Showing posts with label Star Trek. Show all posts
Showing posts with label Star Trek. Show all posts

Thursday, 13 October 2016

Destination Star Trek™ Europe

What a weekend! If you were at the much anticipated Destination Star Trek™ Europe at the NEC, Birmingham, you may have noticed some huge LCARS panels around the convention centre. That was us! We had 2 days to come up with some customised LCARS animations and countdown clocks to run before some seriously big Star Trek™ names hit the stage. The animations were to run on two fifteen metre LED screens, the best LED screens we've ever seen. It was a rush from arrival to departure.

We used six custom builds of LCARS 47 version 6.5, three on each screen. Thankfully, the convention crew brought two beefy i7s loaded with nVidia 1080s to run it. We were very happy with the result.

The guests were absolutely amazing to watch. We got to see the much anticipated Shatner's World, which was very funny and moving throughout.

Would we do it again? Absolutely. It was a great event and we loved providing the graphics throughout. We'd like to thank Showmasters for their invitation to Destination Star Trek™ Europe. We had a great time!

Stay awesome, guys!

Wednesday, 11 February 2015

Master Systems Display and Unique Starship Abilities

Here she is. The Galaxy class starship. This took an entire month of work. It's loaded with animation and interaction. We're also confirming that this is the finalized user interface for the Master Systems Display Engineering module. This module will probably become the centre point of your LCARS 47 experience because with the rollout of 6.5, this screen will update to reflect the current shipboard situation. 

What does all that mean? Well, you probably already know that 6.5 will support multiple monitors and even have networking features. Thanks to our new event management mechanic, Eventus, LCARS 47 will now communicate with all other instances of LCARS 47, even those running on separate networked computers. For you, this means that if you eject the warp core, the MSD will update, to show that the warp core is not present, the nacelles will show a powered down state, and all systems reliant on the warp core will go offline. The core eject feature is standard across all the ships we'll be including in Drydock, but some ships will have unique abilities. Here's a class specific list of the most prominent unique ability (these aren't the only unique abilities each class will, have, just the ones we're confirming now).

The Sovereign
Those of you with Sovereigns will have the ability to detach the main deflector which will mean that shield systems lose a bit of stability, you won't be able to go to warp, and certainly not be able to navigate an asteroid field.

The Intrepid
If the Intrepid is more your thing, then you can play with the nacelles. They move and unless they're in the upright and locked position, you ain't going anywhere at warp speed. 

The Galaxy
The Galaxy has of course a wonderfully dramatic ability to separate the saucer section completely. You guys don't need details as to what happens during separation, so I'll skip the info for this one.

The Nova
Being a small ship appearing as featured ship in only two feature length episodes, deciding what unique features the Nova has was tough. We're still thinking of things to add, so, ideas on a post card, people.

The Prometheus
MVAM, MVAM, MVAM... MVAM. Plus a megatonne of other tactical systems, not limited to a sassy EMH.

That's it for now. Stay tuned for more updates, and don't forget to share the news. Peace!

Sunday, 29 July 2012

Anticuus Update

With the 6.2 service pack being postponed for a month after the original release date, I've found a little surplus time which I've spent on LCARS Anticuus.

The first module is almost complete now. It's one of my favorites; the Subspace Scan Analysis. The inspiration for this one is taken from Star Trek: Generations, on the bridge of the USS Enterprise B. the actual subspace animation is a recolored reuse of the one in LCARS Vexillum.

The red alert visual has followed the alert color scheme from Generations as well, with a light blue accent. I won't include a blue alert visual, since it wasn't really needed (or used) on the older starships.

As always, any suggestions are more than welcome.

Friday, 20 July 2012

Project Anticuus

We're proud to announce the next application in the LCARS 47 series—LCARS Anticuus.

Originally intended as a small hidden animation in Prolixus, and referred to as 'Excelsior', it was misplaced and left out of Prolixus all together. Now, all the progect files have been rediscovered and instead of going in the original direction of a simple animation, we've decided to go the whole 8.2296 meters.

We figured that this app will not only bridge the gap between the LCARS 47 Project and fans of the older series and TOS era movies, but will prove useful for fans in the current era, who might come across an old Federation ship in whichever fan film they're working on.

"A profundis Historæ, inla volat iterum." — Project Anticuus motto 

It means "From the depths of history, she flies again." In the continuing traditions of LCARS 47, we went with a Latin name, Anticuus, which means 'classic'.

Thursday, 1 March 2012

The Battle for Delor Prime (Star Trek: Armada II)

As some of you guys know, during the latter parts of developing LCARS 47 the Dev Team got pretty caught up playing Star Trek: Armada II when the work permitted. Obviously, I was undefeated every time (even when they all teamed up against me). Anyways, we thought we'd release the map I made. The catch is, it's lodged in a file inside LCARS Prolixus. Happy hunting!

Thursday, 23 February 2012

T-Minus One Week

LCARS Vexillum (Codename: Version 5.4) • Confirmed
VoiceCommand • Champaign Custom Name and Registry • Drydock Starship Class Plugins (8 complete classes on launch night) • Touchscreen Compliant • Revamped Animations • New Sounds

LCARS Prolixus (Codename: Version 6) • Confirmed
VoiceCommand • Champaign Custom Name and Registry • Drydock Starship Class Plugins • Completely Customizable Personnel Files • Ongoing Federation Databanks (with future updates) Touchscreen Compliant • Brand New Animations • New Sounds 

Both versions, one launcher, one Captain... You.

Saturday, 21 January 2012

Relics from the Archive • LCARS Media Player Skin Found

I found some old LCARS files while searching through my old archives. I thought I'd share them with you guys. They were made in 2008 and originally intended to be released with the long-ago-canned LCARS 47 version 2.0. Unfortunately, I think these are the only remaining LCARS files.

Download: RAR Archive (broken link removed)

Saturday, 14 January 2012

Competition Time - Planet Naming

As the release of Version 6 draws near, I've decided to open up three planets' name slots to you guys. If you fancy naming any of the three planets in the screen above, leave a comment below. Winners will be announced on the release of LCARS 47 v6.0. Feel free to put forward as many names as you wish.

Waveform Analysis

A screen inspired from the Star Trek: Elite Force II game, I've always been a fan of the little tricorder waveform puzzles. It's only an animation, but I thought I'd try to capture the essence of the game.

Although I've been pretty strict with regards to canon, I have found games like Star Trek: Voyager: Elite Force and Star Trek: Elite Force II invaluable as they provide a practical 'in universe' method of research for the LCARS 47 project. 

If you're a fan of the Elite Force series, there are more than a few references to the game, as well as a few secrets and in-jokes for you to find. If you haven't yet played the game, I recommend you do.

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.

Sunday, 25 December 2011

Custom Personnel Files

We decided that incorporating a database of customizable personnel files would be a great idea. It will provide about 12 places for you to import your own custom profile pictures and add text. The image (removed by request) is an outline of the possible layout.

I'll add a bit more formatting to the text to make it fit better with the user interface, but all in all, you guys are getting customizable crew files.

Saturday, 24 December 2011

Deflector Shield (with changeable ship class MSD)

As you know, I've been working on support for custom ship class plugins. That's going so well, it's opening doors (or airlocks) for better animations. This is the latest product of the feature; deflector shield status readout.

Of course, I've added red and blue alert display functions, so when you hit the alert button, the shield display will reflect the new status. The layout itself is based on the shot from Star Trek: Nemesis, with obvious artistic license (pictured: Sovereign Class Starship).

When version 6 is released, all ship classes will have this function, and if there is no ship class MSD plugin installed, you'll see an error message.

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

LCARS Early Release • Archived: Nov 20, 2011

I spent all Sunday night finalizing a few things, now it's ready. I was wondering whether to release on Friday as planned, or now (since I've postponed 2 release dates already). You may have already guessed that I went for the latter. It's not the end of version 5, there will be a few updates to come, mainly the voice support and touch screen versions.

Have fun and enjoy.

DL: [link] (EXE - 9.31 MB)

And with that, work on version 6 (widescreen) can begin... Keep an eye out for info.

Just a quick note, if you have any difficulties, leave a comment here, or use the contact page on theBluPrint.