Showing posts with label Development. Show all posts
Showing posts with label Development. Show all posts

Sunday, 25 March 2012

Vexillum SP 5 and Prolixus SP 1.1 update

We're gonna be rolling out a service pack update for Vexillum and a supplementary update for Prolixus.

Vexillum • Service Pack 5 (v5.5.0.0)
A few minor bugfixes and a complete font sizing rework. The System Access menu will be completely reworked to almost match the "Primary System Directory" in Prolixus. VoiceCommand will be completed. A few new animations will also be added.


Prolixus • Update (v6.1.1.0)
Prolixus will benefit from a few minor changes, mostly alignment related. The "Mission Ops" bug will be fixed and a whole new "Mission Ops" module added. The Federation Database will be reworked completely to allow easier and more frequent database module plugins to be added (although, you should not notice the change). The long awaited "Excelsior Files" will also be added among other missing Easter eggs.

Monday, 12 March 2012

Dispersal Pattern: Sierra

A long, long time ago, I made a joke about having the ability to fire weapons in LCARS 47. It was meant as nothing more than a simple ponder to keep one's self amused. Well, some users have been asking me why there is no weapons system in LCARS. 

Simply put, it would look out of place. But now, I've decided to invest some time in it (with extensive help from LCARS Developer, I might add). It's all starting to come together—albeit a little sparse at the minute.

Update: Monday March 12 - 15:34
The weapon system is nearing completion. You'll need to select the weapon type before you can fire anything. I've also added a "diagnostic mode", which doesn't really do anything other than make the weapon select buttons flash red.


Thursday, 1 March 2012

Drydock Delays

Hi guys. Sorry to announce a slight delay with the Drydock Plugins. Rest assured that the Sovereign Class MSDs will be released tomorrow, shortly followed by the Intrepid Class, Galaxy Class and so on.

As always, feel free to leave a comment below. In the mean time, peace, love, and prosper.

Tuesday, 7 February 2012

Final Artwork Confirmed • LCARS 47 (codename) Version 6

Many variations of the LCARS 47 "Combadge" have emerged throughout the development—some of which, rather promising. It was eventually decided that the solid curve design, which was previously used as a graphic in an old hull decal would be the one to represent the project. Since the final release of LCARS codenamed version 6 (also version VI and 47.6) began, the task of designing the icons, logos, and motifs began. I never thought that a Starfleet-esque mission patch like the iconic ones Mike Okuda so wonderfully created would really be needed, until Michael Wilde (beta) suggested it. "It is a development project, after all," he said. Now, it's been decided that it will also front the whole design theme.

Saturday, 28 January 2012

Voice Command - Confirmed

Long ago, there was a promised voice interface functionality; now, it's confirmed to be incorporated into both versions 5 and 6. Early tests are rather promising, even in the most unforgiving noisy environments. It is however, advisable to have a decent microphone. There's still a few minor glitches that need ironing out, but aside from that, everything is now ahead of schedule.

The fun part is standing up from your office chair, and shouting "Red Alert".

Now, onto the more technical side of things. The voice recognition is powered by Game Commander 2. It's simply the best engine for this type of human interface. Microsoft's APIs don't offer the simplicity of programmability that Game Commander 2 does nor does it match its accuracy. Using Game Commander 2 also takes a huge weight off total development time allocated to LCARS 47, since time that would have been spent tinkering with API code can go into ensuring quality graphics and a canon-fitting LCARS GUI.

Game Commander 2 - Download (no longer used)

Update: September 15 2014
We no longer support Game Commander (or any other voice control software) as we now bundle our own in-house software with the latest version of LCARS 47.

Wednesday, 25 January 2012

Federation Database Scan Animation Complete

The Federation Database animation is finally complete. I spent more time on this as I would have liked to, since each screen will only be displayed for 0.2 seconds (unless you hit the "hold" button). This animation represents the starting point of the user customizable database system.

There will be an update to the StartApp where you can launch the personnel database directory. There you can add your own crew, et cetera.

The database title also states the custom ship name which you can edit in the StartApp.

Sunday, 22 January 2012

Security/CCTV Feature Complete

You may remember my previous post about a security monitor that could serve as a CCTV monitor. It's now complete, and working without any problems. I also decided to add the 'frame' from the holocamera from Star Trek: Voyager - "In the Flesh" since I thought it added a further LCARS charm to the screen - you know, moving arrows, scrolling numbers. 

Hopefully, this will provide a really useful feature for those of you with with a webcam on your front door. I'll probably further develop this area, since the usefulness potential is worth investing in.

Database Module

I've always loved those rapid database screens throughout the years of Star Trek like the monitor on Seven of Nine's alcove in Star Trek: Voyager - "The Voyager Conspiracy". Here's an early Flash preview enjoy.

SWF component removed. Reason 404.

Friday, 6 January 2012

Loads of New Animations

I thought I'd update you all with regards to some of the new animations, but to even attempt to bring order to the chaos made my head hurt. So I did the next best thing, and decided to let you make sense of it.

Tuesday, 27 December 2011

Upgraded StartApp

The old StartApp simply doesn't handle the requirements of LCARS 47 anymore. To display all the relevant data and still reserve space for future expansion, more space was needed.

There's now better support for the custom name and registry fields under "Starship Configuration", with an option to load the config files into your favorite plain text editor.

An "Ambience Configuration" panel has also been added so you can select from a number of ambient sounds to play to make your experience all the more realistic.

Saturday, 24 December 2011

LCARS VI Update • Archived: Nov 28, 2011

LCARS 6 is going pretty well, but there is one tiny problem... Unless you bought your computer from NASA, it's a bit laggy. This is because (and I'm heavily criticized for it) I always set the frame rate to 60 frames per second. There's just something about anything below 60FPS that I don't like - I can see the frames. 30 is just not good enough. I believe that Mike Okuda used 15 FPS in Voyager, but the focus was never really on any monitor; in LCARS 47, it is.

Let's hope computer standards increase tenfold, because this one is gonna be a hog of an app. At least 512MB of dedicated VRAM.

Anyways, I just thought I'd mention something about LCARS, and share some of the latest screenshots with you.

Album: [link] (removed broken link)

Peace, love and prosper,
Eleanor <3