The release candidate for the gs public beta was released 2 days ago, so I'll have to guess that the public beta will be out next week.
Now our plan is this.. The following day after the public beta, we will release our own Intense X public beta. It will become available for download for all previous beta testers and everyone who have pre-ordered intense X for the last couple of months, and of course to any new customers as well. The beta version will be -pretty solid- but it will lack some functionality from the final version, so users will be advised to just play around with it and send me their feedback, instead of starting their real projects right away. Right now, here's what's currently lacking from our current stable version:
Launcher weapons (weapons like grenades, slingshots and rocket launchers. I custom ordered a new rocket launcher model for 400 bucks, which of course you'll get for free, but there's some imperfections in both the new model and my code. If this becomes to much of a burden, I will make launcher weapons a Silver edition feature and in return I will include in this version Silver's shotgun model. What would you prefer most for now, shotgun or rocket launcher?)
Documentation (Sorry folks, no time for finishing the docs yet. But not to worry, because most of the panels are pretty self-explainable and intuitive. However, I plan on recording myself while I build up a game from scratch and upload it, to help you ease in to Intense X. Final version WILL include documentation though..)
Bad Input Handling (Normally, if you enter a wrong value in a panel, you will be getting an error message immediately, instead of letting you run your game and get an error there. This is currently only 50% implemented. However, even if you do get a run-time error from within your game, usually it will not be one of acknex's cryptic error messages ("Crash in ix_npc()"), but a verbal Intense X message, like: ("Player weapon <uzi> does not exist!") etc..)
Minor bugs (I keep a list of all bugs or improvements that I want to work for each Intense X version, and I grade their importance like this: HIGH, MEDIUM, LOW, VERY LOW. For Copper, there's still about 40-50 LOW and VERY LOW bugs and improvements left, which i doubt you'll ever come across but I still want to fix them before the final version is out)
Now, hopefully, after Gamestudio releases their next real version (not the public beta, but the one that will replace a7.07 and will make it to the downloads section), we'll be ready to release ours too, but I can't really promise that. But now you know what's holding us up, and with the beta, you'll be able to see what we've been working on for the last 3-4 years..
Cheers,
Aris