Fractal Softworks Forum

Starsector => General Discussion => Blog Posts => Topic started by: Alex on March 27, 2013, 02:16:40 PM

Title: New Trailer
Post by: Alex on March 27, 2013, 02:16:40 PM
Blog post here (http://fractalsoftworks.com/2013/03/27/new-trailer/).
Title: Re: New Trailer
Post by: icepick37 on March 27, 2013, 02:18:21 PM
Big Props to Stian. That trailer is distilled awesome.
Title: Re: New Trailer
Post by: Pelly on March 27, 2013, 02:46:47 PM
wow.....that music and editing (kudos to whoever edited it ) really good trailer hopefully more players join the horde. :)
Title: Re: New Trailer
Post by: PerturbedPug on March 27, 2013, 03:15:05 PM
Awesome!  :)
Title: Re: New Trailer
Post by: sirboomalot on March 27, 2013, 03:16:06 PM
I like it!  :D
Title: Re: New Trailer
Post by: Dri on March 27, 2013, 03:16:33 PM
Its of course everything we've already seen before but it's put together nicely and the music is a pleasant surprise.

However, is the actual meat of the campaign/story content going to take less or more time to add into the game than the combat system additions we've been having? If its going to take longer then I fear we'll be waiting well into 2014. ??? But, here's to hoping we'll be playing the finished game before XMAS! 8)
Title: Re: New Trailer
Post by: PCCL on March 27, 2013, 03:39:33 PM
ah, I suppose this is the so-called project X

well done, well done indeed
Title: Re: New Trailer
Post by: Cycerin on March 27, 2013, 03:40:36 PM
Wonderful. I love the little bits of new sound effects that are in there, unless they are post-produced: the thumper, the explosions, etc.
Title: Re: New Trailer
Post by: Gabrybbo on March 27, 2013, 03:42:05 PM
Dat music :3
Dat sound :3

Great work, Stian! :D
Title: Re: New Trailer
Post by: Gothars on March 27, 2013, 03:43:18 PM
Yes, leaves me with a good feeling :)  I'll show it around a bit to see how people react who don't know the game.

Are this (http://www.youtube.com/watch?v=qo6qIvo9YOw#t=1m11s)  the real new explosion sounds or just for the trailer? I would love them in the game!

Title: Re: New Trailer
Post by: Cycerin on March 27, 2013, 03:45:09 PM
By the way, Stian, the music is fantastic - love the hint of a leitmotif in there that I can find myself growing to love. What do you use for your orchestration, Eastwest?
Title: Re: New Trailer
Post by: Erick Doe on March 27, 2013, 03:54:17 PM
Nicely done! I like it.
Title: Re: New Trailer
Post by: StianStark on March 27, 2013, 04:04:38 PM
Thanks for the comments, guys!

The explosion and gun sound effects that differ from what you're used to are indeed part of the new combat sound overhaul. They might have been post-processed in post production to make them "sit" in the trailer mix, but they do reveal a small glimpse of what the newer sounds are like.

Both Hollywood Strings and Hollywood Brass sample libraries from EW/QL are part of the musical score, but there are a lot of other things in there as well. I get asked a lot about what software I use, and I always try to remember emphasizing that it doesn't really matter what software or samples you use, it's more about learning to use what you have.
Title: Re: New Trailer
Post by: CrashToDesktop on March 27, 2013, 04:14:29 PM
Much better! :D Very epic, especially some of the explosion sounds.  Good representation of the game.

EDIT:
Might the news have to be edited for this?
Title: Re: New Trailer
Post by: sdmike1 on March 27, 2013, 04:19:16 PM
I like it alot :)
Title: Re: New Trailer
Post by: Alex on March 27, 2013, 04:26:24 PM
However, is the actual meat of the campaign/story content going to take less or more time to add into the game than the combat system additions we've been having? If its going to take longer then I fear we'll be waiting well into 2014. ??? But, here's to hoping we'll be playing the finished game before XMAS! 8)

I hope you know better than to expect me to answer that :)

Might the news have to be edited for this?

Good call, updated.
Title: Re: New Trailer
Post by: CrashToDesktop on March 27, 2013, 04:47:02 PM
I'm actually amazed that Upgradecap hasn't already gotten to this yet. ;D

Although, when a story line gets added, you can be sure as hell that I'm going to be there. :)
Title: Re: New Trailer
Post by: Cycerin on March 27, 2013, 04:48:16 PM
Thanks for the comments, guys!

The explosion and gun sound effects that differ from what you're used to are indeed part of the new combat sound overhaul. They might have been post-processed in post production to make them "sit" in the trailer mix, but they do reveal a small glimpse of what the newer sounds are like.

Both Hollywood Strings and Hollywood Brass sample libraries from EW/QL are part of the musical score, but there are a lot of other things in there as well. I get asked a lot about what software I use, and I always try to remember emphasizing that it doesn't really matter what software or samples you use, it's more about learning to use what you have.

Indeed, I'm just considering to get Hollywood Strings. :) Luckily enough I have the chance to borrow my friend's next week, he put the drive in a portable case.
Title: Re: New Trailer
Post by: Upgradecap on March 27, 2013, 05:05:30 PM
I'm actually amazed that Upgradecap hasn't already gotten to this yet.


*cough cough*  Who says i haven't?  8) *cough*

Hehe, that's how i work. Silently and stealthily. ;)
Title: Re: New Trailer
Post by: DelicateTask on March 27, 2013, 05:05:45 PM
I must say that I enjoyed the slick production, even though I'm already familiar with everything shown. It would have been nice to see some new stuff (excellent new sounds notwithstanding), but I guess that Alex wouldn't want to show anything that's not 100% going to be in the next update. Thanks for putting out a nice trailer that's representative of the current state of the game that I can show people.
Title: Re: New Trailer
Post by: CrashToDesktop on March 27, 2013, 05:11:35 PM
Hmm...maybe I should have acknowledged that little blip on my phase scanner. ;)

As I said on youtube, "You have earned The Soldier's Badge of Approval.  Well done!"
Spoiler
(http://i49.tinypic.com/15ixcj.png)
[close]
Title: Re: New Trailer
Post by: JT on March 27, 2013, 07:19:50 PM
Hey, just noticed this! Well done, it looks fantastic.

A couple points to make:

1) The footage doesn't warn that it's alpha level until the very end. For instance, the Industry skill is still completely empty, which might stand out for some people.

2) The Onslaught "blowing up" at the end doesn't sync up with its hull level, which might stand out for the "continuity goofs" people.

3) The timing of this is weird, since we're defending not putting it up on Greenlight or Early Access, but now the video goes up and makes us all look like mooks. ;-)
Title: Re: New Trailer
Post by: Alex on March 27, 2013, 07:34:06 PM
1) The footage doesn't warn that it's alpha level until the very end. For instance, the Industry skill is still completely empty, which might stand out for some people.

Thank you for pointing that out, excellent point. Added "(Alpha)" to the video title.

2) The Onslaught "blowing up" at the end doesn't sync up with its hull level, which might stand out for the "continuity goofs" people.

Erm, it syncs up as far as I can see.

3) The timing of this is weird, since we're defending not putting it up on Greenlight or Early Access, but now the video goes up and makes us all look like mooks. ;-)

Not sure how that's related :) I mean, yeah, the trailer is ostensibly a PR thing... fair enough. But at the same time, have you really watched the previous "trailer" recently? It was about 1.5 years old. Pretty much had to get something new out.
Title: Re: New Trailer
Post by: Gothars on March 27, 2013, 07:35:20 PM
2) The Onslaught "blowing up" at the end doesn't sync up with its hull level, which might stand out for the "continuity goofs" people.

It is hit by 2 torpedoes in the rear the moment it dies.
Title: Re: New Trailer
Post by: JT on March 27, 2013, 07:37:10 PM
Never been subjected to two torpedos simultaneously (plus I thought they were Salamanders =P), so I guess they inflict more damage than I thought. All right, redacted. =)
Title: Re: New Trailer
Post by: Decer304 on March 27, 2013, 08:09:55 PM
Great Trailer. Epic music and gameplay sync.
Title: Re: New Trailer
Post by: Blackoth on March 27, 2013, 08:26:13 PM
Cool stuff!  ;D
Title: Re: New Trailer
Post by: dogboy123 on March 27, 2013, 09:18:28 PM
Viva la indie!!
Title: Re: New Trailer
Post by: Plasmatic on March 27, 2013, 11:32:36 PM
I love it! Far far FAR better than many other trailers I've seen which either are A, CGI after CGI and don't actually show any gameplay. or B. make the game look like a one long QTE (*Cough* Battlefield 4 opening sequence *Cough*)
Title: Re: New Trailer
Post by: Uomoz on March 27, 2013, 11:42:39 PM
BF4 trailer was filled with open field gameplay. Loved it as well :D.
Title: Re: New Trailer
Post by: StianStark on March 27, 2013, 11:46:28 PM
The onslaught (from the Bis'mar mission btw) blowing up is 100% gameplay, the explosion is not fake and those are Atropos-class torpedoes, which do a fair bit of damage. I did however play that mission quite a few times before I got that shot - I wanted to time the teleport of the hyperion to coincide with missiles just about to hit it, and that took a few tries. :)
Title: Re: New Trailer
Post by: mostmodest on March 28, 2013, 01:40:33 AM
I quite like the new trailer. On a side note, is it possible to get a youtube "series" with a video uploaded every so often basically showcasing a different feature/ship/weapon/system/something else; along with a message from someone in the dev team about part of the dev process (i.e. Alex talking about coding in a new feature, StianStark talking about SFX or something like that). It could be a short few minutes, and could also be a way to spread the word about the game, and keep people (like myself) from asking unnecessary questions.

Also, this is my 100th post ^.^
Title: Re: New Trailer
Post by: arcibalde on March 28, 2013, 02:33:54 AM
Bravo  ;D

And new sounds are awesome.
Title: Re: New Trailer
Post by: L33tGuilty on March 28, 2013, 03:27:37 AM
So ... this is all we are getting for March or is there something els coming soon ?? :D
Title: Re: New Trailer
Post by: mendonca on March 28, 2013, 07:06:52 AM
It's probably a bit weird but I think my favourite bit of the trailer was the warehouse / hangar scene at the end!

Really great job, Stian :)
Title: Re: New Trailer
Post by: Sproginator on March 28, 2013, 07:32:45 AM
Very well done Stian, Digging the new update trailer very much :)
Title: Re: New Trailer
Post by: Dr. Death[Lexx] on March 28, 2013, 09:23:47 AM
Great trailer. I enjoyed it a lot. :) Nice work.
Title: Re: New Trailer
Post by: Wyvern on March 28, 2013, 09:29:45 AM
Interesting.  I watched this the first time on a machine that didn't have sound... and found it exceptionally meh.  Watched it again on a machine with sound... big difference.  Not sure if this is something worth talking about, really, but it might be nice if the visual components of the video were able to stand on their own.

For an example: once, ages ago, I watched the movie "Up" on an airplane, without a set of headphones.  And it worked; I could see the characters, understand what was going on, and follow the plot.  Would it have been better with sound?  Of course!  Was the sound in this trailer awesome?  Yes it was!  Was there room to improve the visual interest of the trailer?  I think there was - and I would probably never have noticed that if I'd watched it the first time with sound.

It also kinda showed up how annoying the screen flash on destroyed ships is; I don't notice it as much in gameplay, when - typically - you don't have large ships going pop in rapid succession... but I'd really like some less overwhelming ship destruction graphics.
Title: Re: New Trailer
Post by: DelicateTask on March 28, 2013, 11:27:58 AM
You raise a good point. As awesome as the current graphics of the game look, it lacks a certain amount of polish. I understand the whole alpha thing, but I'm starting to wonder if it's not approaching a good time to start improving visuals, to start exploring the graphical capabilities of the game.

Not to derail the conversation, though, I've got to say that the music was sweet. Is it likely to make it into the game?
Title: Re: New Trailer
Post by: StianStark on March 28, 2013, 11:34:17 AM
To answer in short: Making a trailer that "works" both with sound and without sound is an utterly, completely different thing to making a trailer where you assume the viewer is going to have sound. The former is a bit like fighting a boxing match while hopping on one leg singing "God Save The Queen". Might it be a nice thing? Possibly, yes. Is it incredibly difficult and debilitating to what you're actually trying to achieve? Sadly, also yes. Comparing an indie game trailer without dialogue and subtitles to a million-dollar full-length animation isn't exactly apples vs apples in this context either.

I'm not this clear-cut about the explosions tho :)
Title: Re: New Trailer
Post by: Wyvern on March 28, 2013, 11:48:27 AM
Oh, certainly.  I'm just pointing out that there's some possible room for improvement - mostly in terms of pacing & visual interest.  For example, there are several points where, visually, it just sorta stops for a bit - the slowly fading white screen after the onslaught, the game title with glowy letters, a couple of other spots.  Worth making any changes to the trailer?  Of course not; with sound, it does work quite well.  Worth maybe thinking about a bit, regardless?  I think so.

This is intended as constructive criticism; I liked the trailer, but figured that just another "Awesome!" post would be less than useful.  If my commentary isn't helpful, or isn't worth thinking about... well, feel free to ignore; I'll shut up now.

(For reference: No, when I watched "Up", there were no subtitles either.  I had no idea what anyone was saying.  The movie still worked.  I was amazed.  It may, indeed, be an apples to space shuttle comparison, though.)
Title: Re: New Trailer
Post by: Alex on March 28, 2013, 11:55:42 AM
It also kinda showed up how annoying the screen flash on destroyed ships is; I don't notice it as much in gameplay, when - typically - you don't have large ships going pop in rapid succession... but I'd really like some less overwhelming ship destruction graphics.

Fair point. I think you probably dislike it more than I do though, since I don't actively dislike it. IF I ever get around to coding ships breaking apart (a huge if!), I'd probably take a look at it then.

You raise a good point. As awesome as the current graphics of the game look, it lacks a certain amount of polish. I understand the whole alpha thing, but I'm starting to wonder if it's not approaching a good time to start improving visuals, to start exploring the graphical capabilities of the game.

Well, given how much Important Campaign Work there is to do, it's probably not :) That being said, any specifics you'd like to point out? I'm pretty far from being able to look at the graphics with a fresh eye - and honestly, if the combat in the final release looked the way it does now, I'd be fine with that - but I'd still love to know what stands out to you as needing more work. Since I do end up tweaking things here and there.


Not to derail the conversation, though, I've got to say that the music was sweet. Is it likely to make it into the game?

I'm not sure - it's pretty much custom-fitted to the trailer. I don't think I've actually listened to it w/o the trailer, though, so I don't know if it stands on its own.


This is intended as constructive criticism; I liked the trailer, but figured that just another "Awesome!" post would be less than useful.  If my commentary isn't helpful, or isn't worth thinking about... well, feel free to ignore; I'll shut up now.

Just wanted to say that I appreciate the feedback.
Title: Re: New Trailer
Post by: StianStark on March 28, 2013, 01:09:02 PM
I probably came off too strong there, didn't I? ;D Sorry about that, Wyvern. Of course criticism is always welcome.

I think I understand your point better now as well. I might be a bit guilty of liking some of my own musical material too much to make chopping operations on them when the visuals call for that, that's a difficult thing for a musician. It's somewhat similar to film editors who might do the first few weeks of rough editing without any music, then when the composer arrives and hands him or her a big chunk of music it can be so influential that the mood of a previously musically silent scene will totally change. This can be quite a shock if you've grown accustomed to something that you've worked on for some time and probably seen hundreds of times already.
Title: Re: New Trailer
Post by: Wyvern on March 28, 2013, 01:22:06 PM
I probably came off too strong there, didn't I? ;D Sorry about that, Wyvern. Of course criticism is always welcome.

I think I understand your point better now as well. I might be a bit guilty of liking some of my own musical material too much to make chopping operations on them when the visuals call for that, that's a difficult thing for a musician. It's somewhat similar to film editors who might do the first few weeks of rough editing without any music, then when the composer arrives and hands him or her a big chunk of music it can be so influential that the mood of a previously musically silent scene will totally change. This can be quite a shock if you've grown accustomed to something that you've worked on for some time and probably seen hundreds of times already.
Ahh, I'd assumed that I was the one who had come off too strongly.  Yay, internet not carrying tone of voice?

And, err, I did really like the musical material; had I been trying to improve the trailer (not that I have enough skill at such, but nevermind that), I would've tried to adjust pacing/interest of visuals to match the music rather than the other way around.
Title: Re: New Trailer
Post by: DelicateTask on March 28, 2013, 01:47:08 PM
I might be a bit guilty of liking some of my own musical material too much to make chopping operations on them when the visuals call for that, that's a difficult thing for a musician.
I know that feel. I wrote a song a few weeks ago and showed it to my non-musical friend who told me to my face that certain parts were too long and boring and that I'd have to chop out half of it. I was mad, but he was right. Didn't make it any easier to admit.

any specifics you'd like to point out? I'm pretty far from being able to look at the graphics with a fresh eye - and honestly, if the combat in the final release looked the way it does now, I'd be fine with that - but I'd still love to know what stands out to you as needing more work. Since I do end up tweaking things here and there.
Mostly things that have been suggested before. Debris flying off of ships when heavily damaged or destroyed. Gratuitous particle effects such as sparks and flames. I know that I find shields a tiny bit boring to look at. Maybe a shimmering texture laid over it. One thing that really stands out to me is how boring parts of the UI look. Just colored line borders and text with some flat buttons. Some actual art graphics (all greebled up and techy) in the various menus would look great. Or if you don't want to be stereotypical and do that, then maybe make the menus look like a holographic projection. Something where the UI that you interact with seems more in-universe that your character might be interacting with instead of just a game interface for you the player.

Again, not trying to derail the thread and make it into one big "yell at Alex because we want stuff," but you asked. ;)
Title: Re: New Trailer
Post by: Cycerin on March 28, 2013, 01:47:27 PM
The only thing that irks me about the trailer is that it prominently features the old Heavy Blaster sound effect, which I think is the weakest sound effect in the game.
Title: Re: New Trailer
Post by: Wyvern on March 28, 2013, 01:52:28 PM
any specifics you'd like to point out? I'm pretty far from being able to look at the graphics with a fresh eye - and honestly, if the combat in the final release looked the way it does now, I'd be fine with that - but I'd still love to know what stands out to you as needing more work. Since I do end up tweaking things here and there.
Mostly things that have been suggested before. Debris flying off of ships when heavily damaged or destroyed. Gratuitous particle effects such as sparks and flames. I know that I find shields a tiny bit boring to look at. Maybe a shimmering texture laid over it. One thing that really stands out to me is how boring parts of the UI look. Just colored line borders and text with some flat buttons. Some actual art graphics (all greebled up and techy) in the various menus would look great. Or if you don't want to be stereotypical and do that, then maybe make the menus look like a holographic projection. Something where the UI that you interact with seems more in-universe that your character might be interacting with instead of just a game interface for you the player.

Again, not trying to derail the thread and make it into one big "yell at Alex because we want stuff," but you asked. ;)
Hm.  Maybe we should make a new thread for this... but I'm feeling lazy right now, so: How about making shields ripple some when hit?  And fizz a bit at high flux?  Hm... the latter, I bet we could already mod in via combat engine plugins.  I may have to try that sometime.
Title: Re: New Trailer
Post by: icepick37 on March 28, 2013, 02:58:57 PM
The only thing that irks me about the trailer is that it prominently features the old Heavy Blaster sound effect, which I think is the weakest sound effect in the game.
Really? I love that sound effect.
Title: Re: New Trailer
Post by: Flunky on March 28, 2013, 04:48:09 PM
It also kinda showed up how annoying the screen flash on destroyed ships is; I don't notice it as much in gameplay, when - typically - you don't have large ships going pop in rapid succession... but I'd really like some less overwhelming ship destruction graphics.

I just wanted to pop in briefly and defend the screen flash on destroyed ships. Destroying a cruiser/capital is often a battle-determining moment (especially in the smaller battles that, if I recall, are intended to be the majority) and the blinding flash really underscores the severity of the moment. I suppose I feel it ought to be overwhelming.
Title: Re: New Trailer
Post by: JT on March 28, 2013, 06:53:18 PM
Especially when it's *your* ship.
Title: Re: New Trailer
Post by: Sproginator on March 28, 2013, 06:54:47 PM
I like the flash, it's normaly followed by THANK *** IT'S OVER moment haha, keep it, it's great
Title: Re: New Trailer
Post by: Cycerin on March 28, 2013, 08:15:27 PM
The only thing that irks me about the trailer is that it prominently features the old Heavy Blaster sound effect, which I think is the weakest sound effect in the game.
Really? I love that sound effect.

I really don't like it, haha. It's just so pulp sci-fi and has this sort of crunch to it that hurts my ears. That said, all the new effects in the trailer were great and hold good promise for the future sound direction of the game.
Title: Re: New Trailer
Post by: Arkangelmark5 on March 28, 2013, 09:55:30 PM
They forgot to add run. :P
Title: Re: New Trailer
Post by: Reapy on March 29, 2013, 04:30:04 PM
I liked the trailer, was very nice. I can agree with some posts that it does sort of hang at some points, I realize waiting for the music to transition, but maybe backfill it  it a bit before it fades. The points I noticed it were right after the starsector title, then the sequence right before fight... it felt like it hung there with nothing and ruined the tension the dialog was building.

Could argue the ...and... title part sounded awkard, maybe just no and and only Fight to Survive, or maybe the ...and... Fight.  Dunno though I am no trailer master :)

In terms of graphics, I really like the ship explosion white out, it is a key moment when a huge ship pops like that, and I like the white out blips.

One thing I particularly like in starsector are the weapon effects, impact hits, trails, bullet sprites etc, when there is a mass of ships shooting at one another is when the game looks its best imho.

I think the only thing graphically that would jazz up the game short of using 3d models would be to add some elements of the Z axis in the ship animations. They do all tend to look very flat, so giving some more appearance of depth as you are looking down might give the game some more oomph, though I'm not sure how to do that, the illusion of weapons hitting higher or lower on the ships, of some having veritcal design elements. Maybe the ships could bank as they turn, though that is sort of unnecessary in space, eh dunno.

I'm pretty happy with the combat UI.

Outside in the campaign the trading ui could use a bit of theming and/or background pictuers and stuff, but I say that will come as the campain comes in.

I don't play star sector too much but I eagerly come back here every month or so to read up on the latest blog and patch notes and have always loved the direction the game is going, I can't wait to see how the campaign ships up as I feel that will be the element to make starsector into an actual game and is probaby more important to focus art asset creation for that element of the game first imho.
Title: Re: New Trailer
Post by: robokill on April 01, 2013, 06:32:10 PM
POST THIS EVERY WHERE ADD LIKE 1000 PEOPLE!!!
Title: Re: New Trailer
Post by: Reshy on April 16, 2013, 07:38:25 PM
I think that the ship sounds in space need to be deeper sounding, like a rumble rather than a blast like you'd hear on earth.  I enjoy the trailer though but some of the weapon sound effects sound a little too gamey.
Title: Re: New Trailer
Post by: Thule on June 30, 2013, 12:13:08 PM
I don't know exactly who made the trailer but i would like to know 2 things

- How was the shot done where the ships fly in formation. To be more exact, how was it done that they join the middle formation from the side almost symetrical.

- Did i miss the hotkey for hiding the UI? Otherwise, how was it achieved?
Title: Re: New Trailer
Post by: Alex on June 30, 2013, 12:16:49 PM
I don't know exactly who made the trailer but i would like to know 2 things

- How was the shot done where the ships fly in formation. To be more exact, how was it done that they join the middle formation from the side almost symetrical.

Stian made it. So, not sure quite what trickery was involved :)

- Did i miss the hotkey for hiding the UI? Otherwise, how was it achieved?

F11.
Title: Re: New Trailer
Post by: Silver Silence on June 30, 2013, 12:18:30 PM
F11 hides the UI for the more cinematic feel. I use it almost constantly as hiding the HUD lets me run the game smoother.


And probably a few escort commands and some well timed shots to make the ships all line up prim and proper.
Title: Re: New Trailer
Post by: Thule on June 30, 2013, 12:23:23 PM
Thanks for the quick reply, i quickly tried it and it worked great. only issue the weapon arcs are still showing up. Would i have to disable the code "DisplayWeaponArc" of every weapon?
Title: Re: New Trailer
Post by: Alex on June 30, 2013, 12:28:07 PM
Press '~' to show/hide the weapon arcs.
Title: Re: New Trailer
Post by: Thule on June 30, 2013, 12:53:54 PM
Jesus, how long do i play this game again? ;)
Thanks Alex
Title: Re: New Trailer
Post by: Alex on June 30, 2013, 01:15:38 PM
All that time spent modding instead of playing, I wager :D
Title: Re: New Trailer
Post by: Gothars on June 30, 2013, 03:28:18 PM
Jesus, how long do i play this game again? ;)

Don't worry, it was the same for a bunch of people when I released the keymap. Which is here (http://fractalsoftworks.com/forum/index.php?topic=5670.0), in case you want to make sure that you did not miss any other functions ;)