Author Topic: New BC mod and mod team: Aftermath  (Read 84497 times)

Offline Billz

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Re: New BC mod and mod team: Aftermath
« Reply #440 on: March 20, 2010, 08:20:59 AM »
for fleet battles so you don't have 4 USS Enterprises :picardfacepalm:

Well then don't use multiples of the same ship during quickbattle.  :P  :picardfacepalm:

Can't wait for 2014 to start.

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #441 on: March 20, 2010, 08:27:41 AM »
for fleet battles so you don't have 4 USS Enterprises :picardfacepalm:

Well then don't use multiples of the same ship during quickbattle.  :P  :picardfacepalm:



that makes no sence if your doing a fleet battle you know that right?

Offline Dalek

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Re: New BC mod and mod team: Aftermath
« Reply #442 on: March 20, 2010, 09:35:00 AM »
for fleet battles so you don't have 4 USS Enterprises :picardfacepalm:

Well then don't use multiples of the same ship during quickbattle.  :P  :picardfacepalm:



that makes no sence if your doing a fleet battle you know that right?

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Offline Bones

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Re: New BC mod and mod team: Aftermath
« Reply #443 on: March 20, 2010, 02:34:47 PM »
While it is good idea to avoid muliple ships with the same name cuz you don't have any, there is another way... THE SDT :eek lol I mean why not put ID map into your ships and then simply make some regs using Skinning and Damaging Tool to swap regs ? on the other hand this would consume certain ammount of precious space when it comes to large packs so either way is good and when it comes to fleet battles I think names are the least important ;)

Offline Psyco Diver

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Re: New BC mod and mod team: Aftermath
« Reply #444 on: March 21, 2010, 12:31:03 AM »
well I guess I'm the only one that doesn't look at ship names when I'm battling?

Offline FarShot

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Re: New BC mod and mod team: Aftermath
« Reply #445 on: March 21, 2010, 01:12:09 AM »
I like the idea of no ship names.  The whole purpose of the ships having less detail is so you can have lots and lots of them on the map at once without any significant lag.  That's what made Aftermath so popular with Legacy.

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #446 on: April 15, 2010, 03:48:10 PM »
Time for a long overdue update...

Been busy with real life, school work...(ex)girlfriend troubles so i hadent had the chance to work on it but no i am.

Phaser Graphic renewed (COMPLETE):

All federation phasers have been altered in looks and sound, they look and sound way more like in the show. with a little help and refference from C2X the phasers are now a nice orange with a yellow core with a beautifull texture, and crystal clear sounds from First contact modified in pitch to represent diferent strenghts.

Torpedo remake (WIP):

With new torpedoes the mod will look more canon aswell with torpedoes like the Red torpedo from early TNG and the fast yellow type 6 from voyager, all ships will have their known torpedoes.

System Lighting Improvement (WIP):

Some starsystems will be relit simply cause their look like crap in their curent status, the belaruz system was the first to be done simply...the lighting there was almost pure ambient...and i prefer one Directional light cause it looks more realistic.

Ship graphic improvement (WIP):

Some ships will be improved (model wise) like the galaxy class getting new nacelles.

Secret Project (WIP):

*insert ominous music here*



Offline Bones

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Re: New BC mod and mod team: Aftermath
« Reply #447 on: April 15, 2010, 04:16:41 PM »
Quote
(ex)girlfriend troubles
:funny welcome to the freedom club mate ;)

Quote
Phaser Graphic renewed (COMPLETE):

All federation phasers have been altered in looks and sound, they look and sound way more like in the show. with a little help and refference from C2X the phasers are now a nice orange with a yellow core with a beautifull texture, and crystal clear sounds from First contact modified in pitch to represent diferent strenghts.
Sounds awesome man ! I really like the idea that (finally) all ships will have same few types of phasers, it was kinda strange that every ship had different texture/color/sound phaser.

my question/suggestion : will phasers be divided to actual types ? i.e. Type IX - red with white core, Type X - red with orange core, Type XI - orange with yellow core, Type XII - yellow with white core, Type XIII - same as XII but burst firing like in Nem, this would be awesome :)
can't wait to see pics ;)

Offline Barihawk

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Re: New BC mod and mod team: Aftermath
« Reply #448 on: April 17, 2010, 10:41:32 AM »
Pics or it didn't happen. Or better yet, Youtube :P

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #449 on: April 17, 2010, 04:34:01 PM »
wellll even bigger news, Aftermath Build 0001 (current beta build) is now completly BCS:TNG and Galaxy Charts 2 Compatible.

With that im adding thata SET of plugins and modified scrips of Galaxy charts are in development that will add LOTS of solar systems, factions and ships to galaxy charts adding a WHOLE lot of gameplay possibilities, War simulator runs like a charm with the Romulans and kessok set to enemies it makes for some intresting battles.
the Arnhemia System a system frequently apearing in my promo shots has been added as a test system and works like a charm, soon it will be time to pump out star systems.

9of9's galor and keldon have been added and HP'ed but their going to be replaced soon by some slighty lesser quality models, HOWEVER with those other new 2 will come ALLOT more cardassians in the same style so it all matches together.
Dominion en route aswell allot of models lying around.

Weapon effects, new mixed and mashed effects from the movies in particular first contact
Defiant now has a new pulse phaser sounds from that movie.
Same goes for the Akira only with the main torpedo launcher and the Rapid Quad Burst Launcher that fires 4 heavy torpedoes from above the deflector...

ALLOT of rebalancing is going on wich unfortunantly is a pain BUT will be worth it.

Model enhancement again.
Defiant now has a 3d Warp nacelle meaning the grating is modelled in and a section is added behind it to give it the 3d look it had on a show, and even though it adds some polies it doesnt affect perfomance oddly.

The Sovereign will get her nemesis refit soon, and all nebula and galaxy class variants will peak their heads around the corner.

(ps: barihawk catch me on msn if you want the latest version :P)


Offline Digital_Clarity

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Re: New BC mod and mod team: Aftermath
« Reply #450 on: April 20, 2010, 03:58:26 PM »
I was disappointed to read that the TMP pack is on hold. Is it still on hold for an indefinite amount of time?

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #451 on: April 23, 2010, 06:43:34 AM »
New screenies of Galaxy charts and the Vrexa System.

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #452 on: May 03, 2010, 12:02:50 PM »
Dominion render, enjoy :D

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #453 on: May 09, 2010, 08:41:46 AM »
screenie update :)

credits:
Smiley for the dominion ships
Reddragon and the Favor the bold team for cardassians and some dominion

Offline Bones

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Re: New BC mod and mod team: Aftermath
« Reply #454 on: May 09, 2010, 11:14:50 AM »
damn that looks great :thumbsup: I love those beams :P

Offline Morgan

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Re: New BC mod and mod team: Aftermath
« Reply #455 on: May 09, 2010, 12:32:01 PM »
Very cool, can't wait to get my hands on this one.  :D

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #456 on: May 12, 2010, 07:13:00 AM »
rethreading some older stuff for rebalancing and some new additions ;)

Offline JamesTiberiusKirk

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Re: New BC mod and mod team: Aftermath
« Reply #457 on: May 12, 2010, 07:22:01 AM »
yuck, purple dominion beams? ... beware the completely non-canon hardpoints.

polaron beams MUST be blue! nothing against the FTB models though, theyre low poly, but ace.

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Offline Phoenix Bondi

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Re: New BC mod and mod team: Aftermath
« Reply #458 on: May 12, 2010, 07:25:08 AM »
Nice work max, the 2 dominion ships i have soul permission for that u might remember, fancy giving them a work over for bc?

Offline Maxloef

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Re: New BC mod and mod team: Aftermath
« Reply #459 on: May 12, 2010, 07:56:30 AM »
Nice work max, the 2 dominion ships i have soul permission for that u might remember, fancy giving them a work over for bc?

Wich ones? and what needs to be done?:P