Bridge Commander Central

BC Forums => BC Bridge Modding => Topic started by: Mark on January 28, 2007, 07:46:49 AM

Title: Core Gold - BPCore v2
Post by: Mark on January 28, 2007, 07:46:49 AM
BPCore has been around for a while now, and while the first release implemented alot of crucial features for bridge creation the Core still suffered from bugs and slow downs..

With that in mind MLeo has been working on an update core, not only more stable but also more flexible.. And in recent days lost jedi has completed new code for the texture animation system. The new version of Core will be called "gold release" and will feature the following:

Title: Re: Core Gold - BPCore v2
Post by: Tuskin38 on January 28, 2007, 09:52:36 AM
YAY! Awesome!
Title: Re: Core Gold - BPCore v2
Post by: MickJo on January 28, 2007, 09:54:49 AM
cool, very nice Mark.
Title: Re: Core Gold - BPCore v2
Post by: AndrewJ on January 28, 2007, 10:44:04 AM
Great news. :D;)
Title: Re: Core Gold - BPCore v2
Post by: cpthooker on January 28, 2007, 11:08:12 AM
yah, great news :)
Title: Re: Core Gold - BPCore v2
Post by: Bigkap on January 28, 2007, 11:23:09 AM
Sounds awesome :)
Title: Re: Core Gold - BPCore v2
Post by: Shinzon on January 28, 2007, 02:07:04 PM
sounds good to me!
Title: Re: Core Gold - BPCore v2
Post by: 1701-E on January 28, 2007, 02:12:17 PM
Excellent news indeed.
Title: Re: Core Gold - BPCore v2
Post by: Gamesfunk on January 28, 2007, 02:17:04 PM
Talking about a lot of new features! Way to go, guys!

G.
Title: Re: Core Gold - BPCore v2
Post by: tiqhud on January 29, 2007, 11:15:45 AM
I shall be waiting (although it will be hard) :D
Title: Re: Core Gold - BPCore v2
Post by: Phaser on January 31, 2007, 07:22:44 PM
Sounds sweet!

Btw, that logo looks really bronze.  :P

EDIT:
LOL  Oh, you're an *ss, Mark.  :P
Title: Re: Core Gold - BPCore v2
Post by: Mark on January 31, 2007, 07:30:39 PM
Sounds sweet!

Btw, that logo looks really golden.  :P

thanks
Title: Re: Core Gold - BPCore v2
Post by: JimmyB76 on January 31, 2007, 09:13:17 PM
i could add this to BCFiles news, if thats ok?  unless you rather it be on the low-key for now?
Title: Re: Core Gold - BPCore v2
Post by: Mark on February 01, 2007, 07:15:41 AM
if bcfiles people want to find out they can visit the forums - thats what theyre here for
Title: Re: Core Gold - BPCore v2
Post by: JimmyB76 on February 01, 2007, 07:41:26 AM
true enough :)
Title: Re: Core Gold - BPCore v2
Post by: eclipse74569 on February 02, 2007, 08:19:52 PM
Kew'beans 3E, looking extremely forward to this one!  I'm sure you guys will once again outdo yourselves when this is released :)

Roger
Title: Re: Core Gold - BPCore v2
Post by: kirkncc1701 on February 03, 2007, 02:59:19 PM
haven't had bc installed for w while, but im curious,

Using BP, is it possble to make the screen flicker when your ship is getting hit, or any other effect such as the static lines like when sulu is talking to the klingon brigadier in st6 after praxis explodes?

Plus, do the new galaxy & sovereign sets work in the sp campaign a well as canon crew positions?
I tried fixing crew positions once before, but since on one mission felix walks off, the game froze when the klingon walked in, coz he wasn't programmed to go to miguels old seat.

im just enquiring about the overall features atm, so there is no real need to take any notice of this.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on February 03, 2007, 04:23:28 PM
Using BP, is it possble to make the screen flicker when your ship is getting hit, or any other effect such as the static lines like when sulu is talking to the klingon brigadier in st6 after praxis explodes?
It's the BPStatic, it basicly gives a gradual static effect when you take hits. It has a small spike at a hull hit, and it grows worse when you take more damage.

Quote
Plus, do the new galaxy & sovereign sets work in the sp campaign a well as canon crew positions?
I tried fixing crew positions once before, but since on one mission felix walks off, the game froze when the klingon walked in, coz he wasn't programmed to go to miguels old seat.
CCF doesn't work in SP, but with the extra SP support in the Core modules that need to take care of the SP can do so now.
For instance, CCF has no effect when you are in SP.

Btw, Uniforms does work in SP. ;)
Title: Re: Core Gold - BPCore v2
Post by: Mark on March 23, 2007, 12:10:51 PM
ok guys, heres the "beta"... i put that in quotes because its effectively a final release except im waiting for one more module.

Included in this is:

We have been testing this for a while so it should work perfectly. Please let us know of any problems
Title: Re: Core Gold - BPCore v2
Post by: AndrewJ on March 23, 2007, 12:37:02 PM
So far so good, don't know wether it's related or not but after a while my STBC just CTD.

Could be my install just being a swine.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on March 23, 2007, 01:11:40 PM
I can tell you this. I've run through nearly every feature. Took me an hour. No CTDs so far.
Title: Re: Core Gold - BPCore v2
Post by: Nebula on March 23, 2007, 01:25:17 PM
Well I don't know if this was BP cores doing or the latest version of DS9fx but the DS9fx system is no longer visible under the warp menu in helm.

I need to do some spring cleaning in my install and fix a few things.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on March 23, 2007, 02:03:06 PM
BPCore won't mess with any characters.

And BPUniforms (not included) doesn't change menu's. With the exception of the QB Setup menu.
Title: Re: Core Gold - BPCore v2
Post by: JimmyB76 on March 23, 2007, 03:03:57 PM
Well I don't know if this was BP cores doing or the latest version of DS9fx but the DS9fx system is no longer visible under the warp menu in helm.
you might need to reinstall ds9fx...  i know the previous beta caused issues with the Core, requiring you to reinstall the Core after reinstalling ds9fx...
i'd check with sovvy, if i were you on this tho...
Title: Re: Core Gold - BPCore v2
Post by: MLeo on March 23, 2007, 03:07:19 PM
One of the more notable changes in BPCore is the seperation between SP code (or rather, player ship loaded after bridge, as this is in SP). That might have something to do with it, but theoreticly, all third party plugins (not included above) will still work. It's more of a convenience feature for scripters.
Title: Re: Core Gold - BPCore v2
Post by: Mario on March 23, 2007, 04:23:23 PM
Interesting but can't recreate it. works like any other version on my install with no errors. Are you sure you actually started a QB mission lol
Title: Re: Core Gold - BPCore v2
Post by: Nebula on March 23, 2007, 05:50:38 PM
yes I am >_>
Title: Re: Core Gold - BPCore v2
Post by: bsilver2988 on March 23, 2007, 06:28:21 PM
i've been trying it out and i gotta say so far so good.  it's working perfectly and i love the MVAM texture swapping (already scripted into prometheus bridge).  two questions though

1.  what's the module you're still waiting for?? lol  sorry if i'm not supposed to ask
2.  are there any other bridges that currently have MVAM texture swaps scripted in??
Title: Re: Core Gold - BPCore v2
Post by: Mark on March 23, 2007, 06:35:37 PM
i've been trying it out and i gotta say so far so good.  it's working perfectly and i love the MVAM texture swapping (already scripted into prometheus bridge).  two questions though

1.  what's the module you're still waiting for?? lol  sorry if i'm not supposed to ask
2.  are there any other bridges that currently have MVAM texture swaps scripted in??

1: A little something lj is working on at my behest to dramatically improve the look of all bridges, its no big secret but i would rather explain it when the thing is finished.
2: There are texture swapping and custom sounds on the vast majority of the bridges we have released since the original core came out, but the prometheus is the only one scripted to use mvam maps for obvious reasons.. here are the bridges which we have released with BP scripting in them:


I will also be releasing a defiant 3.1 and sovereign 1.1 at some point which will support more map swapping and custom bridge sounds, those will come shortly after the final release of BPCore Gold.
Title: Re: Core Gold - BPCore v2
Post by: bsilver2988 on March 23, 2007, 06:41:08 PM
sounds awesome mark.  props to you and the entire team for pulling this off.  i cant wait to see what you guys can do with the defiant.
Title: Re: Core Gold - BPCore v2
Post by: Mark on March 23, 2007, 06:56:05 PM
defiant 3.1 is only a couple of small changes (hence the .1 :P), im afraid for a serious improvement youll have to wait while i finish modeling my new one ;)
Title: Re: Core Gold - BPCore v2
Post by: Jb06 on March 23, 2007, 06:58:19 PM
This might sound a stupid question, but what exactly is mvam texture swapping?
Title: Re: Core Gold - BPCore v2
Post by: bsilver2988 on March 23, 2007, 06:59:29 PM
holy crap, mark...i just saw something crazy in the BC modding section.  A forum that LJ created.  That's not the missing module is it?!?!?
Title: Re: Core Gold - BPCore v2
Post by: MLeo on March 23, 2007, 07:00:13 PM
This might sound a stupid question, but what exactly is mvam texture swapping?
You do know about Multi Vector Assault Mode (Prometheus/Galaxy Saucer Seperation)?
Well, in case of the Prometheus the "alert" lights go to blue when seperating.
MVAM Texture Swapping does the same thing.
Title: Re: Core Gold - BPCore v2
Post by: Jb06 on March 23, 2007, 07:09:43 PM
You do know about Multi Vector Assault Mode (Prometheus/Galaxy Saucer Seperation)?
Well, in case of the Prometheus the "alert" lights go to blue when seperating.
MVAM Texture Swapping does the same thing.

but when you separate it shows the mvam animation of the ship separating... so where exactly are these blue lights? I know i'm not the brightest spark lol.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on March 23, 2007, 07:11:45 PM
Remember in the series that they remained?

Well, this is also the case here.
Title: Re: Core Gold - BPCore v2
Post by: Jb06 on March 23, 2007, 07:16:08 PM
Remember in the series that they remained?

Well, this is also the case here.

right yeh now i get you. just blue on the panels and roof. good work. Looks tones better.
Title: Re: Core Gold - BPCore v2
Post by: Mario on March 25, 2007, 01:15:25 AM
Quote
yes I am >_>

Problem fixed, download the latest patch.

A note to Mleo: BP did cause this. LJ told me you did some overriding so I had to rename ds9fx_mutator to zzz_ds9fx_mutator :P

I use ET_FND_CREATE_PLAYER_SHIP foundations event. Be sure to check that out, NFX seems to work fine.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on March 25, 2007, 06:17:47 AM
Could you elaborate on that a bit?

Though, I did just noticed a typo in the scripts. <_<
Title: Re: Core Gold - BPCore v2
Post by: LJ on March 25, 2007, 09:06:02 AM
Can you grab me on MSN at some point Mleo on an unrelated matter.  Cheers!  :D
Title: Re: Core Gold - BPCore v2
Post by: Mario on March 25, 2007, 03:22:02 PM
The functions which were supposed to be triggered by that event were not being triggered and thus there was no menu. If I make sure it loads a bit later then it works.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on March 25, 2007, 03:25:07 PM
The functions which were supposed to be triggered by that event were not being triggered and thus there was no menu. If I make sure it loads a bit later then it works.
The thing is, I'm not using that particular event (I think I should tough).
Title: Re: Core Gold - BPCore v2
Post by: FekLeyr Targ on March 27, 2007, 11:19:17 AM
It's cool, but it has the same bug like the Nebula bridge 3: Then NanoFX is off and a custom bridge is in use, the the 5 Crewmates aren't in the right position and sometimes in the Air. I've checked the Console and nothing serious.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on March 27, 2007, 11:24:54 AM
It's cool, but it has the same bug like the Nebula bridge 3: Then NanoFX is off and a custom bridge is in use, the the 5 Crewmates aren't in the right position and sometimes in the Air. I've checked the Console and nothing serious.
I suppose you mean "When NanoFX is off" instead of "Then NanoFX is off"?

Is this Nebula bridge 3 a non 3E bridge? Or is the the normal 3E bridge?

To tell you the truth, BP Core is built around the fix for floating crew.
Title: Re: Core Gold - BPCore v2
Post by: Mark on March 27, 2007, 03:58:01 PM
It's cool, but it has the same bug like the Nebula bridge 3: Then NanoFX is off and a custom bridge is in use, the the 5 Crewmates aren't in the right position and sometimes in the Air. I've checked the Console and nothing serious.

anyone else having the floating crew problem?
Title: Re: Core Gold - BPCore v2
Post by: LJ on March 27, 2007, 04:14:52 PM
I did - then re-enabled the bridge plugin in the UMM which fixed it.  is it on?
Title: Re: Core Gold - BPCore v2
Post by: JimmyB76 on March 27, 2007, 04:32:40 PM
i didnt have any issues of floating crew...
Title: Re: Core Gold - BPCore v2
Post by: MLeo on March 27, 2007, 05:21:23 PM
LJ, could you take a look?

The only thing changed from before (from the testing part) is a change from if test == 0 to if not test, of which the latter should be better (semanticly).
Title: Re: Core Gold - BPCore v2
Post by: LJ on March 27, 2007, 05:48:52 PM
yea sure thing :)
Title: Re: Core Gold - BPCore v2
Post by: FekLeyr Targ on March 28, 2007, 06:25:44 AM
I mean the Nebula bridge v3 (low res) by 3rd era.
I've also enabled BPC but with disabled NFX the crew is still floating in the custom bridges.
Will the BCPG features also be available for the non 3e bridges (like the bridge of Kruge's BOP)?
Title: Re: Core Gold - BPCore v2
Post by: MLeo on March 28, 2007, 06:32:10 AM
BP stands for Bridge Plugin, since all bridges uses a bridge plugin to make themselves know to BC any bridge can use BPCore features (and addons).

The Kruge Bridge predates the BPCore so it currently does not make use of it's features. But it only requires changes to it's plugin to start making use of it (ignoring the art side for now).


A problem like this (come to mention it) also occured some time ago, before any public release (say, more than a year ago, maybe even 2 years). It was fixed then. So why doesn't it work now?
Title: Re: Core Gold - BPCore v2
Post by: Mark on March 28, 2007, 06:37:46 AM
if it only occurs when you turn off nanofx2, that sounds like some kind of dependancy on NFX
Title: Re: Core Gold - BPCore v2
Post by: MLeo on March 28, 2007, 06:40:23 AM
if it only occurs when you turn off nanofx2, that sounds like some kind of dependancy on NFX
Which happend before.
A long, long time ago.
Title: Re: Core Gold - BPCore v2
Post by: bsilver2988 on March 31, 2007, 11:56:37 PM
hey mark, just out of curiosity, is it going to be a while until this final module for the Core Gold is finished, cause i'm wondering when we'll finally be able to put my galaxy update on BCFiles
Title: Re: Core Gold - BPCore v2
Post by: JimmyB76 on April 01, 2007, 09:52:57 AM
your Galaxy Update is already on BCFiles...  for now, people wont be able to have its MVAM maps; but once the Core is up and they install it, then they will have the MVAM maps...
Title: Re: Core Gold - BPCore v2
Post by: bsilver2988 on April 01, 2007, 10:51:40 PM
no its not up there..its not on the new updates list
Title: Re: Core Gold - BPCore v2
Post by: JimmyB76 on April 02, 2007, 08:07:16 AM
hmm...  i thought it was up there...
Title: Re: Core Gold - BPCore v2
Post by: Mark on April 02, 2007, 08:19:28 AM
its posted but its hidden from the front page, and it will be ready when its ready.
Title: Re: Core Gold - BPCore v2
Post by: crazyhid on April 05, 2007, 09:54:28 AM
i cant beleive u got the creen to go static, when i first seen it i was like Blowin away, its amazing, so i just thought id post a screenie with it happening, Oh also i  had nano turned off, hence the wrong crew postions, But it was the only was to get my other mod with the bridge fx workin. again AMAZING :D
Title: Re: Core Gold - BPCore v2
Post by: Mark on April 05, 2007, 12:03:32 PM
can someone with the "no nanofx = mid air crew" bug post a console report, i cant replicate the problem.
Title: Re: Core Gold - BPCore v2
Post by: LJ on April 05, 2007, 01:25:48 PM
i have it - there is nothing special in my console
Title: Re: Core Gold - BPCore v2
Post by: crazyhid on April 05, 2007, 01:53:11 PM
how do i a test, i know i press ` then type in a word but i cant remeber what it was testmode?
Title: Re: Core Gold - BPCore v2
Post by: JimmyB76 on April 05, 2007, 02:30:06 PM
http://teamlynxifer.co.uk/bcc/index.php/topic,57.0.html
Title: Re: Core Gold - BPCore v2
Post by: crazyhid on April 05, 2007, 02:38:41 PM
thx u i forgot how to do the hole test thing lol ok there u go, i hope it helps, i couldnt see much wrong eithier... i think it may just be a prob that mite not be able to be fixed
Title: Re: Core Gold - BPCore v2
Post by: Mark on April 05, 2007, 06:17:41 PM
managed to recreate the error, nothing in console that is relevant, this is what i did:


The error occurs on all third party bridges.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on April 09, 2007, 06:56:41 AM
I think I fixed it.
Somewhere along the line a faulty Bridge Fix (old thing, included in all but the oldest bridges) was introduced.
And you guys simply had the bad luck of recieving it.

I think Mark will put out a new package with it fixed soon, but before that, here's the fix for the faulty file.
Yeah, don't worry if it appears to be exactly the same as the old one, since there is only 1 character wrong.
It goes to scripts/Custom/Autoload, see if that works.

Or atleast, I would, but as you have read (you have, haven't you?) in the announcement, attachments don't work yet.
So here is how to fix it.

First, back up the following file (just a copy and change the extension to something like bck or org, or you could copy it to somewhere other than Autoload or Custom): scripts/Custom/Autoload/000-Fixes20030221.py
Now, open up the file (not the backup), I suppose Notepad will, do but remember to change the file type to All Types, and make sure the extension of the file is py). And scroll to the bottom of it.
You will see this line:
Code: [Select]
if int(Foundation.version[0:8]) > 20030221:Change the greater than sign into a lesser than sign (change the > to a <).
That's it.


Btw, the result is:
Code: [Select]
if int(Foundation.version[0:8]) < 20030221:


The other issue was with the Intrepid, that the animations didn't work.
Go to data/Animations/ and rename the intrepid directory to bp this is case sensitive.


I'll post this in the Intrepid thread as well.
Title: Re: Core Gold - BPCore v2
Post by: FekLeyr Targ on April 09, 2007, 08:35:50 AM
my 000-Fixes20030221.py file has the < already. And I've also renamed Intrepid into BP. No effect to the crew floating problem.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on April 09, 2007, 11:13:51 AM
Well, that most definitly was the problem for the install Mark described (yes, I've reproduced it that way as well).
Title: Re: Core Gold - BPCore v2
Post by: Mark on April 09, 2007, 11:20:09 AM
fraid you will have to wait till i get home next weekend before we can put out the new beta.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on April 09, 2007, 07:23:42 PM
I see that Avatars and attachments work again.
Here is the fixed file I promised.
I hope this will make it work for you FekLeyr Targ, since this single change made it work for me (and it was wrong anyway) on the install without NanoFX where it didn't work before.
Title: Re: Core Gold - BPCore v2
Post by: FekLeyr Targ on April 14, 2007, 04:09:44 PM
Sorry, but still no effect. The only one who is on some bridges on the correct position is Felix.
PS: Kobayashi Maru Pimped is on my BC installation. And the surrendermutator files of 0.9 are still there (because I want still have the chance to surrender and give the same chance to my friends, neutrals and enemies). And the full ATP3 is also there.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on April 14, 2007, 05:53:45 PM
Could you rar (or ace or preferably 7zip) your scripts directory (without NanoFX or ATP3) and send it to me?
Title: Re: Core Gold - BPCore v2
Post by: FekLeyr Targ on April 15, 2007, 08:02:10 AM
Could you rar (or ace or preferably 7zip) your scripts directory (without NanoFX or ATP3) and send it to me?

On it's way.
Title: Re: Core Gold - BPCore v2
Post by: JimmyB76 on April 15, 2007, 09:44:13 AM
PS: Kobayashi Maru Pimped is on my BC installation. And the full ATP3 is also there.
KM comes with FTech - why would you also need ATP3?
Title: Re: Core Gold - BPCore v2
Post by: MLeo on April 15, 2007, 09:48:39 AM
KM comes with FTech - why would you also need ATP3?
I suppose because some parts haven't been completly ported yet.

But having ATP3 shouldn't matter at all.
Title: Re: Core Gold - BPCore v2
Post by: Mark on April 15, 2007, 11:33:40 AM
i will release an updated beta tonight, when ive eaten :P
Title: Re: Core Gold - BPCore v2
Post by: FekLeyr Targ on April 15, 2007, 01:03:19 PM
KM comes with FTech - why would you also need ATP3?

Because it's optional for some mods. I've tried to implent the FTech versions of the ATP functions on some ships, where ATP is optional, but no effect. But the Breen Drainer immumity works.
But let us come back ontopic.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on April 15, 2007, 02:38:52 PM
Because it's optional for some mods. I've tried to implent the FTech versions of the ATP functions on some ships, where ATP is optional, but no effect. But the Breen Drainer immumity works.
But let us come back ontopic.
Speaking of which, I still haven't gotten it.

You sure you send it to the right e-mail address?
Title: Re: Core Gold - BPCore v2
Post by: Mark on April 15, 2007, 03:00:47 PM
here goes guys, lemme know if this fixes it.

http://www.mdward.f2s.com/BridgePluginCore.rar
Title: Re: Core Gold - BPCore v2
Post by: FekLeyr Targ on April 16, 2007, 10:47:40 AM
Speaking of which, I still haven't gotten it.

You sure you send it to the right e-mail address?

@Mleo: Yes, I am. And the file size is around 37.8 mb.
@Mark: I'm testing the new beta soon.
PS: @Mleo: If you got the file, can you also look at the ImpFighterIon.py, please?Then this weapon got fired, the game crashes. I've tried to make it to a disabler. Can you show me what I've done wrong?
Title: Re: Core Gold - BPCore v2
Post by: MLeo on April 16, 2007, 11:29:48 AM
Hmmm, I'm afraid GMail doesn't allow 37.8mb. :lol:

I wonder where all the space is going.
I don't suppose you could pack up just the py and pyc files, can you?
Title: Re: Core Gold - BPCore v2
Post by: Mark on April 17, 2007, 05:11:34 AM
you know everyone complains that this is taking time to complete, but when I put out a new beta noone can give me any feedback.
Title: Re: Core Gold - BPCore v2
Post by: FekLeyr Targ on April 17, 2007, 08:26:44 AM
Hmmm, I'm afraid GMail doesn't allow 37.8mb. :lol:

I wonder where all the space is going.
I don't suppose you could pack up just the py and pyc files, can you?

I'll try.
PS: I've tested the new beta. Everything is still the same.
Title: Re: Core Gold - BPCore v2
Post by: Mark on April 17, 2007, 09:09:15 AM
hmm wierd, it works fine in a clean install... but i just managed to recreate the error in my KM1 install... ill send you the scripts folder mleo.
Title: Re: Core Gold - BPCore v2
Post by: crazyhid on April 20, 2007, 10:36:35 AM
 in my PY script it was already the same so i didnt have to do anything also the prob still persists ill try dling the new core thou, hopefully
Title: Re: Core Gold - BPCore v2
Post by: crazyhid on April 20, 2007, 10:42:43 AM
just tried it, it's still teh same, no matter as long as it works with nano turned on thats cool, its just i wish there was a mutator with my other modded bridge effects turned on as well, so i could play with nano and the effects
Title: Re: Core Gold - BPCore v2
Post by: MLeo on April 20, 2007, 10:53:13 AM
We're looking into it.
Title: Re: Core Gold - BPCore v2
Post by: crazyhid on April 20, 2007, 01:46:13 PM
cool beans, didnt mean to rant, u guys are doing an amazing job and this is just a lil spec of dust in the hole scheme of things, so just wanted to say thank u for all the work uve all done to bc, thank u !!!!
Title: Re: Core Gold - BPCore v2
Post by: Mark on April 29, 2007, 11:02:03 AM
OK guys, hopefully this should fix it... BPCore Gold Beta 3 (http://www.mdward.f2s.com/BPCore_Gold.rar)

Good karma to me and mleo pls :)
Title: Re: Core Gold - BPCore v2
Post by: Billz on April 29, 2007, 01:23:28 PM
The console between the captains and XO chair on Intrepid v3 still wont move.

Ive installed the BP Gold 3 beta you posted above.
Title: Re: Core Gold - BPCore v2
Post by: bsilver2988 on April 29, 2007, 02:48:34 PM
i think they said that also involves changing the name of one of the animations folders in the intrepid bridge install.  i did what they said and mine works..i just forget how i did it now.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on April 29, 2007, 03:49:35 PM
The console between the captains and XO chair on Intrepid v3 still wont move.

Ive installed the BP Gold 3 beta you posted above.
That's not a problem with the core.

Go to data/Animations and rename the intrepid directory to bp
Title: Re: Core Gold - BPCore v2
Post by: Mark on April 29, 2007, 04:58:25 PM
that might be because of the version of the intrepid you have, it works fine for me on my unreleased version but i think i mis-named the folder for you guys... if i dont get any errors apart from this on bpcore i will get an updated intrepid out there
Title: Re: Core Gold - BPCore v2
Post by: MLeo on April 30, 2007, 07:15:05 AM
So because there are no comments (other than the Intrepid related one, nothing to do with the Core, that was actually mentioned in the Intrepid thread) I'm clear to assume this is the best mod, ever. Cool.

Goodbye and thanks for all the fish.
Title: Re: Core Gold - BPCore v2
Post by: Mark on April 30, 2007, 04:08:05 PM
cummon ppl, help us out here - everyone posts when theres a problem, but no1 posts when things are ok.
Title: Re: Core Gold - BPCore v2
Post by: bsilver2988 on April 30, 2007, 04:16:31 PM
well it works great for me...but then i never had the problem...excellent job guys
Title: Re: Core Gold - BPCore v2
Post by: Billz on May 01, 2007, 04:50:21 AM
Well I dont know if its a BP related problem. But sometimes, when laying quickbattle, after blowing up the enemy ships, my ship gets stuck in red alert mode (kinda).

Explanation:
Blow up enemy ships, switch to green alert mode but the red alert mode textures stay on. When that happens I still get that 'lag for 1 second' thing I mentioned before. Happens often when playing DS9FX.

By the way, thanks for telling me how to fix that intrepid bridge thing only now when I look at the console between the chairs, it lags something awful.
Title: Re: Core Gold - BPCore v2
Post by: Mark on May 01, 2007, 05:27:46 AM
thats like saying that when you look at a chair move it lags something awful - its exactly the same premise.

what specs are you on?
Title: Re: Core Gold - BPCore v2
Post by: Billz on May 01, 2007, 05:35:18 AM
1 GB DDR2 Ram
Pentium 4 3.06ghz Processor
X1900XTX 512mb Radeon Video Card
1600x1200 Res Monitor
Title: Re: Core Gold - BPCore v2
Post by: Mark on May 01, 2007, 05:41:58 AM
so next question, what are you doing when you get this lag? outside of the bridge i mean
Title: Re: Core Gold - BPCore v2
Post by: MLeo on May 01, 2007, 05:43:54 AM
DS9FX uses a memory cleaner for BC (it's actual a strange behaviour found with BC movies), which lags a bit.

Have you tried deactivating DS9FX as a test?
And did it happen before BPCore was active (have you tried turning it off)?
Title: Re: Core Gold - BPCore v2
Post by: Billz on May 01, 2007, 05:56:24 AM
so next question, what are you doing when you get this lag? outside of the bridge i mean

Just flying along.

Quote from: Mleo
Have you tried deactivating DS9FX as a test?
And did it happen before BPCore was active (have you tried turning it off)?

Not yet, to both questions.
Title: Re: Core Gold - BPCore v2
Post by: Mark on May 01, 2007, 05:57:31 AM
try going to yellow alert from green alert and tell me if it lags out...
Title: Re: Core Gold - BPCore v2
Post by: MLeo on May 01, 2007, 06:00:55 AM
Also, what bridge are you using?

Mark - he said intrepid :P
Title: Re: Core Gold - BPCore v2
Post by: Billz on May 01, 2007, 06:49:20 AM
try going to yellow alert from green alert and tell me if it lags out...

No lag in green alert. Lag on yellow alert (1 second so it looks like its quickly lerching forward). Same thing on red alert as on yellow alert.

This is on ALL bridges. Thats what got me thinking it might be a BPCore problem.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on May 01, 2007, 07:12:36 AM
Then have you tried turning it off?
Title: Re: Core Gold - BPCore v2
Post by: FekLeyr Targ on May 01, 2007, 11:19:53 AM
That's very strange. Then I was beta tester of DS9FX and tested it, I had no problems with it.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on May 01, 2007, 11:24:45 AM
That's very strange. Then I was beta tester of DS9FX and tested it, I had no problems with it.
So you don't have the problems SuperSmeg is describing?

And, maybe more importantly:
Is your Floating Crew problem fixed now?
Title: Re: Core Gold - BPCore v2
Post by: FekLeyr Targ on May 01, 2007, 12:02:15 PM
So you don't have the problems SuperSmeg is describing?

No, but another now: After starting a DS9FX mission, BC crashed.
Here is the Console dump:
>> This is a console tracker dump       by USS Frontier
##############
>> This dump started on -> Tue May 01 17:36:32 2007
##############
#----------------------------------------------------------------------->>> Tue May 01 17:36:32 2007
####
Outdated Foundation, updating functions
Outdated Foundation, installing FolderManager
Updating FoundationMenu.ShipMenuBuilderDef
Updating FoundationMenu.ShipMenuBuilderDef V2
Updating FoundationMenu.ShipMenuBuilderDef V3 - MVAM addition
Foundation Tech loaded
FoundationTech, or the FTB mod, or both are not installed,
Phased Torpedoes are there for NOT enabled or present in your current BC installation
Gravity FX has been loaded.
CameraFX Enabled...
ExplosionFX Enabled...
SpecialFX Enabled...
WarpFX Enabled...
DS9FX Initializing...
Custom.ScotchyMaelstrom.ScotchyCampaign
Tracking Console
####

#----------------------------------------------------------------------->>> Tue May 01 17:38:40 2007
####
AttributeError: PreLoadAssets
Registering listener WalkFX FoundationTriggers.8392975
['TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', 'Vent Plasma0', 'FTB Trigger8388629', 'WeaponHit8388708', 'AddShip8392981', '8392975', "MLeoDaalder's Nit Fix Warp Set8388807", 'DS9FX Explosion Cleaning Up Active8388687', 'GravityFX Trigger8388701', 'DS9FX Weapon Hit Cleaning Up Active8388708', 'Vent All Plasma0', 'SovButtonTrigger8388629', 'GravityFX Obj Destroyed Trigger8388687', 'RemoveShip8388687', 'SDT Trigger8388808', 'SovFixTrigger8388610', 'NanoFXBlinkers8392981', 'FTB Event Loop0', 'DS9FX Restart Trigger8392982', '__name__', 'Thrusters8392990', 'DS9FXPrintOut8393018', 'ThrustersPart28388629', 'SovWarpDegradingTrigger8388701', 'SovWarpResetTrigger8388622', 'TorpedoFired8388710', 'DS9FX Game Start Cleaning Up Active8392982', 'Zooming Mod91164304', 'DS9FX Load Trigger8388629', '__file__', 'DS9FX Ending8388610', '__builtins__', 'DS9FX Restarting Trigger8388701', 'Proteus Name Check8388808', 'DS9FX Remove Dying Ships8388629', 'NanoFXTrigger8392982', 'VP GUI Init8388808', 'MLeoDaalder Detail Fix8388808', 'GravityFX Exit Set Trigger8388703']
Registering listener Cloak Timing FoundationTriggers.8388727
['TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', 'Vent Plasma0', 'FTB Trigger8388629', 'WeaponHit8388708', 'AddShip8392981', '8392975', "MLeoDaalder's Nit Fix Warp Set8388807", 'DS9FX Explosion Cleaning Up Active8388687', 'GravityFX Trigger8388701', 'DS9FX Weapon Hit Cleaning Up Active8388708', '8388727', 'Vent All Plasma0', 'SovButtonTrigger8388629', 'GravityFX Obj Destroyed Trigger8388687', 'RemoveShip8388687', 'SDT Trigger8388808', 'SovFixTrigger8388610', 'NanoFXBlinkers8392981', 'FTB Event Loop0', 'DS9FX Restart Trigger8392982', '__name__', 'Thrusters8392990', 'DS9FXPrintOut8393018', 'ThrustersPart28388629', 'SovWarpDegradingTrigger8388701', 'SovWarpResetTrigger8388622', 'TorpedoFired8388710', 'DS9FX Game Start Cleaning Up Active8392982', 'Zooming Mod91164304', 'DS9FX Load Trigger8388629', '__file__', 'DS9FX Ending8388610', '__builtins__', 'DS9FX Restarting Trigger8388701', 'Proteus Name Check8388808', 'DS9FX Remove Dying Ships8388629', 'NanoFXTrigger8392982', 'VP GUI Init8388808', 'MLeoDaalder Detail Fix8388808', 'GravityFX Exit Set Trigger8388703']
Registering listener Decloak Timing FoundationTriggers.8388729
['TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', 'Vent Plasma0', 'FTB Trigger8388629', 'WeaponHit8388708', 'AddShip8392981', '8392975', "MLeoDaalder's Nit Fix Warp Set8388807", 'DS9FX Explosion Cleaning Up Active8388687', 'GravityFX Trigger8388701', 'DS9FX Weapon Hit Cleaning Up Active8388708', '8388727', '8388729', 'Vent All Plasma0', 'SovButtonTrigger8388629', 'GravityFX Obj Destroyed Trigger8388687', 'RemoveShip8388687', 'SDT Trigger8388808', 'SovFixTrigger8388610', 'NanoFXBlinkers8392981', 'FTB Event Loop0', 'DS9FX Restart Trigger8392982', '__name__', 'Thrusters8392990', 'DS9FXPrintOut8393018', 'ThrustersPart28388629', 'SovWarpDegradingTrigger8388701', 'SovWarpResetTrigger8388622', 'TorpedoFired8388710', 'DS9FX Game Start Cleaning Up Active8392982', 'Zooming Mod91164304', 'DS9FX Load Trigger8388629', '__file__', 'DS9FX Ending8388610', '__builtins__', 'DS9FX Restarting Trigger8388701', 'Proteus Name Check8388808', 'DS9FX Remove Dying Ships8388629', 'NanoFXTrigger8392982', 'VP GUI Init8388808', 'MLeoDaalder Detail Fix8388808', 'GravityFX Exit Set Trigger8388703']
AI Init
Registering listener Engineering Extension Trigger init FoundationTriggers.8388629
['FTB Trigger8388629', 'GravityFX Exit Set Trigger8388703', 'AddShip8392981', '8392975', 'GravityFX Trigger8388701', '8388727', '8388729', 'Vent All Plasma0', 'GravityFX Obj Destroyed Trigger8388687', 'RemoveShip8388687', 'SDT Trigger8388808', 'SovFixTrigger8388610', 'NanoFXBlinkers8392981', 'FTB Event Loop0', 'DS9FX Restart Trigger8392982', '__name__', 'Thrusters8392990', '8388629', 'ThrustersPart28388629', 'DS9FX Weapon Hit Cleaning Up Active8388708', 'Zooming Mod91164304', 'DS9FX Load Trigger8388629', '__file__', '__builtins__', 'NanoFXTrigger8392982', 'TorpedoFired8388710', 'MLeoDaalder Detail Fix8388808', 'DS9FX Remove Dying Ships8388629', 'TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', 'Vent Plasma0', 'WeaponHit8388708', "MLeoDaalder's Nit Fix Warp Set8388807", 'DS9FX Game Start Cleaning Up Active8392982', 'SovButtonTrigger8388629', 'DS9FXPrintOut8393018', 'SovWarpDegradingTrigger8388701', 'SovWarpResetTrigger8388622', 'DS9FX Ending8388610', 'DS9FX Explosion Cleaning Up Active8388687', 'DS9FX Restarting Trigger8388701', 'Proteus Name Check8388808', 'VP GUI Init8388808']
Registering listener Engineering Extension Trigger Restart FoundationTriggers.8388622
['FTB Trigger8388629', 'GravityFX Exit Set Trigger8388703', 'AddShip8392981', '8392975', 'GravityFX Trigger8388701', '8388727', '8388729', 'Vent All Plasma0', 'GravityFX Obj Destroyed Trigger8388687', 'RemoveShip8388687', 'SDT Trigger8388808', 'SovFixTrigger8388610', 'NanoFXBlinkers8392981', 'FTB Event Loop0', 'DS9FX Restart Trigger8392982', '__name__', 'Thrusters8392990', '8388629', 'ThrustersPart28388629', 'DS9FX Weapon Hit Cleaning Up Active8388708', 'Zooming Mod91164304', 'DS9FX Load Trigger8388629', '__file__', '__builtins__', 'NanoFXTrigger8392982', 'TorpedoFired8388710', 'MLeoDaalder Detail Fix8388808', 'DS9FX Remove Dying Ships8388629', 'TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', 'Vent Plasma0', 'WeaponHit8388708', "MLeoDaalder's Nit Fix Warp Set8388807", 'DS9FX Game Start Cleaning Up Active8392982', '8388622', 'SovButtonTrigger8388629', 'DS9FXPrintOut8393018', 'SovWarpDegradingTrigger8388701', 'SovWarpResetTrigger8388622', 'DS9FX Ending8388610', 'DS9FX Explosion Cleaning Up Active8388687', 'DS9FX Restarting Trigger8388701', 'Proteus Name Check8388808', 'VP GUI Init8388808']
Registering listener WalkFX Sitdown Player Ship FoundationTriggers.8392974
['FTB Trigger8388629', 'GravityFX Exit Set Trigger8388703', 'AddShip8392981', '8392975', 'GravityFX Trigger8388701', '8388727', '8388729', 'Vent All Plasma0', 'GravityFX Obj Destroyed Trigger8388687', 'RemoveShip8388687', 'SDT Trigger8388808', 'SovFixTrigger8388610', 'NanoFXBlinkers8392981', 'FTB Event Loop0', 'DS9FX Restart Trigger8392982', '__name__', 'Thrusters8392990', '8388629', 'ThrustersPart28388629', 'DS9FX Weapon Hit Cleaning Up Active8388708', 'Zooming Mod91164304', 'DS9FX Load Trigger8388629', '__file__', '__builtins__', 'NanoFXTrigger8392982', 'TorpedoFired8388710', 'MLeoDaalder Detail Fix8388808', 'DS9FX Remove Dying Ships8388629', 'TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', 'Vent Plasma0', 'WeaponHit8388708', "MLeoDaalder's Nit Fix Warp Set8388807", 'DS9FX Game Start Cleaning Up Active8392982', '8388622', 'SovButtonTrigger8388629', 'DS9FXPrintOut8393018', 'SovWarpDegradingTrigger8388701', 'SovWarpResetTrigger8388622', 'DS9FX Ending8388610', 'DS9FX Explosion Cleaning Up Active8388687', 'DS9FX Restarting Trigger8388701', 'Proteus Name Check8388808', 'VP GUI Init8388808', '8392974']
Registering listener WalkFX Sitdown Mission FoundationTriggers.8388629
['FTB Trigger8388629', 'GravityFX Exit Set Trigger8388703', 'AddShip8392981', '8392975', 'GravityFX Trigger8388701', '8388727', '8388729', 'Vent All Plasma0', 'GravityFX Obj Destroyed Trigger8388687', 'RemoveShip8388687', 'SDT Trigger8388808', 'SovFixTrigger8388610', 'NanoFXBlinkers8392981', 'FTB Event Loop0', 'DS9FX Restart Trigger8392982', '__name__', 'Thrusters8392990', '8388629', 'ThrustersPart28388629', 'DS9FX Weapon Hit Cleaning Up Active8388708', 'Zooming Mod91164304', 'DS9FX Load Trigger8388629', '__file__', '__builtins__', 'NanoFXTrigger8392982', 'TorpedoFired8388710', 'MLeoDaalder Detail Fix8388808', 'DS9FX Remove Dying Ships8388629', 'TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', 'Vent Plasma0', 'WeaponHit8388708', "MLeoDaalder's Nit Fix Warp Set8388807", 'DS9FX Game Start Cleaning Up Active8392982', '8388622', 'SovButtonTrigger8388629', 'DS9FXPrintOut8393018', 'SovWarpDegradingTrigger8388701', 'SovWarpResetTrigger8388622', 'DS9FX Ending8388610', 'DS9FX Explosion Cleaning Up Active8388687', 'DS9FX Restarting Trigger8388701', 'Proteus Name Check8388808', 'VP GUI Init8388808', '8392974']
Registering listener WalkFX Sitdown Player Change FoundationTriggers.8388622
['FTB Trigger8388629', 'GravityFX Exit Set Trigger8388703', 'AddShip8392981', '8392975', 'GravityFX Trigger8388701', '8388727', '8388729', 'Vent All Plasma0', 'GravityFX Obj Destroyed Trigger8388687', 'RemoveShip8388687', 'SDT Trigger8388808', 'SovFixTrigger8388610', 'NanoFXBlinkers8392981', 'FTB Event Loop0', 'DS9FX Restart Trigger8392982', '__name__', 'Thrusters8392990', '8388629', 'ThrustersPart28388629', 'DS9FX Weapon Hit Cleaning Up Active8388708', 'Zooming Mod91164304', 'DS9FX Load Trigger8388629', '__file__', '__builtins__', 'NanoFXTrigger8392982', 'TorpedoFired8388710', 'MLeoDaalder Detail Fix8388808', 'DS9FX Remove Dying Ships8388629', 'TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', 'Vent Plasma0', 'WeaponHit8388708', "MLeoDaalder's Nit Fix Warp Set8388807", 'DS9FX Game Start Cleaning Up Active8392982', '8388622', 'SovButtonTrigger8388629', 'DS9FXPrintOut8393018', 'SovWarpDegradingTrigger8388701', 'SovWarpResetTrigger8388622', 'DS9FX Ending8388610', 'DS9FX Explosion Cleaning Up Active8388687', 'DS9FX Restarting Trigger8388701', 'Proteus Name Check8388808', 'VP GUI Init8388808', '8392974']
Registering listener WALKFXGUI FoundationTriggers.8388629
['FTB Trigger8388629', 'GravityFX Exit Set Trigger8388703', 'AddShip8392981', '8392975', 'GravityFX Trigger8388701', '8388727', '8388729', 'Vent All Plasma0', 'GravityFX Obj Destroyed Trigger8388687', 'RemoveShip8388687', 'SDT Trigger8388808', 'SovFixTrigger8388610', 'NanoFXBlinkers8392981', 'FTB Event Loop0', 'DS9FX Restart Trigger8392982', '__name__', 'Thrusters8392990', '8388629', 'ThrustersPart28388629', 'DS9FX Weapon Hit Cleaning Up Active8388708', 'Zooming Mod91164304', 'DS9FX Load Trigger8388629', '__file__', '__builtins__', 'NanoFXTrigger8392982', 'TorpedoFired8388710', 'MLeoDaalder Detail Fix8388808', 'DS9FX Remove Dying Ships8388629', 'TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', 'Vent Plasma0', 'WeaponHit8388708', "MLeoDaalder's Nit Fix Warp Set8388807", 'DS9FX Game Start Cleaning Up Active8392982', '8388622', 'SovButtonTrigger8388629', 'DS9FXPrintOut8393018', 'SovWarpDegradingTrigger8388701', 'SovWarpResetTrigger8388622', 'DS9FX Ending8388610', 'DS9FX Explosion Cleaning Up Active8388687', 'DS9FX Restarting Trigger8388701', 'Proteus Name Check8388808', 'VP GUI Init8388808', '8392974']
Registering listener TechExpansion FoundationTriggers.8388629
['FTB Trigger8388629', 'GravityFX Exit Set Trigger8388703', 'AddShip8392981', '8392975', 'GravityFX Trigger8388701', '8388727', '8388729', 'Vent All Plasma0', 'GravityFX Obj Destroyed Trigger8388687', 'RemoveShip8388687', 'SDT Trigger8388808', 'SovFixTrigger8388610', 'NanoFXBlinkers8392981', 'FTB Event Loop0', 'DS9FX Restart Trigger8392982', '__name__', 'Thrusters8392990', '8388629', 'ThrustersPart28388629', 'DS9FX Weapon Hit Cleaning Up Active8388708', 'Zooming Mod91164304', 'DS9FX Load Trigger8388629', '__file__', '__builtins__', 'NanoFXTrigger8392982', 'TorpedoFired8388710', 'MLeoDaalder Detail Fix8388808', 'DS9FX Remove Dying Ships8388629', 'TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', 'Vent Plasma0', 'WeaponHit8388708', "MLeoDaalder's Nit Fix Warp Set8388807", 'DS9FX Game Start Cleaning Up Active8392982', '8388622', 'SovButtonTrigger8388629', 'DS9FXPrintOut8393018', 'SovWarpDegradingTrigger8388701', 'SovWarpResetTrigger8388622', 'DS9FX Ending8388610', 'DS9FX Explosion Cleaning Up Active8388687', 'DS9FX Restarting Trigger8388701', 'Proteus Name Check8388808', 'VP GUI Init8388808', '8392974']
Registering listener FPS FoundationTriggers.8388629
['FTB Trigger8388629', 'GravityFX Exit Set Trigger8388703', 'AddShip8392981', '8392975', 'GravityFX Trigger8388701', '8388727', '8388729', 'Vent All Plasma0', 'GravityFX Obj Destroyed Trigger8388687', 'RemoveShip8388687', 'SDT Trigger8388808', 'SovFixTrigger8388610', 'NanoFXBlinkers8392981', 'FTB Event Loop0', 'DS9FX Restart Trigger8392982', '__name__', 'Thrusters8392990', '8388629', 'ThrustersPart28388629', 'DS9FX Weapon Hit Cleaning Up Active8388708', 'Zooming Mod91164304', 'DS9FX Load Trigger8388629', '__file__', '__builtins__', 'NanoFXTrigger8392982', 'TorpedoFired8388710', 'MLeoDaalder Detail Fix8388808', 'DS9FX Remove Dying Ships8388629', 'TractorStartedHitting8388734', '__doc__', 'TractorStoppedHitting8388736', 'Vent Plasma0', 'WeaponHit8388708', "MLeoDaalder's Nit Fix Warp Set8388807", 'DS9FX Game Start Cleaning Up Active8392982', '8388622', 'SovButtonTrigger8388629', 'DS9FXPrintOut8393018', 'SovWarpDegradingTrigger8388701', 'SovWarpResetTrigger8388622', 'DS9FX Ending8388610', 'DS9FX Explosion Cleaning Up Active8388687', 'DS9FX Restarting Trigger8388701', 'Proteus Name Check8388808', 'VP GUI Init8388808', '8392974']
Advanced Technologies 3 Enabled
   QuickBattle Mode Activated
Initiating ATP Payload Listener
Player has no Corbonite Reflector
Assigning default capacity
Assigning default recharge rate
Setting Stock System Planets Random Density.
DS9FX: Kobayashi Maru Pimped is Installed. Deleting DS9FX Docking Function!
####

####
DS9FX: You're not currently running a QB Mission. DS9 Set cannot be reached by Warp!
####

####
Traceback (innermost last):
  File ".\Scripts\Custom\QBautostart\AddShipGUI.py", line 588, in CreateAddShipsWindow
    CreateWindowInterieur()
  File ".\Scripts\Custom\QBautostart\AddShipGUI.py", line 414, in CreateWindowInterieur
    BuildShipSelectWindow()
  File ".\Scripts\Custom\QBautostart\AddShipGUI.py", line 405, in BuildShipSelectWindow
    dict_sides[key].AddChild(pButton, 0, 0, 0)
KeyError: Birdofprey
####

#----------------------------------------------------------------------->>> Tue May 01 17:40:48 2007
#----------------------------------------------------------------------->>> Tue May 01 17:42:56 2007
####
added activation event for re-intergration sequence
Setting Stock System Planets Random Density.
Setting Stock System Planets Random Density.
DS9FX: QB Mission Mode Enabled. DS9 Set is reachable by Warp!
####

#----------------------------------------------------------------------->>> Tue May 01 17:45:04 2007
####
Setting Stock System Planets Random Density.
DS9FX: QB Mission Mode Enabled. DS9 Set is reachable by Warp!
####

####
Setting Stock System Planets Random Density.
DS9FX: QB Mission Mode Enabled. DS9 Set is reachable by Warp!
####

#----------------------------------------------------------------------->>> Tue May 01 17:47:12 2007
####
Setting Stock System Planets Random Density.
DS9FX: QB Mission Mode Enabled. DS9 Set is reachable by Warp!
####

####
Setting Stock System Planets Random Density.
DS9FX: QB Mission Mode Enabled. DS9 Set is reachable by Warp!
####

####
Setting Stock System Planets Random Density.
DS9FX: QB Mission Mode Enabled. DS9 Set is reachable by Warp!
####

#----------------------------------------------------------------------->>> Tue May 01 17:49:20 2007
####
Setting Stock System Planets Random Density.
DS9FX: QB Mission Mode Enabled. DS9 Set is reachable by Warp!
####

#----------------------------------------------------------------------->>> Tue May 01 17:51:28 2007
#----------------------------------------------------------------------->>> Tue May 01 17:53:36 2007

And, maybe more importantly:
Is your Floating Crew problem fixed now?

Yes, it is. Thanks.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on May 01, 2007, 12:07:51 PM
I don't see any BP related issue in there.

The only real error I see is that somewhere there is a reference to "Birdofprey" which might need to be: "BirdofPrey" or "BirdOfPrey".
Title: Re: Core Gold - BPCore v2
Post by: bsilver2988 on May 01, 2007, 04:42:23 PM
my game seems to be crashing every now and then when i abort the game then restart quickbattle.  something tells me tho that it has nothing to do with either bp or ds9.  my graphics card does some funny things when it's overloaded..lol

i should add tho that if you read the ds9fx manual (30 pages i know..i didnt want to either)..the floating crew problem was referenced in it and a solution was given (reinstall bpcore)

about releasing another intrepid bridge beta...good idea also because it might help nail down the ceiling lightmap issue.

Title: Re: Core Gold - BPCore v2
Post by: JimmyB76 on May 01, 2007, 05:25:54 PM
I don't see any BP related issue in there.

The only real error I see is that somewhere there is a reference to "Birdofprey" which might need to be: "BirdofPrey" or "BirdOfPrey".
lol - thats exactly what i said, over at BCS, in reguards to his issue :)
Title: Re: Core Gold - BPCore v2
Post by: anubitus on May 01, 2007, 05:56:42 PM
hi,

i also have this little 1-second lag problem mentioned a few posts above, i think its a red/yellow alert related problem cos the game lags whenever the lights light up or go off while in red alert mode.. dont have this problem in green alert.. i dont have it from the start, only if im playing in red alert for bout 5 mins or so.. i noticed this in the galaxy bridge and the intrepid bridge.. i have it on both the older version of the core and the gold core..

also when i am in red alert and change back to green alert, sometimes the red lights stay on.. the normal lights go on but the red lights dont go off..
this i have seen on most bridges.. i had this from befor i had DS9FX installed so i dont think it got anything to do with that..
Title: Re: Core Gold - BPCore v2
Post by: Billz on May 02, 2007, 06:29:03 AM
also when i am in red alert and change back to green alert, the red lights stay on.. the normal lights go on but the red lights dont go off..
this i have seen on most bridges.. i had this from befor i had DS9FX installed so i dont think it got anything to do with that..

Im having this problem sometimes aswell. Also, tried turning BP off and it didnt make a difference, still get the '1-second' lag thing.
Title: Re: Core Gold - BPCore v2
Post by: MLeo on May 02, 2007, 06:35:02 AM
Ok, have you tried physically disabling the BP Core?

You can do this by going to scripts/Custom/Autoload and temporarly moving the following 2 files to somewhere other than BC:
000-Fixes20040612-LCBridgeAddon.py and:
000-Fixes20040612-LCBridgeAddon.pyc

Restore BC after you have tested it.
Title: Re: Core Gold - BPCore v2
Post by: anubitus on May 02, 2007, 08:09:41 PM
i have tried it now, and all i get is a black screen with the BC cursor on the screen..
i tried putting em back, disabeling the core and removing the files again, it gave the same effect, the game wont load..

on a side note: after the first core was released, there have been several other releases wich where related with the core, like BPSounds.. i tried installing that but the game just crashed when it tried to load the sov bridge.. is this module included in the gold core..? and what bout the enta1 5 sounds, nemesissovereign sounds and Defiant sounds packs..? tried installing the nemesissovereign sounds btw (with the gold core installed, whitout installing the BPSounds module) and the game crashed too..

sry for having so much questions  :)

u guys rock..
Title: Re: Core Gold - BPCore v2
Post by: MLeo on May 04, 2007, 04:11:07 PM
BP Sounds is included (and fixed) in this release.

If you get a BSOD, then get us a console report, and we will all be the wiser.
Title: Re: Core Gold - BPCore v2
Post by: Mario on May 06, 2007, 07:06:14 AM
Quote
Well I dont know if its a BP related problem. But sometimes, when laying quickbattle, after blowing up the enemy ships, my ship gets stuck in red alert mode (kinda).

Explanation:
Blow up enemy ships, switch to green alert mode but the red alert mode textures stay on. When that happens I still get that 'lag for 1 second' thing I mentioned before. Happens often when playing DS9FX.

By the way, thanks for telling me how to fix that intrepid bridge thing only now when I look at the console between the chairs, it lags something awful.

DS9FX shouldn't cause that, as for the memory cleaning process, you can always shut it down. Stabilize BC: Off

Quote
No, but another now: After starting a DS9FX mission, BC crashed.
Try disabling the intro movies, might work.

Title: Re: Core Gold - BPCore v2
Post by: anubitus on May 09, 2007, 06:49:51 PM
BP Sounds is included (and fixed) in this release.

nice to hear..  :D Do i need to install the seperate bridge soundpacks..? like the enta1 5 sounds, nemesissovereign sounds and Defiant sounds packs..?

If you get a BSOD, then get us a console report, and we will all be the wiser.

i only get that BSOD when i try to physically dissable the core by removing those files you mentioned few posts up.. i just put em back and i dont get that BSOD anymore..
Title: Re: Core Gold - BPCore v2
Post by: MLeo on May 10, 2007, 04:51:17 AM
I guess I forgot to check in the addons if BP Core was installed. ^_^'

Still, disabling the BP Core through the UMM menu should simply be the same.
Title: Re: Core Gold - BPCore v2
Post by: FekLeyr Targ on July 19, 2007, 05:04:43 AM
I'm glad to say that I haven't found more bugs, yet.
And I'm also glad to say that I have more fun with the bridges than before.