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Lantern
(@lantern)
Illustrious Member Admin

Star Trek Online wordt gratis speelbaar

Perfect World heeft bekendgemaakt dat Star Trek Online nog voor het einde van 2011 free-to-play zal worden. Op welke wijze er geld aan het spel verdiend moet worden is nog niet bekend.

Perfect World kondigde aan dat Star Trek Online van een nieuw verdienmodel voorzien gaat worden tijdens een gesprek met investeerders, meldt IndustryGamers. De mmorpg verscheen in februari 2010 voor de pc. Uitgever Perfect World denkt dat er meer spelers aangetrokken kunnen worden en daardoor meer geld aan het spel verdiend kan worden door het spel free-to-play te maken.

Op welke wijze dat precies zal gebeuren is onbekend, daar werkt ontwikkelaar Cryptic Studios nog aan. Cryptic bood al de mogelijkheid om met microtransacties extra speelbare rassen te kopen. Ook is nog niet bekend wat de overgangsregeling voor bestaande abonnees is. Naast maandelijkse abonnementen verkocht Cryptic ook lifetime subscriptions voor de mmorpg.

Bron: tweakers.net

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Topic starter Posted : 02/09/2011 5:02 pm
Dashea
(@dashea)
Illustrious Member

Omdat TOR dan uitkomt en ze willen geen spelers kwijt zeker? πŸ˜€

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Posted : 02/09/2011 5:07 pm
Roebar
(@roebar)
Famed Member

Algemene tendens.

Er zijn maar een paar MMO's die het redden met abo. WOW, eve online en straks SWTOR.
De rest moet noodgedwongen een andere betaal systeem kiezen omdat ze gewoonweg te weinig abo's hebben om rond te kunnen komen.

DDO, Lotro, AoC, EQ2, Startrek Online, Fallen Earth noem ze allemaal maar op.
Blijkbaar zorgt een F2P systeem toch voor voldoende inkomsten.

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Posted : 02/09/2011 6:54 pm
Lantern
(@lantern)
Illustrious Member Admin

Cryptic gaat uit komen met een Mac client voor STO !
Cryptic Studios and Star Trek Online recently started an open beta for the enabled native Mac client for STO. We are proud to announce that the Mac client is now out of beta and LIVE! This new feature was the culmination of a lot of work from our core software team, in conjunction with our partners at Transgaming. The journey for converting STO, a game that was completely developed for PC architecture, to work with Mac was a long and interesting process.
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Cryptic has wanted to get a Mac client up and running since STO launched. We knew there was a market since people took it upon themselves to make their own version of a client that ran on Mac, and we knew that going forward we’d want to support Mac as a company. Once we were well past free to play and we realized we were in a position to actually make a proper conversion happen the team jumped at the opportunity. While we knew that we wanted to convert our game to run on Macs we lacked the Mac architecture expertise internally to actually completely convert the game on our own.
We began to look into third-party companies that assist with these sorts of updates and came across Transgaming who makes a windows β€œinterpreter” called Cider. It acts as a translator from Windows-specific functions to instructions that the Mac can understand, and they customize this for each game port. We decided to work together and we spent months collaborating on the conversion process. On the Cryptic side of things, we had to adjust some of our rendering code to work on the Mac as they use OpenGL and Cryptic utilizes DirectX. We compiled some shaders on the fly for both Windows and Mac and, if all goes correctly, it should be the same set of shaders for both.

We've tried to compile almost all the shaders we think we need on the builders, but with with the DirectX compiler as a fall back just in case. Though, we do end up hitting those fallback cases quite often. Right now, we always compile a small set of vertex shaders on the user's machines as well. Transgaming actually had to update some parts of their engine for our conversion to reduce some Windows systems dependencies. One of the nice parts of the Cider port is that we dropped the Internet Explorer dependency for our launcher. This was a major sticking point for WINE users on both Linux and Mac that made the game difficult to install. Now the game works pretty much "out of the box" on Linux under WINE. This phase was truly collaborative and both sides had to make changes and be flexible to get this critical side of the process finished.
In addition to game-side changes, we also had to create a brand new interface for Cryptic’s error handling and reporting software since those were dependent on Windows functionality. This task was something that is easily overlooked but becomes pretty necessary when crashes start rolling in with no dumps. Once that was complete we were finally able to get this delivered to our internal QA team. We stocked up on a few Macs with the spectrum of our recommended operating systems and they went to work. After a couple of months of internal testing we were able to get it up on our test shard. The response has been fantastic and we’re incredibly excited to make our game available to the Mac community.

MMORPG.com

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Topic starter Posted : 13/03/2014 12:57 pm
Abib
 Abib
(@abib)
Noble Member

Zou Cryptic nu zo verstandig worden om de volgende keer direct in OpenGL te ontwikkelen?

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Posted : 13/03/2014 8:37 pm