Author Topic: DS9FX Xtended 1.0 Released  (Read 2960 times)

Offline Mario

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DS9FX Xtended 1.0 Released
« on: June 03, 2010, 08:17:35 PM »
Download links:
-Primary Download Location
-Secondary Download Location

Hopefully BCS server can take the load lol

Finally all issues, technical questions go here.

Enjoy!

We hope you guys like it.
Acta, non verba.
aka USS Sovereign

Offline JimmyB76

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Re: DS9FX Xtended 1.0 Released
« Reply #1 on: June 03, 2010, 08:30:24 PM »
yay  :yay:


to answer a few people's questions - yes this is compatible with KM, was tested fully on KM installs, and can be installed over it...
KM contains DS9FX v3.0 so this can go over it...

Offline Mario

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Re: DS9FX Xtended 1.0 Released
« Reply #2 on: June 03, 2010, 08:33:35 PM »
However there is a special installation instruction (very important) for KM.

The point of that instruction is: In DS9FX Xtended installer deselect Unified Main Menu when selecting which components to install. Most such questions have been covered in a 4-5 page long FAQ.
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Offline Tuskin38

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Re: DS9FX Xtended 1.0 Released
« Reply #3 on: June 03, 2010, 08:34:08 PM »
sweet downloading now!

Offline Billz

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Re: DS9FX Xtended 1.0 Released
« Reply #4 on: June 03, 2010, 08:38:38 PM »
I rebuilt my install a few months ago without DS9FX 3.0 in anticipation for DS9FX Xtended and without KM 1.0.

Would I experience any issues when installing this on my custom install?
Can't wait for 2014 to start.

Offline Mario

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Re: DS9FX Xtended 1.0 Released
« Reply #5 on: June 03, 2010, 08:41:06 PM »
Quote
Would I experience any issues when installing this on my custom install?

Nope, in fact it was built on a custom install. Just make sure to install after GC (any version) also covered in the FAQ :)
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Offline Billz

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Re: DS9FX Xtended 1.0 Released
« Reply #6 on: June 03, 2010, 08:44:12 PM »
Nope, in fact it was built on a custom install. Just make sure to install after GC (any version) also covered in the FAQ :)

I've had GC 2.0 since it was released so that shouldn't be an issue. :)

If I can be so bold, I was expecting the rar archive to be bigger, given the complexity of the mod. Has there been a few things streamlined or taken away since 3.0?
Can't wait for 2014 to start.

Offline Mario

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Re: DS9FX Xtended 1.0 Released
« Reply #7 on: June 03, 2010, 08:51:50 PM »
Quote
If I can be so bold, I was expecting the rar archive to be bigger, given the complexity of the mod. Has there been a few things streamlined or taken away since 3.0?

lol It is compressed using LZMA compression, that might be it. Nothing was taken away, except portions of crappy code I wrote for v3.0 and rewrote for Xtended. GFX is there, ships are there, new GFX was added...

v3.0 = 300 MB IIRC and about perhaps 700 MB-ish once installed
Xtended = 755 MB in installer and 1.6 GB once installed
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Offline Billz

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Re: DS9FX Xtended 1.0 Released
« Reply #8 on: June 03, 2010, 08:55:18 PM »
lol It is compressed using LZMA compression, that might be it. Nothing was taken away, except portions of crappy code I wrote for v3.0 and rewrote for Xtended. GFX is there, ships are there, new GFX was added...

v3.0 = 300 MB IIRC and about perhaps 700 MB-ish once installed
Xtended = 755 MB in installer and 1.6 GB once installed


 :dance

I look forward to playing it tomorrow at some point. Sleep nao.
Can't wait for 2014 to start.

Offline JimmyB76

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Re: DS9FX Xtended 1.0 Released
« Reply #9 on: June 03, 2010, 08:57:33 PM »
Would I experience any issues when installing this on my custom install?
under normal circumstances, no...  however, you always seem to be having problems lol :P
j/k
if you do run into any problems, tho, please use the DS9E Tech Support forum at BCS (you know where that is) :)

Offline Psyco Diver

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Re: DS9FX Xtended 1.0 Released
« Reply #10 on: June 03, 2010, 11:15:19 PM »
Can I install it just over a stock BC with gc?

Offline Mario

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Re: DS9FX Xtended 1.0 Released
« Reply #11 on: June 03, 2010, 11:38:31 PM »
Got Foundation? Got NanoFX 2.0 Beta? Install away then.

Any modern mod requires NanoFX at minimum, the rest what you might need is supplied with DS9FX: Submenu, Unified Main Menu, Foundation Extensions, Xtended Foundation Extensions and such...

For any similar future questions: Xtended is designed in such a way that it will operate on any kind of installation (provided that you have installed the mod requirements I mentioned) with maybe some limitations (which are mentioned in the manual). The limitations I'm mentioning are with Galaxy Charts 2.0's War Simulator and Xtended Missions which require you to disable War Sim to be able to play Xtended Missions. There is simply no way to make this work together as both do practically different things with ships and collide.

And final word of advise: If uncertain when to install DS9FX Xtended, just install it as the final mod on top of your BC to be sure.

BTW Guys I'd encourage constructive criticism at BCS-TNG forums (good or bad), things you don't like or liked and would like to see changed with possible suggestions on how you feel it should have been done. I do hope to do a 1.1 version with a new campaign and some new features I couldn't add to 1.0 and feedback will help with Xtended being improved.
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Offline Psyco Diver

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Re: DS9FX Xtended 1.0 Released
« Reply #12 on: June 04, 2010, 03:13:43 AM »
I like it, esspecially the Cardies, they aren't just floating targets anymore, I like being able to disable a ship too instead of destroying it, although it would be nice that when the crew is dead the shields shut down so I can board and take it

Offline Mario

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Re: DS9FX Xtended 1.0 Released
« Reply #13 on: June 04, 2010, 11:47:10 AM »
I often thought about it, but decided to leave it as it is. Mainly due to a reason, realistically speaking there is no operator holding the "shields up" button with his thumb and when he dies shields would instantly go down. So why would the whole crew being dead be any different? Shields should go down when they have no more power.
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Offline Villain

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Re: DS9FX Xtended 1.0 Released
« Reply #14 on: June 05, 2010, 08:19:46 AM »
Looks amazing, runs amazing (if not better than ever before), now if I could just find that Transwarp conduit we saw a long time ago...  :funny


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline Mario

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Re: DS9FX Xtended 1.0 Released
« Reply #15 on: June 05, 2010, 01:04:24 PM »
Looks amazing, runs amazing (if not better than ever before), now if I could just find that Transwarp conduit we saw a long time ago...  :funny

Well, that's kind of tied to the story and 1.1 update.
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Offline Villain

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Re: DS9FX Xtended 1.0 Released
« Reply #16 on: June 05, 2010, 02:03:56 PM »
Well, in that case, I guess I'll just have to spend a little more time pillaging Cardassian derelicts.  :evil:


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline Mario

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Re: DS9FX Xtended 1.0 Released
« Reply #17 on: June 05, 2010, 04:11:54 PM »
Or you could try out the missions, campaign will give you a hint of what's going to happen and where you'll get the transwarp hub...
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Offline Villain

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Re: DS9FX Xtended 1.0 Released
« Reply #18 on: June 05, 2010, 04:43:56 PM »
Oh indeed, I intend to start playing them asap, but I'm still getting used to Life Support, and might be having a little too much fun with it.  :funny


"The design is clearly ancient... Launched hundreds of thousands of years ago."

Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
Quote from: Rick Sternbach, on the topic of the Galor Class' length
...Probably not, but the number I get(379.6m) could be considered ?original intent,? a term that I think I will be using from now on, and ?canon? be damned.

Offline Morgan

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Re: DS9FX Xtended 1.0 Released
« Reply #19 on: June 05, 2010, 04:47:30 PM »
It definitely adds some realism to BC, and it's not like ATP's life support where your ship just blows up in 30 seconds  :)