Author Topic: New BC mod and mod team: Aftermath  (Read 84262 times)

Offline Flux Capacitor

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Re: New BC mod and mod team: Aftermath
« Reply #40 on: July 04, 2009, 11:27:32 AM »
yeah their yours ;), and this is my personal test install so its not nececairily final...but i really like them so with your permission...could we use them?

Right now we are just porting ships, so those are just a part of the picture taker's install. However, with your permission (I was about to email you today!), we would like them to be the standard damage textures for the TC in the future.

Don't worry man, we plan on having well documented credits itemized with download links :). Every scrap of pre-existing material is not going to be used unless we have either direct permissions from the author or the permissions of fair use from their readme's (useful for people who have not been around in a long time).

Yeah, I'm all for mine being included. I would just ask you make sure you're using version 1.1, which has all the cool animation effects. :)

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #41 on: July 04, 2009, 11:34:52 AM »
yeah their yours ;), and this is my personal test install so its not nececairily final...but i really like them so with your permission...could we use them?

Right now we are just porting ships, so those are just a part of the picture taker's install. However, with your permission (I was about to email you today!), we would like them to be the standard damage textures for the TC in the future.

Don't worry man, we plan on having well documented credits itemized with download links :). Every scrap of pre-existing material is not going to be used unless we have either direct permissions from the author or the permissions of fair use from their readme's (useful for people who have not been around in a long time).

Yeah, I'm all for mine being included. I would just ask you make sure you're using version 1.1, which has all the cool animation effects. :)

yeah im using 1.1 with the little explosions :D

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Offline Dalek

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Re: New BC mod and mod team: Aftermath
« Reply #42 on: July 04, 2009, 06:12:27 PM »
The engineering hull on the New Orleans is set too far forward. It needs to rest behind the centre point of the saucer.
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Offline ACES_HIGH

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Re: New BC mod and mod team: Aftermath
« Reply #43 on: July 04, 2009, 06:58:55 PM »
you could stand to go higher poly, and higher res.  I don't want to sound rude, but these models just don't look that good.  I can safely say that most of our users these days, have rigs that can easily handle models with double that poly count.  5-6K is extremely low, even if you're planning it to be fleet compatible, you can afford 10-12K. 

Offline Barihawk

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Re: New BC mod and mod team: Aftermath
« Reply #44 on: July 04, 2009, 07:59:28 PM »
you could stand to go higher poly, and higher res.  I don't want to sound rude, but these models just don't look that good.  I can safely say that most of our users these days, have rigs that can easily handle models with double that poly count.  5-6K is extremely low, even if you're planning it to be fleet compatible, you can afford 10-12K. 

If gameplay is consistent from Legacy to BC, I doubt many rigs could handle several hundred ships onscreen. And as I am sure Tim is going to chime in and say, graphics are not our concern. Gameplay is the primary focus and to be honest, I think the models look fine. They are not CGI quality like we have been getting for the past couple of years, but they will look great ingame. Now, granted the Ambassador deflector looks a little non-circular but that's a detail that most are not going to notice when their ship is under heavy fire.

I would hope that most people would be playing from the Bridge, anyways. We will give the pilot plenty to do, as combat for both players and AI will advance beyond the basic "swing around in circles and spam torpedoes."

Offline Kirk

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Re: New BC mod and mod team: Aftermath
« Reply #45 on: July 04, 2009, 08:17:32 PM »
I love eye candy, I confess, but I really like your mindset and goals. These ships do very well at what they are designed to do, capture the most amount of detail, with the least amount of strain, on the widest range of computers. Keep it up. Ultimately, playability is more important than looks. You have my intrigue and support. I wish you all success as you branch out into BC.

Offline Barihawk

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Re: New BC mod and mod team: Aftermath
« Reply #46 on: July 04, 2009, 08:21:37 PM »
If it's any consolation, I'll be working on medium resolution bridge sets that are looking to be unique for EVERY SHIP *shoots self*

They will have normal 512 maps for environment textures and 1024 maps for panels. And they should look good while keeping the overhead down!

Offline eclipse74569

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Re: New BC mod and mod team: Aftermath
« Reply #47 on: July 04, 2009, 08:28:17 PM »
you could stand to go higher poly, and higher res.  I don't want to sound rude, but these models just don't look that good.  I can safely say that most of our users these days, have rigs that can easily handle models with double that poly count.  5-6K is extremely low, even if you're planning it to be fleet compatible, you can afford 10-12K. 

I'm actually one of those people who have a very low end system (I'm still pushing a Pentium 3 processor just on my PC alone, my laptop would be able to handle more, and I thank the woman who gave me the Laptop lol)...I can push 2 or 3 CG Sovereigns as well as maybe 2 or 3 DJ galaxies with a reasonable ammount of framerate reduction specs and enhanced glows off of course.  This would be very logical for me till I'm able to get a higher end PC (which I won't be able to afford anytime soon on an 8 hour week paycheck).

To the aftermath Crew!  Good luck and you guys have my blessing :)
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Offline Starforce2

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Re: New BC mod and mod team: Aftermath
« Reply #48 on: July 05, 2009, 12:11:07 AM »
given everything you plan on doing, and the lenth of time it will take, cheam used PCs by then wiill have 1024meg video cards, 4gb ram and be atelast dual core 3.5ghz. 2 years from now we'll all be running 2 gig vid cards and 5gig processors with multiple cores.
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Offline tjoz

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Re: New BC mod and mod team: Aftermath
« Reply #49 on: July 05, 2009, 12:34:11 AM »
As Barihawk has said, us having a strict poly count limit on our ships gives us unique opportunities. Not only does it allow us to open up our mod to a much larger player base but it also reduces development time on ships. Us having ships with insane poly counts just is not practical for the mods needs.

The ship renders, they are just that. Renders. They dont take into consideration the game environment. The textures, Legacy has always had weird texturing for majority of the TNG era Fed ships. They look blurry in Legacy aswell. The Akira and Norway (Aftermath versions) have had alot of their texture issues resolved so they shouldnt look blurry when in BC. Textures can be changed at any time. The models themselves have been changing. There were issues with the Galaxy class model and some of the ENT era Fed ships too had some model issues and they have been corrected.

Fleet battles as that is something that has been touched upon. Yes there will be those aspects but I am not sure how BC will take them. I have a feeling they will be toned down for BC. The Legacy project has fleet engagements under the Armada modes (Heavy and Light) where you saw fleet battles where there were hundreds of ships. I personally think that style of gameplay would be too much of a shock for BC players. It is hectic, knife edged and fast styled combat.

We have our ModDB profile set up, link is below:

Aftermath BC (ModDB Page)

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #50 on: July 05, 2009, 06:16:27 AM »
Like tjoz said, his armada mode has a 100 some what ships i n battle at the same time and it lags on my rig if theres a 100 ships going on at once..i have a AMD 2X with 2.6 Ghz 4 gigs of ram and an ati 4850 512MB...soooo...i wouldnt say that out loud :P

Offline Barihawk

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Re: New BC mod and mod team: Aftermath
« Reply #51 on: July 05, 2009, 09:48:14 AM »
given everything you plan on doing, and the lenth of time it will take, cheam used PCs by then wiill have 1024meg video cards, 4gb ram and be atelast dual core 3.5ghz. 2 years from now we'll all be running 2 gig vid cards and 5gig processors with multiple cores.

While that may be true for the people who can afford it or bother to, BC itself has limits. The game and engine itself were made seven years ago. It has no multicore support. It has no SLI support. And all being said and done, you will not notice.

The game is very limiting to high-res models. I have a very nice gaming rig that runs Crysis and all the modern "benchmark" games. My BC install can handle perhaps 5 or 6 ships onscreen before getting choppy and these are ships released only a year or two ago, hardly "DJ Quality."

We are planning on attempting to bring in the Armada type gameplay from Aftermath, and that's going to be at least 50 ships at any given time in any set, with the potential to go up to 150-200 ships total. Even futuristic rigs can not handle that with BC's limits.

Offline limey BSc.

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Re: New BC mod and mod team: Aftermath
« Reply #52 on: July 05, 2009, 01:32:14 PM »
The game is very limiting to high-res models. I have a very nice gaming rig that runs Crysis and all the modern "benchmark" games. My BC install can handle perhaps 5 or 6 ships onscreen before getting choppy and these are ships released only a year or two ago, hardly "DJ Quality."

I have a rig that can't handle Crysis, yet I can easily manage 10 high poly ships with high quality textures with absolutely no hint of lag. Could be something in your install making it unstable.
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Offline Barihawk

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Re: New BC mod and mod team: Aftermath
« Reply #53 on: July 05, 2009, 01:38:54 PM »
The game is very limiting to high-res models. I have a very nice gaming rig that runs Crysis and all the modern "benchmark" games. My BC install can handle perhaps 5 or 6 ships onscreen before getting choppy and these are ships released only a year or two ago, hardly "DJ Quality."

I have a rig that can't handle Crysis, yet I can easily manage 10 high poly ships with high quality textures with absolutely no hint of lag. Could be something in your install making it unstable.

I actually think it might be Galaxy Charts 1.3 War Simulator, which is a shame because that's what keeps me playing BC :P.

Offline Jb06

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Re: New BC mod and mod team: Aftermath
« Reply #54 on: July 05, 2009, 05:44:26 PM »
The game is very limiting to high-res models. I have a very nice gaming rig that runs Crysis and all the modern "benchmark" games. My BC install can handle perhaps 5 or 6 ships onscreen before getting choppy and these are ships released only a year or two ago, hardly "DJ Quality."

I have a rig that can't handle Crysis, yet I can easily manage 10 high poly ships with high quality textures with absolutely no hint of lag. Could be something in your install making it unstable.

Who says limey hasn't got it GC V1.4 installed? We do have access to it :P

~Jb06

I actually think it might be Galaxy Charts 1.3 War Simulator, which is a shame because that's what keeps me playing BC :P.

Offline Barihawk

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Re: New BC mod and mod team: Aftermath
« Reply #55 on: July 05, 2009, 05:46:04 PM »
Oh, a new release? Man, I should check in more often :P.

Offline Jb06

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Re: New BC mod and mod team: Aftermath
« Reply #56 on: July 05, 2009, 05:48:48 PM »
You should, but I would check your bcs-tng account pms first.

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Offline Barihawk

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Re: New BC mod and mod team: Aftermath
« Reply #57 on: July 05, 2009, 05:52:55 PM »
You should, but I would check your bcs-tng account pms first.

~Jb06

Just noticed. :( Do'h!

Offline USS Frontier

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Re: New BC mod and mod team: Aftermath
« Reply #58 on: July 05, 2009, 08:37:11 PM »
Oh, a new release? Man, I should check in more often :P.
And post reports about it more often too  :arms:

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Offline Barihawk

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Re: New BC mod and mod team: Aftermath
« Reply #59 on: July 05, 2009, 09:33:41 PM »
Oh, a new release? Man, I should check in more often :P.
And post reports about it more often too  :arms:

lol

Don't worry. I am going to break 1.4 or it's going to break my computer.