Author Topic: DS9FX - Xtended  (Read 22723 times)

Offline Mario

  • Senior Software Developer
  • Administrator
  • Posts: 2200
  • Cookies: 1707
  • Life is life
Re: DS9FX - Xtended
« Reply #20 on: June 08, 2008, 02:27:09 PM »
Quote
Care to expand on the Foundatino fixes (aside for the Registry.py fixes)?

Had to watch the football match :P hehe

I wasn't refering to the registry.py fixes at all.

Fix 1: Small fix perhaps but requires overrides over 4 qb functions. To send ship descriptions to the correct players ship selection pane in qb selection menu. This is small overlooked bug, but and 2nd one is the actual implementation of using the hasTGLDesc line in the qb.py. Ship which has both tgl entry and string entry; tgl entry is always used.

Fix 2: Correct me if I'm wrong, it might be caused by NanoFX I really don't remember... Is actually the prevention of listing suns in the targetting menus.

Fix 3: Foundation "forgets" its mutator settings and this results in them becoming deactivated.

Fix 4: Exit game crash fix.

Quote
I'm not sure if it's the Easter Egg I'm thinking, or if it IS an easter egg, I fear of saying it incase of spoiling. It wouldn't have to do with the new Manual Wormhole entry, would it?

As jb06 said, not even close.

Quote
ya, Sovvy has done an incredible amount of fixes/changes since the last public build...

I always am amazed when I look at the changelog in the DS9FX Dev. Forums lmao

Quote
same -  but i think Sovvy's last fix of that has been working...  it has on my end the few times ive been able to fire up BC and so far yet, no one has reported problems with it...

At least nobody reported problems... yet...
Acta, non verba.
aka USS Sovereign

Offline moed

  • Posts: 1472
  • Cookies: 57
  • Star Trekus Fanaticus
Re: DS9FX - Xtended
« Reply #21 on: June 09, 2008, 12:59:09 AM »
P.S. Most recent would be the famous exit to windows "stbc.exe has encountered and needs to close" crash. Which nobody seems to notice :(
I do notice that, but my game is to heavily modded to pinpoint the problem. :P
thats what i always figured also lol

I'm not exactly sure about this but this happened to me when I only had 512mb of RAM installed and an old 64mb GCard (my older system). In other words, after a certain amount of ships/mods I had loaded into QB (the more the worse), my system would start running out of usable RAM and start swapping to the hard disk a lot.

Not only would that obviously slow down my game significantly, but I only encountered this particular crash at these times; (lots of objects loaded into QB).

I now have 2gb of RAM and dual 768mb GCards.... I've never experienced that problem again... no matter how many ships/mods I have running in QB. 

Offline Technerd89

  • Posts: 175
  • Cookies: 2
Re: DS9FX - Xtended
« Reply #22 on: June 09, 2008, 04:55:36 AM »
i could see that as being a major stability issue with any game, not just bridge commander in particular.

Offline El

  • Master Hardpointer
  • Retired Administrator
  • Posts: 653
  • Cookies: 123
  • Former Vice Admin
Re: DS9FX - Xtended
« Reply #23 on: June 09, 2008, 07:29:48 AM »
Can we stick to the topic pls folks.

rotary

  • Guest
Re: DS9FX - Xtended
« Reply #24 on: September 18, 2008, 07:36:36 PM »
Will the Cardassian Galor cruiser show damage?  In the current DS9FX they only begin to show damage when they blow up.

Offline Kirk

  • Posts: 1438
  • Cookies: 139
    • My Released Mods
Re: DS9FX - Xtended
« Reply #25 on: September 18, 2008, 08:05:14 PM »
I assure you, it will. If it doesn't I'll pester Jimmy until it does. :P

Offline FourChan

  • Admiral Noel Vermillion
  • Posts: 608
  • Cookies: 4
  • Starfleet Technologies Development Center
    • Twitter Four Channel
Re: DS9FX - Xtended
« Reply #26 on: September 18, 2008, 09:25:15 PM »
i can't wait for this, cause my DS9FX Crashes when I visit DS9 for some reason, I think it happened when I DLed the Excalibur pack lol.

Offline Kirk

  • Posts: 1438
  • Cookies: 139
    • My Released Mods
Re: DS9FX - Xtended
« Reply #27 on: September 18, 2008, 09:30:03 PM »
If you post a console report in Tech Support I'm sure we can solve that.

Offline Aeries

  • Posts: 1446
  • Cookies: 226
Re: DS9FX - Xtended
« Reply #28 on: September 18, 2008, 10:13:48 PM »
WOOHOO! Can't wait for this! [Though inevitably will. :3]

Offline Kirk

  • Posts: 1438
  • Cookies: 139
    • My Released Mods
Re: DS9FX - Xtended
« Reply #29 on: September 18, 2008, 10:25:35 PM »
Trust me, it will be well worth the wait.

Offline FourChan

  • Admiral Noel Vermillion
  • Posts: 608
  • Cookies: 4
  • Starfleet Technologies Development Center
    • Twitter Four Channel
Re: DS9FX - Xtended
« Reply #30 on: September 19, 2008, 12:00:42 AM »
Kirk, i had it figured out :P It was the Excalibur pack, cause when I turn the ships off on DS9, other than the station, it works perfect.

Offline JimmyB76

  • Posts: 6423
  • Cookies: 421
Re: DS9FX - Xtended
« Reply #31 on: September 19, 2008, 07:50:34 AM »
while i dont have the Excalibur pack installed, i guess it does make sense there might be some conflict as there is an Excalibur in the DS9 ships...

Offline limey BSc.

  • JL Studios - Co-Founder
  • Posts: 1152
  • Cookies: 421
  • JL Studios - Co-Founder
Re: DS9FX - Xtended
« Reply #32 on: September 19, 2008, 07:53:04 AM »
I beleive everything is named DS9FXExcalibur though. So it shouldn't cause conflicts.
MUSE!!!


Offline JimmyB76

  • Posts: 6423
  • Cookies: 421
Re: DS9FX - Xtended
« Reply #33 on: September 19, 2008, 07:59:37 AM »
true...  but there is a script in KM1 that basically "reassigns" the DS9 ships to use the KM ships instead...
either way, it was just a quick guess and i dont really have BC in front of me right now (at work) to look deeper to be 100% certain...
either way, at least FourChan was able to sort out what was going wrong in his install...

rotary

  • Guest
Re: DS9FX - Xtended
« Reply #34 on: November 01, 2008, 03:44:14 PM »
I'm still looking forward to this release.  Do we have an updated ETA?

Offline Kirk

  • Posts: 1438
  • Cookies: 139
    • My Released Mods
Re: DS9FX - Xtended
« Reply #35 on: November 01, 2008, 03:53:58 PM »
 :whenitsdone

Offline cordanilus

  • Posts: 493
  • Cookies: 608
Re: DS9FX - Xtended
« Reply #36 on: November 01, 2008, 05:41:22 PM »
It'll be done when it's done. :D  But don't worry, it's still being worked on.  I know BR's been itching to put up another news item on bcf.  He'll get his chance, just be patient.

Offline cordanilus

  • Posts: 493
  • Cookies: 608
Re: DS9FX - Xtended
« Reply #37 on: December 26, 2008, 09:22:27 AM »
Update:

I guess it's time to bring this thread out of mothballs.  :D

Behold, a new model for DS9FX Xtended.  I thought it was time I updated the model in which a large portion of this mod is about.  It's not finished yet but it's getting there.  She sit's around 31k polys and I don't plan to go over 40k.  I'm still somewhat new to 3DS Max so I'm learning as I go.  Certainly much better then Milkshape.  lol

There is more, but I have to fire up my external drive and see what I was working on.  Then I'll update at a later date.

On a side note:
The original model that was going to be used, was made by Lint.  Now, it was quite impressive...but I felt that it wasn't accurate to the reference pics that he sent me.  So, I decided to rebuild the entire model using Lint's Model as a basis.

Offline JerichoKru

  • Posts: 75
  • Cookies: 2
Re: DS9FX - Xtended
« Reply #38 on: December 26, 2008, 09:38:40 AM »
Wow, even without textures it is very detailed!  :shock:
~ [UFP]JerichoKru

Offline MarkyD

  • Posts: 1150
  • Cookies: 627
  • "A mesh comes together!"
Re: DS9FX - Xtended
« Reply #39 on: December 26, 2008, 09:40:05 AM »
Looks nice so far mate, i was planning a DS9 next year, make it good mate  :)