Author Topic: Baz1701 WIP's - Semi retired.  (Read 488529 times)

Offline Billz

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Re: Baz1701 WIP's
« Reply #160 on: July 01, 2009, 06:36:10 PM »
Its not screen accurate. Don't do MVAM please.
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Offline ACES_HIGH

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Re: Baz1701 WIP's
« Reply #161 on: July 01, 2009, 07:43:39 PM »
well, since you've already put all the work into separating the model, go ahead.

Offline genty

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Re: Baz1701 WIP's
« Reply #162 on: July 02, 2009, 03:36:22 AM »
I'd keep it. It may not been seen on screen but it was originally going to be used as part of the movie.
Just a thought, you could always make it so you can pick whether it gets used in game. In the download file just have 2 folders, the first one adds the main ship to the game while the second folder adds the seperating ability, that way you would cater for everyone.

Offline baz1701

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Re: Baz1701 WIP's
« Reply #163 on: July 02, 2009, 04:05:03 AM »
I'd keep it. It may not been seen on screen but it was originally going to be used as part of the movie.
Just a thought, you could always make it so you can pick whether it gets used in game. In the download file just have 2 folders, the first one adds the main ship to the game while the second folder adds the seperating ability, that way you would cater for everyone.

That could be the way forward.

I have added textures to the seperation parts now.

Just have to add the shuttle launch and fix one reg and she is good to go.
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Offline Maxloef

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Re: Baz1701 WIP's
« Reply #164 on: July 02, 2009, 04:14:01 AM »
i say have saucer seperation, ive seen the concept and it looked good :D

Offline baz1701

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Re: Baz1701 WIP's
« Reply #165 on: July 02, 2009, 05:44:33 AM »
Does anyone know if the Carrier script is free to use. If not who is the author of the script. I don't want to include stuff without permission on my ships.
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Offline JimmyB76

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Re: Baz1701 WIP's
« Reply #166 on: July 02, 2009, 07:52:03 AM »
*threads merged*

Offline baz1701

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Re: Baz1701 WIP's
« Reply #167 on: July 02, 2009, 08:12:52 AM »
Thanks for merging Jimmy.

I have the Connie launching shuttles the problem is when I try to recover the shuttle I get the message that it is too big to fit in my shuttle bay? Currently using the stock shuttle as my STV shuttle is not in game yet.

Any ideas?
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Offline tiqhud

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Re: Baz1701 WIP's
« Reply #168 on: July 02, 2009, 10:13:54 AM »
Thanks for merging Jimmy.

I have the Connie launching shuttles the problem is when I try to recover the shuttle I get the message that it is too big to fit in my shuttle bay? Currently using the stock shuttle as my STV shuttle is not in game yet.

Any ideas?
you meed to fix the Shuttle Bay propertie "Radius"to be slightly larger than the Hul "Radius" of the Shuttles you are using.
in the HP of the launchung ship
TiqHud
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Offline eclipse74569

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Re: Baz1701 WIP's
« Reply #169 on: July 02, 2009, 04:09:22 PM »
Its not screen accurate. Don't do MVAM please.

Technically it would be since in TOS Kirk DID order a preparation of Saucer Sep.

I would definitely keep it Baz :)
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Offline Dalek

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Re: Baz1701 WIP's
« Reply #170 on: July 02, 2009, 04:13:40 PM »
But thats TOS and this is TMP. :P
"To live on as we have is to leave behind joy, and love, and companionship, because we know it to be transitory, of the moment. We know it will turn to ash. Only those whose lives are brief can imagine that love is eternal. You should embrace that remarkable illusion. It may be the greatest gift your race has ever received."

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Offline baz1701

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Re: Baz1701 WIP's
« Reply #171 on: July 02, 2009, 04:59:43 PM »
well at 24 to 8 the seperation stays. I will instructions in the read me on how to disable it for those who do not want it.
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Offline baz1701

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Re: Baz1701 WIP's
« Reply #172 on: July 02, 2009, 05:56:24 PM »
OK game crashes on loading a quick battle here is the report
Code: [Select]
Outdated Foundation, updating functions
Outdated Foundation, installing FolderManager
Foundation Tech loaded
Gravity FX has been loaded.
BridgeFX Enabled...
CameraFX Enabled...
ExplosionFX Enabled...
SpecialFX Enabled...
WarpFX Enabled...
DS9FX Initializing...
AttributeError: PreLoadAssets
Setting Stock System Planets Random Density.
DS9FX: Kobayashi Maru is Installed. Deleting DS9FX Docking Function!
DS9FX: You're not currently running a QB Mission. DS9 Set cannot be reached by Warp!
Trying to clean memory
ERROR:  Cannot get ship property for bctmpshuttle, check hardpoints!
Traceback (innermost last):
  File ".\Scripts\Tactical\Interface\ShieldsDisplay.py", line 360, in SetShipIcon
    iSpecies = pShipProperty.GetSpecies()
AttributeError: 'None' object has no attribute 'GetSpecies'
Traceback (innermost last):
  File ".\Scripts\Tactical\Interface\WeaponsDisplay.py", line 112, in Create
    ResizeUI(pDisplay)
  File ".\Scripts\Tactical\Interface\WeaponsDisplay.py", line 164, in ResizeUI
    SetShipIcon(pDisplay)
  File ".\Scripts\Tactical\Interface\WeaponsDisplay.py", line 572, in SetShipIcon
    iSpecies = pShipProperty.GetSpecies()
AttributeError: 'None' object has no attribute 'GetSpecies'
Traceback (innermost last):
  File ".\Scripts\Tactical\Interface\WeaponsDisplay.py", line 572, in SetShipIcon
    iSpecies = pShipProperty.GetSpecies()
AttributeError: 'None' object has no attribute 'GetSpecies'

Also get this in the VOX debug txt file "4 double sided triangle(s) detected in shuttle:1."

I have delete each part of the shuttle in turn and exported it but no joy.
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Offline Jb06

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Re: Baz1701 WIP's
« Reply #173 on: July 02, 2009, 05:58:30 PM »
It will be your carrier script.

Upload to here or msn.

Edit: Ok not the carrier :P

~Jb06

Offline baz1701

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Re: Baz1701 WIP's
« Reply #174 on: July 02, 2009, 06:14:06 PM »
it appears to  be HP issue. I have swapped it for a temp replacement and the shuttle works. I also stuck the connie carrier file back in and the came loads.
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Offline teleguy

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Re: Baz1701 WIP's
« Reply #175 on: July 02, 2009, 06:23:24 PM »
Does your shuttle have a ship property in the hardpoint? The part that's named like the ship.

Offline Jb06

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Re: Baz1701 WIP's
« Reply #176 on: July 02, 2009, 06:39:09 PM »
Does your shuttle have a ship property in the hardpoint? The part that's named like the ship.

it didn't, but fixed it about 10 mins just as baz went offline.

Edit: here you go baz.

~Jb06

Offline baz1701

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Re: Baz1701 WIP's
« Reply #177 on: July 03, 2009, 04:03:27 AM »


it didn't, but fixed it about 10 mins just as baz went offline.

Edit: here you go baz.

~Jb06

Sorry about that, had been a very long day and my head was about to hit the monitor.

Thanks for the repair I'll test it ASAP
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Offline baz1701

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Re: Baz1701 WIP's
« Reply #178 on: July 03, 2009, 04:45:35 AM »
Ok I test the new HP's and the appear to work ok, but the game starts to get all jeky and slugish with the shuttle loaded.

Will have to look at the textures and model.
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Offline baz1701

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Re: Baz1701 WIP's
« Reply #179 on: July 03, 2009, 08:41:03 AM »
Ok, the shuttle's problems have been sorted. A couple of the textures sizes were not even.

Anyways the shuttle is working in game. but after I edited the Connies carrier file it still launches the default shuttle?

Also when I load the carrier file my desktop PC the only option for shuttle launch is the Sov yacht. Which does nothing on clicking launch.

Code: [Select]
# bcrefit.py
# April 11, 2002
#
# by Evan Light aka sleight42, all rights reserved
#
# Permission to redistribute this code as part of any other packaging requires
# the explicit permission of the author in advance.
##############################################################################

# A simple example of how to define a custom Carrier with a specified
# compliment of vessels
Carrier = __import__( "ftb.Carrier")
class bcrefit( Carrier.Carrier):
    def __init__( self, pShip):
        Carrier.Carrier.__init__( self, pShip)
        # The script name should be the name of the "ship" script, not the
        # hardpoint (otherwise, you'll crash your BC and this is bad)
        LauncherGroup = __import__( "ftb.LauncherGroup")
        group = LauncherGroup.LauncherGroup()

        LauncherManager = __import__( "ftb.LauncherManager")
        launcher = LauncherManager.GetLauncher( "Shuttle Bay 1", pShip)
        group.AddLauncher( "Shuttle Bay 1", launcher)
        launcher.AddLaunchable( "bctmpshuttle", "ftb.friendlyAI", 8)

        # launcher = LauncherManager.GetLauncher( "Shuttle Bay 2", pShip)
        # group.AddLauncher( "Shuttle Bay 2", launcher)
        # launcher.AddLaunchable( "Shuttle", "ftb.friendlyAI", 8)

        self.AddLauncher( "Group 1", group)

        # Play with this feature if you dare... MUHAHAHAHAHAHAHAHAHAHAHAHA!!!!!
        #group.SetLaunchMode( LauncherGroup.ALL)

    # Define how much Shuttles we can carry maximal (Return Shuttles script)
    def GetMaxShuttles(self):
    return 25

# "Dauntless" is the "ShipProperty" name of the ship to be registered as
# defined in the Hardpoints PY file for your ship
ShipManager = __import__( "ftb.ShipManager")
ShipManager.RegisterShipClass( "BCEnterpriseRefit", bcrefit)
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