Jump to content

Stan

Webmaster
  • Posts

    4,981
  • Joined

  • Last visited

  • Days Won

    28

Everything posted by Stan

  1. There are no renders all pictures are form editor or the actual game
  2. http://astore.amazon.de/htteme4organe-21 Added them to our shop right now
  3. haha, thanks Now correct. Pictures have been added
  4. Dear Community, We got a news from the front, from the publisher to be precise, Koch Media GmbH announced the game to be released on 30th of October 2014. The game will be available in standard and in deluxe version. Want to read more? Then go on! There's more info! Get ready for the rescue operation EMERGENCY 5 ready for sale in October 2014 - and in August, already at the Gamescom! Download attachment: 20140806_E5_screenshot_01.jpg Major fire at the Cathedral of Cologne, anger on the Reeperbahn and an avalanche in the Bavarian Alps - in EMERGENCY 5, the newest part of the successful rescue strategy series, it goes on "hot"again. At the Gamescom 2014, the title will be presented to the public. Sixteen Tons Entertainment and Deep Silver publish EMERGENCY 5 on October 30, 2014 for PC. Download attachment: 20140806_E5_screenshot_03.jpg EMERGENCY 5 is the newest part of the rescue series from Germany. The first part appeared in 1998, since then the series has been continued with growing success. In EMERGENCY 5 for PC, the player directs thrilling rescue missions at three extensive and detailed maps. For this purpose the pool of vehicles and emergency services grow gradually and ensures that each unit is on the right place on the right time – who has always wanted to direct fire, police, paramedics and technical forces, is on the right place. It depends mainly on the right strategy to stop the chaos Download attachment: 20140806_E5_screenshot_05.jpg In the course of extensive campaign, smaller events alternate with extensive large-scale events, thus ensuring many hours of exciting gameplay. Before that, the player can complete an integrated tutorial, during which he meets the basic mechanisms and functions of the game. A cooperative game mode allows up to four players to solve special multiplayer events. There will also be a Versus multiplayer mode for the first time. Download attachment: 20140806_E5_screenshot_06.jpg One of the highlights of EMERGENCY 5 is the newly developed editor which allows the player himself to create and edit game content. And due to the newly developed graphics engine EMERGENCY 5 shines in a new - and physically correctly calculated - light. Download attachment: 20140806_E5_screenshot_04.jpg EMERGENCY 5 will be available starting October 30, 2014 for PC in retail. The game is developed by Sixteen Tons Entertainment in Tübingen and published by Deep Silver. Download attachment: 20140806_E5_screenshot_02.jpg At the Gamescom 2014, the title will be presented to the public for the first time in detail. The game can be found and played at the Deep Silver stand in Hall 9.1 B11 / C10. Features: Hundreds of hours of game-play with thrilling large-scale operations: Due to the always changing issuing rescue operations and disasters, surprising situations are waiting on the player.3 stunning cards (4 for the Deluxe version): The player is responsible for the cities of Munich, Hamburg and Berlin, in the Deluxe version, Cologne is available as a bonus. The cities are modeled from the real life examples with great attention to detail.About 20 Operations and aircraft units: Many different vehicles of police, fire, emergency services and technical task forces wait for the player.Multiplayer: Co-op mode for up to four players on the Free Play maps including special multiplayer events. There is also for the first time a versus mode.New graphic effects: The newly developed engine provides the best EMERGENCY graphics ever. Not a single byte, not a pixel was taken over by the predecessors!Completely revamped controls: EMERGENCY 5 is intuitive and easy to use. The interactive tutorials ensures that even beginners find their way quickly.Complex game world: The game world of EMERGENCY 5 is a complex simulation in which unforeseen events and various approaches are possible.Powerful Editor: In the editor, players can create their own maps and even work on the same project as a team together for the first time!Special Deluxe Edition content:Bonusmap of Cologne (Köln)City MapsLimited Herpa Miniature-ModellPREORDER NOW!Visit the product page of Emergency 5 or Emergency 5 Deluxe Click here to view the article
  5. Thats true, like stated in the text, it's not like "giants next to dinky toy car" anymore. It isn't yet 100% accurate but since we still need to see our persons in game this is a good way This ain't something I can answer you I was not present at the meeting since I was not able to accept the invite for the planned day. But I guess they are in a normal restaurant. Guess you can classify that as "french kitchen"
  6. http://forum.emergency-planet.com/topic/19200-news-emergency-5-editor-event-with-pictures/#entry274560 Q4 of this year
  7. For the first time, almost two years after the first announcement of EMERGENCY 5, Sixteen Tons Entertainment and Deep Silver have invited us to a big editor event - we have followed the call to Potsdam! Even before the publication of the first information and screenshots for the fifth part of the popular rescue series, selected modders from the community get a glimpse behind the scenes to get an impression of the new game engine and the modding possibilities. Exclusively for the International community, we provide you with all the information from the event in the following report. A translated video will be released somewhat later this week.It's Saturday, early in the morning. Not a classic summer day in June, thick clouds drift across the sky and raindrops splatter on our heads all the time. After countless hours of driving we finally arrive at our destination - the studio of Sixteen Tons Entertainment in Potsdam. The chic office building with the reddish outer facade is on the edge of the Babelsberg Film Park and is flanked by the "Quentin Tarantino road". A place for creativity? Definitely - it's not for nothing that a small but ambitious team works here every day to let EMERGENCY dreams be true! We enter the hall and discover a blackboard - that rather resembles a mosaic of different lettering and logos – with a decisive indication that we are at the right place: the badges of Promotion Software and Sixteen Tons Entertainment. Community Manager Serbay Sönmez receives us warmly and asks us to the third floor immediately. Here, in rooms full of flat screens, graphics tablets and gaming computers, emerges the product of what we would summarize as "creative power": The game and the level design, as well as the visual design of the game. We pass through the doorway and there Martin Dietrich, Art Director at Sixteen Tons Entertainment and Level Artist Tatiana Belova welcome us. On the way up we have already got the information from Serbay that the two will lead us through today's program. With almost a secondary sentence, he mentions in the same breath that we should make ourselves ready for anything. The tension mounts! However, first, wait for it: Ralph Stock, host of this afternoon and inventor of the EMERGENCY series is late. Meetings and phone calls, important of course. We now use the opportunity for the small break and the employees show us the roof terrace of the building. We come into conversation and exchange ideas. Just before the first raindrops are falling from the sky again, we are greeted by Ralph Stock. Joy on both sides, we finally meet each other. With the official welcome and a brief introduction of all participants, we switch back to the presentation room and take a seat: Now it's finally happening! Ralph Stock starts with a few words about EMERGENCY 5 and the editor. In the early stages of development it was made clear that EMERGENCY 5 needed a completely new approach. As a result, the basic structure of the game was developed from scratch. From the engine, to the programming, from the editor to the entire assets - everything has been re-built. "We put an incredible amount of effort into the assets of EMERGENCY 5. This can be described as three to four times the effort compared to EMERGENCY 4," says Ralph Stock. According to the inventor of EMERGENCY, there was no compromise just to be compatible with older systems. The technique is "State of the Art" and was developed with great foresight: While in the past you were dependent on external suppliers for the game engine, now the competence lies directly in the studio. The new engine is used as a base for the next few years and is thus consistently and continuously developed and provided with internal updates. After this, Level-Artist Tatiana starts her presentation. The developers have selected some decisive features of the editor for this presentation. Those will be presented in more detail today. An important element of the EMERGENCY game world, in addition to buildings, are the roads. On them, life in the EMERGENCY-world plays out, civilian vehicles drive on them and emergency vehicles rush to the rescue site on them. With the new "Street tool", streets can easily be drawn between two points. Intersections serve as a nodal point from which new roads are drawn, or are created when two roads are connected. If a connection is made between two points, a street is automatically created on the route, which can now be changed in their properties. To demonstrate this, Tatiana deletes an existing road and, with two clicks, adds a new road at the same location. There appears, as if by magic, a two-lane road between the two points with sidewalks on both sides - all road markings are already on the road. Along the trail, the road is fully customizable: curve radii can be set, the position of the road can be changed or the level can be adapted to the terrain. Creativity knows no limits - linear road systems in the style of New York City or country roads with sweeping curves can be personalized with one and the same creation tool. Even over-and underpasses can be made without problems. The appearance of the street is determined by a mesh, which can be defined in advance. So not only two-lane roads are possible, but also single-lane dirt roads or multi-lane highways. Intersections are determined in the same manner, but the processes before making the intersection is more extensive. For this you will need to determine how many lanes will be present at the intersection, how many turn lanes are present and where these lanes should lead. Since, in the future, roads will be more or less 3D models, the curbs, for example, are fully modelled - the times of flat 2D textures are definitely over! The highlight: the streets are smart! For each road, the system for pathfinding will automatically be calculated and stored when setting the points. Setting paths or Route Finder for the streets is no longer necessary - if setting a street, all necessary information for pathfinding of forces is automatically present. In the crossover region the individual paths can also be adjusted manually - therefore all road turnings and directions are possible. The same is true for the pedestrian walkways. At this point Ralph Stock additions that in the new pathfinding system, a civilian vehicle, for example, just needs one assigned target and the vehicle will be looking for the way using the AI. This will happen fully independently. The civilian traffic can thus be more or less automated. The vehicle will also adhere to traffic rules and stop at traffic lights automatically. After the presentation of the first key feature, the room is filled with general enthusiasm - those who have seen the new street system live once, will immediately like the ease of use. Later in the presentation level Artist Tatiana Belova goes into placing new game items. Here it starts with loading a 3D object into the editor - that works amazingly simply: select a MESH file from the browser and drag it into the editor, confirm, done! Martin Dietric jumps in: "We have optimized the workflow, drag and drop can now easily perform many functions. This especially improves the interaction between the Windows interface and the editor”. For each model you can immediately start Prefab-editing. Setting tags, for example, allows you to easily find things in the Prefab browser. Level Artist Tatiana Belova is enthusiastic at this point: "The search function is an integral part of the editor. Instead of having to laboriously click through a countless number of directories, you just have just type in a search term and the editor will offer appropriate proposals." In addition, in the prefab settings, every possible parameter for textures, physics and other settings can be customized. A brief explanation of how objects can be placed in the game is based on the inserted object. Scaling of objects is now possible directly in the editor. Also Martin Dietrich hinted that he personally puts a lot of emphasis on realistic representations and proportions. Forces are still shown somewhat larger than in reality, but the differences are not as serious as in the previous versions. For those who found that placing fences in EMERGENCY 4 was a cumbersome task, times have changed. Certain objects can now be placed on paths. These paths can be moved, which directly adapts the placed object and adapts itself to the changed circumstances. Tatiana illustrates this on a small terrace that stretches around a road to the river bank. With a mouse movement, the edge of the terrace can be moved further towards the river - the walls, floor and the railings are automatically adjusted and moved. The same applies, for example, for fences, hedges and walls - everything can be moved and changed with a single mouse movement. It is similarly easy with the ground textures: These can now be "sprayed" directly onto the terrain using various brushes. With different textures and different colourings and adjustments to the underlying terrain textures, all possible types of terrain can be produced. The system, however, does not only engages the data of the texture - with paving stones , for example, height information can be stored. In the ISO view, these details may not necessarily stand out. But as the level designer suddenly zooms into the scene and fills the grooves between the paving stones with water, there is again enthusiasm in the room. Also on the program: According to Ralph Stock, the rendered videos at the beginning of each mission will be driven back. For this purpose, a so-called "sequencer" has been integrated in the editor. This sequencer can not only be used to realize impressive camera moves through the levels, but also all the cutscenes. Using selected keyframes, different actions can be represented in the time sequence. So people can perform certain interactions, walk from A to B or particle and physics effects can be played. Creativity knows no limits - all conceivable scenarios can be presented. We watch the intro video from one of the first missions live in the editor and conclude: The video doesn’t just look damn cool, but the animations were even recorded by motion capture. The game also has a skybox and the vision is enormous! On demand, Art Director Martin Dietrich, confirms that generally all person animations have been integrated in the game through a complicated motion capture process. After this first blast, it’s time for a break. We take the opportunity to pounce on the provided crackers and chocolate. On the terrace, first experiences and opinions are exchanged. Interested, professional developers take a look at some works of the modders, stating: The quality is impressive! You should be excited about what you could realize with the new EMERGENCY 5 engine. We are curious about everything that could be possible with the new Engine of Emergency 5. In the second part of the event, Martin Dietrich and Tatiana Belova bring out the really heavy guns: We already noticed there’s not only the presentation computer, but also another PC in the room with the screens turned off. At first, we thought that this is a backup computer until we were proved wrong. After turning on the monitors of the second computer, the editor appears on the screens. Without words, Martin presented one of the coolest and most interesting features of the new game engine: Both PC systems are running the EMERGENCY 5 Editor – both are in the same project and the same insert map was loaded. Martin placed a Pavilion on his map, which, almost at the same time appeared on Tatiana’s screen. We are excited while the two explained eagerly. "The editor of EMERGENCY 5 can also be used as an online system, we use this system in our productive environment - while our level designers change something on a map, here in Potsdam, another level designer in Tübingen can immediately follow the changes on his map while working on another part of the map."The communication works on a server, on which the project is stored. All project files are - similar to a cloud solution - compared with all participants of the project and updated. If you modify a file in the project, all changes will be broadcasted immediately to the other participants. This feature, however, does not stop the editor: If something is changed in the editor, the change will be broadcast live on all other currently running clients. To avoid chaos, certain areas and objects can be locked by the level designer, edits by other users are then prohibited for that area. The modders among us immediately got an explosion of ideas and usage possibilities through the head. Ralph Stock additions: "Anyone can set up a project for his own server and enable collaborative work in the EMERGENCY 5 Editor. However, the function is not a must - those who prefers to work alone, are free to do so as well.." While we are still dreaming of more scenarios with this new awesome feature, Art Director Martin takes over. We have now seen a lot of new features and cannot wait to finally put our hand on the keyboard and mouse. To illuminate the technical and graphical capabilities in greater detail, various visual tricks are explained with the help of the currently loaded map and some sample scenes. Technically, the engine, which is programmed by Sixteen Tons Entertainment cannot be compared to other engines: lighting and shadows are calculated completely dynamically, objects throw realistic reflections and from certain angles the light reflections from the sun are visible. Martin Dietrich mentions at this point, for example, "Physical Based Rendering", the reflection of the sun beams depends on the different materials in the objects. A technique that was recently only used in complex CGI-Production at the cinema, the current versions of the CryEngine and Unreal Engine 4. In addition, the engine simulates the adaptation of the human eye in changing light conditions. Especially impressive is the representation of different materials and their different properties. This is illustrated with teapots, which have been assigned different materials. In the game, plastic looks different from metal and even different metals differ in their surface and reflection. Similarly, the engine responds dynamically in the simulation of different environmental factors: For the representation of snow, the shader can be set over any 3D model - by changing various settings in the editor the intensity of the shown snow can be adapted. Gone are the days where the snow has had to be presented with separate textures - the engine will do this almost automatically. Also impressive: The engine is designed to be extremely flexible, changes are automatically reloaded on the fly and displayed directly in the editor. Even profound adjustments are possible. As an example, the processing of a shader code is shown to us - right after you save, the change is immediately visible in the editor and the look of the game world changes according to the changes made to the file. This allows testing, even profound changes, quickly - without switching between different windows and without long loading times. As a conclusion, the developers present a special highlight again: At the beginning we have already seen a scene that, in addition to the optical possibilities, shows creative and artistic aspects. Now, Martin and Tatiana, show us a scene that is especially visually appealing again: we see an accident situation at an intersection, it's night and it's raining. Several seconds after the scene appeared through the projector on the wall, a gentle murmur goes through the room: EMERGENCY 5 looks fantastic! The lighting of the scene is very well done, with "Wet shader" all surfaces are wrapped in a soft wet, the glow of surrounding lights and shop window lighting reflects on the wet asphalt. In the right corner there is an ambulance which really remind as resemblance to a Mercedes-Benz Sprinter. On the bonnet and the windscreen water droplets are visible and are gliding off the surface. To the left of the ambulance, a fire truck, which looks confusingly like a Scania is parking. The wealth of detail is tremendous and the graphic representation is more appealing than ever - in terms of graphics, the fifth part of the EMERGENCY series is definitely not hiding! With this scene, the presentation ends - we are surprised. Expectations were high and yet the development team in Tübingen and in Potsdam surpassed them with ease. EMERGENCY 5 doesn’t just look great, but it is also pursuing new and interesting approaches. If similarly ambitious approaches are pursued in terms of game design and gameplay, and the spirit of the EMERGENCY series is retained, nothing can go wrong. Before we finish off the day with a dinner together, let us assure you: The editor shown here is provided with all available functions to the community. Ralph Stock: "Ultimately, without the EMERGENCY community, we may not be where we are today.." Martin Dietrich adds: "I have really developed many games in the last 15 years, but I have never experienced such a connectivity with the community." And also in terms of communication, there should be some changes, says Ralph Stock: "In the past we have [in terms of communication with the community] not delivered a very good image. Our ​​goal is to change that.." Click here to view the article
  8. Due to the distance, this was difficult to realise, only German community members will be present at the event. However, you guys will get the same information as any of the other community’s will get.
  9. A small note that I would like to addition myself is a big thank you for the invitation for the Editor event, however, due to a busy agenda I am not able to be at the event myself.
  10. Sixteen Tons Entertainment and Deep Silver have invited to the exclusive EMERGENCY 5 editor event to Potsdam. Nearly two years after the first public announcement of EMERGENCY 5, the game developer based in the German city Tübingen airs the curtain for the first time and let selected modders take a look at the fifth part of the popular EMERGENCY series. The developers around Ralph Stock have taken advantage of the long waiting time and have created a completely a completely new framework for future EMERGENCY titles. This framework will be in the focus of the editor event on June 28.This event was launched in collaboration with the newly introduced community manager Serbay "Turk_SeSo" Sönmez from Sixteen Tons Entertainment and the EMERGENCY Newstime. It’s the aim to present the new capabilities the new framework and the extensive developer tools to a small group of modders before the release of EMERGENCY 5. Numerous individuals from different areas of the community have been selected for this exclusive event: In addition to representatives of the EMERGENCY Newstime and EMERGENCY Fanforum, the modders of Wegberg and members of NRW-Modifications will participate at this event. In addition, the Deep Silver community is represented. At the event the focus will be on the capabilities of the new game engine at first. Head of Art Martin Dietrich will give a short overview of the new graphical technics. Afterwards Level Artist Tatiana will take the fans into the depths of the editor. She will show some of the new features live on screen and in action. Ralph Stock, creator of the EMERGENCY series, is proud to give several representatives of the community the opportunity, to get a first glimpse of the development and the new editor: “My team and I really enjoy the work on the new game “EMERGENCY 5”. We are very proud of our new editor and the capabilities it offers and we will provide it as gift to all members of the community. We can hardly wait for the dialogue with the representatives of our fans and the modding community and we are looking forward to an eventful common day!” The German news site EMERGENCY Newstime will report over Twitter and Facebook on Saturday. On Sunday, we and EMERGENCY Newstime will release a comprehensive report of the event, including all news, information, picture and screenshots from the event and the editor. Click here to view the article
  11. Finally we’ve got some news from Tübingen – Promotion Software and Sixteen Tons Entertainment introduced the new community manager today! Serbay Sönmez, better known as Turk_SeSo in our community, is responsible for the community support from now on. In his position he will serve as the communicator between the EMERGENCY community and the developers in Tübingen. Prior to this announcement, we’ve asked some questions to Serbay, read more to see what we've asked. How was your start into the game business? How did you get to Sixteen Tons Entertainment? I had my first contact with gaming communities with the game „Battlefield 2142“ in 2006. I joined a clan and got into an international tournament community. I took over the administration for two years, followed by the work as team leader at the company 4PL GmbH. In addition I’ve started my own event project. This project brought me to Sixteen Tons Entertainment last year. I wanted to turn my hobby into a career – by giving the community the opportunity to contribute in the production process and make the best out of the game. That’s why I am here. Which experience could you already gather with EMERGENCY? I’ve read some articles about it in game magazines and gaming sites in the internet some time ago. But at that time, my focus in gaming was on FPS and the FIFA-series. During the recent years, this view changed. My behavior in gaming is more placid now. Shooter aren’t as much fun as in the past. I’m playing more and more strategy games at the moment. In November 2013 I decided to combine my passion with my career – the job offer at Sixteen Tons Entertainment was right on cue. Now I spend several hours per week with EMERGENCY. Even if I’m still not able to extinguish all fires fast enough and therefore some buildings and cars getting a bit more wrecked than others. Which games are you playing in your spare time? Even if shooters don’t catch my interest in the same manner as in the past, I’m still running around in “Battlefield 4” from time to time. Since shortly I started as a pilot in “Titanfall”. The biggest part of my gaming dedicated time is spent on the world map of “Europa Universalis 4”. I slowly but surely pave my way to world domination Of course EMERGENCY cannot be missing. Although I’m limiting myself to the 2012 version in my spare time. I don’t want to leave too much people without a house above their heads and with environmental disasters you can always reject any responsibility. Let’s talk about your actual work. Which difficulties are connected to your daily tasks? To be honest, my work isn‘t very difficult. Only the constant sitting around and reading posts that could have the length and structure of a novel by G.R.R. Martin is consuming a lot of energy. Another thing is the constant replying on mails, the hour-long phone calls and the colleagues who shoot you down with ”Nerfguns”… Who am I kidding? My work is great fun. Your posts - no matter how long they are – give me new stuff to jar on the nerves of my colleagues. What can I wish more? Well there is one wish…getting a better “Nerfgun” would be a good one. Maybe some fan wishes could pass through a bit faster then. Where you able to integrate ideas of the community in the ongoing development? Of course I have read your posts quite eagerly. Above all, the bug-report at the Deep Silver forum contained a lot of good ideas. Unfortunately I cannot make any comment about the wishes that actually made it into the game. Let yourself be surprised! But be sure, it has some advantages to sit next to the programmers and level designers while throwing the one or other idea right in front of their feet. … Where did my Nerfgun go again? What are your goals? What do you want to achieve for both the fans and Sixteen Tons Entertainment as a community manager? My goal is to ensure optimal communication between the studio and the players. The community has great ideas, which should not stay unheard. My job, with your support, is to make sure that we, as developers of EMERGENCY, do not develop over your wishes. At this point, it also has to be said, that I would like to deliver you a better insight in the development of EMERGENCY games. I am aiming to make the decision for or against certain features explainable and communicate those with the fans. You can see me as lawyer of both sides. With a small deference: I didn’t need to study law for this and, I hope, this will still be spared to me in the future. Click here to view the article
  12. Dear Community, Sixteen Tons Entertainment launched their new "Emergency" Facebook page. There's not a lot of info on the page yet but we expect it to be filled with more info's soon. take a look yourself: https://www.facebook.com/worldofemergency Regards, Stan
  13. Dear community, Upon request of the community we have added support for Tapatalk. Enjoy the new way of browsing Emergency-planet with your Phone or Tablet. Suggestions or comments are welcome! Regards, StanDear community, Upon request of the community we have added support for Tapatalk. Enjoy the new way of browsing Emergency-planet with your Phone or Tablet. Suggestions or comments are welcome! Regards, Stan Click here to view the article
  14. Our teamspeak is up again: IP: emergency-planet.com Password: emplanet Port: default
  15. Whats the error you got?
  16. Dear community, We would like to point out some things as we are getting a lot of the same questions. Click on read more for all the facts. Regards, Stan1) New members First of all, hi and welcome, please remember that the first post you make as a new member of our site will have to be validated by our administrators manually. Once this is done once you will be moved to a new group and your posts will be displayed automatically. So please remember that there's no need to post the same post more than once. This security measure caused a decrease of displayed spam posts made by bots by 100% so we decided that this measure will stay. Thank you for understanding 2) Broken parts on the site Since our RAID 1 failed and both HDD’S where lost we have several issues on the site. Tutorials are broken at this moment, I am aware of this and found out the reason. Working on a fix at this moment.Downloads are being recovered, all downloads have been tested and 37 downloads are actually broken. Those will be re-uploaded in the next days.Terms of service are currently down, they will be re-added shortlyInformation about the games seems broken, we will need to remake the full main siteNow something we would like to you as visitor of our site. If you see a broken page, download, attachment of a post, please report it with the report button. The content will be fixed as soon as possible after reporting.Click here to view the article
  17. The version number is displayed in the corner of your home screen
  18. TOPIC CLEANED, THANK YOU FOR WASTING MY/OUR TIME How about a good and HUGE portion of RESPECT?
  19. We will first restore the downloads that are broken. Then the tos will be fixed, then the broken mainsite
  20. Hi, Which game version do you have and where did you get it from?
  21. Its broken indeed... :o http://forum.emergency-planet.com/files/file/278-emergency-3-patch-13-uk/ Anyone still has it?
  22. Thats normal, copied twice, was lazy and did want to post a spoler and then the full story
  23. Dear Community, After some stressful days full of work we are back online. Some profile pictures might be lost and some downloads –might- be broken. What happened? The two hard disks of our server failed together, which destroyed our backups too. We were able to recover a lot of data from the destroyed disks but were unable to avoid some data loss. Now we need your help. Find a broken download? Report it! See some strange things? Report it! Regards, StanDear Community, After some stressful days full of work we are back online. Some profile pictures might be lost and some downloads –might- be broken. What happened? The two hard disks of our server failed together, which destroyed our backups too. We were able to recover a lot of data from the destroyed disks but were unable to avoid some data loss. Now we need your help. Find a broken download? Report it! See some strange things? Report it! Regards, Stan Click here to view the article
×
×
  • Create New...