Author Topic: BC Galactic Renaissance - New WIP Thread  (Read 6428 times)

Offline CDR_Daxian

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BC Galactic Renaissance - New WIP Thread
« on: August 21, 2011, 11:30:55 PM »
Okay, this is a new topic for the mod since i think we all got onto other threads

Bridge Commander Galactic Renaissance

Overview:

Bridge Commander Galactic Renaissance (BCGR) is a Large Mod in Construction, meant to use the latest mods from modders all around the community (of course, with permission) to put a DS9 S3 to Post Nemesis Timeline to just around 2400 (ST timeline). the mod includes different projects from 3rd era, JL Studios, Defiant, BlackElm, and SFRD (sorry if i haven't mentioned any others), as well as having it's own unique features. these features include a Nemesis LCARS interface, Canonized Character Status', and modifications here and there by me. the whole mod being inspired by the words Immaginare, Pensare, Creare

I haven't Posted, or been able to do work on the Mod for quite a while. the first reason being that my Computer Gave me a BSOD several months ago, and i have been doing several other things at once too (namely being at school). finally my computer got backed up to a Factory Restore Point and i loaded my backup onto it and the computer was fixed.

now that that is done, i have been able to start working on the project once more.

but i can say that it is a new and exciting (and difficult) challenge, creating a mod is no easy task. a type of thing that the KM Team has been doing for over 8 years now. i only know a fraction of python, and how it works. any help is greatly appreciated

Progress: 26.08%

small number, i know.

luckily i have been able to get help and permissions from Defiant, Mark, JB06,X_TheUnknown_X, LordBile, WileyCoyote, and several other people over the months. thanks to them, it makes this project a whole lot easier.

Work:

Slipstream Framework is done. Before i Move onto GravityFX, Galaxy Charts and the DQP i would like any suggestions people may have that i may need.

Permissions:
  • NanoByte - NanoFX 2.0
  • USS Sovereign - DS9FX Xtended
  • Elminister, BlackRook32 - Galaxy Class Mod Pack v2.1
  • JB06 - JLS Ambassador, JLS Nova, Delta Quadrant Pack
  • sovereign001 - new Stars shielding nebulas mod
  • LordBile - LBCharleston
  • Lint - Lint's Defiant
  • Mark -Modification of the Nemesis Sovereign Bridge
  • Defiant - Numerous Scripts
  • Lurok91 - shuttle bridges pack, defiant bridge pack, Runabout Bridge Pack, Nova Bridge
  • Bones - Krakow Class
  • X_TheUnknown_X - Re-imagined Kessok Ship Pack
  • USS Frontier - Galaxy Charts, GravityFX
  • CyAn1d3 - MKII Sovereign, MKII Galaxy, Arsenal Class
  • MayhemUK - USS Courageous
Uses by readme Terms:
  • BCS: TNG - BCS The Beginning, Slipstream Framework
  • 3rd Era - Bridges, BPCore Gold
  • Chronocidal Guy - CG Sovereign
  • JamesTiberiusKirk - CG Sovereign Revamped
  • MleoDaalder - Unified Main Menu

Order of Construction:

this mod has crashed BC so many times in the past, or caused glitches that i simply cannot explain, that i finally worked out how to compile all of them with less chance of this happening.

it goes like this

?Submods
      ?Qbautostart 0.9                                           (Complete)
      ?Qbautostart 0.9.1 fix                                    (Complete)
            ?QBA Extensions                                      (Complete)
?NanoFX                                                             (Complete)
?BCS: The Beginning                                            (Complete)
?Slipstream Framework                                        (Complete)
?GravityFX                                                          (Complete)
?Maps
?Interface Modification
?TGL Changes
?BPCore Gold
?Bridges
      ?Bridge Modifications
?Ships
      ?Tactical Icon Editing
      ?Hardpoint Balancing
?SFX
      ?Interface
      ?Bridge Sounds
      ?Music
      ?Weapons
            ?SFX Plugins


Aims:

I do not aim this mod to be as good as Kobayashi Maru, they've put so much work into it that i could never hope to match. i do,  however, hope to make a few unique features for the project such as the ones above.

Also:

any of you who have suggestions for this mod, please do make them. i welcome any input you may have.

and here goes a topic start, yet again...

*hits the post button*
Captain_Daxian
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All my mods are destroyed... Time to make new ones!

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Offline eclipse74569

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Re: BC Galactic Renaissance - new topic
« Reply #1 on: August 22, 2011, 12:03:07 AM »
Do you have an account with BCS-TNG forums?  Frontier occassionally posts there, you might be able to reach him there :)

BTW...Welcome back!!!
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline CDR_Daxian

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Re: BC Galactic Renaissance - new topic
« Reply #2 on: August 22, 2011, 12:06:05 AM »
Do you have an account with BCS-TNG forums?  Frontier occassionally posts there, you might be able to reach him there :)

BTW...Welcome back!!!

thanks eclipse, good to be back too!

no account though, hadn't thought of it, after all i would like galaxy Charts.
Captain_Daxian
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Offline Defiant

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Re: BC Galactic Renaissance - new topic
« Reply #3 on: August 22, 2011, 03:28:14 AM »
I do not aim this Mod to be as Good as the wonderous Kobayashi Maru but i do want to make this mod nice. (will edit later)
So KM is wonderous, but not nice?!?

Offline eclipse74569

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Re: BC Galactic Renaissance - new topic
« Reply #4 on: August 22, 2011, 06:14:18 AM »
Defiant:  If he's anything like me, that's not what he meant.

I think he was trying to say that he's not as good as you guys.  He just hopes his mod turns out well.
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline CDR_Daxian

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Re: BC Galactic Renaissance - new topic
« Reply #5 on: August 22, 2011, 12:33:28 PM »
So KM is wonderous, but not nice?!?

i'm saying that This will never be as good as KM.

sorry if i confused you.
Captain_Daxian
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Offline Defiant

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Re: BC Galactic Renaissance - new topic
« Reply #6 on: August 22, 2011, 01:07:37 PM »
Thanks for the flowers, but why not? KM exists since 8 years. Its the Mods from all the modders here which makes KM what it is.

Offline CDR_Daxian

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Re: BC Galactic Renaissance - new topic
« Reply #7 on: August 22, 2011, 02:48:49 PM »
well for one thing, KM ia a very complex compilation of modelling, texturing and scripting. it is so complex and interactive, i could never hope to match.

i'm also taking into consideration the fact that mod teams have failed in the past because they werent ready to take on the challenge of such a big project. (no offense if i have referenced anyone here - i haven't even seen mod teams fail, but people tell me otherwise)

i say not to aim too big (like KM big) but to try to do my best in terms of size, before it becomes too much.

KM is like you said "the Mods from all the modders here which makes KM what it is". i was trying to expand the timeline, and add a few features of my own. just as i have said before. but if i can go bigger, i will, but not before it's too much.

Captain_Daxian
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Offline CyAn1d3

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Re: BC Galactic Renaissance - new topic
« Reply #8 on: August 22, 2011, 05:11:39 PM »
if you wish to use any of my ships for this, let me know, i dont have a problem with that. MOST of my ships are set in the timeline you describe, i have a MKII Sovereign design that needs some kinks worked out with the model that i plan on taking care of relatively soon, i was going to wait till i was done with the Ragnarok that im working on, but if you wish to implement the MKII Sovvy into this compilation, let me know and i can get it knocked out in a timely manner  :thumbsup:

i would also recommend Bones Sobieyski (sue me if i misspelled) and Krakow (oops.. already there), as they are also set in that era.
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
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Offline CDR_Daxian

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Re: BC Galactic Renaissance - new topic
« Reply #9 on: August 22, 2011, 06:11:01 PM »
if you wish to use any of my ships for this, let me know, i dont have a problem with that. MOST of my ships are set in the timeline you describe, i have a MKII Sovereign design that needs some kinks worked out with the model that i plan on taking care of relatively soon, i was going to wait till i was done with the Ragnarok that im working on, but if you wish to implement the MKII Sovvy into this compilation, let me know and i can get it knocked out in a timely manner  :thumbsup:

i would also recommend Bones Sobieyski (sue me if i misspelled) and Krakow (oops.. already there), as they are also set in that era.

where can i find this MK-II sovereign, i was going to have CG's, but Bones (in the old thread) suggested that i organize them from Era to era (EG: DS9/Voyager, First Contact/Nemesis, Post Nemesis, 2400, etc). so that might work, thanks for the offer, i might just take you up on it. once i come to the ships part of the construction. (if you look to the first post, the order is there)
Captain_Daxian
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All my mods are destroyed... Time to make new ones!

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Offline CyAn1d3

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Re: BC Galactic Renaissance - new topic
« Reply #10 on: August 22, 2011, 09:39:00 PM »
the top render would be the MKII Sovereign, it cannot be found anywhere except my HDD and who i released it to testing, as soon as i get the FEW bugs in it ironed out smooth, it will go up on BCF.
now there WAS a version with MVAM Ablative armor similar to the endgame voyager, but the mesh was lost when my old hard drive crashed and i have abandoned that prospect for now.
theres an NX Version, an standard version, and a War Version planned for release.

the second one is the MKII Galaxy wich you can find a DL link for on my webpage, the link to my page is under my signature

theres also the odin class im working on which fits in this line, but ive only got the model about half done (renders can be found in my WIP thread)

there are a few other ships in my website, feel free to use those as well as most of them are Future timeline ships... except for the Foxhound wich was based during the dominion war just before the emergence of Bones Sobiyeski Class Connie
(if your gonna use the arsenal, PLEASE use the V2.... she looks alot better)
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline TheConstable6

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Re: BC Galactic Renaissance - new topic
« Reply #11 on: August 22, 2011, 11:03:08 PM »
YES! Cyanide's ships come highly recommended from me, I've always had a soft spot for them...  :kiss:
Though much is taken, much abides; and though
 We are not now that strength which in old days
 Moved earth and heaven; that which we are, we are;
 One equal temper of heroic hearts,
 Made weak by time and fate, but strong in will
 To strive, to seek, to find, and not to yield.

Offline CDR_Daxian

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Re: BC Galactic Renaissance - new topic
« Reply #12 on: August 22, 2011, 11:13:20 PM »
the top render would be the MKII Sovereign, it cannot be found anywhere except my HDD and who i released it to testing, as soon as i get the FEW bugs in it ironed out smooth, it will go up on BCF.
now there WAS a version with MVAM Ablative armor similar to the endgame voyager, but the mesh was lost when my old hard drive crashed and i have abandoned that prospect for now.
theres an NX Version, an standard version, and a War Version planned for release.

the second one is the MKII Galaxy wich you can find a DL link for on my webpage, the link to my page is under my signature

theres also the odin class im working on which fits in this line, but ive only got the model about half done (renders can be found in my WIP thread)

there are a few other ships in my website, feel free to use those as well as most of them are Future timeline ships... except for the Foxhound wich was based during the dominion war just before the emergence of Bones Sobiyeski Class Connie
(if your gonna use the arsenal, PLEASE use the V2.... she looks alot better)


Melikes, melikes

my only concern is the Techframework, i wish i knew what went wrong with that, as a lot of ships nowadays have shuttle-bays. as i'm sure your MK-II Sovereign would, not to mention the Type-II galaxy.

i'll investigate further. Defiant, do you have any input on this?
Captain_Daxian
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Offline CyAn1d3

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Re: BC Galactic Renaissance - new topic
« Reply #13 on: August 22, 2011, 11:22:33 PM »
they DO, but i havnt implemented SLF into the sovvy.
the Galaxy does, as the hardpoint is just a beefed up version of DJs.

i would go to BCS and see about other permissions there  :thumbsup:
I came, i saw, i added a Sig.
Later gents, i have Youtube to take over.
Cy - 1-12-15

Offline Defiant

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Re: BC Galactic Renaissance - new topic
« Reply #14 on: August 23, 2011, 01:55:50 AM »
i'll investigate further. Defiant, do you have any input on this?
Not without more input. The Shuttle Framework usually should work fine. Have you checked the console?

Offline CDR_Daxian

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Re: BC Galactic Renaissance - new topic
« Reply #15 on: August 23, 2011, 02:07:27 AM »
Console tracker reports this: (Download file)
Captain_Daxian
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Offline Jb06

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Re: BC Galactic Renaissance - new topic
« Reply #16 on: August 23, 2011, 03:46:51 AM »
Got qb autostart installed?

Offline CDR_Daxian

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Re: BC Galactic Renaissance - new topic
« Reply #17 on: August 23, 2011, 09:39:57 AM »
yeah, 0.9 and the 0.9.1 fix.
Captain_Daxian
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Offline Defiant

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Re: BC Galactic Renaissance - new topic
« Reply #18 on: August 23, 2011, 03:27:36 PM »
The Races scripts are missing. You get them from my Distress call or GC. Do you have GC yet? (Do you plan to?)

Offline CDR_Daxian

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Re: BC Galactic Renaissance - new topic
« Reply #19 on: August 23, 2011, 05:25:13 PM »
The Races scripts are missing. You get them from my Distress call or GC. Do you have GC yet? (Do you plan to?)

i've sent out a permission request to USS Frontier

Distress Call... will look for that

UPDATE:

after eliminating several items by creating folders or replacing files, i have managed to narrow it down to these file errors (from the console tracker)

Code: [Select]
Error OSError: (3, 'No such process')
Traceback (innermost last):
  File ".\Scripts\Custom\Autoload\LoadTech.py", line 28, in __call__
  File ".\Scripts\techfunc.py", line 26, in ImportTechs
  File ".\Scripts\Custom\Tech\SecondaryTargettingAlpha.py", line 11, in Setup
  File ".\Scripts\ftb\ShipHandlers.py", line 17, in ?
  File ".\Scripts\ftb\FTB_MissionLib.py", line 15, in ?
  File ".\Scripts\ftb\ShipManager.py", line 96, in ?
  File ".\Scripts\ftb\ShipManager.py", line 75, in LoadExtraPlugins
OSError: (3, 'No such process')

i don't know the exact ins and outs of python, much less how these errors are related to techframework

if anyone has input, your help would be greatly appreciated.
Captain_Daxian
BC Amateur Modder and mass consumer of Coca-Cola

All my mods are destroyed... Time to make new ones!

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