hours revamping the site - If I've done it correctly you shouldn't notice any difference! Lambda Sector's filestructure until now has been non-existant, just a mess of confusing files in the root. But now I've added a little hierarchy, this will make it a lot easier for me to update the site - so I have no excuses from now on.

    CU Anon :(

    Alas, this month heralds the end of the long-time Amiga publication CU-Amiga. This tome entered the Amiga market when I first got my computer, so It's like saying goodbye to an old friend.

    The Lambda Space Fleet will fire a 21 proton gun salute in farewell to the Command Crew of this fine publication.

    Of course if everyone goes out and buys 10 copies then the mag might just climb above EMAP's profit margin and be saved! The last Star-Freighter will deliver the October Issue in a couple of weeks time, and then on to the space docks to be de-commissioned. This site may very well appear in the last CUCD, alas the demise was altogether too sudden to allow time for an exclusive demo release.

    Farewell

    Lambda 0.24.x

    On a brighter note, Lambda development is exceeding Light Speed. The latest version implements several rather nice new features:

  • Custom Sound - Due to unnacceptable overheads created by AHI mixing routines, we've decided to implement custom sound. The custom sound routines allow 128 channels of sounds effects, Stereo Panning, Distance Fading and Doppler Shift. All those lucky Sound Card owners can enjoy 16-bit effects, using AHI drivers for Playback only.
  • Hyperdrives! - finally implemented, the usually workaround for allow fighters to fly from one system to another in a stupidly short amount of time. Check out the screenshots of the Warp Tunnel.
  • LambdaC - I'm sure by now everyone is familiar with the principles of Quake C, an internal language allowing the complete customisation of the Quake Engine. Well, Lambda now has it's own bytecode scripting language. It's not intended to allow Total Conversions, although these are theorectically possible (at the moment). But it will allow the complete customisation of Lambda missions. This allows us to easily experiment with mission designs, but it also allow you, the user to create their own. It may well be that we include the ability to customise ships designs at a later date, although its important to note that this would require a lot of 3D modelling experience on the part of the user.
  • The game engine has once again been re-coded, the game is now based on square- pixel resolutions (320x240 instead of 320x200) - the speed loss by having slightly higher resolutions is countered by the increased maths efficiency of having square pixels. If Lambda is ever ported for other Processors or Graphics Systems then higher resolutions are easily implemented - but don't expect anything better than low-res from 68K.
  • All this and more!

    Congratulations!

    Many a hearty congrats go to my friend Mark who just got married to Sheryla few days ago at the tender ages of 23 (the fools :). 2 Weddings and a Funeral to go...

    Hyper-Galactic Links

    Finally bringing this long dormant system on-line. Within you'll find links to the inspiration, the competition and other related sites of Lambda.


    Thats all for now...


    Browse previous months galactic news:

    • May - The month of the WoA '98 show
    • April - First month online!

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