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BC Forums => BC Modding => Topic started by: vonfrank on May 09, 2020, 04:17:44 PM

Title: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on May 09, 2020, 04:17:44 PM
(https://i.imgur.com/03Fo6o4.png)

It's been a long time coming, with a lot of delays due to life and what not, but it is finally time for me to release my Bridge Commander Remastered project!

This has been a lot of work and a labor of love for me for the past decade or so. Modding and adding elements to the game on-and-off for years has led to this project which is, for the most part, as complete as it can be.

The main aim of this modpack is to create a screen-accurate and canon compliant (as much as possible) enhancement of Bridge Commander that greatly expands the combat options in Quick Battles while also allowing for the Single-Player story to still be fully playable.

All stock ships and bridges have been replaced with the most detailed versions available from our modding community. To accompany them, all ships have been given new custom and balanced hardpoints that makes every ship in the game feel 'realistic' to what is shown in the Star Trek series and movies.

I know we all like our installs to be customized to our personal liking, but hopefully some of you will enjoy giving this mod a try, and possibly even building upon what I've brought together here to expand it further!

DOWNLOADS:
Nexus Mods: https://www.nexusmods.com/startrekbridgecommmander/mods/4012
GameFront: https://www.gamefront.com/games/bridge-commander/file/star-trek-bridge-commander-remastered
Moddb: https://www.moddb.com/games/star-trek-bridge-commander/downloads/bridge-commander-remastered

(https://i.imgur.com/NIq2Mef.png)
(https://i.imgur.com/9932dpu.png)
(https://i.imgur.com/DJVsnDB.png)
(https://i.imgur.com/fIw7AnH.png)

EXTRA SPECIAL THANKS:

Elijah

Gizmo_3

Capt.Sedaris



==FEATURES==

-Fully playable and enhanced single player campaign.
-43 new ships form across Star Trek: The Next Generation, Star Trek: Deep Space Nine, Star Trek: Voyager, & the Star Trek TNG Movies.
-Top quality 3D models & textures for both new and stock ships.
-New and screen accurate weapon hardpoints for all ships and stations.
-Defiant, Excelsior, and Intrepid class playable bridges.
-New Galaxy & Sovereign class bridges.
-New Klingon, Romulan, & Cardassian background bridges.
-New sound and weapon effects.
-New combat regeions.
-1920x1080 widescreeen support.

V1.1
New Features:
-Added Federation Luna Class
-Added Federation Constitution Class
-Added Federation Constitution Class Refit
-Buffed weaponry of Dominion Founder
-Buffed weaponry of Breen cruiser
-Upscaled intro and ending movies to 1080p @30fps
-Added proper damage icon mapping to all ships
-Removed over 200mb of unused files to reduce overall RAM usage

Bug Fixes:
-Fixed issue where starbase hitboxes were larger than the actual hull
-Fixed issue where numerous ships would not display their specular maps
-Reduced visual size of Vorcha & Neghvar's Ion Cannon projectile
-Added proper Master Systems Displays for USS Berkely & USS Geronimo
-Added proper lighting to Deep Space and QuickbattleRegion system maps
-Fixed balancing of Episode 3 Mission 2 by nerfing the Romulan attackers
-Corrected numerous ship description errors


==INSTALLATION==

1. Install the stock version of Bridge Commander either from your original disc or from the newly released GOG version.
2. If you use the GOG version, skip to step 4.
3. If you are using the original disc, Install the 1.1 patch available here: https://www.moddb.com/games/star-trek-bridge-commander/downloads/star-trek-bridge-commander-v11-patch.
4. Go to your Bridge Commander installation directory and DELETE the "data", "scripts", and "sfx" folders.
5. Copy the contents of the "Bridge_Commander_Remastered" zip folder into your Bridge Commander installation directory.
6. Run the game.
7. If your desktop supports 1920x1080 resolution, the game will start with that display setting automatically. If not, editing of "options.cfg" with Notepad++ is required to manually adjust the resolution to your preference. 1280x1024 and 1600x1200 are alternative supported resolutions.


==KNOWN ISSUES==

* Multiplayer is buggy. Occasionally, the game will throw an error message for file mismatches even if the installs are identical.
* During story missions, the Sovereign's Quantum torpedoes will become silent after completing one mission and moving to the next. If selecting a mission from the "Mission Select" feature on the main menu, the sound returns.
* In Quick Battle, selecting the Sovereign bridge and then switching to another bridge afterwards will leave the Sovereign's view screen behind. Exiting and restarting Quick Battle removes the issue.
* Due to the game's old engine, Quick Battle missions with very large numbers of ships can cause game errors and crashes. Limiting Quick Battles to 20 ships or less is ideal, but the number varies greatly depending on what ships are selected.
* RAM usage can be high for the old game engine. It is recommended to install the 4GB address aware patch to the .exe (make a backup first!) if you have frequent crashes mid-game. This patch is universal and works for many old games. Get it here: https://ntcore.com/?page_id=371
* A few Federation ships do not yet have the correct hull IDs. A notable example is the Sovereign displaying the markings of the Enterprise.

And as always, if you have any further questions or encounter any bugs (which there might be, its BC after all  :P ) feel free to reach out here on the forums or on Discord!
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: angryandorian on May 10, 2020, 03:56:11 PM
(https://media1.tenor.com/images/4be44f964f06155ed1155781df3e4d10/tenor.gif?itemid=5843462)

Nice work! Can't wait to try it out.

Edit: Unfortunately I can't get it to launch at my resolution (1366x768). I've been following the instructions, but the default resolution is too big. Editing the options.cfg causes the game to not launch, even using the in-game resolutions or the alternative resolutions in the readme also causes it to not launch.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on May 10, 2020, 09:43:57 PM

Edit: Unfortunately I can't get it to launch at my resolution (1366x768).

I don't entirely know why, but the game refuses to run at anything less than 1280x1024. So ya, 1366x768 is too small.

If I ever find a way to fix this issue, I certainly will. But for now there appears to be no way around it.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: angryandorian on May 10, 2020, 10:17:37 PM
But what about 1024x768? That's a mode that the vanilla game comes with, yet this build refuses to play at that resolution.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Vidmaster on May 11, 2020, 02:12:28 AM
Huge Congrats  :yay:

Alright, how to you want bug reports? Right here in the forum? Thus far:

(last update 2020-05-11)

*the torpedo-spread feature is broken, looks like a speed issue to me. Easy way to re-produce: Start the main campaign, fly to Haven, approach a stellar debris fragment and park the ship 30+ units away. Engage Full-Spread of the Torpedos, line up the ship perfectly and fire. Am getting flashbacks to this (http://www.youtube.com/watch?v=CtaSSBZ9D6o&t=0m19s), just that it affects most (stock) vessels in the mod.
*the Vorchas' large disrupter spawns "somewhere", but certainly not at the nose of the vessel as expected. This one is difficult anyway, because the game simply does not have enough keys to make this work, distinguishing between normal and special disrupter. Might I recommend perhaps making the advanced disrupter a special type of torpedo instead, that way one would have fine control.
* (nitpick) the Galaxy-Bridge's dedication plate reads "U.S.S. Enterprise" instead of Dauntless :D
* (nitpick) Prometheus's hint-text recommends multi-vector assault but your mod does not support this feature

I am curious on how you solved the special torpedos (was it transphasic?) you obtain later in the campaign, now that the quantum torpedos are basically a disrupter on the Akira...
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Nebula on May 11, 2020, 11:05:19 PM
Woo Woo!
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Lurok91 on May 12, 2020, 11:26:26 AM
Congrats  :thumbsup:

Screenshots look great.   Any chance of any more?
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on May 12, 2020, 12:26:50 PM
But what about 1024x768? That's a mode that the vanilla game comes with, yet this build refuses to play at that resolution.

Ya, that is a bug I'm trying to track down. Its a tricky one though because the game just completely crashes instead of throwing up a python error window.

*the torpedo-spread feature is broken, looks like a speed issue to me. Easy way to re-produce: Start the main campaign, fly to Haven, approach a stellar debris fragment and park the ship 30+ units away. Engage Full-Spread of the Torpedos, line up the ship perfectly and fire. Am getting flashbacks to this (http://www.youtube.com/watch?v=CtaSSBZ9D6o&t=0m19s), just that it affects most (stock) vessels in the mod.

I assume you're referring to how the torpedo spread function seems to always overshoot the target, wait for a second delay, then suddenly start tracking. This is not really a bug, but is, unfortunately, a built-in and hardcoded limitation of BC's engine. The spread function has a 'delay' that cannot be modded (or at the very least, has a timer that no one in our modding community has ever found). As a result, the faster and more screen accurate torpedos in my mod tend to overshoot a target at a close or medium range when using multi-spread. That delay is something I will change immediately if I ever find out how.

*the Vorchas' large disrupter spawns "somewhere", but certainly not at the nose of the vessel as expected. This one is difficult anyway, because the game simply does not have enough keys to make this work, distinguishing between normal and special disrupter. Might I recommend perhaps making the advanced disrupter a special type of torpedo instead, that way one would have fine control.

This is a bit of a visual bug caused by the size and slow speed of the Vorcha's Ion Cannon projectile. It does spawn from the correct place (the middle launcher on the nose) but because the projectile is so large, the tail appears to spawn inside the vessel. The same thing happens with the Neghvar which has 2 of these launchers.
As for the option of changing the projectile to be a torpedo instead of a disruptor, this has always been a point of contention since BC's engine cant support 2 torpedo properties. Overall, I feel leaving the Ion Cannon as a disruptor is the better option because it gives the player better control over being able to use both it and regular photons at the same time. If they were grouped under the torpedo property, you would have to wait the full 30 second reload time to swap between them (which is annoying enough) but most importantly this would mean that the Ion Cannon would have 4 forward and 2 aft launchers when toggled, which is vastly overpowered compared to the single forward launcher (plus 6 independent photon tubes) the vessel has in it's current configuration.

* (nitpick) the Galaxy-Bridge's dedication plate reads "U.S.S. Enterprise" instead of Dauntless :D

I forgot about that little detail.  :hithead: . Adding on top of that though, the entire Galaxy class model is also painted in the registries of the Enterprise as opposed to the Dauntless.  The dedication plate is a relatively easy fix, but the hull registries are a bit more complex. Regardless, ill add this to the list of things to fix!  :D

* (nitpick) Prometheus's hint-text recommends multi-vector assault but your mod does not support this feature

That's probably a carryover of when i was going to include MVAM but decided against it because it required too many scripts that destabilized Single-Player. This is another easy fix. Thanks for letting me know!

I am curious on how you solved the special torpedos (was it transphasic?) you obtain later in the campaign, now that the quantum torpedos are basically a disrupter on the Akira...

Yes, the Sovereign is given Transphasic Torpedoes for it's special torpedo after the victory at Starbase 12. Only 3 of them though, since they are so powerful. The torpedoes function by swapping ammo types with the ship's Photon Torpedoes. Since you only get 3, they are loaded in the 3 forward tubes. Be careful with them. They one-shot almost anything that isn't a starbase  :P

Congrats  :thumbsup:

Screenshots look great.   Any chance of any more?

More screenshots? I could always take some more. I'll post them on the forums if I do.  :D
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: FekLeyr Targ on May 12, 2020, 04:52:23 PM
*the Vorchas' large disrupter spawns "somewhere", but certainly not at the nose of the vessel as expected.

This is a bit of a visual bug caused by the size and slow speed of the Vorcha's Ion Cannon projectile. It does spawn from the correct place (the middle launcher on the nose) but because the projectile is so large, the tail appears to spawn inside the vessel. The same thing happens with the Neghvar which has 2 of these launchers.

If that projectile is using the stock disruptor projectile, which is a 3d model:
Could that issue be fixed by moving the pivot point at the tip of the tail?
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Vidmaster on May 14, 2020, 09:22:29 AM
Or simply scale the projective down somewhat  :vb_how: , I mean where exactly is the giant Ambassador-Class-sized visible in the show? Since screen accuracy is a primary goal of your mod, I would like to know that I am missing... :banghead:

Correct me if I am wrong but the blob is supposed to be this (https://youtu.be/CLjAn7xBOiw?t=149) thing, correct?
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Vidmaster on May 15, 2020, 11:30:08 AM
Got various problems when playing E7M3, in which you have to destroy the Resupply Outpost. I selected the Mission directly from your nice Mission Selector  :dance

Run1: Destroyed one sensor station, then warped to the supply outpost, a Keldon and a Galor in pursuit. Defenders appeared.
Then, the outpost suddenly became transparent, then the interface glitched out and finally, the game's rendering window froze entirely while the gameplay seemingly continued, since sound continued playing.
Run2: Warped to the supply outpost directly, again three Defenders appeared as supposed to. Ship got pretty beat up, then the game crashed hard to desktop.

Probably, your mod is not to blame, but I wanted to report it nonetheless. Could still be a scripting bug.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on May 15, 2020, 01:47:40 PM
Got various problems when playing E7M3, in which you have to destroy the Resupply Outpost. I selected the Mission directly from your nice Mission Selector  :dance

Run1: Destroyed one sensor station, then warped to the supply outpost, a Keldon and a Galor in pursuit. Defenders appeared.
Then, the outpost suddenly became transparent, then the interface glitched out and finally, the game's rendering window froze entirely while the gameplay seemingly continued, since sound continued playing.
Run2: Warped to the supply outpost directly, again three Defenders appeared as supposed to. Ship got pretty beat up, then the game crashed hard to desktop.

Probably, your mod is not to blame, but I wanted to report it nonetheless. Could still be a scripting bug.

I tried but could not replicate those bugs... The mission is incredibly difficult if you warp to Ascella directly, but i dont get any of the glitches you described.

Based on what you described, this sounds like it might be the game running out of memory. Try running the 4GB patch included with the mod download (should be in the main Bridge Commander directory). Select the STBC.exe to enable it to use 4GB of your RAM instead of just 2GB. This will probably solve the problem.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Lurok91 on May 17, 2020, 11:28:35 AM
Yup.  When I was working on the Maelstrom Mod,  some of the latter missions really suffered from the memory leak.  :(
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: pho on June 21, 2020, 10:24:37 AM
In E3M1 when you undock from Starbase 12 in the beginning the ship just explodes in the leaving cutscene and it's game over

Edit: fixed it by disabling the collisions.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Wintersfrost on June 23, 2020, 04:08:29 PM
Hmmm, when firing up BC remastered for the first time, the resolution expanded beyond the display borders. So I edited options.cfg for 1600x900 and fullscreen in notepad++. But the game will crash and I get a D3D render creation error. If I don't run it in fullscreen, the videos are very small and the game is boxed to one corner of my display. Stock BC runs normally in fullscreen at 1024x768
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on June 26, 2020, 09:46:25 PM
In E3M1 when you undock from Starbase 12 in the beginning the ship just explodes in the leaving cutscene and it's game over

Edit: fixed it by disabling the collisions.

That is very strange.... It seems that if you manually fly out the door there is no issue, but if you tell Kiska to fly out, she runs into the door frame.  :hithead:

This is something Ill have to fix. Probably just a matter of adjusting the starting position of the Sovereign.

UPDATE: I've fixed the issue by adding a few lines of scripting to the E3M1 file that disables collisions between the Player and the Starbase during this particular undocking sequence. The collisions are re-enabled again once you leave the base.
I have no idea how this problem cropped up when it wasn't there during my initial play test of the story... but it will be fixed for the next version of the BC Remastered Project.


Hmmm, when firing up BC remastered for the first time, the resolution expanded beyond the display borders. So I edited options.cfg for 1600x900 and fullscreen in notepad++. But the game will crash and I get a D3D render creation error. If I don't run it in fullscreen, the videos are very small and the game is boxed to one corner of my display. Stock BC runs normally in fullscreen at 1024x768

Editing the Options.cfg file manually typically corrupts it and leads to the error. As for the 1600x900 problem, I did not include support for that resolution. It was tricky enough to get 1920x1080 to work, but achieving that kinda messed up a lot of the other stock resolutions. I'm not sure why, but its on my list of things to try and fix. I just assumed most people used at least a 1920x1080 display by now....
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on June 28, 2020, 03:56:51 PM
Upon further testing of the resolution issue, it seems that manually typing a resolution in the options.cfg file DOES work IF your "Display Width" is at least 1601 pixels. Essentially the width has to be at least 1 pixel larger than BC's stock largest resolution of 1600x1200. If it is equal to or less than 1600 pixels, the game engine assumes the closest built in res and overrides your input. However, if you want a custom width to work without quickbattle crashing, you need to modify the WeaponsDisplay.py file to accept your new desired width.

For "Display Height", modifications to the in-game menus and fonts for the purpose of this mod mean that anything equal or less than 768 pixels will cause a crash. BUT, 769 pixels works just fine, meaning only 1 line of pixels is cut off form a 768 screen.

So from what I can tell, any resolution between the following values will work:

WIDTH: From 1601 to 2048 are acceptable and work as long as the "WeaponsDisplay.py" file is modified accordingly.
HEIGHT: From 769 to 2048 are acceptable.

So users with 1600x900 displays can use 1601x900 as their custom resolution after modifying the "WeaponsDisplay.py" file to accept 1601 resolutions. And any other resolution within the above ranges can be adjusted accordingly as well.

I've tested this on stock BC as well as my mod and the same rules apply.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Wintersfrost on June 30, 2020, 02:59:18 PM
Thank you for the detailed explanation. My new laptop arrives tomorrow which I believe is 1080p. So I won't have to fiddle with the resolution on this laptop with 1600x900. Hopefully, it will work fine on the new 1080p laptop.

There is also a video here of resolutions that work with Bridge Commander. The uploader went through many different resolutions. The final resolution in his video works with width 1280 and height 720 in full screen,  but the ships are scrunched up. Maybe this will help narrow things down.

Bridge Commander Widescreen

https://www.youtube.com/watch?v=5n5rlp4sq_w (https://www.youtube.com/watch?v=5n5rlp4sq_w)
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Wintersfrost on July 03, 2020, 01:16:06 AM
Runs fine now on new laptop with 1080p. No problems. But I have a couple of questions. It's been a while since I've played Bridge Commander, and my memory is a bit foggy.

How can I disable the intro movie and logos? I was also wondering who made the Sydney-class. I made a model request for it ages ago, but never saw it released. I was surprised to see it in game. :) Is it available for download as a stand alone ship? For planets, are there better planet textures? They all look like moons. I remember Artus 3 being like Earth.

Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: King Class Scout on July 05, 2020, 07:56:52 AM
there are always new planet textures available.  there were even a couple people working on a project to uprez and clean the stocker textures at one point (it turns out the stock textures are damn nice one they're depixelated), but projects have been abandoned and people have disappeared.
planetary textures and a separate Sidney may now be impossible to find.  many mods have disappeared after the restart of mod archives due to them not being claimed by their original authors, and have been either deleted or locked out of availability.  a lot of mods will only be available from people's personal archives (my own included, as I saved almost everything I've downloaded), or the linked Dropbox here at the forums.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Wintersfrost on July 05, 2020, 09:44:47 PM
Well after I posted my last message. I dug through some old files I have for Bridge Commander. I have a bunch of planet textures saved. But the problem is, they don't seem to work with BC Remastered. For example, I installed the textures for gre planets and a few other files. But they don't change anything in the game. All the planet textures still look like moons.

Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: eclipse74569 on July 07, 2020, 12:24:39 AM
How can I disable the intro movie and logos?

Pressing escape skips intro movies ( you have to do it with every one of them)
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on July 08, 2020, 12:22:23 PM
Well after I posted my last message. I dug through some old files I have for Bridge Commander. I have a bunch of planet textures saved. But the problem is, they don't seem to work with BC Remastered. For example, I installed the textures for gre planets and a few other files. But they don't change anything in the game. All the planet textures still look like moons.

You should be able to replace the planet textures without any issues. The mod already includes higher quality planet textures than the stock game (from 256x256 to 1024x1024 IIRC), but if you want to modify them further it should work no problem.

Are you sure you're replacing the correct files?
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Wintersfrost on July 09, 2020, 12:33:50 AM
Quote
Pressing escape skips intro movies ( you have to do it with every one of them)

Of course the escape key works, but I thought there was a way to disable them with an in-game file. Maybe I was thinking of Star Trek Legacy.

Quote
Are you sure you're replacing the correct files?

Yes, but I'll try again once I get everything sorted out here. Had trouble with Windows 10 and waiting on recovery media from the manufacturer. As much as I love Windows 10, I hate it. On a new laptop too. What a PITA.

I like your mod overall btw. Seems like you worked hard on it and accomplished what I never had time for. Making a polished version of the game with more ships that's compatible with SP. A shame I gotta wait before I can try it out more.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Vidmaster on July 21, 2020, 05:19:21 AM
Yeah, the experience is pretty good thus far. Got sidetracked recently by a few first-party Sony Releases but I have every intention of returning to this modded game.

One thing I was wondering about was framerate, it seems you uploaded a few playthroughs of what looks like an earlier version of your mod to Youtube.
And it is silky-smooth there. Is this just a recording artifact? Because no matter what sort of options I select, a fluid 60FPS is not achievable with the game.

I know, its old, single-threaded and overall a botched engine, but today's hardware should simply kill all of these issues with "iron", aka with the hardware's brute force. Moore's law may have changed somewhat but modern CPUs are still factors faster than the hardware the game was designed to run on.

So...   how do you do it?
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on July 22, 2020, 12:45:56 AM
Yeah, the experience is pretty good thus far. Got sidetracked recently by a few first-party Sony Releases but I have every intention of returning to this modded game.

One thing I was wondering about was framerate, it seems you uploaded a few playthroughs of what looks like an earlier version of your mod to Youtube.
And it is silky-smooth there. Is this just a recording artifact? Because no matter what sort of options I select, a fluid 60FPS is not achievable with the game.

I know, its old, single-threaded and overall a botched engine, but today's hardware should simply kill all of these issues with "iron", aka with the hardware's brute force. Moore's law may have changed somewhat but modern CPUs are still factors faster than the hardware the game was designed to run on.

So...   how do you do it?

What you see in those videos is the same framerate I get when playing normally. A solid 60fps.

The only way I've found to get the game to run smooth is to set it to windowed mode. Not sure why, but when the game runs in fullscreen, it limits the framerate to 30 at most (and usually lower) but playing windowed unlocks it.

Also, if your windowed resolution is the same as your desktop res, then it gives you the appearance of fullscreen anyway.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Wintersfrost on July 25, 2020, 09:35:04 PM
Von, I'd like to change Excelsior NCC-2000 to the TNG upgrade (glowing nacelles) and different registry like Malinche or Livingston. How would I go about doing that? I have the Excelsior Family Pack and Excelsior/Centaur Pack. I am assuming for the TNG upgrade I can take the WCnccexel.nif and replace it with WCds9excel.nif. But I am not sure about the registries. Any other files I need to add to the data/models folder?
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on July 25, 2020, 10:58:55 PM
Von, I'd like to change Excelsior NCC-2000 to the TNG upgrade (glowing nacelles) and different registry like Malinche or Livingston. How would I go about doing that? I have the Excelsior Family Pack and Excelsior/Centaur Pack. I am assuming for the TNG upgrade I can take the WCnccexel.nif and replace it with WCds9excel.nif. But I am not sure about the registries. Any other files I need to add to the data/models folder?

If you go to the "data\Models\Ships\Excelsiors" folder, you will find the Excelsior.NIF file. You can replace this file with another 3D model if you want, but I recommend against it because every ship in my mod has been custom scaled to a 1 unit = 1 metre sizing. Since the other excelsior you want to replace it with has not been scaled, all of the hardpoints will no longer line up with the geometry of the hull. You might get some subsystems 'floating' off of the ship hull when they are targeted.

As for the textures of the registries, that is easier to deal with. You just have to replace whatever texture file contains the U.S.S. Excelsior registry with the new one you want to use. You can even achieve the glowing nacelle look in this way by swapping the grille textures with ones that have an alpha channel for glows set up.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Wintersfrost on July 25, 2020, 11:39:56 PM
Quote
If you go to the "data\Models\Ships\Excelsiors" folder, you will find the Excelsior.NIF file. You can replace this file with another 3D model if you want, but I recommend against it because every ship in my mod has been custom scaled to a 1 unit = 1 metre sizing. Since the other excelsior you want to replace it with has not been scaled, all of the hardpoints will no longer line up with the geometry of the hull. You might get some subsystems 'floating' off of the ship hull when they are targeted.

That might explain why when I edited the Vor'cha HP the disruptor appeared to be firing off in space opposite my ship and behind the target. I moved the main disruptor from the center of the ship to it's cannon location on the bow.

Quote
As for the textures of the registries, that is easier to deal with. You just have to replace whatever texture file contains the U.S.S. Excelsior registry with the new one you want to use. You can even achieve the glowing nacelle look in this way by swapping the grille textures with ones that have an alpha channel for glows set up.

Do you know which textures contain the Excelsior registry and the glowing nacelles? I couldn't discern by looking at the files.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Wintersfrost on July 27, 2020, 09:39:08 PM
Also, if I wanted to add other ships, does that mean they wouldn't be scaled with your since you set them to 1 meter?

How come you can't move more than 60 km away from the target too? As soon as you reach 60 km, the cursor start fluttering but you don't move beyond 60 km from the target. It's like your in a sandbox.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on July 28, 2020, 02:16:29 PM
Also, if I wanted to add other ships, does that mean they wouldn't be scaled with your since you set them to 1 meter?

How come you can't move more than 60 km away from the target too? As soon as you reach 60 km, the cursor start fluttering but you don't move beyond 60 km from the target. It's like your in a sandbox.

You can add new ships if you want, but their scaling will be whatever the original creator of the ship had set  as opposed to the standardized system in my mod. I will say though, unless the scale is wildly off, you probably won't notice the difference.

As for your second point, ive never seen that issue before. 60km is pretty close and it's a very regular occurrence to be at greater than that distance from your target even at the start of a quickbattle.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Wintersfrost on August 04, 2020, 09:12:56 PM
Quote
You can add new ships if you want, but their scaling will be whatever the original creator of the ship had set  as opposed to the standardized system in my mod. I will say though, unless the scale is wildly off, you probably won't notice the difference.

What program did you use to adjust the scaling in your mod? Nifskope? I'd like to know in case I use your system.

Quote
As for your second point, ive never seen that issue before. 60km is pretty close and it's a very regular occurrence to be at greater than that distance from your target even at the start of a quickbattle.

Well that's what it does. In fact, there are other bugs that come with the mod. I just haven't had time to list them all or do further testing. For example, if I put the speed of a torpedo back to 50.0 it'll fly off to the sides of the ship at the start of quickbattle. The distance issue still persists. I can't get further away than 61 km from the target. I took a screenie in an Excelsior. I'm at full impulse and I can't get any extra distance between me and the target. I'm just bringing these to your attention since you expressed the desire for others to build upon what you've created. I'd like to make some improvements as well.

I'm also still wondering what ID glows I can use for a different registry. I left the Excelsior.nif alone since you adjusted the scaling.


Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on August 06, 2020, 04:27:36 PM
What program did you use to adjust the scaling in your mod? Nifskope? I'd like to know in case I use your system.

I used Gmax to scale everything. Scaling in Nifskope often leads to bizare issues with hardpoint values in game not lining up with the expected locations.

Well that's what it does. In fact, there are other bugs that come with the mod. I just haven't had time to list them all or do further testing. For example, if I put the speed of a torpedo back to 50.0 it'll fly off to the sides of the ship at the start of quickbattle. The distance issue still persists. I can't get further away than 61 km from the target. I took a screenie in an Excelsior. I'm at full impulse and I can't get any extra distance between me and the target. I'm just bringing these to your attention since you expressed the desire for others to build upon what you've created. I'd like to make some improvements as well.

Have you tried to replicate this distance issue with stationary ships or with friendly ships? Enemy vessels have a built in AI fiction that makes them "intercept speed" towards their targets when they are farther away than approx 60km. The ships you are fighting may simply be trying to "catch up to you" to stay in combat range. This is an element of stock BC's AI system.

For the torpedoes, that doesnt make much sense either. Lowering the speed of the projectile doesn't produce any unusual side effects from my testing, nor should it. Does this happen only when you fire at a target? Does it happen when you blind fire as well?

UPDATE:

Upon testing I can say with certainty that the distance issue is not an issue at all. It is simply the AI trying to intercept with you. I had the same setup (Excelsior vs. Freighter) and the freighter zooms towards you on intercept speed in a vain attempt to catch up with your ship. The intercept triggers and deactivates so fast, that it seems like the ship is stuck at 61km distance with a stuttering target indicator. This is just an element of Bridge Commander's built-in gameplay.

And I think I know what's happening with your torpedoes, but it is also not a bug with the mod. A few seconds after the start of a Quick Battle, the AI ships will intercept speed towards you until they get within that same 60km distance mentioned above. For those brief moments, they are traveling at excess of 47,000 kph. So if you try to fire a torpedo at a ship while it is moving that quickly, the projectile gets confused and tries to over-compensate by veering off to where it thinks the target will be if it continues at that speed. This happens in stock BC as well, but its less noticeable because stock torpedoes are incredibly slow and do not seek as well as in my mod. Wait a second or two for the ship to slow back to combat speed before firing torpedoes and this will not be a problem.

And to answer your Excelsior ID question: the file "blankid_glow.tga" in the "data\Models\Ships\Excelsiors" folder is the one that the model currently uses to display the U.S.S. Excelsior name plate. Modify or replace that file to change its ID textures. :)
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Wintersfrost on August 06, 2020, 07:53:39 PM
Quote
Upon testing I can say with certainty that the distance issue is not an issue at all. It is simply the AI trying to intercept with you. I had the same setup (Excelsior vs. Freighter) and the freighter zooms towards you on intercept speed in a vain attempt to catch up with your ship. The intercept triggers and deactivates so fast, that it seems like the ship is stuck at 61km distance with a stuttering target indicator. This is just an element of Bridge Commander's built-in gameplay.

Ok, that's what I thought. I never noticed it in Stock or KM.

Quote
And I think I know what's happening with your torpedoes, but it is also not a bug with the mod. A few seconds after the start of a Quick Battle, the AI ships will intercept speed towards you until they get within that same 60km distance mentioned above. For those brief moments, they are traveling at excess of 47,000 kph. So if you try to fire a torpedo at a ship while it is moving that quickly, the projectile gets confused and tries to over-compensate by veering off to where it thinks the target will be if it continues at that speed. This happens in stock BC as well, but its less noticeable because stock torpedoes are incredibly slow and do not seek as well as in my mod. Wait a second or two for the ship to slow back to combat speed before firing torpedoes and this will not be a problem.

Normally I'd wait a second or so. Maybe I never tried to fire straight away in KM.

Quote
And to answer your Excelsior ID question: the file "blankid_glow.tga" in the "data\Models\Ships\Excelsiors" folder is the one that the model currently uses to display the U.S.S. Excelsior name plate. Modify or replace that file to change its ID textures

Nice, thank you as I was really not sure what file to replace and didn't want to mess it up. :)

I am having a bit of another conflict too. I tried to replace the damage textures with mdamage. When I go into combat, I can't increase my speed, target or fire at the enemy ship. Did you use the JL Studios Federation Damage textures? I was wondering if the conflict was caused because there were extra files I may have to delete. I've attached the mdamage1 file in case you need to take a look at it. Could I use fc's realistic damage textures even though they are for NanoFX?




Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on August 11, 2020, 12:16:33 PM
I am having a bit of another conflict too. I tried to replace the damage textures with mdamage. When I go into combat, I can't increase my speed, target or fire at the enemy ship. Did you use the JL Studios Federation Damage textures? I was wondering if the conflict was caused because there were extra files I may have to delete. I've attached the mdamage1 file in case you need to take a look at it. Could I use fc's realistic damage textures even though they are for NanoFX?

Just looked through the textures you linked here. The Damage1 - Damage4 textures are identical to the ones included in BC Remastered already. The only difference here is the Damage.tga texture that goes into the "data\Textures\Effects" folder. I dropped the file into my install and it works perfectly fine, as it should, since texture replacements have no direct effect on the game's basic functions. There has to be something else that you've modified that is causing this issue.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Lakota on August 14, 2020, 09:22:13 PM
Damn, I've been playing STBC since years and just know now about this place. The Remastered mod works pretty well!

I wish it would work with KM though, I miss some things that just gotten used to me ^^;
Is there a way to somehow get KM 0.7 or 1.0 to work with remastered? All i get is the intro sequence of KM and then the game loads endlessy.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on August 14, 2020, 11:09:05 PM
Damn, I've been playing STBC since years and just know now about this place. The Remastered mod works pretty well!

I wish it would work with KM though, I miss some things that just gotten used to me ^^;
Is there a way to somehow get KM 0.7 or 1.0 to work with remastered? All i get is the intro sequence of KM and then the game loads endlessy.

I'm glad the mod works for you!

Both BC Remastered and KM are complete overhauls of the game. As a result, they are incompatible with eachother.

That being said, you can add certain elements of KM into an install of BC Remastered if you desire, but this would take a LOT of work and would likely make the single-player story non playable. BC Remastered is designed to be completely single-player campaign friendly, so many of the script heavy mods are purposely left out.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Lakota on August 16, 2020, 12:52:46 AM
Alright, thank you.
The game just runs sooo smoothly and well so far that it would be pretty nice to have the quick battle mode of KM in it.
Or have the Phaser targeting system like in KM, where you use all your banks at once if theyre in range ^^

Nano FX would be nice as well etc...is there a list which mods are so far compatible? Would be neat to know :3
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Lakota on August 16, 2020, 01:59:18 AM
Also..since im planning to play through the story normally, then maybe see what mods could work.
Is there a way to report bugs? Or should I just post them here should I find some, since i already found a few already, like the Hitbox of starbase 12 is too far out, makes it unable to manually dock nor fly close to the starbase without bumping into an invisible wall.

And many space textures are blurry or very zoomed in. Registry/Ship Names of Dauntless and San fransisco are both of the Enterprise D
Annddd..the bridge screen shows everything stretched.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on August 16, 2020, 01:07:04 PM
Alright, thank you.
The game just runs sooo smoothly and well so far that it would be pretty nice to have the quick battle mode of KM in it.
Or have the Phaser targeting system like in KM, where you use all your banks at once if theyre in range ^^

Nano FX would be nice as well etc...is there a list which mods are so far compatible? Would be neat to know :3

There is no list of mods that are compatible with this mod, so that experimentation would be up to you. All I can say for sure is that many of the mods you've described require "Full Foundation" instead of the "Basic Foundation" version installed in BC Remastered. Full Foundation corrupts single player unless massive tweaking is made to many of the game scripts, so I left it out to ensure stability.

Also..since im planning to play through the story normally, then maybe see what mods could work.
Is there a way to report bugs? Or should I just post them here should I find some, since i already found a few already, like the Hitbox of starbase 12 is too far out, makes it unable to manually dock nor fly close to the starbase without bumping into an invisible wall.

And many space textures are blurry or very zoomed in. Registry/Ship Names of Dauntless and San fransisco are both of the Enterprise D
Annddd..the bridge screen shows everything stretched.

Feel free to post here any bugs that are related to a clean install of this mod. I want to narrow down problems with the mod but when bugs are posted after other tweaks have been made, it becomes impossible to determine if this is an issue related to my mod or the other changes that have been implemented on top of it.

As for the issues you've mentioned:

What blurry space textures are you referring to? If it's the backgrounds in locations like The Badlands, The Briar Patch, or The Bassen Rift, this cannot be avoided because the game cannot support larger texture backgrounds without becoming highly unstable due to RAM usage.

The registry of the Dauntless and San Francisco are known issues. The creator of the Galaxy Class model (Wiley) never made registries for those ships and I don't have the photoshop skills required to create new ones. If such registries exist for Wiley's Galaxy Class (as well as the rest of the ships in the mod) I will certainly add them.

The bridge screen being stretched is a result of forcing the game to run Widescreen and cannot be avoided (as far as I know).

The hitbox of the Federation Starbase.... Well, that is a more interesting problem...

Before replying to your posts I spent several hours testing this problem since it never used to be an issue back in older versions of my mod. I'm not entirely sure why its cropped up, but you are 100% correct. The collision mesh around the starbase does not line up with the physical model. Ships near the door will collide with an invisible wall about 200-300m away from the actual door frame.

I'm going to work on this more today and hopefully arrive at a solution, but so far I have not had any luck.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Lakota on August 16, 2020, 10:05:41 PM
Alright, good to know. Since I wanna play the game vanilla first and then sloowlly mod it (and can then even make a list should people be interested) i can easily tell all bugs im encountering!


To Textures, yes Backgrounds like Vesuvi or Starbase 12 are pretty stretched or blurry, like worse than in the original stbc.
Same for Drydock area at the begin and Tevron, i didnt get further yet but ive also encountered a few crashes, but i expected them anyway with how old the game is.

Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Lakota on August 21, 2020, 07:55:12 PM
Been playing a bit more, Game seems to crash here and there especially when loading some missions after having done a few, could be Ram issues or just the game being itself.
The USS Berkleys background texture says USS Hood when talking to the captain
Some Backgrounds arent blurry like in the Vesuvi Dust cloud, also some some systems give a very hard fps drop when you face the planet/sun.

And out of curiousity, what is Full Foundation? I couldnt find it here nor on any site ^^;
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: AdmiralChocolate on August 23, 2020, 07:46:25 PM
This mod is the first thing that's worked in a while.  I can get the game to display properly, fly around etc.

One major problem: mouse simply doesn't work.  I have no mouse pointer at all in the menus.

In flight, the mouse is useless.  When I try to use it to move the camera, the movement is completely erratic and seemingly unrelated to mouse inputs.

What's up with the mouse ?
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on August 23, 2020, 10:27:02 PM
To Textures, yes Backgrounds like Vesuvi or Starbase 12 are pretty stretched or blurry, like worse than in the original stbc.
Same for Drydock area at the begin and Tevron

The textures included in Remastered are double the resolution of the stock background nebulae (1024x1024 instead of 512x512) but due to the game's poor handling of RAM usage, the resolutions cant really be increased beyond that without major instability. Personally I still think they look better than stock but to each their own. You can certainly swap some of them back easily enough if you desire.

Been playing a bit more, Game seems to crash here and there especially when loading some missions after having done a few, could be Ram issues or just the game being itself.
The USS Berkleys background texture says USS Hood when talking to the captain
Some Backgrounds arent blurry like in the Vesuvi Dust cloud, also some some systems give a very hard fps drop when you face the planet/sun.

And out of curiousity, what is Full Foundation? I couldnt find it here nor on any site ^^;

The crashes are probably just the game showing it's age. I find it rarely crashes for me since applying the 4GB .exe patch but even that doesn't completely remove crash potential.

The Berkley's MSD displaying the USS Hood is a known detail that I hadn't gotten around to fixing yet. The Geronimo's MSD displays the USS Thunderchild as well. It's on the list to fix.

As for FPS drops when looking at certain Suns and planets... I've never had that issue. Typically FPS drops are a result of your system's limitations, not scripting. What systems in particular are you noticing the drops?

Full Foundation and Basic Foundation are not seperate downloads in any way (that I know of). They are definitely 2 distinct installations though, because If you try to install Foundation with BCUT, it gives you the option of either Basic or Full. From what I've noticed, Full has several more files included than the Basic version, and these lead to singleplayer instability.

This mod is the first thing that's worked in a while.  I can get the game to display properly, fly around etc.

One major problem: mouse simply doesn't work.  I have no mouse pointer at all in the menus.

In flight, the mouse is useless.  When I try to use it to move the camera, the movement is completely erratic and seemingly unrelated to mouse inputs.

What's up with the mouse ?

Does this happen in regular un-modded BC? Sounds like a conflict with your system in some way.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: AdmiralChocolate on August 24, 2020, 11:40:01 AM
Yes, same mouse problem in unmodified (but 1.1 patched) BC in windowed mode.

Also I can't use fullscreen. If I try to run your BC remaster at fullscreen 1920x1080, it runs, but it's like I'm zoomed into an 800x600 section of the upper left of the screen.

Had same problem with stock patched BC: no resolution above 800x600 was effectively usable.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: AdmiralChocolate on August 24, 2020, 12:25:34 PM
 Many thanks for doing this mod BTW. First time in a while I've had hope I would be able to enjoy BC on Windows 10.

If anything I'll need to turn down some of the graphics, once we get the mouse problem resolved. As is frame rate takes a big hit near planets. Have an old video card, Nvidia 970 GTX which doesn't help.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on August 24, 2020, 01:48:27 PM
BC being wonky on modern systems when running in fullscreen mode is common. For example, on my system if I run in fullscreen, the game locks itself to 15fps. Not 30... 15.  :idk: Running in windowed mode I get a solid 60 at all times.

This is why I typically recommend playing the game in windowed mode matched to your desktop's resolution. Acts like the 'windowed boarderless' option on most modern games.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: AdmiralChocolate on August 24, 2020, 02:54:12 PM
Can't do that this time. Monitor is 2k (2560x1440).

In any case the lack of working mouse is a huge problem. Any fix?

Mouse is a Logitech G400 if it matters.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: serverandenforcer on September 14, 2020, 10:08:41 PM
I was able to get Galaxy Charts to work with this. However, I'm having an issue in getting DS9FX to work. Keep getting the following debug message.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on September 15, 2020, 04:20:03 PM
I was able to get Galaxy Charts to work with this. However, I'm having an issue in getting DS9FX to work. Keep getting the following debug message.

Just a guess, but I'd be wiling to bet that the lack of 'Full Foundation' in BC Remastered is leading to this problem. Many of the fancy mods require full foundation in order to function, but it typically destroys singleplayer stability.

TBH, I'm surprised you got Galaxy Charts to work.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: serverandenforcer on September 15, 2020, 04:54:09 PM
Just a guess, but I'd be wiling to bet that the lack of 'Full Foundation' in BC Remastered is leading to this problem. Many of the fancy mods require full foundation in order to function, but it typically destroys singleplayer stability.

TBH, I'm surprised you got Galaxy Charts to work.

Actually, I spoke too soon about Galaxy Charts. It's having issues with a .py file pertaining to the functions involving the enter and exit sounds for warp.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: serverandenforcer on September 15, 2020, 04:58:33 PM
I did reinstall Foundation over it. However, it was still a no joy on any success with merging Galaxy Charts and DS9FX. I really love the quality in the craftsmanship in this mod and thought it would be cool to see if the other mods could work with it. I'm not bummed out by it by the least bit. You did amazing work with this.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on September 16, 2020, 02:19:36 AM
I did reinstall Foundation over it. However, it was still a no joy on any success with merging Galaxy Charts and DS9FX. I really love the quality in the craftsmanship in this mod and thought it would be cool to see if the other mods could work with it. I'm not bummed out by it by the least bit. You did amazing work with this.

Thanks! I'm glad you like it.

I really tried to be minimal with the number of mods included in this pack. It seems that where singleplayer is concerned, the fewer the better. For stability anyway.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: AdmiralChocolate on September 17, 2020, 02:19:00 PM
I'm fine with playing in windowed, even if it is limited to 1920x1080 on my 2560x1440 display.

However the lack of mouse is a big problem.

Any ideas on maybe using dxwnd here? I have no idea what profile settings to use.  Default ones (included with dxwnd) make no difference, but I suppose they're intended for vanilla BC1.1.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Vidmaster on October 07, 2020, 05:45:42 AM
I really tried to be minimal with the number of mods included in this pack. It seems that where singleplayer is concerned, the fewer the better. For stability anyway.

Which is exactly why this pack is so nice  :)
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Anarchist86ed on October 14, 2020, 04:01:25 PM
I have never, and I mean NEVER had so much trouble getting a game to work on windows 10. The mouse doesn't work. It's zoomed in. I can't even get it to run in window mode. I can run a game made in 2000 without a problem, but this game has been an absolute nightmare. I installed this, went through the steps, and this is as far as I can get.

 :banghead:
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Gorandius1256 on November 30, 2020, 06:01:31 PM
I'm fine with playing in windowed, even if it is limited to 1920x1080 on my 2560x1440 display.

However the lack of mouse is a big problem.

Any ideas on maybe using dxwnd here? I have no idea what profile settings to use.  Default ones (included with dxwnd) make no difference, but I suppose they're intended for vanilla BC1.1.

I know it's been a couple months, but I used to have this issue with a lot of games.  you have mouse trails turned on in windows by chance?
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Vidmaster on December 19, 2020, 07:26:40 AM
I assume you're referring to how the torpedo spread function seems to always overshoot the target, wait for a second delay, then suddenly start tracking. This is not really a bug, but is, unfortunately, a built-in and hardcoded limitation of BC's engine. The spread function has a 'delay' that cannot be modded (or at the very least, has a timer that no one in our modding community has ever found). As a result, the faster and more screen accurate torpedos in my mod tend to overshoot a target at a close or medium range when using multi-spread. That delay is something I will change immediately if I ever find out how.

Is there hope for this now? I saw some stuff in Discord related to it...
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on December 19, 2020, 01:38:37 PM
Is there hope for this now? I saw some stuff in Discord related to it...

Still working on it. It's never been figured out in 18 years of BC modding (to my knowledge) but there's a first time for everything.

Also, a brief rundown of features that will be included in the next release of the Remastered Mod:

New Features:
-Added Federation Luna Class
-Buffed weaponry of Dominion Founder class
-Buffed weaponry of Breen cruiser
-Upscaled intro and ending movies to 1080p @30fps (Thanks to Capt.Sedaris)
-Added proper damage icon mapping to all ships
-Removed over 200mb of unused files to reduce overall RAM usage

Bug Fixes:
-Fixed issue where starbase hitboxes were larger than the actual hull, leading to collisions
-Fixed issue where numerous ships would not display their specular maps
-Reduced visual size of Vorcha & Neghvar's Ion Cannon projectile
-Added proper Master Systems Displays for USS Berkely & USS Geronimo
-Added proper lighting to Deep Space and QuickbattleRegion system maps
-Fixed balancing of Episode 3 Mission 2 by nerfing the Romulan attackers
-Many other tweaks and fixes
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Haxxor1337 on December 20, 2020, 02:08:53 AM
Still working on it. It's never been figured out in 18 years of BC modding (to my knowledge) but there's a first time for everything.

Also, a brief rundown of features that will be included in the next release of the Remastered Mod:

New Features:
-Added Federation Luna Class
-Buffed weaponry of Dominion Founder class
-Buffed weaponry of Breen cruiser
-Upscaled intro and ending movies to 1080p @30fps (Thanks to Capt.Sedaris)
-Added proper damage icon mapping to all ships
-Removed over 200mb of unused files to reduce overall RAM usage

Bug Fixes:
-Fixed issue where starbase hitboxes were larger than the actual hull, leading to collisions
-Fixed issue where numerous ships would not display their specular maps
-Reduced visual size of Vorcha & Neghvar's Ion Cannon projectile
-Added proper Master Systems Displays for USS Berkely & USS Geronimo
-Added proper lighting to Deep Space and QuickbattleRegion system maps
-Fixed balancing of Episode 3 Mission 2 by nerfing the Romulan attackers
-Many other tweaks and fixes

Cookie for you  :thumbsup:   :Metal:

I look forward to it!!!
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Vidmaster on December 22, 2020, 01:30:53 PM
Still working on it. (...) Also, a brief rundown of features that will be included in the next release of the Remastered Mod:
Great to hear  :wink:  Myself and many silent others greatly appreciate your work. And my kids will certainly do some day too.

I would be interested in the pseudo-fullscreen you are always talking about, I did the following:

* installed game and mod
* launched game
* exited game
* opened 'options.cfg'
* modified values:
Display Width|1920
Display Height|1080
Fullscreen Mode|0

* launched game, looks slick
* launch new game, game jumps into debug with:
Code: [Select]
TG Python Exception Debug Console.
Type 'resume' to keep running, or 'abort' to kill process.

Outdated Foundation, updating functions
Outdated Foundation, installing FolderManager
Updating FoundationMenu.ShipMenuBuilderDef V2
Foundation Tech loaded
AttributeError: PreLoadAssets
Traceback (innermost last):
  File ".\Scripts\Tactical\Interface\WeaponsDisplay.py", line 66, in Create
    pTorpedoPane = CreateTorpedoPane(fWidth, fHeight, pDisplay.GetShipID())
  File ".\Scripts\Tactical\Interface\WeaponsDisplay.py", line 281, in CreateTorpedoPane
    fPosX = (pProp.GetIconPositionX() + dTORP_X_BIAS[pGraphicsMode.GetWidth()]) / pGraphicsMode.GetWidth()
KeyError: 1920

Apparently, I broke it, although that equation looks okay to me...

EDIT: Happy to report Mod v1.1 fixed this.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: President Magikarp on February 19, 2021, 07:20:22 PM
Sorry to resurrect a dead thread, but was anyone ever able to get multiplayer to work on this? I keep getting a photon torpedo-related Python script crash and the game throws a mismatched BiranuStation.pyc script error even though my friend and I have identical installs.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on February 20, 2021, 01:03:06 PM
Sorry to resurrect a dead thread, but was anyone ever able to get multiplayer to work on this? I keep getting a photon torpedo-related Python script crash and the game throws a mismatched BiranuStation.pyc script error even though my friend and I have identical installs.

I've attempted to solve this problem before, but to no avail.

All I can say is that you're not alone. Even with identical installs (literally copy and pasted from one PC to another) the game throws a mismatch error about various scripts. The most annoying part... It's no consistent. Sometimes it gives the error, sometimes it doesn't.

It's one of the many little annoyances I'd love to be able to solve with the mod, but given the age and instability of BC's engine, I doubt it ever will be.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: President Magikarp on February 20, 2021, 01:35:32 PM
I've attempted to solve this problem before, but to no avail.

All I can say is that you're not alone. Even with identical installs (literally copy and pasted from one PC to another) the game throws a mismatch error about various scripts. The most annoying part... It's no consistent. Sometimes it gives the error, sometimes it doesn't.

It's one of the many little annoyances I'd love to be able to solve with the mod, but given the age and instability of BC's engine, I doubt it ever will be.

Well, that's unfortunate. After years of playing Kobayashi Maru, these are some of the best balanced hardpoints I've ever seen. They'd be exceptional for multiplayer games. Even broken as it is, you should be extremely proud.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Vidmaster on February 28, 2021, 11:23:46 AM
 :yay: I got a torpedo-script issue too, without multiplayer involved. See above.

Any ideas?
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on September 16, 2021, 06:47:47 PM
I have updated the mod to V1.1!

The download pages and update info are listed on the first post in this thread.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Pethy on September 17, 2021, 05:29:14 AM
Amazing work!! It's incredibly heartwarming to see that there are still people who are so invested in Star Trek and especially in this game.

First of all I love how sophisticated and consistent your mod is, its is as you said in the interview on youtube, hardpoints are done right, the balance is also faithful to the show, yet entertaining. I cant say this enough, great work! Keep it up!

And if you happened to figure out how to make multiplayer reliable, that would be like heaven.


Best regards, Pethy.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Vidmaster on September 17, 2021, 04:56:10 PM
It is really cool that the mod seems to find an additional audience now that the game has been officially re-released  :)

I see it has been mirrored on ModDB.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on September 17, 2021, 06:15:06 PM
It is really cool that the mod seems to find an additional audience now that the game has been officially re-released  :)

I see it has been mirrored on ModDB.

Yep! It's on Nexus, Gamefront, and ModDB.

I'm glad BC as a whole is getting more attention lately due to the GOG release.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Aces on September 17, 2021, 10:30:11 PM
Hey Von Frank, really like your mod release. Love the color scheme, the widescreen and the ship selection. Stability is also a huge plus. The mod feels very stable.

Some constructive points of improvement if you are amenable to them.

The only show stopper I see so far, is the Romulan Warbird feels to me to be too strong as currently built.

I did a test where I stipped away all but the four "Tactical.Projectiles.Disruptor 4") cannons to observe how much damage the ship was able to cause and how much sustained fire it was able to generate. Additionally I tried to disable/destroy these cannons to no avail. You can review the test here.


I looked thru DS9 for Galaxy vs Warbird encounters and found none surprisingly, while TNG has many, S310 Defector, first a single Warbird vs Galaxy encounter is presented but the Warbird moves off, later in the episode 2 Warbirds decloak and pummel the Galaxy but do not destroy it because they want to capture it. However, 3 Kvort Battle Cruisers more than even the odds against the Romulans when they decloak making it 4v2 Warbirds.

in S3E15 Yesterday's Enterprise, It is stated 4 Warbirds vs an Ambassador class make the odds certain the Ambassador loses. (An Alternate Dimension Universe Episode)

S3E20 Tinman, the Galaxy encounters 2 Warbirds, first one attacks the Galaxy, does significant damage but mainly cripples it in order to get at Tinman first, is destroyed by the space creature, the 2nd Warbird threatens to attack the Galaxy but the episode is resolved without further combat.

S4E11 Data's Day It was thought an Federation Ambassador (person) was abducted in a faked transporter accident but turned out it was a Romulan Spy, Anyway the Galaxy moves to intercept and possibly engage a single Warbird, a 2nd decloaks, stacking the odds against the Galaxy, it is reported 3 more Warbirds are entering the sector, probably hours or minutes away. When it is revealed the ambassador is a spy, the Galaxy withdraws.

From these incidents I conclude that a single Galaxy vs a single warbird is not a decided outcome match and while the Warbird might have an edge the Galaxy should certainly be able to be competitive. It is also inferable that 2 Warbirds vs a Galaxy is too much for Galaxy to handle.

So with all that said. I feel that cutting the firepower rate back by 50% of disruptor cannon weapon alone would probably bring the two ships into better balance.

The only other things I was ready to comment on were the photon torpeodes. As built they do not seem to ever miss, they also seem to move and track really accurately and fast. It might be something that could be adjusted. I tried to target the weapons hardpoints and they seem to be protected exceptionally well so maybe they could be made to be more exposed as well?
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on September 18, 2021, 12:16:38 AM


You make some good points. And I actually agree with you.

I did some more testing with various combinations of ships VS Warbirds. They are a tad too strong as is.
They are definitely supposed to be very powerful, but I agree a slight nerf is in order. Reducing the charge rate of the forward cannons by half seems to make a noticeable difference. I also slightly increased the torpedo recharge time.

It is now more reasonable (but still very difficult) to beat a Warbird in a Galaxy. In an AI vs. AI battle, the Warbird still wins every time, as it should IMO.

Thanks for the feedback!
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Aces on September 18, 2021, 01:56:28 AM
I look forward to playing your updated version. Because of the way the forums logged me out I forgot to mention that I couldn't beat the warbird as built with the Sov, the Vorcha, or any of the other major Alpha Quadrant hardware. ;)
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Pethy on September 18, 2021, 06:59:26 AM
There is a campaign related bug I just stumbled upon. My game crashes after E1M3 at the loading screen. I replayed the mission already 3 times, the outcome was unfortunately always the same.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Aces on September 18, 2021, 09:26:27 AM
You make some good points. And I actually agree with you.

I did some more testing with various combinations of ships VS Warbirds. They are a tad too strong as is.
They are definitely supposed to be very powerful, but I agree a slight nerf is in order. Reducing the charge rate of the forward cannons by half seems to make a noticeable difference. I also slightly increased the torpedo recharge time.

It is now more reasonable (but still very difficult) to beat a Warbird in a Galaxy. In an AI vs. AI battle, the Warbird still wins every time, as it should IMO.

Thanks for the feedback!

Have you posted the updated version of the Warbird or is there a place I should look to get that early? Perhaps discord?
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: SilentStorm on September 18, 2021, 02:46:27 PM
Hey Vonfrank, I've finally finished BC again after all these years and wanted to say thanks for putting this mod together, that being said. I did hit a some problems with the mission scripts that required fixing.

E3M1
Added the following at line 2564
Code: [Select]
pStarbase.SetCollisionsOn(FALSE)
This was mentioned in an earlier post as at the start of E3M1 you cannot leave space dock as collisions are enabled.

E3M5
Code: [Select]
Outdated Foundation, updating functions
Traceback (innermost last):
  File ".\Scripts\Maelstrom\Episode3\E3M5\E3M5.py", line 2093, in KlingonsCircleDerelict
    pSystem = pShip.GetSensorSubsystem()
AttributeError: 'None' object has no attribute 'GetSensorSubsystem'

I didn't investigate this one as entering 'resume' in the console was enough to let me continue

E6M5
Code: [Select]
Outdated Foundation, updating functions
Traceback (innermost last):
  File ".\Scripts\Maelstrom\Episode6\E6M5\E6M5.py", line 174, in Initialize
    CreateStartingObjects(pMission)
  File ".\Scripts\Maelstrom\Episode6\E6M5\E6M5.py", line 578, in CreateStartingObjects
    pFedShip2.SetAI(E6M5_AI_FleeFromStarbase.CreateAI(pFedShip2))
NameError: pFedShip2

Ended up in a position where pFedShip2 was not initialised. To fix this I added the following:
Line 550
Code: [Select]
pFedShip2 = None
Line 581
Code: [Select]
if(pFedShip2 is not None):
    pFedShip2.SetAI(E6M5_AI_FleeFromStarbase.CreateAI(pFedShip2))

As a side note, I experienced a lot of crashes on E6M5. Once the shuttles have landed on the planet and you have to defend against waves of Cardassians, the game would just crash to desktop. In the end I resorted to modifying the mission and disabled the 'CreateThirdCardWave'. Not sure if anyone else has experienced this.

I was using version 2020.05.07. I see you uploaded a new version to NexusMods. I'm downloading now and will see if these issues are still present in that version
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on September 18, 2021, 03:11:39 PM
Hey Vonfrank, I've finally finished BC again after all these years and wanted to say thanks for putting this mod together, that being said. I did hit a some problems with the mission scripts that required fixing.

E3M1
Added the following at line 2564
Code: [Select]
pStarbase.SetCollisionsOn(FALSE)
This was mentioned in an earlier post as at the start of E3M1 you cannot leave space dock as collisions are enabled.

E3M5
Code: [Select]
Outdated Foundation, updating functions
Traceback (innermost last):
  File ".\Scripts\Maelstrom\Episode3\E3M5\E3M5.py", line 2093, in KlingonsCircleDerelict
    pSystem = pShip.GetSensorSubsystem()
AttributeError: 'None' object has no attribute 'GetSensorSubsystem'

I didn't investigate this one as entering 'resume' in the console was enough to let me continue

E6M5
Code: [Select]
Outdated Foundation, updating functions
Traceback (innermost last):
  File ".\Scripts\Maelstrom\Episode6\E6M5\E6M5.py", line 174, in Initialize
    CreateStartingObjects(pMission)
  File ".\Scripts\Maelstrom\Episode6\E6M5\E6M5.py", line 578, in CreateStartingObjects
    pFedShip2.SetAI(E6M5_AI_FleeFromStarbase.CreateAI(pFedShip2))
NameError: pFedShip2

Ended up in a position where pFedShip2 was not initialised. To fix this I added the following:
Line 550
Code: [Select]
pFedShip2 = None
Line 581
Code: [Select]
if(pFedShip2 is not None):
    pFedShip2.SetAI(E6M5_AI_FleeFromStarbase.CreateAI(pFedShip2))

As a side note, I experienced a lot of crashes on E6M5. Once the shuttles have landed on the planet and you have to defend against waves of Cardassians, the game would just crash to desktop. In the end I resorted to modifying the mission and disabled the 'CreateThirdCardWave'. Not sure if anyone else has experienced this.

I was using version 2020.05.07. I see you uploaded a new version to NexusMods. I'm downloading now and will see if these issues are still present in that version

Ya, I remember all of those issues from the 2020 version of the mod. The new release fixes these problems.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on September 18, 2021, 03:15:10 PM
Have you posted the updated version of the Warbird or is there a place I should look to get that early? Perhaps discord?

I haven't posted that anywhere yet. I'm already working on the next update for the mod, but it will probably be a large release a while from now as opposed to little alterations over time.

In the mean time, I can post the new Warbird.py file on discord if you want to try it out.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Aces on September 18, 2021, 07:25:12 PM
Please do :)
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Aces on September 19, 2021, 03:14:06 PM
Still finding the Warbird too OP. Cannon fire rate feels right, torpedo recharge rates also feel right. Does the damn thing really have beams for all angles of combat?

I do understand it cannot have angles where it cannot cover itself being such a large target, it just feels like the Warbird is still too powerful. I've yet to beat it with the Galaxy. I think the issue with the Galaxy, though I'm not ready to suggest changes for it yet, is it only has 4 forward and 4 rear torpedoes' shooting.

The other part of the equation is that these Class 6 Galaxy torpedoes feel too accurate as well. I'll do so more testing and see what I can come up with. Nerfing the Warbird further doesn't seem to be the way to go, already cut the disruptor cannons in half, though they still have plenty of fire rate.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Easy on October 12, 2021, 02:47:06 PM
Hi vonfrank,

Thanks for the good work on this mod! With v09-14 of the game CTDs as soon as the Sovereign comes into play (E3M1). Have a look at the exception attached. The mission kinda loads but not inside starbase 12, and the mission breaks because of it. Hope this is of any help.

Regards,

Easy
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Elijah on October 13, 2021, 06:39:37 PM
Hi vonfrank,

Thanks for the good work on this mod! With v09-14 of the game CTDs as soon as the Sovereign comes into play (E3M1). Have a look at the exception attached. The mission kinda loads but not inside starbase 12, and the mission breaks because of it. Hope this is of any help.

Regards,

Easy

Looks like a UI element is breaking due to the resolution you are running, I think a work around for now would be to play at one of the games default 4:3 resolutions for this section unless the issue keeps popping up.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Brian419 on October 24, 2021, 11:11:14 PM
I'm just getting back into Bridge Commander after a very long break and decided to check out this mod. Great work, but is there a way to fly a different ship in the campaign?
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Elijah on October 25, 2021, 01:03:37 PM
I'm just getting back into Bridge Commander after a very long break and decided to check out this mod. Great work, but is there a way to fly a different ship in the campaign?

a quick and easy way to do this would be to swap out the model and hard point files of the galaxy or sovereign to whatever ship you wanted to fly around as. This could cause potential issues if the new ship did not have some of the hard points required by some missions (shuttle bay, probe launcher, ect.)
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: tmny1 on October 26, 2021, 01:19:38 AM
Is there any ETA on the newest release? 2021 at least?

This mod is simply marvelous
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: Elijah on October 26, 2021, 03:34:23 AM
Is there any ETA on the newest release? 2021 at least?

This mod is simply marvelous

It depends on what you mean by newest release, the mod launched just a few weeks ago:

 https://www.gamefront.com/games/bridge-commander/file/star-trek-bridge-commander-remastered (https://www.gamefront.com/games/bridge-commander/file/star-trek-bridge-commander-remastered)

I’m not aware of any future releases VonFrank is planning.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: vonfrank on October 26, 2021, 11:54:51 PM
Is there any ETA on the newest release? 2021 at least?

This mod is simply marvelous

I released a patch for it recently, and I still want to enhance it additionally in the future.

For now, the mod is being held back by limitations of BC's old game engine. Until some of those limitations are overcome, it might be a while until the next version is released.
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: JimmyB76 on October 27, 2021, 03:09:39 PM
I released a patch for it recently
I will get that up onto BCFiles this weekend... Just have a very busy next couple days..
Title: Re: VonFrank's Bridge Commander Remastered Project: RELEASE
Post by: moed on October 27, 2021, 05:17:47 PM
Hey, I just realized that some of the background nebula's look like they came from my and Killallewoks background pack. If that's the case then I'm glad you're using them!

Cheers