Bridge Commander Central

BC Forums => BC Modding => Topic started by: Lurok91 on February 19, 2011, 01:56:20 PM

Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on February 19, 2011, 01:56:20 PM
 
As this is expanding from idea to ongoing long-term WIP thought be better to start dedicated thread.  Even if total mod doesn't happen - and that would be long way down line - experiments may throw up new mods which could be released individually (e.g., new TOS-to-PDW/STO era crew mods; alien races) or incorporated into established mods like DS9FX.

WHY BOTHER?

Good question.   Especially for any Trek fan/sane person.  Well, simple answer is BC's SP (Single Player campaign mode aka Maelstrom Missions)  was a product of its time with a few quality and canon problems:  low quality first-gen stock character bots, TNG-era Rom bridge in PDW-era, etc.  I doubt creators thought game would survive beyond initial curiosity period .  Two-three years  interest max.  But almost a decade later (A DECADE  :) ), game not only surviving but thriving.  Building on successes of great BC modders (3rd Era Bridge Team,  scripter USS Sovereign,  mod creator Blackrook32, numerous ship creators), the plan is to update SP campaign game to 2011/2012 standards as if game being released now (though obviously with same graphic engine, lol). 

(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/SPnewVSold.jpg)

CONCEPT

Update/upgrade single-player campaign game with new and improved mods.  Upgrading and replacing stock ships, planets etc been easy part to now; changing bridges, characters etc been more tricky due to script and animation issues.  Aim of this WIP is to attempt to tackle those issues and provide single player with more choice and flexibility as well as improved gaming experience.

proposed changes:
* replace stock bridges with new versions (and hopefully new more-canon Sovereign bridge by time of release). 
* possible option of substitute DS9/PDW bridges (e.g., Defiant, Excelsior, Intrepid, Miranda, etc)
* replacing all stock characters with EF2-style versions and improved bodies/textures where possible (i.e., new Klingon bodies; new UVW  mapping to allow asymmetrical costumes such as Romulan and Klingon sashes)
* replacing viewscreen bridges & backgrounds with new/improved versions more canon to story era
* overall ship/textures/HP upgrades

note: due to locked narrative/characters/voices,  proposed changes will initially only feature DS9/post-Nemesis eras and not TOS/TMP (but poss TNG).  Although it may be possible to 'edit' the voice scripts/files to remove any DW references, thereby allowing more generic story using same characters.  So Picard for example could be an ancestor or alternative-timeline version in TOS/TMP version.   Just an idea...


WIP TO DATE:
will regularly update wip pics below to reflect current stage of development (last updated: 13/01/2012)

STOCK BRIDGE CHANGES:  stock Galaxy (Dauntless) changed to Galaxy Refit with modifications,  and Sovereign to brand new Nemesis-style bridge model.  Animation issues fixed.  New Sovereign bridge also has Nemesis crew positions (Miguel/Science at helm console; standing Felix at tactical console to rear)

(http://i1206.photobucket.com/albums/bb455/lurok91/SP1-2.jpg)

STOCK CHARACTER MODEL CHANGES: The EF2 Bridge Crew mod was a big breakthrough in 2007, bringing a better realistic quality and crew variety to BC.  But as creators acknowledged, it was an alpha release (since abandoned) with known mesh bugs due to limitations of stock BC game biped and its animations, and didn't include alien races such as Klingons, etc outside of a few EF2 crew heads (Korban, Chell, etc).

After experimenting with meshes have decided to abandon also, and instead created new body models for TOS/TMP/TNG/DS9-VOY/FC-NEM/PDW Fed crews, and Cardassians.  More successfully imported and adapted EF2 Klingon and Romulan bodies/heads, as well as missing EF2 heads such as Sydney, Jurot and Telsia.

Kessok still to do.   

STOCK VIEWSCREEN SET CHANGES:  Slowly working through changing viewscreen sets so Klingons now on Rotarran bridge;  Romulans on DS9-era Warbird; new office sets for FedStarbase, Haven, Geki, etc;  and Fed captains on relevant bridges (MacCray on Akira,  Haley on Nebula, etc)

(http://i1206.photobucket.com/albums/bb455/lurok91/SP2-3.jpg)




Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Morgan on February 27, 2011, 02:25:06 PM
In the words of Peter Griffin:  "Freakin sweet!"  :yay:
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Villain on February 28, 2011, 10:12:56 AM
A truly awesome accomplishment! You sure you're not Borg?  :funny
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Morgan on February 28, 2011, 04:12:13 PM
You're off to a great start on those!  Keep it up.  :)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Mario on March 01, 2011, 01:55:26 PM

@Lurok
You know I wrote a program while back which rewrites SP scripts to replace custom player bridge script and player ships with customizable entries. I'm guessing I could look around and see if I could expand that little program to automate the replacement process even further for modding purposes. Tho, I'm kind of too busy at the moment at work.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on March 01, 2011, 02:13:54 PM

You know I wrote a program while back which rewrites SP scripts to replace custom player bridge script and player ships with customizable entries. I'm guessing I could look around and see if I could expand that little program to automate the replacement process even further for modding purposes. Tho, I'm kind of too busy at the moment at work.
Yeah, I remember that program but totally forget about it.  Would be awesome help if worked.  And no rush  :)   Sure this mod WIP going to take a while...
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: FarShot on March 01, 2011, 07:14:24 PM
Nice!  Can't wait. ;)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on March 04, 2011, 08:14:48 AM
Any ideas/suggestions welcome,  and if anyone has any good trek interiors images for substitute viewscreen backgrounds.  Preferably game graphics but could try real sets also.  For example,  want to find new 'office'  backdrop for Takahara at Geki.   A better Galor bridge backdrop (the BC one fine but a little dark and plain).   Also DS9 ops and Sisko's office. 
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Morgan on March 14, 2011, 01:53:16 PM
Looking great Lurok!  Have a cookie.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on March 14, 2011, 02:05:07 PM
Thanks for support guys.  The SP modding is turning out to be relatively easy now  (although the bridge substitutes going to be next major challenge),  but the crew/bot modding is a major pain in a**.   :)     But I think it's needed.
 As good as the EF Crew Mod is, it was more an experiment (as its alpha status denotes) and the fact that Excalibur have now abandoned it says a lot.  There's a few things always bugged me about EF mod (collar/neck sizes and joins; hand issues;  no rear UVW for tmp/klingon/rom;  lack of alien races)  and this seems chance to correct those.
The question I'm beginning to debate is whether to persevere with experiments in hope can halfway fix,  or look into possibility of seeing whether can get entirely new character models (which would solve a lot of problems  :)).
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Mark on March 14, 2011, 05:47:56 PM
Hi Lurok,

Just wondering if you were planning to attempt a replace of the sovereign and galaxy bridges in SP?

Before I left I did have a couple of stabs at importing entirely new bridge sets for the sovereign and galaxy but it simply fell over as soon as the mission loaded - didn't spend much time debugging it but I assumed there were all kinds of dependencies in the model itself, would be interesting to see this achieved though.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on March 15, 2011, 07:26:54 AM
Just wondering if you were planning to attempt a replace of the sovereign and galaxy bridges in SP?

Before I left I did have a couple of stabs at importing entirely new bridge sets for the sovereign and galaxy but it simply fell over as soon as the mission loaded - didn't spend much time debugging it but I assumed there were all kinds of dependencies in the model itself, would be interesting to see this achieved though.

Hi Mark. Nice to see a bridge elder back here  :bow:

I assume you mean replace gal/sov bridges with different bridges like Defiant, Excelsior, Miranda, etc?  Yes, that would be plan.  USS Sovereign is planning to update a script mod he made that would hopefully allow player to do that.  I did an experiment replacing Galaxy bridge at mission start, and of course doesn't work because of anim/script problems.  But works  in later missions in test mode so it's simply( :))  a case of debugging those dependencies where required.   Still, quite a lot work yet  :D
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Mark on March 15, 2011, 03:00:52 PM
I assume you mean replace gal/sov bridges with different bridges like Defiant, Excelsior, Miranda, etc? 

The Galaxy I tried to replace with the Generations Galaxy, as for the Sovereign bridge.... well lets just say I would have finished a replacement model if I had have gotten this working. :P

Yes, that would be plan.  USS Sovereign is planning to update a script mod he made that would hopefully allow player to do that.  I did an experiment replacing Galaxy bridge at mission start, and of course doesn't work because of anim/script problems.  But works  in later missions in test mode so it's simply( :))  a case of debugging those dependencies where required.   Still, quite a lot work yet  :D

The problem is that there are many elements of those stock bridges we just don't understand (for instance flicker LCARS) and that's to say nothing of the features which were worked on but never fully implemented in the game (There are various anchor points the player should be able to move between on the stock bridges) for which the legacy may cause the sets to not load correctly on SP or QB.

Far from being a naysayer, I would love to see these issues overcome but - know your enemy :D.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Cpt. Brahms on July 18, 2011, 02:31:27 PM
This is looking SWEET!!! :dance

Keep up the good work :thumbsup: this'll be awesome when it's done
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Nexxus21 on September 10, 2011, 06:34:40 AM
This just keeps getting better and better! Nice work.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Morgan on December 03, 2011, 09:44:45 PM
You're off to a good start Lurok.  Keep at it!  :)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: tiqhud on December 07, 2011, 08:56:02 AM
not bad, not bad atall. and a cookie.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Captain_D on December 07, 2011, 09:58:51 AM
Some exceptional work, they are coming along very nicely.

Definitely cookie worthy. :thumbsup:
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Morgan on December 12, 2011, 02:36:38 PM
Very well done sir!

*Cookied*
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Phoenix Bondi on January 12, 2012, 10:33:37 AM
How in the HELL did i miss this - now looking forward to this big time!!!
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on January 18, 2012, 09:37:02 AM
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/TerrikE3M2.jpg)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Darkthunder on January 19, 2012, 09:41:58 AM
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/TerrikE3M2.jpg)

It's a faaaaaaake!!!!


That viewscreen image looks ALOT like Senator Vreenak :)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on February 10, 2012, 05:10:43 AM
UPDATE

So, roughly one year on (though not been full time job, lol) finally finished game and first pass of  changes. Some new pics below just to show selection of some of later mission changes. As per original post, now changed all guest anims (Data, Korbus, Saalek) so work on new EBridge; all major viewscreen/set/character backgrounds; outfits, etc.  Changed Khitomer from Nebula to Sovereign class as flagship and launches shuttles (changed from Type6 to Type11).  

Next stage is to make another pass and refine some of outstanding issues/bugs.
* tweak/refine mission scripts
* tweak/refine D & E bridge anims
* tweak/refine ship hardpoints and balance

Once sorted issues out will obviously post complete changelog list and package for betatesting.  Been a useful experience as learned a lot, especially how mission scripts work; how to do motion flow animations; creating new game figures. Opens up new potential for custom mission scripts.  

One last thought about variant mod. There's potential to do TOS/TNG versions if can change "Cardassians/Kessok" in soundfiles to Romulan/Klingon.


Korbus at Tac
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/KorbusToTactical.jpg)

Data in Engineering
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/DataEngE8M2.jpg)

Saalek on Lyra
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/SaalekOnLyra.jpg)

new Torenn
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/newTorrennE3M3.jpg)

Jadeja on  Nightingale (changed to Olympic class)
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/JadejaNightingale.jpg)

Yi on Khitomer
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/YiKhitomerE6M5.jpg)

Khitomer launches shuttles E6M5
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/KhitShuttlesE6M5.jpg)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: mckinneyc on February 10, 2012, 07:27:59 AM
Amazing work!
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Bones on February 10, 2012, 01:51:51 PM
 :woot: way to go Lurok ! keep em up ! Cookie !
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Nebula on February 10, 2012, 06:37:48 PM
WOW
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: FarShot on February 10, 2012, 07:18:02 PM
This... this is glorious. ;)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: flarespire on February 10, 2012, 09:11:03 PM
WOW!, definatly downloading this when its done, if its up for download of course but seriously, this is AWSOME!
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: eclipse74569 on February 10, 2012, 10:05:03 PM
Not trying to sound nitpicky but wasn't the Khitomer a Nebula-Class vessel???

Other than that WOW, you're doing a hell of a job!!!
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on February 11, 2012, 05:20:17 AM
Not trying to sound nitpicky but wasn't the Khitomer a Nebula-Class vessel???
Is Nebula in original game (and probably canon) but by time get to it in modded game seems somehow wrong. Did consider changing it to other ships (Defiant possibly) but as changed shuttles to Type 11 that wouldn't have worked.  But open to any other creative suggestions  :D
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on February 11, 2012, 05:24:30 AM
Next couple of days/weeks will prob be more debugging/tweak pic and updates than anything else.  Below is tweaked Data and some new heads for cardassians.  

(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/DataCam.jpg)
Matan (boo!  :mad:)
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/Matanboo.jpg)
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/cardObenE2M3.jpg)

This was interesting picture got in E3M1 as leaving spacedock and switched cam view to SB12. Would be nice to get effect naturally but alas I think it was a gfx bug.
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/sovnacellebug.jpg)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: KrrKs on February 11, 2012, 06:05:02 AM
What do you mean with Bug?
 Being able to see parts of your Ship depends on the Camera Positions in the Hardpoint.
(And AFAIK it works only for those fixed fore, back, up, etc. Vievscreen settings)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: captain_obvious on February 11, 2012, 06:36:54 PM
I'm sure I remember a line very early in the game stating that there was only 2 sovereigns in service.  
Fantastic work  man, but I wouldn't have the Khitomer as a sov!

I like that little "bug" though.  Have seen it a few times and I think it all depends on camera placement in the hp.
But am I alone in really missing the old "Tv screen" on the stock sov bridge  :(
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Morgan on February 13, 2012, 01:40:54 AM
My God man!  Stunning!  I really like the detail you've put into the Cardassian heads.  Makes me wish school wasn't kicking my ass so I could spend more time drooling over this.  :drool:

* fix Brex in engineering (Data in Engineering viewscreen works ok, and background works for Brex but his character not showing)
I know it's off topic here and you're not even close to this phase in that project but while we're on the subject of characters on viewscreens I had an idea for your DS9 Ops set that you may find kind of cool.  Might be do-able with the skill you've shown.  I'll post the details over there.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on February 15, 2012, 05:29:32 AM
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/Brex-newSovEng.jpg)
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/LiuWithship.jpg)
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/Reman.jpg)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: FarShot on February 15, 2012, 05:47:11 AM
Is that a Reman?  Looks like he's on the Kessok bridge.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: King Class Scout on February 15, 2012, 09:17:35 AM
that IS the Kessok bridge.  first time I've SEEN the thing (i don't do single player)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: captain_obvious on February 16, 2012, 11:36:18 AM
Kessok bridge? It exists?
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Bones on February 16, 2012, 12:27:57 PM
sort of ... we can see as much as a wall of what appears to be Kessok bridge for a brief moment when they appear on a viewscreen ;) you can check it in MPE but it's just a wall with floor
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: captain_obvious on February 16, 2012, 02:29:29 PM
I'd completely forgotten about that bit,  not helped by not having bc installed for maybe 5 years!
I might get her back on though.  I miss having decent ship models in a game (YES I'M LOOKING AT YOU CRYPTIC!)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: King Class Scout on February 16, 2012, 08:58:18 PM
guys, do I have to take a screencap?  yes, there's a full kessok bridge...i suggest you use Nifskope, instead.  all it lacks is a viewscreen in the nif

(http://i292.photobucket.com/albums/mm33/Ravenwolf34/Kessokbridge1.jpg)

(http://i292.photobucket.com/albums/mm33/Ravenwolf34/Kessokbridge2.jpg)

(http://i292.photobucket.com/albums/mm33/Ravenwolf34/Kessokbridge3.jpg)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: tiqhud on February 17, 2012, 09:31:42 AM
Kcs pointed this out to me some time back, when we were reteextureing a Bridge to The Terran Empire, so this set really is part of BC.
But this is Luroks thread we need to get back on topic.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Morgan on February 17, 2012, 11:07:56 AM
The Sovereign engine room set looks killer. *cookied*
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on February 18, 2012, 05:25:27 AM
And the warp core animates.  :D   Brex in Eng was one of the most frustrating bugs to crack  :banghead:  I could replace background like other bridges (which is why Data in Engineering works)  but couldn't figure out way in scripting to move Brex as I did other bridge characters.  Eventually figured out if couldn't move him then I could recreate set with new camera which is how get above effect. I quite like fact he's slightly off-centre, more 'realistic'/cinematic.  

Fixed majority of major bugs now so going through missions again to see if all ok or any new ones arisen.  Also trying out new animations for captain bridge walk ons.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on February 21, 2012, 05:18:08 AM
Some more pics. Was curious to see if get my TMPSpacedock to work in SP as didn't when last tried.  Realised issue was it wasn't same size or orientation as stock base so remodelled accordingly and now (sort of  :P) works.  Actually it's all fine apart from the initial docking anim and cutscene (the leaving dock one is ok).  I assume it's an HP issue that someone might be able to correct?  As for animated doors, I'll have to wait for Mario to be less busy for that one  :)

(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/newSB2.jpg)
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/newSB3.jpg)

new Nightingale
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/Nightingale.jpg)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: tiqhud on February 21, 2012, 09:50:59 AM
Yes , Luriok, docking is controled , by the HP. so are the indide views as it leaves Spacedock.  :D


are you be chance going to realease that Olympic class, seperate > Opps apologize shouldnt ask
\ :nono: Tiq-
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: King Class Scout on February 21, 2012, 10:07:22 AM
I'm suprised someone even DID an olympic type (we need a new one, but modelers ignore roundheads)

try peeking at the stock scripts for the various bases, and you'll see what tiq means.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: tiqhud on February 21, 2012, 11:17:48 AM
  cordanilus and TiqHud [  2008.05.24 ]
Tutorial - "Dock at Base"
 
 
 
Scripts\Custom\Ships
 The Ship.py file  [of your base] needs this to be present:
Foundation.StarBaseDef
 
Example:
Foundation.ShipDef.KlingonImperialStarbase = Foundation.StarBaseDef
 

 
Scripts\Ships\Hardpoints

<< also this MUST BE present set the  [also in the ship hardpoint] in the Property of the Base
"Stationary" >>
 
The Ship.py file (of your Base) has to have entries of the following:
 
DockingPort
DockingEntryStart
DockingEntryEnd
DockingExitStart
DockingExitEnd
DockingCameraSweep1
DockedCameraSweep1
UndockingCameraSweep1
 

Optional:
(Mainly for a base that has an inside view)
 
InsideVisibility1
InsideVisibility2
 
 
 
 
Example:
(Located within the Hardpoint)
 
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on February 22, 2012, 05:37:00 AM
Thanks for all the HP info, guys  :thumbsup:  In fact discovered the other problem with new base is that when leave at start of E3M1, can't warp to Savoy as Kiska says still in dock!   Is there an HPer who could have a look at nif and HP (currently using stock fedstarbase) and maybe fiddle with and see if can fix? 

Olympic - I can't take credit as that's Kevo's model  http://bridgecommander.filefront.com/file/Olympic_Class;2074 (http://bridgecommander.filefront.com/file/Olympic_Class;2074).   All I did was extract textures from nif and change to Nightingale (was originally Pasteur). 

Pretty much near end of first stage debugging so getting ready to send to potential testers.  Still some mid-long term character model and anim issues to tweak but that'll be ongoing process. 

Was getting pretty badly beaten up on last test mission so thought would share. I'd forgotten how cool the bridge fx could look  :D
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/fdupSov.jpg)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: King Class Scout on February 22, 2012, 09:15:52 AM
I was asked to try to retex the Olympics at one point by Tiq.  personally, the whole model needs rebuilt.  and with that thing having Baked-on Textures, I wouldn't know how to pull them anyway (i can barely kitbash, let alone THAT)

btw, I found out the hard way that, whoever rigged the Bridge FX used the "sphere" (ship shields) texture for the "steam"
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: tiqhud on February 22, 2012, 10:05:25 AM
Thanks for all the HP info, guys  :thumbsup:  In fact discovered the other problem with new base is that when leave at start of E3M1, can't warp to Savoy as Kiska says still in dock!   Is there an HPer who could have a look at nif and HP (currently using stock fedstarbase) and maybe fiddle with and see if can fix?  Pretty much near end of first stage debugging so getting ready to send to potential testers.  Still some mid-long term character model and anim issues to tweak but that'll be ongoing process. 
HMM, Wonder, Why she'd not allow you to warp [or is it the savoy system, can you warp to it without going into SB [to just see if you get there]]

Have you tried, [bet you have] takeing the fedstarbase HP and just renaming {out of SDK}
been such a long time since I played SP
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Nebula on February 22, 2012, 10:38:41 AM
there was a fed starbase released ages ago that fixed this issue... I think it had something to do with the docking radius. (I also think this may have been solved in KM)

btw Lurok91 I'd like to see larger imgs so make em thumbnails (linking to the bigger ones) ;)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: tiqhud on February 22, 2012, 11:37:53 AM
like Nebula said, may be fixed in KM, because I just replaced the fedstbase.Nifs , with the SFRD_spacedock and also renamed to become [fedstarbase] also renamed SFrd_spacedock.py {hardpoint} to read fedstarbase.py, and Had NO troubles docking or going or leaveing (went to savoy)

just a precaution, have you disabled to Galaxy Charts mutator?
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on February 23, 2012, 05:23:28 AM
Thanks for tips re: dock hp. Will try the one from KM and report back.   btw, no mods such as Galaxy Charts etc added to this. Not even KM  :D   At present mod is stock BC + patch; Basic Foundation; and Bridge Plugin Core. 

@Neb re: pics, I used to post them bigger but found it a bit unnecessary and obtrusive.  And I'm not sure how to link thumbnails.  So I'll just continue to post as is for now  :).   Speaking of which, having fiddled with new Data head decided the stock BC one wasn't too bad so wondered if would work with a bit of tweaking. Results below. Think acceptable.

(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/Data.jpg)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on February 24, 2012, 04:48:35 AM
Thanks. In fact that ^ starbase is one I'm using.  On the hp front, tried KM hps with my starbase but no joy.  Still getting that odd Kiska "inside station" error.  It probably is either a HP adjustment, or perhaps something to do with docking radius in scripts, though seems 50/50 as docking entry works ok.  I'd really appreciate it if a HPer could perhaps look at model/HP.   (ps: tried sfrdbase in game but doesn't work as too small and different axis to stock base)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: tiqhud on February 24, 2012, 09:14:30 AM
Thanks. In fact that ^ starbase is one I'm using.  On the hp front, tried KM hps with my starbase but no joy.  Still getting that odd Kiska "inside station" error. 

Try the HP in SDK , that may Help on the Docking part. Call me on MSN if you use it.

What EXACTLY is problem (do you have Mleo-s Console Logger, I find it VERY useful?)
Did you try and Warp to Savoy without the Starbase-like from some place else?- I forget
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: zgok on March 01, 2012, 05:39:54 PM
Truly Magnificent! Great work as always.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: flarespire on March 06, 2012, 02:25:08 PM
Another Modding Barrier has been Broken!   :eek :yay:
Lurok, you deserver a Nobel Prize in the field of BC Bridge Modding, this is pure Epicness if i ever saw it.
Well Done, keep breaking those barriers!
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Morgan on March 06, 2012, 05:09:45 PM
Send me your address so I can mail you a giant-ass box of cookies.  :bow:
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on March 07, 2012, 07:48:27 AM
The red alert swap is so logical I'm just kicking myself didn't figure it out earlier so could have incorporated into first bridges   :banghead:    But I guess since started modding with no prev exp, all been a bit of a learning curve and guess learn by trial and error.  I'll post vid of Sov bridge as well. 

Some advice needed from DS9FX/KM guys:  SP mod currently looks around 1.7GB.  Any advice how to package for testers?  Best compression?  Should I make it an exe, and best software for that?  Thanks.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Morgan on March 08, 2012, 05:53:56 PM
Love those arm gestures your XO has going on at the end.  :P

Looks great on the red alert effects so far.  Keep it up!  :yay:
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on March 09, 2012, 05:04:59 AM
lol  :D  arm anims are a real pain to do  :banghead:

Just curious about a final check with anyone who knows sp game well.  Obviously TG had ideas for game they never initiated and it seems one of them was Galaxy bridge crew movements and engineering.  There seem to scripts and anims for stuff to happen on Galaxy bridge similar to Sovereign in Episode 3 onwards but to best of my knowledge nothing happens like this in any of first two episodes. Crew just sit there and do their thang.  Unless I missed something?  :idk: 

Similarly, there are scripts for 3 characters - rom Barel, klingon Kartok and fed Hanson - but none of them appear anywhere in game.  Again, did I miss anything?   

Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Nebula on March 12, 2012, 09:41:06 AM
Question... Are you going to enable the missing dialogue from SP?(sound files) There was a similar SP change made ages ago and it made SP lots more interesting.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on March 13, 2012, 06:26:40 AM
Question... Are you going to enable the missing dialogue from SP?(sound files) There was a similar SP change made ages ago and it made SP lots more interesting.

I think they're enabled - certainly looks that way ingame.  The Maelstrom scripts I'm using are the missing dialog versions, and I think included the relevant sound fx files, so yeah.  Testers should be able to let me know...
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: TheConstable6 on March 14, 2012, 04:44:35 PM
Just thumbed the thread - how did I miss this for a whole year? - WOW Lurok you are really outdoing yourself! Marvelous, marvelous, marvelous.  :kiss:
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Cpt. Brahms on March 15, 2012, 08:39:30 PM
This has a lot of potential! It would make bridge commander a lot more fun! :thumbsup:
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on February 03, 2013, 02:17:56 AM
Just a small update to show some of the bridges been working on SP mod (more off than on if honest :)).  I'm planning to build a new quad system with SSDs, so prob won't do much more work on these for a while. In the meantime, if any aspiring bridge builders interested, Sean has revamped his Warbird bridge so only only needs someone to lightmap it and get ingame.

(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/reman1.jpg)

Titan Crew
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/tcrew.jpg)

(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/neb1.jpg)

3rd Era Galor with new LCARS
(http://i1206.photobucket.com/albums/bb455/lurok91/aWEEBLY/galor1.jpg)

Sean's Olympic bridge
(http://i1206.photobucket.com/albums/bb455/lurok91/NIGHT1.jpg)

Must get round to finishing that DS9 Ops one day... :)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on July 18, 2013, 03:53:20 PM
Every character in original BC game has been replaced.  Starfleet characters have new custom bodies with EF2 heads.  Cardassians are new,  other alien races ported directly from EF2 but again have been customized.  The only remaining stock character is Kessok, but even this has better textures.  And yes, EF2 models were better  than stock, at least at time we started this.   As for Data, did experiment with new head but didn't look right.  So in fact our Data still has stock BC head but looks better and works ok in this mod.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: mckinneyc on December 04, 2013, 04:43:36 PM
Will any of the above that hasn't been released separately be released separately? Or will I be able to run the mod despite having KM installed etc?

The work looks amazing, like that Akira bridge!
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: King Class Scout on December 04, 2013, 04:58:00 PM
wait...someone actually DID replace the marauder?  wow.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: KrrKs on December 04, 2013, 05:02:56 PM
The work looks amazing, like that Akira bridge!
Indeed!   :dance

just some small thing I stumbled upon:
...
* Baz Excelsior Refit USS Devore
...
* FarShot's new Defiant to replace USS Khitomer
Wouldn't it be better to switch these two? (I know I am a bit late  :facepalm:)
The devore is there for the Slugfest against Cardassians at one of those stations, while the Khitomer always sits back, launching shuttles.
That would look strange for a Defiant, imo.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on December 04, 2013, 07:56:22 PM
Will any of the above that hasn't been released separately be released separately? Or will I be able to run the mod despite having KM installed etc?

Anything that hasn't already been released separately probably will be, but it's down to the individual modders.

The SPMod is completely separate install to KM - think of it as a completely new original BC if it was being released today with the benefit of what this community has achieved.  It's not designed to be mix and matched with KM or any other mod, mainly as an improved/enhanced campaign game and QB.

wait...someone actually DID replace the marauder?  wow.

tbh, can't remember if new model or just new textures  :D.  Jimmy will know.

just some small thing I stumbled upon:Wouldn't it be better to switch these two?
Not at this stage  :). Works ok.


Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: ltajax on December 05, 2013, 10:24:05 AM
looking great ATM. Can't wait until its released


Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: nxadam1701 on December 05, 2013, 11:47:49 PM
I can't wait to test this. So excited. Thx for all the hard work.

Adam
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on December 23, 2013, 03:28:46 PM
Just a quick update as several people asked.  BCMM v2 is about 95 per cent done and just awaiting final tweaks/models before going out to testers.

These are some of major changes since first test version:

NEW SHIP CHANGES (several exclusive to SPMod)
* Wiley's Venture Refit Class Galaxy to replace stock USS Dauntless and Venture
* Wiley's new Akira to replace stock Akiras
* Wiley's CG Nebula to replace stock Nebulas
* Baz new Spacedock to replace stock FedStarbase
* Baz new Merchantman to replace Karoon
* Baz new Galor, Keldon, Hybrid and Kessok ships to replace stock
* Baz new SpaceFacility and FedOutpost to replace stock
* Baz Excelsior Refit as USS Khitomer
* Baz Bird Of Prey to replace stock
* Baz SFSY Freighter to replace stock
* DJ Curtis Orion to replace USS San Francisco
* DJ Ambassador Refit to replace USS Zhukov
* New Ferengi Marauder to replace stock
* cinqnic's Olympic Class to replace USS Nightingale
* FarShot's new Defiant to replace USS Devore
* Phoenix new Vorcha to replace stock
* Cy's new Transport to replace stock
* Cy's new CommArray/Satellite to replace stock
* Kophjaeger's Cardassian shipyard to replace Cardassian Station
* fixed stock Cardassian Freighter so now travels in right direction! :)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: danthius on November 16, 2018, 07:10:52 AM
cant wait..... :dance

and i cant wait to get my hands on the akira and olympic bridge

i have the akira bridge but there are some errors that crashes the game after a while and i do have the Nightingale bridge but that one doesnt work at all so waiting on the final release  :P
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: acidtwin on November 16, 2018, 09:02:14 AM
Please let the cake be real.  :yay:
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: JimmyB76 on November 17, 2018, 11:23:16 PM
and i cant wait to get my hands on the akira and olympic bridge
For QB use, both the Akira Bridge and the Olympic Bridge work perfectly  :)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: danthius on November 23, 2018, 10:45:30 AM
Hello

I tried it until i rendezvous with the uss sovereign
works like a charm so far....
ill keep you updated  :wink:
 
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: sloth146 on December 01, 2018, 06:00:31 AM
 do i need KM for this ?
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: bsilver2988 on December 15, 2018, 04:39:42 PM
Love this! Been away for a while. Glad to see this up. Thanks for posting!

So far it worked great up to the first save and then it crashed. I feel like I remember that being a known bug? Clean install with patch and no enabled mutators. Just loaded and played.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: A.Q. on January 24, 2019, 01:48:04 AM
Is this really real?
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Mario on June 28, 2019, 12:25:56 PM
Optimizaiton -- I can't get this to run above 30 frames per second on a Ryzen 7 1700 / GTX 1080 Ti

To be honest you could have a supercomputer and performance won't be much better. The game engine is old and works better on older hardware.

You can improve performance via windows tweaks (such as what you mentioned), switching ingame to low color depth and turning off damage fx.

As for Jimmy there's very little he can do aside maybe from switching to more low quality models.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: President Magikarp on June 28, 2019, 07:24:19 PM
To be honest you could have a supercomputer and performance won't be much better. The game engine is old and works better on older hardware.

You can improve performance via windows tweaks (such as what you mentioned), switching ingame to low color depth and turning off damage fx.

As for Jimmy there's very little he can do aside maybe from switching to more low quality models.

In this case, it was strictly a Windows 10 issue, likely caused by an update, because even my stock 1.1 install started acting up overnight. After the compatibility tweaks, I'm having no problem running at 60+ FPS with 4x MSAA and 16x AF enabled at 1080p.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: King Class Scout on June 29, 2019, 05:47:13 AM
60 FPS *shakes head* i've only seen two pieces of footage like that, and one of them was a somehow upconverted segment of a 75 year old or more Tom and Jerry short.

you should post the tweaks you did, not just for high end card users, but for everybody.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Mark McWire on June 29, 2019, 07:12:08 AM
Thank you for pointing out a fix so quickly! Which file do I have to edit to get this functional?

DockWithStarbase.py in AI/Compound
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: President Magikarp on June 29, 2019, 07:19:43 AM
60 FPS *shakes head* i've only seen two pieces of footage like that, and one of them was a somehow upconverted segment of a 75 year old or more Tom and Jerry short.

you should post the tweaks you did, not just for high end card users, but for everybody.

Done. (http://"http://www.bc-central.net/forums/index.php/topic,10626.0.html") Let me know if that helps.

DockWithStarbase.py in AI/Compound

It seems I only have the pre-compiled .pyc file. Do I need to get the .py from the SDK in order to implement this?

Going back to the mod itself, I've found another glitch that's easy to reproduce -- using the Olympic-class bridge in Quick Battle breaks the scripts. Once you've finished a fight, you can't change your ship, any friendly or enemy ships, or start/restart a scenario.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: King Class Scout on July 06, 2019, 06:02:23 AM
thanks for the tweaks.  if I can improve it even a hair without having to custom build a 2000 dollar comp with refrigerator grade cooling JUST to get a good framerate, that'd be nice.

and yes, pull the uncompiled version from the SDK if you have to.  as for the olympic bridge *is slightly jealous* look for tab/space typos in the scripting, or if something "adjusts" the scripts
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Mark McWire on July 06, 2019, 09:58:39 AM
Done. (http://"http://www.bc-central.net/forums/index.php/topic,10626.0.html") Let me know if that helps.

It seems I only have the pre-compiled .pyc file. Do I need to get the .py from the SDK in order to implement this?

Going back to the mod itself, I've found another glitch that's easy to reproduce -- using the Olympic-class bridge in Quick Battle breaks the scripts. Once you've finished a fight, you can't change your ship, any friendly or enemy ships, or start/restart a scenario.

The AI script contains the entire docking sequence. At the beginning, the collision between the ship and the station is disabled and reenabled at the end.

The problem is much deeper here. I only changed this original script as a workarround. The source of the problem seems to be in the engine itself or in another script, because reenabling the collisions between ship and starbase should not freeze the game (my problem).

BTW: I cannot upload the script directly, the forum software dont allow .py files. You can use https://www.dropbox.com/s/pzrwizt2lfky5e2/DockWithStarbase.py?dl=0 from my repo.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on July 06, 2019, 02:09:06 PM
It's good to see players still willing to try and improve this  :thumbsup:   As Jimmy mentioned earlier, we perhaps spent too long making this available and in interim many switched to STO and other games.  Game limitations aside, as Mario noted, I imagine primary bugs/issues anyone will encounter will be scripting ones (broken or misdirected links, etc).  I spent better part of a year going through all the clean install Maelstrom scripts  to try and make as playable as possible :D
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: King Class Scout on July 06, 2019, 06:22:12 PM
yo, magikarp, you ended up using splash, I got a dead link!

edit: took the extraneous fru-fru out of the link that was mistakenly put there.  switching to XP3 compatibility ALONE fixed framerate issues.  now you gotta tell us where to look in the graphics card settings to get it to actually do 60 FPS.  older stuff is usually limited to 30 FPS
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: President Magikarp on July 07, 2019, 11:21:35 PM
The AI script contains the entire docking sequence. At the beginning, the collision between the ship and the station is disabled and reenabled at the end.

The problem is much deeper here. I only changed this original script as a workarround. The source of the problem seems to be in the engine itself or in another script, because reenabling the collisions between ship and starbase should not freeze the game (my problem).

BTW: I cannot upload the script directly, the forum software dont allow .py files. You can use https://www.dropbox.com/s/pzrwizt2lfky5e2/DockWithStarbase.py?dl=0 from my repo.

That file seems to have completely disabled the ability to dock with the Starbase in the campaign. I'm going to edit the file and attempt the alternative script fix with the exception check and see if that does anything.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: FekLeyr Targ on July 16, 2019, 06:15:27 PM
What you guys have achieved wit the SPMod looks very impressive in action. :-)

A minor complaint: I've noticed that the videos are cropped at the top and bottom. Personally, I'd prefer the videos to keep their original aspect ratio in order to keep the image intact.
(4:3 footage can be letterboxed in HD resolutions. That's what the TNG Blurays did.)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on July 17, 2019, 01:32:07 PM
Good point  :thumbsup:    If was a first-time game playthrough I would prefer original ratio too but wanted these videos more as an archive of visuals which look better widescreen, I feel.  Anyone else is welcome to post their game-playthroughs at original ratio  :)

Current videos recorded via Win10 gamebar on Nvidia GTX970 (planning to upgrade soon or change to AMD as on Mojave Hackintosh)
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: timelapse on July 04, 2021, 06:11:57 PM
Can anybody point me to a download link for this? I recently installed a copy of BC on a computer as part of a retro gamming kick and stumbled upon the playthrough videos on YouTube while remembering all the cool mods I used to have back in the day and I would LOVE to play the great campaign with this great looking overhaul
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: BleHz0r on July 06, 2021, 01:12:42 PM
God i love this modding community.

now i just gotta figure out how to play this game in 4k. xD
GIMMEH TEH MOD, BRO! :P

 :yay: :yay: :yay: :yay:
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Blaze53 on August 03, 2021, 10:19:19 AM
Hot damn, an honest-to-God overhaul. I'm actually really excited to see this released! I just wish NanoFX worked properly, then this would be downright amazing.

I think the only thing that looks off to me in all of this is how the "lipsync" works... especially with Picard. When his mouth is fully open he looks like he's doing that fake-Shakespearean declaration of love for Lwuxana... but with emotionless eyes.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: JimmyB76 on August 03, 2021, 10:12:36 PM
I am still going through this.  There are a couple bumps along the road and my OCD brain overanalyzes overthinks every small possible aspect, it drives me insane because I want everything to be as perfecdt as possible lol
I am still going through the missions one by one, trying to smooth things out.

Also, I work 2 jobs and busy busy busy days fly by. I try and buckle down on this as much as I can.

One cool thing - people have always asked about playing Single Player Campaign missions on a different bridge, other than Galaxy and Sovereign bridges.

And in BCMM, it works!

Kinda............

There is a script called Active Bridge Changing - I cannot at all remember who wrote that up and gave it to me.  It isnt available anywhere as far as I know.  What it does, is gives the ability to instantly change your bridge while in a QB battle. 
So apparently it kinda works in BCMM for SP bridges!

Of course, extra characters (Picard, Korbus, Data, Vulcan,etc) will be in fucked up spots on any bridge other than stock.
But that is to be expected, on non-stock bridges, extra character placement was never done.
So that is a bug.  But if you can ignore that, everything else works.
And honestly, extra characters aren't very long in the missions that they are there for anyway. 

Another bug - you can switch your bridge and go from there  on that bridge and complete the mission.  Unfortunately, the game will switch back to the stock bridge.  And after that, when next mission loads, nothing happens when clicking Active Bridge Menu.  Soooo then you would have to quit the game and reload that next mission from the Mission Menu itself.
Pain in the ass, I know...       :idk:


Anyway, Intrepid Bridge in SP



Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: JimmyB76 on August 03, 2021, 10:16:54 PM
Kiska's ass looked fucked up on the Intrepid Bridge lol    :funny

Anyway - here are the bugs of the extra characters.  They work hitting F6, just in fun places lol

Captain Picard and Data

Also, Korbus. But when he is on the bridge nothing happens hitting F2 so that's kinda broke at that point lol
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: JimmyB76 on August 03, 2021, 10:25:17 PM
Nebula Bridge v2 in SP
Sidenote - I always preferred Nebula Bridge v2 over v3, it is just a personal preference...
Nebula Bridge v4 (Lurok's bridge)  I can't seem to find.  He may not even have that on his end anymore... I'll have to check.

Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: JimmyB76 on August 03, 2021, 10:26:12 PM
Aaaaand here is Picard   :funny :icon_lol:
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: JimmyB76 on August 03, 2021, 10:27:46 PM
And here is a crewman about to walk right over him  :icon_lol:
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: JimmyB76 on August 03, 2021, 10:39:13 PM
Targetable Plasma Streams work.  (Vent Plasma also does)
I have a feeling that all BCS:TNG mods might just work in SP. I suspect some other QBAutostart scripts might work.

I would love to hear if people tried some shit out and see what might work or bredak or be cool or whatever... 
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: JimmyB76 on August 04, 2021, 12:14:16 AM
A few screenshots on Akira Bridge in SP, and Picard's odd placement...
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: JimmyB76 on August 04, 2021, 12:42:24 AM
Some screenshots of the Olympic Bridge...
(Oly bridge also works in SP)
Pic 5 is of Picard- he is hiding.  But you can see the very top of his bald head, the curosr is pointing to it lol   :funny
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: JimmyB76 on August 04, 2021, 12:44:39 AM
Anyway, just been screwing around with that..
Warbird crashes. Might have to remove it, i dont think Lurok or anyone else has it anymore... Ah well fuck it lol
I am getting back into playing thru the missions one by one, slowly but surely, bit by bit, taking notes... Trying to balance things out so things make sense hopefully...    :thumbsup:
Overthinking and overanalyzing but of course  :dance :hithead: :banghead: :undecided:
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Trekky0623 on September 16, 2021, 09:17:40 PM
I am super excited for this, man. Just got back into playing Bridge Commander after getting it on GOG and it's amazing that this game that is twenty effin years old still has an active modding community.
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: JimmyB76 on September 16, 2021, 10:45:27 PM
There are some issues that I can't seem to sort out right now  🙁😢
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Whiskers on September 20, 2021, 03:08:57 PM
This looks great. Definitely looking forward to playing it whenever you've got it all sorted. :D
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: JimmyB76 on April 29, 2022, 11:01:29 PM
That bridge isn't included, just a demonstration...
people would have to add bridges on their own end...
Only bridges in BCMM are Akira, Galaxy, Nightingale, Olympic, Sovereign,
Trying to see if Warbird Bridge would work out...
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Blackrook32 on April 30, 2022, 09:25:00 PM
That bridge isn't included, just a demonstration...
people would have to add bridges on their own end...
Only bridges in BCMM are Akira, Galaxy, Nightingale, Olympic, Sovereign,
Trying to see if Warbird Bridge would work out...

I already have the Akira, Geronimo, Olympic, Khitomer, JJ 1701, Prometheus/Nebula, and the SovNemisis packed now. The L91Warbird bridge animations will conflict with the Romulan Valdoe sets. never got around to sorting that out.

@Jimmy

My Olympic script crashes when calling on other stations on the bridge. I remember the same bug on the Akira set, but I forgot how to solve it. Send me your Olympic character scripts if you can- Thanks. :)

Oh, BTW I think this is the Nebula set you're looking for...

(https://imagizer.imageshack.com/v2/800x600q90/924/FNUolQ.png)

 
Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: Lurok91 on May 04, 2022, 09:26:09 AM
UPDATE:  adding missing QB bridges going well but slower than expected to finish so apologies not ready sooner. I'm trying to streamline the old janky BC bridge scripts and anims which are super bloated.  This just takes time.  But hopefully once done will make installing/adding a lot easier

CURRENT WORKING INGAME
Sovereign
Galaxy Refit (Dauntless)
Akira
Nightingale
Warbird D'Deridex (fixed but needs updated crew anims)

ADDED & WORKING INGAME (some anim tweaks needed)
Nebula
BoP (Rotarran)
Galor/Keldon
Excelsior PDW Refit (Khitomer)
Kessok (reman scimitar remodel/retexture)
PDW Ambassador (Zhukov)

WORKS IN PROGRESS
Vorcha


Once I've sorted out script/anim issues and if can get old Max up and running I might try and do the Vorcha bridge based on TNG

@Blackrook32  - any thoughts?

Title: Bridge Commander Maelstrom Mod (BCMM) WIP
Post by: JimmyB76 on May 04, 2022, 02:09:59 PM
Awesome!! 😀👍