Bridge Commander Central

BC Forums => BC Modding => Topic started by: cordanilus on June 08, 2008, 12:33:59 AM

Title: DS9FX - Xtended
Post by: cordanilus on June 08, 2008, 12:33:59 AM
Greetings my fellow modders.  I bring this message ( after a long delay :D lol ) of a project in progress which will make drastic improvements to the already known DS9FX v3.0.

- Faster Loading times
- New missions
- New Systems
- Easter Eggs (Stuff you have to find :D )
- Manual Wormhole Entry
- Bug Fixes
- Improved Wormhole Set
- Completely new DS9 model and textures

The real list is pretty large but some of the changes are minor and I figure I'd leave some mystery to some of the cool stuff that will be featured.  You are in for a real treat as to what DS9FX Xtended is going to produce.

Here's a test video I made a while back for the adjustments I was making.  Note that this may not be the final product as more improvements could be made when the mod is released.  ( Sorry for the quality, it seemed to have went down quite a bit when it uploaded to youtube. )



This was also posted at BC Files:
http://bridgecommander.filefront.com/news/DS9_Xtended_Work_In_Progress_;36914 (http://bridgecommander.filefront.com/news/DS9_Xtended_Work_In_Progress_;36914)

and at Star Trek Games forums:
http://startrek-games.com/startrekforum/showthread.php?t=10262 (http://startrek-games.com/startrekforum/showthread.php?t=10262)

Below are some pictures of what has been done thus far.  There is much more to show but that would take all the mystery out of it. :D


If you have any questions, feel free to ask them.  I'll try to answer them as best as I can...and if I can't, then I'll call upon the boss (USS Sovereign of course). lol
Title: Re: DS9FX - Xtended
Post by: Kirk on June 08, 2008, 01:06:55 AM
Absolutely gorgeous! :)
Title: Re: DS9FX - Xtended
Post by: Technerd89 on June 08, 2008, 01:52:08 AM
excellent work so far DS9FX team, and a cookie for your cordi for bringing us some eye candy. if suggestions are welcome, heres one off the top of my head. certain wormhole variants that were more slipstream-ish than say the bajoran wormhole setup could have used a normal starfield as the background instead of the block texture. perhaps even dimmed warp streaks on the outside to simulate voyager-era slipstream travel
Title: Re: DS9FX - Xtended
Post by: henrie85 on June 08, 2008, 02:04:02 AM
cant wait to see this mod :D:D awesome job
Title: Re: DS9FX - Xtended
Post by: blaXXer on June 08, 2008, 05:57:52 AM
Wow, this has really come a long way...
Title: Re: DS9FX - Xtended
Post by: MLeo on June 08, 2008, 06:24:59 AM
I thought I knew that music! :P

Also, this ought to be sharper:
&fmt=6

And if you are into downloading youtube movies, this link will result in MP4 format:
&fmt=18
Title: Re: DS9FX - Xtended
Post by: Billz on June 08, 2008, 06:43:58 AM
^&*%$%%^^%^?$"!!!!!

I hate my luck. As soon as my PC starts to die, all the best stuff gets released. Not fair.

Looks awesome though. I was wondering if you were going to make use of newer ship models (Lints Defiant and DomBB). Can the same be said of Galaxy class, Nebula Class and any other ship model that was in the original DS9FX or was it just those 2?
Title: Re: DS9FX - Xtended
Post by: Villain on June 08, 2008, 06:57:16 AM
I just can't wait to fly through the Badlands... The stuff I've seen regarding Xtended is unbelievable! Hopefully I can get my first ship out of Drydock in time to explore! Definately something I'm going to be doing for a long, long time.
Title: Re: DS9FX - Xtended
Post by: Barihawk on June 08, 2008, 08:52:52 AM
Will we be able to slap this on top of a KM install with DS9FX and get it to work?
Title: Re: DS9FX - Xtended
Post by: MarkyD on June 08, 2008, 10:30:48 AM
That looks real nice, good job
Title: Re: DS9FX - Xtended
Post by: Shinzon on June 08, 2008, 10:46:29 AM
i love those badlands
Title: Re: DS9FX - Xtended
Post by: cordanilus on June 08, 2008, 11:21:34 AM
Whoops, I forgot something. :D  Sorry Lint, slipped my mind yesterday.

This is the new DS9 Model that Lint whipped up for DS9FX Xtended.  There will be a couple of new ships / bases but that's undetermined right now, you'll just have to keep your eyes open. :D

DS9FX Xtended will work with KM 1.0.  I just can't remember if there's a tweak to be done first before it'll work in your install.  Had something to do with the fact that the ship locations and names are slightly different from DS9FX...but I'll check into that further.

@MLeo
Thanks, I didn't know that you could do that. :D
Title: Re: DS9FX - Xtended
Post by: Mario on June 08, 2008, 11:44:44 AM
Quote
bajoran wormhole setup could have used a normal starfield as the background instead of the block texture

You do know that you can easily switch backdrop textures along with different wormhole interior GFX. Of course in the Xtended you can choose to have the slipstream style backdrops. Well, you don't have any backdrops at all which is the most realistic option of all, previously unavailable in DS9FX.

Quote
Wow, this has really come a long way...

You have no idea lol

Quote
Looks awesome though. I was wondering if you were going to make use of newer ship models (Lints Defiant and DomBB). Can the same be said of Galaxy class, Nebula Class and any other ship model that was in the original DS9FX or was it just those 2?

I leave that in cordy's capable hands. He's free to change\switch any models. Of course permissions must be secured first.

Quote
I just can't wait to fly through the Badlands... The stuff I've seen regarding Xtended is unbelievable!

If you think that's cool. Wait until you see what else is planned in easter eggs. That'll probably surprise everybody hehe

Quote
Will we be able to slap this on top of a KM install with DS9FX and get it to work?

Yes

Quote
This is the new DS9 Model that Lint whipped up for DS9FX Xtended.  There will be a couple of new ships / bases but that's undetermined right now, you'll just have to keep your eyes open.

Up to you :)

Quote
DS9FX Xtended will work with KM 1.0.  I just can't remember if there's a tweak to be done first before it'll work in your install.  Had something to do with the fact that the ship locations and names are slightly different from DS9FX...but I'll check into that further.

Nope, no tweaking or sword dancing lol. Just install and play in the Full release.

P.S. Currently we're counting about 73 different tweaks\improvements\fixes\addons along them are a couple of Foundation fixes. Most recent would be the famous exit to windows "stbc.exe has encountered and needs to close" crash. Which nobody seems to notice :(

Title: Re: DS9FX - Xtended
Post by: MLeo on June 08, 2008, 12:08:39 PM
P.S. Currently we're counting about 73 different tweaks\improvements\fixes\addons along them are a couple of Foundation fixes. Most recent would be the famous exit to windows "stbc.exe has encountered and needs to close" crash. Which nobody seems to notice :(
I do notice that, but my game is to heavily modded to pinpoint the problem. :P

Care to expand on the Foundatino fixes (aside for the Registry.py fixes)?
Title: Re: DS9FX - Xtended
Post by: JimmyB76 on June 08, 2008, 12:31:56 PM
P.S. Most recent would be the famous exit to windows "stbc.exe has encountered and needs to close" crash. Which nobody seems to notice :(
I do notice that, but my game is to heavily modded to pinpoint the problem. :P
thats what i always figured also lol
Title: Re: DS9FX - Xtended
Post by: MLeo on June 08, 2008, 01:16:04 PM
Though I only get it when I close BC or a QuickBattle session (or use sys.exit()).
Title: Re: DS9FX - Xtended
Post by: Villain on June 08, 2008, 01:19:52 PM
I'm not sure if it's the Easter Egg I'm thinking, or if it IS an easter egg, I fear of saying it incase of spoiling. It wouldn't have to do with the new Manual Wormhole entry, would it? ;D
Title: Re: DS9FX - Xtended
Post by: Jb06 on June 08, 2008, 01:22:41 PM
not even close ;)

~Jb06
Title: Re: DS9FX - Xtended
Post by: JimmyB76 on June 08, 2008, 01:32:47 PM
ya, Sovvy has done an incredible amount of fixes/changes since the last public build...

Though I only get it when I close BC or a QuickBattle session (or use sys.exit()).
same -  but i think Sovvy's last fix of that has been working...  it has on my end the few times ive been able to fire up BC and so far yet, no one has reported problems with it...
Title: Re: DS9FX - Xtended
Post by: MLeo on June 08, 2008, 01:34:54 PM
ya, Sovvy has done an incredible amount of fixes/changes since the last public build...

Though I only get it when I close BC or a QuickBattle session (or use sys.exit()).
same
Ah those with time.........
Title: Re: DS9FX - Xtended
Post by: Mario on June 08, 2008, 02:27:09 PM
Quote
Care to expand on the Foundatino fixes (aside for the Registry.py fixes)?

Had to watch the football match :P hehe

I wasn't refering to the registry.py fixes at all.

Fix 1: Small fix perhaps but requires overrides over 4 qb functions. To send ship descriptions to the correct players ship selection pane in qb selection menu. This is small overlooked bug, but and 2nd one is the actual implementation of using the hasTGLDesc line in the qb.py. Ship which has both tgl entry and string entry; tgl entry is always used.

Fix 2: Correct me if I'm wrong, it might be caused by NanoFX I really don't remember... Is actually the prevention of listing suns in the targetting menus.

Fix 3: Foundation "forgets" its mutator settings and this results in them becoming deactivated.

Fix 4: Exit game crash fix.

Quote
I'm not sure if it's the Easter Egg I'm thinking, or if it IS an easter egg, I fear of saying it incase of spoiling. It wouldn't have to do with the new Manual Wormhole entry, would it?

As jb06 said, not even close.

Quote
ya, Sovvy has done an incredible amount of fixes/changes since the last public build...

I always am amazed when I look at the changelog in the DS9FX Dev. Forums lmao

Quote
same -  but i think Sovvy's last fix of that has been working...  it has on my end the few times ive been able to fire up BC and so far yet, no one has reported problems with it...

At least nobody reported problems... yet...
Title: Re: DS9FX - Xtended
Post by: moed on June 09, 2008, 12:59:09 AM
P.S. Most recent would be the famous exit to windows "stbc.exe has encountered and needs to close" crash. Which nobody seems to notice :(
I do notice that, but my game is to heavily modded to pinpoint the problem. :P
thats what i always figured also lol

I'm not exactly sure about this but this happened to me when I only had 512mb of RAM installed and an old 64mb GCard (my older system). In other words, after a certain amount of ships/mods I had loaded into QB (the more the worse), my system would start running out of usable RAM and start swapping to the hard disk a lot.

Not only would that obviously slow down my game significantly, but I only encountered this particular crash at these times; (lots of objects loaded into QB).

I now have 2gb of RAM and dual 768mb GCards.... I've never experienced that problem again... no matter how many ships/mods I have running in QB. 
Title: Re: DS9FX - Xtended
Post by: Technerd89 on June 09, 2008, 04:55:36 AM
i could see that as being a major stability issue with any game, not just bridge commander in particular.
Title: Re: DS9FX - Xtended
Post by: El on June 09, 2008, 07:29:48 AM
Can we stick to the topic pls folks.
Title: Re: DS9FX - Xtended
Post by: rotary on September 18, 2008, 07:36:36 PM
Will the Cardassian Galor cruiser show damage?  In the current DS9FX they only begin to show damage when they blow up.
Title: Re: DS9FX - Xtended
Post by: Kirk on September 18, 2008, 08:05:14 PM
I assure you, it will. If it doesn't I'll pester Jimmy until it does. :P
Title: Re: DS9FX - Xtended
Post by: FourChan on September 18, 2008, 09:25:15 PM
i can't wait for this, cause my DS9FX Crashes when I visit DS9 for some reason, I think it happened when I DLed the Excalibur pack lol.
Title: Re: DS9FX - Xtended
Post by: Kirk on September 18, 2008, 09:30:03 PM
If you post a console report in Tech Support I'm sure we can solve that.
Title: Re: DS9FX - Xtended
Post by: Aeries on September 18, 2008, 10:13:48 PM
WOOHOO! Can't wait for this! [Though inevitably will. :3]
Title: Re: DS9FX - Xtended
Post by: Kirk on September 18, 2008, 10:25:35 PM
Trust me, it will be well worth the wait.
Title: Re: DS9FX - Xtended
Post by: FourChan on September 19, 2008, 12:00:42 AM
Kirk, i had it figured out :P It was the Excalibur pack, cause when I turn the ships off on DS9, other than the station, it works perfect.
Title: Re: DS9FX - Xtended
Post by: JimmyB76 on September 19, 2008, 07:50:34 AM
while i dont have the Excalibur pack installed, i guess it does make sense there might be some conflict as there is an Excalibur in the DS9 ships...
Title: Re: DS9FX - Xtended
Post by: limey BSc. on September 19, 2008, 07:53:04 AM
I beleive everything is named DS9FXExcalibur though. So it shouldn't cause conflicts.
Title: Re: DS9FX - Xtended
Post by: JimmyB76 on September 19, 2008, 07:59:37 AM
true...  but there is a script in KM1 that basically "reassigns" the DS9 ships to use the KM ships instead...
either way, it was just a quick guess and i dont really have BC in front of me right now (at work) to look deeper to be 100% certain...
either way, at least FourChan was able to sort out what was going wrong in his install...
Title: Re: DS9FX - Xtended
Post by: rotary on November 01, 2008, 03:44:14 PM
I'm still looking forward to this release.  Do we have an updated ETA?
Title: Re: DS9FX - Xtended
Post by: Kirk on November 01, 2008, 03:53:58 PM
 :whenitsdone
Title: Re: DS9FX - Xtended
Post by: cordanilus on November 01, 2008, 05:41:22 PM
It'll be done when it's done. :D  But don't worry, it's still being worked on.  I know BR's been itching to put up another news item on bcf.  He'll get his chance, just be patient.
Title: Re: DS9FX - Xtended
Post by: cordanilus on December 26, 2008, 09:22:27 AM
Update:

I guess it's time to bring this thread out of mothballs.  :D

Behold, a new model for DS9FX Xtended.  I thought it was time I updated the model in which a large portion of this mod is about.  It's not finished yet but it's getting there.  She sit's around 31k polys and I don't plan to go over 40k.  I'm still somewhat new to 3DS Max so I'm learning as I go.  Certainly much better then Milkshape.  lol

There is more, but I have to fire up my external drive and see what I was working on.  Then I'll update at a later date.

On a side note:
The original model that was going to be used, was made by Lint.  Now, it was quite impressive...but I felt that it wasn't accurate to the reference pics that he sent me.  So, I decided to rebuild the entire model using Lint's Model as a basis.
Title: Re: DS9FX - Xtended
Post by: JerichoKru on December 26, 2008, 09:38:40 AM
Wow, even without textures it is very detailed!  :shock:
Title: Re: DS9FX - Xtended
Post by: MarkyD on December 26, 2008, 09:40:05 AM
Looks nice so far mate, i was planning a DS9 next year, make it good mate  :)
Title: Re: DS9FX - Xtended
Post by: DJ Curtis on December 26, 2008, 12:25:28 PM
very nice.  though I would seriously consider trying to reduce the polycount.
Title: Re: DS9FX - Xtended
Post by: limey BSc. on December 26, 2008, 12:44:41 PM
though I would seriously consider trying to reduce the polycount.

Why? This is the main ship in the pack. The most looked at, and thus the most scrutinised. So it needs to look as good as it can, and I think Cord has done a fantastic job keeping it perfectly smooth for that poly count!
Title: Re: DS9FX - Xtended
Post by: JimmyB76 on December 26, 2008, 12:55:49 PM
ya but some of us do still have mid-range 4-yr old crappy computers lol  :P
Title: Re: DS9FX - Xtended
Post by: limey BSc. on December 26, 2008, 02:12:06 PM
ya but some of us do still have mid-range 4-yr old crappy computers lol  :P

Bet you're computer could still handle it with relative ease though.
Title: Re: DS9FX - Xtended
Post by: Villain on December 26, 2008, 02:18:34 PM
So? Maybe with permission they can just have an extra folder for "Low detail" DS9 or something if it were ever a problem.
Title: Re: DS9FX - Xtended
Post by: Mario on December 26, 2008, 02:40:25 PM
An appropriate alternative will be done in some way. Either as using the old model or a scaled down version.
Title: Re: DS9FX - Xtended
Post by: Villain on December 26, 2008, 04:59:50 PM
See? There you go.
Title: Re: DS9FX - Xtended
Post by: cordanilus on December 26, 2008, 05:26:13 PM
Ya, it's possible that I'll do a cut down version of it.  There's the version that DS9FX currently has, which could be considered the low poly version.  So, once I'm done this one...I can make a mid-ranched poly version.
Title: Re: DS9FX - Xtended
Post by: DJ Curtis on December 26, 2008, 07:30:06 PM
though I would seriously consider trying to reduce the polycount.

Why? This is the main ship in the pack. The most looked at, and thus the most scrutinised. So it needs to look as good as it can, and I think Cord has done a fantastic job keeping it perfectly smooth for that poly count!

I would try to cut it down because for BC, 40k is a lot of onscreen polys to spend on just one mesh.  Plus the fact that DS9 is frequently surrounded by many other ships.  I'm not trying to be critical in a negative way, if 40k is what it takes then go for it.  I guess what I was trying to say was that I hope you do your very best to take every last un-needed polygon out of the thing to keep the count down.

I used to be a big proponent of having high poly ships in the game, but it really is not that advisable.  A good mesh is still one that has as few polygons as possible.  It's just so much easier on the engine.
Title: Re: DS9FX - Xtended
Post by: cordanilus on December 27, 2008, 12:37:12 AM
Well, poly count is much easier on an object that is stationary since the geometric engines don't have to calculate as much.

And let me tell you, I had 12 (or so) objects in bc which tallied up to a whopping 800k polys.  The framerate was probably about 8fps but that's because of the amount of texture's it had to load.  It's a good thing I'm using a 512 mb vid card.  Or my pc would have exploded.  lol

But I do understand you're point about the polycount, not every computer out there is a powerhouse.  Which is why, a selection is good.  The user can decide what their computer can handle.  Thanks for your input. :D
Title: Re: DS9FX - Xtended
Post by: DJ Curtis on December 27, 2008, 01:26:57 AM
no problems.
Title: Re: DS9FX - Xtended
Post by: limey BSc. on December 27, 2008, 06:15:48 AM
Well, poly count is much easier on an object that is stationary since the geometric engines don't have to calculate as much.

And let me tell you, I had 12 (or so) objects in bc which tallied up to a whopping 800k polys.  The framerate was probably about 8fps but that's because of the amount of texture's it had to load.  It's a good thing I'm using a 512 mb vid card.  Or my pc would have exploded.  lol

But I do understand you're point about the polycount, not every computer out there is a powerhouse.  Which is why, a selection is good.  The user can decide what their computer can handle.  Thanks for your input. :D

How about using the underused level of detail? That way, when its further away, its taxing the computer less, and if the user has lower graphics settings, it defaults to a lower poly version.
Title: New DS9FX - Xtended Updates
Post by: Mario on July 03, 2009, 04:36:03 PM
This thread is kind of out of date so it is time to post a short overview of what has been done and I was encouraged to post a new update here.

-11 new systems
Badlands is what we are proud of. As always you can customize all systems via configuration options. So Badlands vortex's can be tailored to own taste i.e.

-New Campaign
10 instead of 5 missions like in the first campaign (v3.0 campaign), so that's 10 more missions

-New mini missions
I aim to go over 30 mini missions, since they are very easy to do. So that should be +40 missions in total
People said there were too few missions in v3.0, so we listened.

-Entering wormhole manually
People wanted to fly into the wormhole, so we listened. Don't worry you can still press the button for the auto sequence to take you in.

-Easter Eggs
Some are meant for fun but some actually will unlock new content ;) what that is, you will find out when it comes out...

-Fixed fully to work like it should
v3.0 issues are no more, the core has not been rewritten but totally redesigned to fix all the issues v3.0 had.

-Sets have custom music
Music is not static anymore (to be more precise one music piece won't be replayed over and over again, unless you want it to). When you enter a system it is mixed and when battling custom battle music starts. Minor detail worth mentioning. Although including the music in not a option nowadays.

-Life Support
Something I haven't mentioned much before but what is it... And old idea which was planned to be developed for Immersion. Generally it has been toned down and adapted for DS9FX. Ships have crews generally which can be defined in the ships plugin (BCUT already has the feature support).

So is it just for show or it does something?

Ship which has 80% of crew capacity won't be as nearly as effective as ship with 100% crew capacity. In combat this effect can be seen and noticed.

If you kill the life support system on a ship (if it has one) the ship is dead in water.

Ships can be taken over by transporting teams to fight for control over target ship. Ships with no crew can be salvaged, this is particularly useful in some missions which you will undertake. Not just in missions, using it with GC 2.0's war simulator can be most amusing.

I believe somebody will ask this, so I will tell this right away: Yes docking to a starbase will replenish any ships crew and yes crew does die in combat also.

- No Damage Through Shields
Actually developed for Life Support this, if enabled, will simply prevent any damage from going through shields if they are operational. Something that I noticed bugs most people. This does make battles more interesting.

-All about customization options
I don't think I need to talk about this, but anything which is featured in DS9FX can be customized.

-Minor touches to the systems
These are aesthetic options but seemed like they add more depth to the mod and overall experience. Every planet, every system can be scanned which will provide some background information about the system or planet.

-Automatic backup/restoration of Mutators
Some people experience mutator "deactivation". This, if enabled, will simply keep track of all enabled mutators and restore them when needed automatically so you will never experience such a thing ever again. Minor detail worth mentioning.

These are some of more noticeable features, but there are a lot more.

It is difficult to summarize all the work done so far.
Title: Re: DS9FX - Xtended
Post by: Vanguard on July 03, 2009, 06:03:10 PM
Awesome.

Cookies!
Title: Re: DS9FX - Xtended
Post by: Tuskin38 on July 03, 2009, 07:57:19 PM
This sounds awesome.
Title: Re: DS9FX - Xtended
Post by: Kirk on July 03, 2009, 09:05:32 PM
Trust me folks, this is awesome. Sovvy and SMBW have really out done themselves. Not only has the code been upgraded, but there are some very nice graphical upgrades as well (namely the wormhole.) I think this one will be MotY. :D
Title: Re: DS9FX - Xtended
Post by: X_TheUnknown_X on July 04, 2009, 05:36:48 AM
My response to reading the update:
 :|  :?  :shock:  :o  :)  :D  :mrgreen:
I'd begun to wonder what was happening with DS9FX. All these new features look great! But I assume they will add some weight to my already bloated 4.41GB Bridge Commander install. Still, I had a look at the gallery on the BCS-TNG website and I was astonished at the scope and detail of the XTended project. Can't wait to hear more.
Title: Re: DS9FX - Xtended
Post by: JimmyB76 on July 04, 2009, 10:39:33 PM
sorry guys, i killed the last few spam posts...

but ya - wait til you see what DS9E has instore :D

*cookied to sovvy*
Title: Re: DS9FX - Xtended
Post by: CptBenSisko on July 06, 2009, 06:12:41 PM
How will this affect the Delta Quadrant pack? Will they all be compatible along with Galaxy Charts? It would be great to have the Alpha, Beta, Delta and Gamma Quadrants all in one game and be able to explore the Galaxy...
Title: Re: DS9FX - Xtended
Post by: Mario on July 06, 2009, 06:33:15 PM
How will this affect the Delta Quadrant pack? Will they all be compatible along with Galaxy Charts? It would be great to have the Alpha, Beta, Delta and Gamma Quadrants all in one game and be able to explore the Galaxy...

Partial compatibility exists.

Partial as in not all DS9FX features can coexist with GC 1.0 or GC 2.0 features. To be more precise, Galaxy Charts simply interferes with systems via War Simulator or Random Defense Force and thus you cannot play missions which come with DS9FX how they are meant to be.

So in order to play the missions you must disable RDF and War Simulator. This is the only thing which cannot be usable at the same time.

If Xtended detects that these features are enabled it deactivates the missions in DS9FX.

But this is all one or 2 clicks away.

For the rest Xtended supplies GC plugins for systems. Galaxy Charts makes full use of Life Support features.
Title: Re: DS9FX - Xtended
Post by: CptBenSisko on July 06, 2009, 07:02:51 PM
SWEET!!! and for Life Support no more taking damage and losing nacelles and getting holes punched through ships while the shields are still functioning???
Title: Re: DS9FX - Xtended
Post by: Mario on July 06, 2009, 07:06:52 PM
SWEET!!! and for Life Support no more taking damage and losing nacelles and getting holes punched through ships while the shields are still functioning???

If the shield strength is > 20% no damage is applied, visual or systems taking damage. If it is less than 20% damage goes through. That's the way it is balanced.
Title: Re: DS9FX - Xtended
Post by: Aeries on July 06, 2009, 07:27:41 PM
Oh very cool. :]
Title: Re: DS9FX - Xtended
Post by: CptBenSisko on July 06, 2009, 09:13:50 PM
Thats awesome.....although if you keep concentrating your fire on one specific section of the shields...is it possible to breach the shields at that point?
Title: Re: DS9FX - Xtended
Post by: Mario on July 06, 2009, 11:55:04 PM
The addon monitors overall shield percentage not single and with a good reason. I actually did write code which determined single shield percentage based on weapon hit impact and from there it was determined if the damage could go through, but I had something to see in my debug tests... This was abandoned due to bugs in the actual engine. There was a poll about it couple of weeks ago in which it was decided to go along with what we currently have done.

Proper balancing has been done. So the feel should remain the same in terms of gameplay and feel.
Title: Re: DS9FX - Xtended
Post by: CptBenSisko on July 07, 2009, 08:44:45 AM
Good...i prefer the overall effect as opposed to what BC does now....also another question and I know i'm being a pain...are there any resolution mods out there for BC that work for Widescreen monitors?? I have an Acer 20" widescreen and BC is stretched due to not having a widescreen resolution? Anything I can do about that?
Title: Re: DS9FX - Xtended
Post by: JimmyB76 on July 07, 2009, 09:24:39 AM
are there any resolution mods out there for BC that work for Widescreen monitors?? I have an Acer 20" widescreen and BC is stretched due to not having a widescreen resolution? Anything I can do about that?
there are threads already discussing that around these forums...  with a little bit of searching, youll find them...
Title: Re: DS9FX - Xtended
Post by: CptBenSisko on July 07, 2009, 09:42:39 PM
Okie dokie sounds good...will do!!
Title: Re: DS9FX - Xtended
Post by: Mario on December 20, 2009, 10:14:47 PM
No posts in a while... time to update the thread once again, I should update this more often:

-HPs have been rebalanced totally, hopefully you guys will like them.
No more drifting or anything should occur. I believe that was the main complaint by everyone.

-Progress on new DS9 Station is really going well (excellent work by cordanilus).
We're planning a surprise regarding the DS9. I think you won't have problems guessing what that might be, I'm not sure I've mentioned this before to anyone except the dev team though.

-Xtended features an awesome new Intro Video (again work by cordanilus)
Old intros are still there and can be randomized. But the new one will blow you away.

-Extensive GC 2.0 compatibility testing.
It's been tested with Galaxy Charts and the two mods supplement each other well, although missions can't be used if War Sim is turned on in GC.

-Fighting AI is more fun with now AI using the Life Support and harder.
AI can send boarding parties to other ships even you. I've been reported by beta team that it makes playing missions a lot harder and the combat in usual. Of course it can be turned off, but why would you want turn off that?

So basically in the midst of battle your allies might turn on you, better watch your back.

This feature works particulary well with Galaxy Charts as the AI makes active notice of crew supply. Something we've arranged long time ago (me and Frontier).

In short that would be it.
Title: Re: DS9FX - Xtended
Post by: Phoenix Bondi on December 21, 2009, 12:19:25 AM
That was a mean post lol, fought ds9 fx died or somthing, and then i finally got over the need for it, just for it to be rubbed into my face again lol  :funny

guys can't wait to see some new pic's and more stuff, really can't wait to play this
u got a website??

Title: Re: DS9FX - Xtended
Post by: Billz on December 21, 2009, 07:36:29 AM
That was a mean post lol, fought ds9 fx died or somthing, and then i finally got over the need for it, just for it to be rubbed into my face again lol  :funny

guys can't wait to see some new pic's and more stuff, really can't wait to play this
u got a website??



1. That was an Aprils Folls joke. Dont feel bad. I fell for it too. Hate April Folls.  :mad

2. Yes, http://bcs-tng.com/forums/index.php
Title: Re: DS9FX - Xtended
Post by: Mario on December 21, 2009, 02:26:51 PM
That was a mean post lol, fought ds9 fx died or somthing, and then i finally got over the need for it, just for it to be rubbed into my face again lol  :funny

guys can't wait to see some new pic's and more stuff, really can't wait to play this
u got a website??



http://www.bcs-tng.com/portal/?q=xtendedgallery
Title: Re: DS9FX - Xtended
Post by: Tuskin38 on December 21, 2009, 10:17:10 PM
We will be able to install this over a fresh install of BC + KM when it comes out?
Title: Re: DS9FX - Xtended
Post by: Mario on December 22, 2009, 01:22:33 PM
We will be able to install this over a fresh install of BC + KM when it comes out?

Yes as long as it's installed after GC 2.0 due to DS9FXE providing its own system plugins for GC otherwise you encounter some problems with GC.
Title: Re: DS9FX - Xtended
Post by: Mario on March 06, 2010, 08:49:37 PM
I figured I'd only update this thread with an announcement of a release date: Somewhere within 3 months Xtended will land to your BC. Expect future updates to Xtended with more systems\missions naturally.
Title: Re: DS9FX - Xtended
Post by: Billz on March 06, 2010, 09:13:52 PM
I figured I'd only update this thread with an announcement of a release date: Somewhere within 3 months Xtended will land to your BC. Expect future updates to Xtended with more systems\missions naturally.

Awesomesauce!  :D
Title: Re: DS9FX - Xtended
Post by: WileyCoyote on March 06, 2010, 11:45:09 PM
Quote
Awesomesauce!
Cool beans! (Goes great with awesomesauce):D I can't wait for the new Badlands system.
Title: Re: DS9FX - Xtended
Post by: stardestroyer001 on March 20, 2010, 05:44:19 PM
Awesome, it'll be out by summertime  :)
Title: Re: DS9FX - Xtended
Post by: Bones on March 20, 2010, 05:47:42 PM
oh really :serious:
Title: Re: DS9FX - Xtended
Post by: Dalek on March 20, 2010, 05:50:35 PM
I figured I'd only update this thread with an announcement of a release date: Somewhere within 3 months Xtended will land to your BC. Expect future updates to Xtended with more systems\missions naturally.

 :D Somewhere around summertime. ;)
Title: Re: DS9FX - Xtended
Post by: Bones on March 20, 2010, 06:03:56 PM
 :woot: gotta love new emoticons  :sam:
Title: Re: DS9FX - Xtended
Post by: Mario on March 21, 2010, 02:57:33 AM
Yes, I'm aiming somewhere around summer time. Of course should it happen that all beta testing and polishing is completed sooner than planned then it might be out even earlier.

For the moment: summer time will have to suffice.
Title: Re: DS9FX - Xtended
Post by: cordanilus on March 21, 2010, 03:10:32 PM
What do you think about this?  :dance



The only downside...it uses 32 (512x512) textures which, most likely, will slow down lower end pc's.  I tried using less textures but the wormhole looked very choppy and I am considering 256x256 textures.
Title: Re: DS9FX - Xtended
Post by: Dalek on March 21, 2010, 03:14:20 PM
Woah, looks absolutely fantastic. :D
Title: Re: DS9FX - Xtended
Post by: Mario on March 21, 2010, 03:15:09 PM
Judging by the reaction at BCS, this is a hit.
Title: Re: DS9FX - Xtended
Post by: JimmyB76 on March 21, 2010, 03:20:29 PM
i am absolutely loving it cordy   :dance :yay: :bow:

*cookied*
Title: Re: DS9FX - Xtended
Post by: Nexxus21 on March 21, 2010, 03:41:57 PM
Very nice indeed :yay:
Title: Re: DS9FX - Xtended
Post by: majormagna on March 21, 2010, 04:30:30 PM
I still think the 'flashes' just before the W/H opens and just after it closes are a bit choppy and appear for a bit too long... Might just be me... But other than that; well done!

By the way, where's the music from? It reminds me? of Star Trek: Armada (1 or 2) but I may be wrong.
Title: Re: DS9FX - Xtended
Post by: Bones on March 21, 2010, 05:03:59 PM
WooHoo !!! that's my man :bow: Cord, you and whole DS9FX Xtended team done superb job :thumbsup: cookied

p.s. need beta testers :P:P
Title: Re: DS9FX - Xtended
Post by: Shadowknight1 on March 21, 2010, 05:43:50 PM
Wowee!  :drool:  Looks very much like the wormhole should look.  Cookie!
Title: Re: DS9FX - Xtended
Post by: Bren on March 22, 2010, 12:06:09 AM
I still think the 'flashes' just before the W/H opens and just after it closes are a bit choppy and appear for a bit too long... Might just be me... But other than that; well done!

Quoted for truth! I also think the wormhole should grow a lot quicker. Well done, Cord!
Title: Re: DS9FX - Xtended
Post by: Billz on March 22, 2010, 03:57:22 AM
Did that wormhole event horizon remind anyone else of the vortex in Sliders season 1  :P ?

Looks stunning by the way.  :bow:
Title: Re: DS9FX - Xtended
Post by: Bones on March 22, 2010, 04:46:11 AM
More like season 3 when the vortex became blue-green-yellow (tho this one doesn't have anything green) IIRC season I vortex was kind of greish-blue-white with distortion buble effect, season 2 was bleu-white I think but yeah it looks pretty much like it ;) I liked that show a lot :)
Title: Re: DS9FX - Xtended
Post by: Mario on March 22, 2010, 07:19:49 AM
I'll be making posts here every now and then to update everybody with what Xtended has to offer. Since most of the production has been under the veil of secrecy.

For the moment a list of systems:

Each system will most likely be visited one way or the other in a mission (mini mission or campaign mission).

Campaign is set to be after Romulus destruction which has 10 missions and for it to be fully understood a sequel will follow--in an update. You'll understand why once completed.
Not all missions are made in the style point and shoot: some require you to do some diplomacy, scan planets for some clues.

I must say that with limited time I had to work on Xtended Campaign Missions I'm very pleased by the way it turned out.

Mini Missions have also been updated with a total count of 19, we got writers block after that. Missions are more diverse than in v3.0: which include patrolling, stealing enemy craft (Life Support feature demo) and such.

Historic Missions are rather neglected as only 1 new mission is available.

Life Support is fully integrated into the missions which means if you take over an enemy ship it is available to support you in future missions. Although watch out as the enemy loves to do the same thing, offtopic--in my tests vs Borg Ships i.e. when I'm boarded I pretty much have to evacuate the ship.

Easter Eggs might make you laugh and some unlock some new content. Most of them should remind you of some particular events from DS9. A big one is planned for an update, hint it has to do something with Badlands.

Oh and lately cordanilus has provided new GFX for suns

(http://bcs-tng.com/portal/screens/ds9fxxtended/news8/1s.jpg) (http://bcs-tng.com/portal/screens/ds9fxxtended/news8/1.jpg)(http://bcs-tng.com/portal/screens/ds9fxxtended/news8/2s.jpg) (http://bcs-tng.com/portal/screens/ds9fxxtended/news8/2.jpg)

Some of you might have seen different brighter variations of these in another thread which have enhanced brightness.

And I'm not sure what to tell you anymore at the moment. Some things should be experienced in person.

Any questions?
Title: Re: DS9FX - Xtended
Post by: Billz on March 22, 2010, 08:38:54 AM
I'll be making posts here every now and then to update everybody with what Xtended has to offer. Since most of the production has been under the veil of secrecy.

For the moment a list of systems:
    Bajor (DS9)
    Badlands
    Dosi   
    Chin'toka
    Founders Homeworld
    Gaia
    Karemma
    Kurill
    New Bajor
    Qo'nos
    Trialus
    T-Rogoran
    Vandros
    Yadera
    Idran

Each system will most likely be visited one way or the other in a mission (mini mission or campaign mission).

Campaign is set to be after Romulus destruction which has 10 missions and for it to be fully understood a sequel will follow--in an update. You'll understand why once completed.
Not all missions are made in the style point and shoot: some require you to do some diplomacy, scan planets for some clues.

I must say that with limited time I had to work on Xtended Campaign Missions I'm very pleased by the way it turned out.

Mini Missions have also been updated with a total count of 19, we got writers block after that. Missions are more diverse than in v3.0: which include patrolling, stealing enemy craft (Life Support feature demo) and such.

Historic Missions are rather neglected as only 1 new mission is available.

Life Support is fully integrated into the missions which means if you take over an enemy ship it is available to support you in future missions. Although watch out as the enemy loves to do the same thing, offtopic--in my tests vs Borg Ships i.e. when I'm boarded I pretty much have to evacuate the ship.

Easter Eggs might make you laugh and some unlock some new content. Most of them should remind you of some particular events from DS9. A big one is planned for an update, hint it has to do something with Badlands.

Oh and lately cordanilus has provided new GFX for suns

(http://bcs-tng.com/portal/screens/ds9fxxtended/news8/1s.jpg) (http://bcs-tng.com/portal/screens/ds9fxxtended/news8/1.jpg)(http://bcs-tng.com/portal/screens/ds9fxxtended/news8/2s.jpg) (http://bcs-tng.com/portal/screens/ds9fxxtended/news8/2.jpg)

Some of you might have seen different brighter variations of these in another thread which have enhanced brightness.

And I'm not sure what to tell you anymore at the moment. Some things should be experienced in person.

Any questions?

I'm planning on using this in my main install but I have a few questions.
1. Are the ships in the mod going to cause issues for someone using different models, prior to installing DS9FXtended?
(EXAMPLE: There you have the SNS Galaxy Class. I stopped using the SNS Galaxy in favor of DJ's Galaxy. Will that cause problems?)

2. Same with star systems. I have no problem with removing single star systems from a previously installed pack as I wouldn't need 2 versions of Badlands from this mod and another system set that I have installed. But for people not used to messing around with systems, will the Badlands system in Xtended overwrite a previous system with the same name with no problems?

3. Are Cordie's sun effects only for the yellow suns in Xtended or will they effect all suns in the game? Would love to see those new effects on the other sun types (red giants, blue dwarves etc).

4. I think I know what that Badlands easter egg is. ;)

Thank you for putting in the work. It will be greatly appreciated.
Title: Re: DS9FX - Xtended
Post by: cordanilus on March 22, 2010, 08:59:37 AM
As far as I know, Xtended uses ships, planets, systems under the "DS9FX" prefix so it shouldn't overwrite any other individual installs.  (ex. DS9FXBadlands)  As for the sun streaks, there are different colored streaks for each of the different colored suns in BC.  Yes, this included the purple suns as well.
Title: Re: DS9FX - Xtended
Post by: Mario on March 22, 2010, 09:08:00 AM
1. v3.0 even uses prefixed ships and models are placed in DS9FX directory not to overwrite anything
2. Prefixed systems not to conflict with anything
3. New rays are for all suns, streaks must be scripted in
Adding streaks is done by adding this to system creation line
Code: [Select]
# pSet = current set, "Sun" = placement name, 100000.0 = size of the streak, "Yellow" = color of the streak, "2" = 2 point streak stype
SunStreak.Create(pSet, "Sun", 100000.0, "Yellow", "2")
Title: Re: DS9FX - Xtended
Post by: Kirk on March 22, 2010, 11:18:25 AM
a sequel will follow--in an update
Even mods have DLC now. :funny
Title: Re: DS9FX - Xtended
Post by: Mario on March 22, 2010, 11:32:32 AM
a sequel will follow--in an update
Even mods have DLC now. :funny

I resent that. At least the price is affordable = 1 cookie here at BCC or 1 krama at BCS :P
Title: Re: DS9FX - Xtended
Post by: Dawg81 on March 22, 2010, 11:42:17 AM
theres your dawg cookie for the day Sov. BTW great work kudos to u and the DS9 FX team
Title: Re: DS9FX - Xtended
Post by: Mario on March 22, 2010, 12:07:23 PM
theres your dawg cookie for the day Sov. BTW great work kudos to u and the DS9 FX team

It was a joke, but I'm not complaining lol
Title: Re: DS9FX - Xtended
Post by: Dawg81 on March 22, 2010, 02:10:48 PM
i knew it was a joke sov :P
Title: Re: DS9FX - Xtended
Post by: Mario on March 22, 2010, 03:07:33 PM
To show the suns from Xtended systems here are screenies, currently as they are--meaning it's not final.

Bajor
(http://img710.imageshack.us/img710/3259/bajor.th.jpg) (http://img710.imageshack.us/i/bajor.jpg/)
Chin'toka
(http://img256.imageshack.us/img256/1571/chintoka.th.jpg) (http://img256.imageshack.us/i/chintoka.jpg/)
Dosi
(http://img441.imageshack.us/img441/3943/dosi.th.jpg) (http://img441.imageshack.us/i/dosi.jpg/)
Founders Homeworld
(http://img211.imageshack.us/img211/3746/foundersn.th.jpg) (http://img211.imageshack.us/i/foundersn.jpg/)
Gaia
(http://img265.imageshack.us/img265/1490/gaiae.th.jpg) (http://img265.imageshack.us/i/gaiae.jpg/)
Idran
(http://img688.imageshack.us/img688/8638/idran.th.jpg) (http://img688.imageshack.us/i/idran.jpg/)
Karemma
(http://img682.imageshack.us/img682/1416/karemma.th.jpg) (http://img682.imageshack.us/i/karemma.jpg/)
Kurill
(http://img687.imageshack.us/img687/1164/kurill.th.jpg) (http://img687.imageshack.us/i/kurill.jpg/)
New Bajor
(http://img185.imageshack.us/img185/7351/newbajor.th.jpg) (http://img185.imageshack.us/i/newbajor.jpg/)
Qo'nos
(http://img175.imageshack.us/img175/2363/qonos.th.jpg) (http://img175.imageshack.us/i/qonos.jpg/)
Trialus
(http://img408.imageshack.us/img408/7012/trialus.th.jpg) (http://img408.imageshack.us/i/trialus.jpg/)
T-Rogoran
(http://img697.imageshack.us/img697/9226/trogoran.th.jpg) (http://img697.imageshack.us/i/trogoran.jpg/)
Vandros
(http://img153.imageshack.us/img153/8252/vandros.th.jpg) (http://img153.imageshack.us/i/vandros.jpg/)
Yadera
(http://img53.imageshack.us/img53/2462/yadera.th.jpg) (http://img53.imageshack.us/i/yadera.jpg/)

For these new sun effects I'm crediting cordanilus.
Title: Re: DS9FX - Xtended
Post by: Kirk on March 22, 2010, 03:41:42 PM
:dance That's amazing work! I need to get back to testing!
Title: Re: DS9FX - Xtended
Post by: 086gf on March 22, 2010, 03:57:02 PM
My mind...it has been blown!
Title: Re: DS9FX - Xtended
Post by: Shadowknight1 on March 22, 2010, 10:17:10 PM
Those are gorgeous.  Now, will this be compatible with KM & GC?  And can it be made so you don't have to have a QuickBattle session started to go to DS9?
Title: Re: DS9FX - Xtended
Post by: Kirk on March 22, 2010, 10:31:07 PM
Sovvy has been working with Frontier to make Xtended compatible with Galaxy Charts 2.0.
Title: Re: DS9FX - Xtended
Post by: Morgan on March 22, 2010, 11:16:41 PM
Sovvy has been working with Frontier to make Xtended compatible with Galaxy Charts 2.0.
Galaxy Charts has to be installed first, then Xtended afterwords, but yes they are compatible.
Title: Re: DS9FX - Xtended
Post by: Mario on March 23, 2010, 05:53:30 AM
Quote
Now, will this be compatible with KM & GC?

KM 1.0 fully
GC 1.0 fully
GC 2.0 90% compatible (war sim must be turned off to play ds9fx missions, no other way)

Quote
And can it be made so you don't have to have a QuickBattle session started to go to DS9?

Has been there since the early days of Xtended.
Title: Re: DS9FX - Xtended
Post by: Villain on March 23, 2010, 06:47:16 AM
Cookie's inbound. Can't wait to play!
Title: Re: DS9FX - Xtended
Post by: Shadowknight1 on March 23, 2010, 01:34:52 PM
Quote
Now, will this be compatible with KM & GC?

KM 1.0 fully
GC 1.0 fully
GC 2.0 90% compatible (war sim must be turned off to play ds9fx missions, no other way)

Quote
And can it be made so you don't have to have a QuickBattle session started to go to DS9?

Has been there since the early days of Xtended.

Awesomeness.  Cookie inbound!
Title: Re: DS9FX - Xtended
Post by: JamesTiberiusKirk on March 23, 2010, 01:43:32 PM
the new sound system from apple:

the iCame  :thumbsup:
Title: Re: DS9FX - Xtended
Post by: Mario on March 24, 2010, 03:20:23 PM
I figured to share what we want to include in Xtended, this is still a test only. So in no way it is complete, refined or anything at all.

The engine doesn't allow much, but what can be done is demonstrated here in my little test of a pulsar fade in\fade out effect.



Don't worry true GFX shall be added in the actual system to be included.
Title: Re: DS9FX - Xtended
Post by: majormagna on March 24, 2010, 08:26:45 PM
Ooh, interesting! Although is it possible to make it so the glare doesn't disappear completely? (Would be more realistic)

I didn't know any of this was possible in BC's engine...
Title: Re: DS9FX - Xtended
Post by: cordanilus on March 24, 2010, 09:23:19 PM
Quote from: majormagna
is it possible to make it so the glare doesn't disappear completely?

That would be nice, but I can't think of any way that would be possible in BC.  Sovvie has made a work-around so we can get as close as possible to the desired effect.  I thought about doing this as a textured animation but the blinking would be predictable.  The way Sovvie has made it, it can be randomized in frequency...making it longer, shorter, faster, slower, etc.

Lol, the pulsar wasn't exactly in the drawing boards.  It's just something I wanted ingame that we don't have.
Title: Re: DS9FX - Xtended
Post by: Nebula on March 24, 2010, 10:38:21 PM
a sun within a sun??
Title: Re: DS9FX - Xtended
Post by: RifleMan80 on March 24, 2010, 11:39:01 PM
 I just crapped my pants in sheer awe of all of this. I cannot wait to play it. GET IT DONE NOW!!! lol. No rush  :funny . This is gonna maake BC 50x better! Just wow.
Title: Re: DS9FX - Xtended
Post by: Mario on March 25, 2010, 12:42:57 AM
I figured it's kind of better if it disappeared completely but ah well... take 2...

Title: Re: DS9FX - Xtended
Post by: Villain on March 25, 2010, 06:47:18 AM
Gotta say, I quite like the second version.
Title: Re: DS9FX - Xtended
Post by: Shadowknight1 on March 25, 2010, 08:04:30 AM
lol, that system needs a warning "Epileptic starship captains keep out!" :thumbsup:
Title: Re: DS9FX - Xtended
Post by: Mario on March 25, 2010, 01:53:36 PM
Now we're getting somewhere, cordanilus provided me with a beam effect. I know it currently doesn't match as it's white but I wanted to hear some opinions...

Title: Re: DS9FX - Xtended
Post by: ACES_HIGH on March 25, 2010, 02:14:18 PM
Just a couple pointers from an astronomy student;
Pulsars pulse due to rapid but regular rotation, so regular that clocks can be set by them, accurate to the pico second.  the pulse period on your pulsar is far too random.  also, if you include the rotating beam effect it should come out of both sides of the star, and match the period of the flashing.  One more thing, because pulsars are always neutron stars, it should be smaller and whiter.  otherwise it looks awesome.
Title: Re: DS9FX - Xtended
Post by: Morgan on March 25, 2010, 02:17:55 PM
It's a very cool step in the right direction, but currently it's sort of coming off like a comet tail moving back and fourth.
Title: Re: DS9FX - Xtended
Post by: Mario on March 25, 2010, 09:51:33 PM
Seriously, artistic freedom :P

Title: Re: DS9FX - Xtended
Post by: ACES_HIGH on March 25, 2010, 09:58:46 PM
now, that's perfect.
Title: Re: DS9FX - Xtended
Post by: cordanilus on March 25, 2010, 10:01:24 PM
Yes, you get one in every flavor.  he he he  :yay:
Title: Re: DS9FX - Xtended
Post by: JimmyB76 on March 26, 2010, 07:40:34 AM
now thats pretty damn sweet  :bow:
Title: Re: DS9FX - Xtended
Post by: Shadowknight1 on March 26, 2010, 07:53:16 AM
That's great!  :yay:
Title: Re: DS9FX - Xtended
Post by: Mario on March 27, 2010, 11:15:41 PM
Here is the actual system from DS9FX containing a pulsar. It spins a lot faster = fraps slowdown.

Creating new pulsars is easy, like adding lens flares to a system (though it requires a few more parameters).



Pretty much anything can be set: speed of the rotation, flash duration, beam color, beam size, background sound it produces these sorts of things.
Title: Re: DS9FX - Xtended
Post by: ACES_HIGH on March 27, 2010, 11:25:19 PM
you rock man, keep it up :dance
Title: Re: DS9FX - Xtended
Post by: Billz on March 28, 2010, 01:14:39 PM
How close can you get to the pulsar before it starts damaging your ship or really badly lagging?
Title: Re: DS9FX - Xtended
Post by: Mario on March 28, 2010, 02:24:09 PM
Quote
How close can you get to the pulsar before it starts damaging your ship

Haven't added that yet, most important was to add the GFX. However I'm still considering whether to implement this to be changeable by the creator of the system or to be internally calculated. I prefer it to be changeable, each pulsar should be unique.

Quote
or really badly lagging?

What lagging? This effect uses 3 kb large nif file with one texture 1024x256, animations are done via code which further make sure that few resources are used. I fought a battle 5 vs 5 galaxy's in the system with no lagging caused by the animation.

Considering that, Badlands should lag even more as it has about 60 objects in the set which are low poly and testers with single core are able to run the maps on full detail. Animations are also done via code which make sure few resources are used. For those about to faint, object count can be set from Low to High, even set to None.

So what lagging are we talking about (I'm confused by what you meant, which leads to this lengthy reply)? Judging by the computer used to create DS9FX, I cannot notice any lagging. And if we're to judge by the Badlands there should be no discernible lagging. DS9FX is much improved in resource management also, it cleans up after itself. Once you leave the set it will remove planets, suns from memory to free up more resources.

I can say that the requirements for DS9FX Xtended are the same as for v3.0, which was released 3 years ago. Those requirements were a general summary of the systems used to test DS9FX on.

Min v3.0 requirements:
- 1.8 GHz Processor
- 256 MB RAM
- 128 MB Graphics Card (GeForce 5200 or ATI Radeon equivalent)


There is one way DS9FX will lag pretty much, if debug logging mode is turned on. These views come based on my experiences and on my computer configuration.

However the result of the lagging in the youtube video is due to fact that fraps seems to not like the timer which is used to create the animation, that's all.
Title: Re: DS9FX - Xtended
Post by: Billz on March 28, 2010, 02:49:09 PM
Quote
How close can you get to the pulsar before it starts damaging your ship

Haven't added that yet, most important was to add the GFX. However I'm still considering whether to implement this to be changeable by the creator of the system or to be internally calculated. I prefer it to be changeable, each pulsar should be unique.

Quote
or really badly lagging?

What lagging? This effect uses 3 kb large nif file with one texture 1024x256, animations are done via code which further make sure that few resources are used. I fought a battle 5 vs 5 galaxy's in the system with no lagging caused by the animation.

Considering that, Badlands should lag even more as it has about 60 objects in the set which are low poly and testers with single core are able to run the maps on full detail. Animations are also done via code which make sure few resources are used. For those about to faint, object count can be set from Low to High, even set to None.

So what lagging are we talking about (I'm confused by what you meant, which leads to this lengthy reply)? Judging by the computer used to create DS9FX, I cannot notice any lagging. And if we're to judge by the Badlands there should be no discernible lagging. DS9FX is much improved in resource management also, it cleans up after itself. Once you leave the set it will remove planets, suns from memory to free up more resources.

I can say that the requirements for DS9FX Xtended are the same as for v3.0, which was released 3 years ago. Those requirements were a general summary of the systems used to test DS9FX on.

Min v3.0 requirements:
- 1.8 GHz Processor
- 256 MB RAM
- 128 MB Graphics Card (GeForce 5200 or ATI Radeon equivalent)


There is one way DS9FX will lag pretty much, if debug logging mode is turned on. These views come based on my experiences and on my computer configuration.

However the result of the lagging in the youtube video is due to fact that fraps seems to not like the timer which is used to create the animation, that's all.

I assumed that because of the level of work going into the pulsar, which is incredible, that it would lag the game as you get closer to it. I'm sorry I wasn't cleaer before.

Can't wait to try it! :D
Title: Re: DS9FX - Xtended
Post by: Mario on March 28, 2010, 03:17:35 PM
I assumed that because of the level of work going into the pulsar, which is incredible, that it would lag the game as you get closer to it. I'm sorry I wasn't cleaer before.

Can't wait to try it! :D

Ah, I get it now... if the lag does happen for some reason it should happen right away as soon as the system loads. If it doesn't lag as soon as you enter the system, it won't at all.

Simple as that.
Title: Re: DS9FX - Xtended
Post by: cordanilus on March 29, 2010, 02:03:12 PM
Hey, that looks great.  I'm gone for the week-end and you pump out this blue beauty.  You're like the kirk of scripting.  lol  With style. :D
Title: Re: DS9FX - Xtended
Post by: Mario on April 20, 2010, 06:36:35 AM
The mod is entering into final stages and I'm here only to confirm the release.

Official Release Date: 13th June
Title: Re: DS9FX - Xtended
Post by: FekLeyr Targ on April 20, 2010, 03:51:46 PM
The mod is entering into final stages and I'm here only to confirm the release.

Official Release Date: 13th June
As Mr. Burns would say: Excellent.
Title: Re: DS9FX - Xtended
Post by: Nebula on April 20, 2010, 04:35:42 PM
sweet only a few days from my B day :D
Title: Re: DS9FX - Xtended
Post by: Tuskin38 on April 20, 2010, 06:27:08 PM
Yay, nine days before Exams :P
Title: Re: DS9FX - Xtended
Post by: 086gf on April 20, 2010, 09:31:28 PM
Alright, thats very good news.
Title: Re: DS9FX - Xtended
Post by: Dawg81 on April 20, 2010, 10:15:04 PM
let the countdown begin can anyone put a countdown timer on this board for the release
Title: Re: DS9FX - Xtended
Post by: Mario on May 29, 2010, 07:30:22 PM
Teasing is always fun, well from my perspective it is.

Packaged and ready to be delivered to your hard drive on June 13th.
Title: Re: DS9FX - Xtended
Post by: deadthunder2_0 on May 29, 2010, 07:34:47 PM
DANG!!! i will be out of town
Title: Re: DS9FX - Xtended
Post by: Nebula on May 29, 2010, 10:10:15 PM
awesome B day present lol only 6 days from my B day then lol
Title: Re: DS9FX - Xtended
Post by: rengers on May 30, 2010, 06:26:47 AM
awesome B day present lol only 6 days from my B day then lol

13th june is my B day  :D can't wait
Title: Re: DS9FX - Xtended
Post by: Mario on June 03, 2010, 12:07:33 PM
Guess who actually decided to release Xtended sooner and just submited it to BCF ;)
Title: Re: DS9FX - Xtended
Post by: Villain on June 03, 2010, 12:16:07 PM
<3 Sovvie!
Title: Re: DS9FX - Xtended
Post by: mckinneyc on June 03, 2010, 05:42:59 PM
I'm dreaming!
Title: Re: DS9FX - Xtended
Post by: Nebula on June 03, 2010, 05:46:03 PM
don't think you are lol :D

*cookie sov*
Title: Re: DS9FX - Xtended
Post by: JimmyB76 on June 03, 2010, 05:46:58 PM
*moar cookeeeeeez for soveeeeeeee*
:D
Title: Re: DS9FX - Xtended
Post by: Morgan on June 03, 2010, 06:23:06 PM
I'll jump on that cookie train too for once  :D
Title: Re: DS9FX - Xtended
Post by: sovereign001 on June 03, 2010, 06:45:35 PM
*takes hammer and post edited..


*realises he isn't dreaming :dance


while your enthusiasm is understood, please refrain from posting such vulgarities...  thx  -jb76
Title: Re: DS9FX - Xtended
Post by: Tuskin38 on June 03, 2010, 07:50:25 PM
Its on Bcfiles, but its still pending. Can't wait. Can this still be installed over top the latest Kobayashi Maru?
Title: Re: DS9FX - Xtended
Post by: deadthunder2_0 on June 03, 2010, 08:13:29 PM
i was also wondering
Title: Re: DS9FX - Xtended
Post by: Mario on June 03, 2010, 08:18:56 PM
Released, 2 links in this thread: http://bc-central.net/forums/index.php/topic,7500.0.html

Jimmy please lock this thread.

Thanks.