Author Topic: SPinQB  (Read 1620 times)

Offline cnotsch

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SPinQB
« on: March 01, 2009, 01:23:15 PM »
I hope I'm allowed to post this here...

I'm searching for a good scripter (or even a whole group of scripters), who wants to finish my SPinQP mod with me.

The main idea of SPinQB is to modify the story mode of BC to be playable as plugin in QB (or QBR), so you can use nearly every mod (Other Ships, Galaxy Charts, ...).
I thought I'd be able to finish it alone, but it turned out to be more work than I thought. I nearly finished the following missions (as far as i know they have only some minor bugs): E1 M1/2, E2 M0/1.  I started modifying the missions up to E3M4 but they don't work yet.

If you are interested and have the time to do this, it would be great, because I really want to finish SPinQB.

You can also contact me via e-mail @ c.notsch@gmx.at

Offline FekLeyr Targ

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Re: SPinQB
« Reply #1 on: March 01, 2009, 02:24:22 PM »
I have informed SMBW about your project and your request for help. He's good. (But I'm not allowed to reveal what he's doing so please don't ask me about it, ok?)
TaH pagh, Tah be.

Offline Kirk

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Re: SPinQB
« Reply #2 on: March 01, 2009, 02:51:56 PM »
Hmm, maybe the Second Edition of the BCS Training Corps will be able to help once we graduate.

Offline JimmyB76

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Re: SPinQB
« Reply #3 on: March 01, 2009, 03:00:25 PM »
you should post this at BCS also...  :)
http://bcs-tng.com/forums/index.php?board=26.0

Offline SMBW

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Re: SPinQB
« Reply #4 on: March 01, 2009, 03:01:10 PM »
I have informed SMBW about your project and your request for help.

Thx FekLeyr Targ!

cnotsch I've sent you a pm  :)
Don't part with your illusions. When they are gone you may still exist, but you have ceased to live.  - -  Mark Twain

Sorry for my bad English!

Offline Rob Archer

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Re: SPinQB
« Reply #5 on: March 01, 2009, 09:51:47 PM »
I hope I'm allowed to post this here...

I'm searching for a good scripter (or even a whole group of scripters), who wants to finish my SPinQP mod with me.

The main idea of SPinQB is to modify the story mode of BC to be playable as plugin in QB (or QBR)


I've tried this before, it worked well.. but only if you locked the bridges so the player couldn't change them... otherwise you invite problems with the Bridge animations

Offline cnotsch

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Re: SPinQB
« Reply #6 on: March 02, 2009, 05:03:29 PM »
Hey thanks for your numerous replys.

I've tried this before, it worked well.. but only if you locked the bridges so the player couldn't change them... otherwise you invite problems with the Bridge animations
I did leave the standard commands in the script which set it to the required bridge at mission start, but i didn't lock them. Worked fine for now.
You said you tried it before, do you want to share your ideas, scripts?

you should post this at BCS also...  :)
http://bcs-tng.com/forums/index.php?board=26.0

Thanks I'll see what i can do XD

Offline cnotsch

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Re: SPinQB
« Reply #7 on: October 01, 2009, 07:24:00 PM »
Hey guys,
I just wanted to post and update:
We are kinda stuck at the moment...

A quote from SMBW at BCS:
Quote
Ok! Like Jimmy would say I try to get the ball rolling and want to post a small overview of SpinQB.  Smiley

So now, what is SPinQB?

One day cnotsch had the idea that it would be much better to have the Single Player campaign integrated into Quick Battle because of all the different mods which do not work in Single Player or which make it impossible to play the campaign....

So he tried to port SP to QB - with success. After some changes to the mission scripts they worked in QB (with some small bugs). Since there are a lot of missions in stock bc he was looking for some help and I volunteered.


What needs to be done?

There are a couple of missions which already work. I should mention that we do not use the stock mission scripts but we use copies so they can be altered without overriding any stock files.
Still a lot of missions need to be adapted for QB and we need to do some changes to the AI's used in these missions since some of these AI scripts seem to work improperly.


Since we both are somewhat busy atm progress will be a little bit slow but there will be a time when we'll have more free time to work on the mod.

All right - I think these are the most important things.

Well that time may come but it could take very long and it would be very nice to get more help here since i have a lot going on right now and we could use any help

Offline Banbury

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Re: SPinQB
« Reply #8 on: October 04, 2009, 01:51:17 PM »
I might be able to answer questions about mission scripting and the inner workings of QBR if needed.
Sadly I can't offer more substantial aid. But I commend you on your effort. Mission scripting  has been neglected for too long.

Greetings

Banbury
B.A.N.B.U.R.Y.: Biomechanical Artificial Neohuman Built for Ultimate Repair and Yelling