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07-05-2009, 03:19 PM
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#51
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Safety not guaranteed.
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Join Date: Mar 2008
Posts: 1,380
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Quote:
Originally Posted by Robertson
Nemesis LCARS FTL.
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It's what he wants.
Anyway could I have a list of some sort of all the panels you need or something?
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07-05-2009, 04:01 PM
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#52
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Member
Gamer
Join Date: May 2009
Location: Germany BY
Posts: 26
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sure i will send you it via pm
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07-05-2009, 05:40 PM
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#53
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X-40253
Hardcore Gamer
Join Date: Mar 2008
Location: UK
Posts: 954
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Quote:
Originally Posted by Robertson
Nemesis LCARS FTL.
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Pointless criticism of extremely well made textures FTL.
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07-05-2009, 05:48 PM
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#54
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Member
L33T Gamer
Join Date: Feb 2009
Location: Sunny Scotland
Posts: 352
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It is however a shame they still bare a striking resembelance to another image I've made before.
Oh and say what you will about LCARS, but just because star trek guys came up with the idea of a nova class doesn't mean they have the rights to the Solaris. Likewise, just because Mike Okuda came up with the idea of LCARS doesn't mean he owns the LCARS made by fans.
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- Ryan -

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07-05-2009, 06:12 PM
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#55
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Member
L33T Gamer
Join Date: Sep 2007
Posts: 301
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Gotta say here Lee, you original concept ( http://omploader.org/iMW9ieQ) is basically a cut down version of the bottom panel here: http://i41.photobucket.com/albums/e2...am537/full.jpg (- Made by Ryan)
Who am i kidding, every segments identical down to the size of the buttons, now the recent panel seems like a 'blockier' horizontally inverted version, with the left side stretched out a bit.
No offense, but LCARS have managed to vary throughout all the TV shows and movies (when on different ships). Yours just look like a nemesis version of Solaris.
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The above signature is a testament to the days when roleplaying was actually alive.
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07-05-2009, 06:35 PM
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#56
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Safety not guaranteed.
PWNAGE Gamer!
Join Date: Mar 2008
Posts: 1,380
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oh wow(10char)
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07-06-2009, 08:19 AM
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#57
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Member
L33T Gamer
Join Date: Nov 2004
Posts: 489
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I see similarities but there are some obvious differences in the button layout. The 48-28 column is slightly noticeable in this regard(since it is the area that is probably seen to be similar).
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07-06-2009, 10:59 AM
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#58
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X-40253
Hardcore Gamer
Join Date: Mar 2008
Location: UK
Posts: 954
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Quote:
Originally Posted by Ryan
Oh and say what you will about LCARS, but just because star trek guys came up with the idea of a nova class doesn't mean they have the rights to the Solaris. Likewise, just because Mike Okuda came up with the idea of LCARS doesn't mean he owns the LCARS made by fans.
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O.o Where did that come from?
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07-06-2009, 12:27 PM
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#59
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Member
L33T Gamer
Join Date: Jun 2006
Posts: 466
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Quote:
Originally Posted by Robertson
Gotta say here Lee, you original concept ( http://omploader.org/iMW9ieQ) is basically a cut down version of the bottom panel here: http://i41.photobucket.com/albums/e2...am537/full.jpg (- Made by Ryan)
Who am i kidding, every segments identical down to the size of the buttons, now the recent panel seems like a 'blockier' horizontally inverted version, with the left side stretched out a bit.
No offense, but LCARS have managed to vary throughout all the TV shows and movies (when on different ships). Yours just look like a nemesis version of Solaris.
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And Ryan's LCARS looks like a VOY color palette version of a ****load of other fanmade LCARS I've seen on the net. If both Ryan and Lee were exact in their recreations of this particular GUI, then of course they're going to look alike.
What's your freakin point?
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07-06-2009, 12:33 PM
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#60
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Member
Hardcore Gamer
Join Date: Oct 2007
Posts: 574
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Its just LCARS.
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07-06-2009, 01:27 PM
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#61
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Member
Gamer
Join Date: May 2009
Location: Germany BY
Posts: 26
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ok enough discused about the lcars here xD
now it would be nice if you come back to the real topic of this thread
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07-06-2009, 02:31 PM
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#62
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Safety not guaranteed.
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I think that if someone wishes to discuss the comparative relations of LCARS assemblies over a certain period of time and their humanitarian rights that should be observed they should make a thread about it. However, I probably won't discuss it because I find LCARS assemblies boring.
Anyway, I know what the secret alert is. It's not too imaginative, though.
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07-06-2009, 02:40 PM
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#63
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Member
L33T Gamer
Join Date: Feb 2009
Location: Sunny Scotland
Posts: 352
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All that I'm going to say is that I want to talk to Lee on msn. If you don't have my address it's probably in my profile, if not PM me.
Otherwise, good luck with the map Chris. The screenshots that were up before (but are now gone, is that still right?) looked really good  .
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- Ryan -

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07-07-2009, 05:49 AM
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#64
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Member
Gamer
Join Date: May 2009
Location: Germany BY
Posts: 26
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the screenshots are still available but while we have reinstalled our rootserver the domainsettings are gone.
im still working on it but i must first find the backup files ^^
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02-06-2010, 09:29 AM
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#65
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Member
Gamer
Join Date: May 2009
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Posts: 26
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so we now have a fixed release date.
on sunday, 28. february 2010 station iowa will be released.
important information:
station iowa is incompatible with Vanilla EF and IoEF engine. Because limits of these engines are to low.
station iowa is only playable with the new rpgxEF engine.
Iowa will come with the most recent implemented features of this engine and so you can see what the new rpgxEF engine is capabel of.
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02-06-2010, 02:35 PM
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#66
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Member
Gamer
Join Date: Jul 2009
Posts: 16
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Oh nice  .
:-*
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02-06-2010, 07:29 PM
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#67
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Captain, USS Voyager
L33T Gamer
Join Date: Jun 2006
Location: USS Voyager
Posts: 282
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Good work on the map, however, you do realise that RPGXEF engine is only in the alpha stages? Making the map compatible with only this engine might be detrimental to the success of your map.
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"Captains Perogative is just a fancy term for excuses, Captain's aren't always right!" Callum
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02-07-2010, 01:15 AM
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#68
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Safety not guaranteed.
PWNAGE Gamer!
Join Date: Mar 2008
Posts: 1,380
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Wasn't I supposed to make LCARS for this?
Oh yeah.
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02-07-2010, 01:26 PM
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#69
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Member
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Join Date: Jun 2007
Location: Germany/Berlin
Posts: 244
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Quote:
Originally Posted by AdKathrynJaneway
Good work on the map, however, you do realise that RPGXEF engine is only in the alpha stages? Making the map compatible with only this engine might be detrimental to the success of your map.
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rpgxEF is the best engine which was ever made for EF.
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02-07-2010, 02:17 PM
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#70
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Safety not guaranteed.
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Join Date: Mar 2008
Posts: 1,380
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It's not that hard to install rpgxEF anyway. If people experience some sort of problem I'm sure GSIO would be able to look at it.
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02-25-2010, 09:40 AM
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#71
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Member
Gamer
Join Date: May 2009
Location: Germany BY
Posts: 26
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i have some new informations about station iowa.
the major bugfixes are done and station iowa is in the latest beta-stage.
the planned featueres are all implemented and after the last beta-test this map will be released.
but most eastereggs have been removed. currently ther is only one easteregg left but it's not a feature :-D
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02-26-2010, 01:19 PM
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#72
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Member
Gamer
Join Date: May 2009
Location: Germany BY
Posts: 26
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Dear Ladies and Gentlemen,
im glad to report you, that Station Iowa is now released.
You can download this map from our server.
Please don't publish this package on other sites without our permission.
http://gamesrv.gdev-rp.org/ef/public...owa_v1_rc1.zip
Have fun playing on it.
On Sunday 28.02.2010 18:00h GMT+1 we will do an release party with a
guided tour on this map. you are all welcome.
Our Server-IP is: 78.46.64.6:27961
Note: You need the latest release of rpgxEF and rpgxVM
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02-26-2010, 02:47 PM
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#73
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Safety not guaranteed.
PWNAGE Gamer!
Join Date: Mar 2008
Posts: 1,380
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Amazingly well-constructed and all that blah blah blah it looks very nice. You can also tell that from any pictures at all here.
However, it runs improperly on my computer. I have all of the required stuff, rpgxEF, rpgxVM, etc etc, but I'm not entirely sure what is making everything go wrong. My com_hunkmegs are even at 1024.
For starters, the map gives me massive framerate lag, jumping randomly from 60 to 24 to 12 in an instant. Another problem I encountered was textures not loading properly. Some doors, weapon decals, models, effects, and HUD elements have turned into white squares. All of the skyboxes are also mysteriously missing, showing the player the void.
I probably need to change some settings in a cfg file to get it all to work correctly, but I'd need to have my hand held through it.
I want to play it too.
__________________
3.14159265358979323846264338327950288419716939937510582097494459230781640628620899862803482534 21170679821480865132823066470938446095505822317253 59408128481117450284102701938521105559644622948954 9303819644288109756659334461fnord28475648233786783 165271201909145648566923460348610454326648213393607260249141273724587006 60631558817488152092096282925409171536436789259036 0011330530548820466521384146951941511609
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02-26-2010, 03:16 PM
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#74
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UberGames Developer
Hardcore Gamer
Join Date: Mar 2008
Location: Dresden - Germany
Posts: 818
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From my experience I can tell you that the framerate issue most likely is a result of the high texture packs, switching to the medium quality should fix this.
Also the the white textures are an indicator that the allocated memory for textures, models ... is full.
Also make sure you only have one version of iowa_pak2 and iowa_pak3 in your RPG-X2 folder as the readme says.
As far as it comes to the skyboxes I have no idea what the problem is, but it might be a result of full hunk memory as well.
I hope this helps to solve your problem.
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02-26-2010, 03:17 PM
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#75
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New Member
Rookie
Join Date: Feb 2010
Posts: 9
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Well the Map definately looks awsome. Textures are awesome, Layout is great... jet I have one big Problem.
(Spoiler)
OPS simply is non-Trek. Normal Bridge/OPS-Layout allows everyone to look at any console. Besides the map leaks those littel Features like special sounds on special consoles. I also found some things that look like little bugs to me. I'll post an entire list of features I'd like to see added as well as fixed in your bugtracker.
(/Spoiler)
I realize and recognize your effort and therefore I am sorry to have to write this...
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