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Enterprise: Temporal Cold War
Report this Sep. 08 2008, 1:37 pm
Star Trek: Enterprise - Temporal Cold War
Media Release 21
A public newsletter in the middle of June and a Media Release teaser three weeks ago - besides the occasional chit-chat in the public sections of the forum these aforesaid media reports were the only sign of our activity since Media Update 20 had been released. Lots of things have happened during this period, good and bad alike; now we tell and show you our current milestones.
Ladies and Gentleman, the subspace signal entitled "Media Release 21" is hereby decoded!
Reg. number: UE-SF-4312-ETCW
Heaps of work have been done in all the major areas of development since the last Media Release. Our dedicated team members are unsparing in their efforts to move the modification out of its current internal alpha state and make it look like an actual, playable computer game. Hopefully, after you have read through this Media Release, you will be able to affirm that they are on the right track.
Now, let us show you the major improvements of the past four months...
Our modellers were diligent as usual and produced a great number of starships, character models and level props since the previous Media Update. Let's showcase the vessels first!
The first starship below might be familiar to those readers who receive our newsletter (or regularly visit our main website ). The vessel is the Kumari-class battle cruiser, probably the most widespread warship in service of the Andorian Imperial Guard.
The vessel has been modelled by Abs (who sadly can not help us out anymore) and textured by CaptainSource, as usual.
The second starship is also a warship; a Bird-of-Prey belonging to the Romulan Star Empire.
The model has been built by our talented and resident modeller, TripTucker, and has been textured by CaptainSource.
Since March, our modelling crew has been strenuously working on new character models to be able to populate our maps as soon as possible. The results of their work can be seen below.
The first picture shows a screenshot of our custom Enterprise-crewmembers. Of course we are planning to make more than just ten models, so expect more to come. All of them are FacePoser-ready actors, and as such, they are ready to be choreographed for specific parts in the mod; from crucial storyline characters to extras in the background to give the maps life. On hte second picture, you can see a picture which was already featured in our last newsletter (and on the main websites front page), the first screenshot of the Enterprise crew, who are already being set into choreographed scenes, in the maps, who have been superbly voiced by our talented voice acting crew.
The following two screenshots showcase four members of an organization that played a pivotal role during the Xindi-mission in 2154, and who became a permanent part of the NX-01 crew following the mission's successful completion. They are the M.A.C.O.s, the operatives of a special military contingent of the United Earth Military Forces. Even though their organization is not part of Starfleet, Starfleet Command accepted Captain Jonathan Archer's recommendation in 2155 and transferred a detachment of M.A.C.O. troops to every existing Starfleet vessel to serve as additional protection.
Usually, M.A.C.Os are deployed either when a precise surgical strike must be performed against enemy forces or when the escort of Starfleet personnel require additional protection on away missions. 2156 onwards, they became a constant participant of the aforesaid away missions and Starfleet assault squads.
On the left you can see the first commanding officer of the M.A.C.O. detachment stationed aboard Enterprise, Major Joss Hayes. On the right, a trio of M.A.C.O. troops can be seen.
Besides starships and character models, the team has also been busy in creating additional level prop to fill our existing levels with portable and (some) usable objects. A selection of these can be seen below.
First of all, engineering equipment. The first shot shows a corridor section on Deck-E which was under minor maintenance when the picture was made. It features an equipment case, various engineering tools and an enginner who cannot be seen as he is spending his coffee break in the Mess Hall.
On the second, you can see the injector housing of the Warp Core. As its name implies, its role is to house the injectors. The reason why the housing did not contain any injectors when the picture was made is unknown, but probably the engineers were in the middle of replacing them (or they have been stolen by Romulan spies - I mean the injectors, not the engineers).
The next pair of pictures showcases some additional decorative elements.
The first shows the clean and arranged desktop of Captain Jonathan Archer, while the second features a large pile of standard-issue Starfleet containers. No one knows what these containers actually contain, but they look really nice. And besides, they can create a nice labyrinth for hide-and-seek if they are embarked to the cargo bay without any logical arrangement.
All the abovementioned objects have been created by CaptainSource and TripTucker.
Our resident mappers, HerbieZ and LordHorusNL did their best to enhance all our existing maps and populate them with our custom NPCs. Hopefully, all of you will like the results. Let me show you some screenshots about all our current maps in the works.
1. The Bridge
2. Mess Hall
4. The transporter and minor repairs on a corridor
5. Jefferies Tubes on Deck-E
6. Dry Dock (pay attention to the improved lightning effects)
All the levels have been (and still being) mapped by HerbieZ and LordHorusNL.
Animations and voice acting
Cpangrace, our new and talented animator is busy in creating new custom animations for our NPCs while CaptainSource has started experimenting with FacePoser to be able to create the most important scripted sequences and scenes of the upcoming demo. Our crew of talented voice actors are also working very hard and record their lines every time when their schedule permit.
To demonstrate the talent of the animating and voice-acting crew, CaptainSource created the following featurette, starring our talented Croesus as Captain Archer.
Besides voice acting work, the video also demonstrates the fully-functional FacePoser-compatible 3D facial muscles of our custom NPCs in action. Enjoy!
If you don't want to download the video, but would rather watch it over the Internet, click here:
As you can see from the media above we are still working very hard on our modification. However, development takes a lot of time (almost all of our free time, to be more precise) and to make things worse, several crewmembers have left our team in the last couple of months creating thus a small core developer team - probably smaller than the one required to complete this project.
The departing crewmembers include Abs (modeller of the Andorian cruiser), ManaT, Rickenbacker (our two talented coders), Shadow (designer of the new HUD) and Stavaas (a member of our mapping crew). They were unfortunately unable to continue working on the mod for one reason or another. We thank them their dedication and all the hard work they have done. A very special thanks goes to ManaT, who (among others) wrote and implemented a fully functional Zero-G environment to our modification.
Currently, we are looking for several experienced developers in the areas of mapping and coding.
The would-be mappers who apply for the position must be able to produce quality maps that are optimized without leaks. Knowledge of how to create realistic lighting effects and single-player coding events within the map is a great advantage.
Just as I wrote above, we are also in need of experienced coders. The applicants must possess a deep and thorough knowledge of Source-coding.
Besides these, we are also looking for a person who is confident in the usage of the Source Particle System Tool. This tool would allow us to create all the custom effects required for our maps currently in production - from console explosions to sand- and snowstorms.
This help-wanted section above concludes our 21st Media Update.
Live long and prosper!
Report this Dec. 26 2008, 7:50 pm
Star Trek Enterprise: Temporal Cold War - Christmas Media Update
The development of the mod is going on slowly but steadily with most of the basic modelling and mapping tasks being done for the teaser demo currently in the works. At the moment, besides revamping some of the level props and character models, our dedicated modelling team is focusing on the remaining unfinished non-player characters. The mappers on the other hand are either optimizing the current versions of our beta maps or are busy planning the last remaining one that has not been produced yet. Thus, while there is only a handful of new content in these areas whose quality is worthy for a media release, our situation is fairly good in these areas of development.
On the other hand, there is much more to be done on the animating, voice acting and coding front. Cpangrace is very busy working on the weapon and character animations required for the teaser-demo, while the voice actors diligently keep recording their lines from the demo script.
Coding is however still the most problemful area of development. Even though one of our former coders (Graham alias Rickenbacker) has found time and returned to help us out a little in solving the awaiting programming tasks, we are still looking for additional assistance. So if you are an experienced coder who possesses a deep understanding of C++ and/or Source coding, and would like to help us out, do not hesitate to apply today in our Recruitment section!
In this media release, we have a couple of work-in-progress game elements, two wallpapers and a music compilation to show off. Let's start the media presentation with the WIP stuff!
The first picture on the left showcases some of the most recent texturing work of CaptainSource, featuring some custom ceremonial banners of the Star Trek universe: the Starfleet banner (decorating the walls of Starfleet Command in San Francisco), the Enterprise insignia (used during the decommissional ceremony of the NX-01 Enterprise) and the Starfleet Mission Control logo. These instances of textile-texturing (LOL) are planned to be used only in some minor cutscenes, still we hope that they will also help us in achieving a more diversified level environment than what our previously released level screenshots would suggest.
On the right, you can see a work-in-progress demo NPC: a Vulcan engineer who will have a much greater role in the upcoming demo than what its designation would suggest...
The NPC was designed by Flanker, and is currently produced by TripTucker.
Since our last Media Release, Flanker however has worked not only on character models but also on a couple of mod-related wallpapers to be used by our supporters for decorating their desktop.
The first of these features Starbase 3, one of the newest designs of Flanker, along with our Y-Type freighter, the Kurt-class support tug, the ECS Kobayashi Maru, and two Amarillo-class cruisers designed by Masao Okazaki. These cruisers are actually not part of the mod, but Mr. Okazaki gave permission to use them in the wallpaper - so who knows, maybe he will also let us use them in the mod too...
The wallpaper is available in 800x600, 1024x768, 1280x800, 1280x960 and 1440x900 resolutions.
The second picture however features one of the key events of the main mod: the discovery of the destroyed UES Zagreb and the derelict ECS Kobayashi Maru by the NX-01 Enterprise in 2156. Just like the previous image (not counting of course Mr. Okazaki's design), this wallpaper also features our actual ship models. However, this one is available only in 1440x900.
Finally, we also have something to present you from the audio department. Basstronix was busy to produce you a mix from the mod's current soundtrack, featuring both normal level background music and more dynamic combat tracks in a little-more-than two minutes long MP3 file. You can grab it here!
Three of our members (namely, Cpangrace, Croesus and Flanker) had the pleasure last weekend to participate in the HL2 webradio "Podcast 17" where they were roundly interviewed by the show's hosts, Phillip and William. You can check the interview out on the podcast's official website here. Kudos to the staff of Podcast17, we are very grateful for the invitation and wish them all the best!
An acknowledgement is however due not only for the aforesaid pair of radio hosts, but also to our community who tirelessly follow our project since its inception. We have received lots of encouragement, suggestions and constructive criticism from this community both in our forum and on the rest of the websites/portals/message boards where our news materials are frequently featured. We would like to thank you all the attention you have been giving us - hopefully, we can release a palpable evidence of our work soon enough to prove how important our community is for us.
In this spirit, we wish all our readers/members/supporters a very happy Christmas and a very successful New Year!
LightSpeed Design Studios PR Department Out.
This Media Release brought to you by LightSpeed Design Studios, in association with Yoyodyne Propulsion Systems and Irkutsk Semiconductor Ltd.
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