Author Topic: DS9FX Xtended 1.2  (Read 7502 times)

Offline Mario

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Re: DS9FX Xtended 1.2
« Reply #100 on: August 29, 2017, 07:03:37 PM »
If Farshot finished his Defiant, I'd say we use that, but...


*cough* plz finish

No "lol wow cool" in your post, eh :D? We'll try to use all the best assets available to us.
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Offline newhalo123

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Re: DS9FX Xtended 1.2
« Reply #101 on: August 29, 2017, 09:20:30 PM »
No "lol wow cool" in your post, eh :D? We'll try to use all the best assets available to us.
lol wow cool
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Offline Bren

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Re: DS9FX Xtended 1.2
« Reply #102 on: August 31, 2017, 08:33:14 PM »
If Farshot finished his Defiant, I'd say we use that, but...


*cough* plz finish

The Defiant model in use in Star Trek Online these days is pretty nice... if you ignore the horrid texture styling they insist on using in that game...
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Offline Tuskin38

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Re: DS9FX Xtended 1.2
« Reply #103 on: September 05, 2017, 12:41:04 PM »
The Defiant model in use in Star Trek Online these days is pretty nice... if you ignore the horrid texture styling they insist on using in that game...

Well that texture I think is from launch. They really need to go back and redo some of them.

If you look at their newer textures they're a lot better.

Offline BCSWowbagger

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Re: DS9FX Xtended 1.2
« Reply #104 on: September 07, 2017, 10:59:54 AM »
Sweet.

Offline JimmyB76

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Re: DS9FX Xtended 1.2
« Reply #105 on: September 07, 2017, 11:30:53 AM »
WOWIE IN DA HIZZOUSE Y'ALL!
 :dance :yay: :Metal: :D
 :drink2: :drink3: :drink: :smoke :zzz: :coffee:
 :sam:

LOL WOW COOL
+1000 cookeeeez

Offline Mario

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Re: DS9FX Xtended 1.2
« Reply #106 on: September 10, 2017, 02:52:01 PM »
Sweet.

I haven't messaged you on facebook in a while. Expect that to change :)
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Offline Morgan

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Re: DS9FX Xtended 1.2
« Reply #107 on: September 11, 2017, 01:35:20 PM »
Alright time to give you guys a small update.  I've got the campaign over to Mario and he said it looks good, so we have a story.  For those of you on the beta squad, I've also completed a few other minor hardpoint tweaks and added a few missing ones.  Mario has a structure setup to where we can easily get everything updated.

There's some issues with the Ops set - namely it keeps crashing on me.  We're looking into the problem and trying to resolve.

Offline Blackrook32

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Re: DS9FX Xtended 1.2
« Reply #108 on: September 12, 2017, 10:50:39 AM »
There's some issues with the Ops set - namely it keeps crashing on me.  We're looking into the problem and trying to resolve.

It's an issue with the Bridge Animation .py script, and spelling/capitalization errors of the original. There were a couple lines of code I missed. I'll send up a updated version this weekend.


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Offline Morgan

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Re: DS9FX Xtended 1.2
« Reply #109 on: September 12, 2017, 01:02:56 PM »
It's an issue with the Bridge Animation .py script, and spelling/capitalization errors of the original. There were a couple lines of code I missed. I'll send up a updated version this weekend.
Holy hell I hate python sometimes for being so picky  :facepalm:

You're a godsend Blackrook!  Thanks!   :bow:

Offline Mario

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Re: DS9FX Xtended 1.2
« Reply #110 on: September 13, 2017, 05:50:13 PM »
It's an issue with the Bridge Animation .py script, and spelling/capitalization errors of the original. There were a couple lines of code I missed. I'll send up a updated version this weekend.

What exactly were the errors?

Holy hell I hate python sometimes for being so picky  :facepalm:

You're a godsend Blackrook!  Thanks!   :bow:

If this is a typo in the variable name then really that's nothing to complain about. Languages are sensitive to capitalization. If it's an error pointing towards an animation file then it's an error in the game engine for not handling missing files.
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Offline Morgan

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Re: DS9FX Xtended 1.2
« Reply #111 on: September 13, 2017, 08:50:36 PM »
If this is a typo in the variable name then really that's nothing to complain about. Languages are sensitive to capitalization. If it's an error pointing towards an animation file then it's an error in the game engine for not handling missing files.
Can't I just have my irrational anger towards computer code?  :P

Offline Mario

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Re: DS9FX Xtended 1.2
« Reply #112 on: September 13, 2017, 09:07:54 PM »
Can't I just have my irrational anger towards computer code?  :P

No :D
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Offline Blackrook32

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Re: DS9FX Xtended 1.2
« Reply #113 on: September 14, 2017, 11:26:54 AM »
What exactly were the errors?

If this is a typo in the variable name then really that's nothing to complain about. Languages are sensitive to capitalization. If it's an error pointing towards an animation file then it's an error in the game engine for not handling missing files.

Its a case of capitalization errors. I've found out that this will cause a crash, or would not hold up long in game. The scripting errors are related to the scripted animations, not a error with the actual animation mesh, or a missing animated mesh.

I've been able to correct the original bridge/scripts Lurok sent me. Getting the sets to work in game. :)


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Offline JimmyB76

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Re: DS9FX Xtended 1.2
« Reply #114 on: September 15, 2017, 05:26:05 PM »
Its a case of capitalization errors. I've found out that this will cause a crash, or would not hold up long in game. The scripting errors are related to the scripted animations, not a error with the actual animation mesh, or a missing animated mesh.
:yeahthat:
exactly

Offline Morgan

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Re: DS9FX Xtended 1.2
« Reply #115 on: September 19, 2017, 11:22:16 PM »
Time to give the public a quick update, just to let everyone know that we're still here and working on the new DS9FX update  :D

Thanks to Blackrook and Mario, the scripting problems with Ops have been smoothed out and I'm happy to report that it is ingame and working.  As of now there isn't any alert lighting, but Blackrook is working on that.  For now though, I'm just happy that the set is not crashing anymore  :bow:

Mario has also given me the basics of learning the system the development team will be using to push the latest scripts out to testers.  I've since uploaded my latest changes, and an updated build should be available to testers shortly.  The campaign is also written, and I have an idea for additional historic missions... I just need to stop being lazy and make the star system we'll need lol (shouldn't take too long to make, maps are easy).

For now, a few screenshots of Ops :D

Offline JimmyB76

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Re: DS9FX Xtended 1.2
« Reply #116 on: September 20, 2017, 04:28:07 PM »
very cool!

the LCARS (or whatever they are called in Cardassian) arent animated right? 

Offline Blackrook32

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Re: DS9FX Xtended 1.2
« Reply #117 on: September 20, 2017, 04:56:55 PM »
very cool!

the LCARS (or whatever they are called in Cardassian) arent animated right? 

Nope, the LCARS are not animated... yet.  :wink:

One more pic for the road. :D



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Offline hobbs

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Re: DS9FX Xtended 1.2
« Reply #118 on: September 23, 2017, 07:04:49 AM »
Thats amazing! cant wait to take over from O'brien at Ops :)
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