Bridge Commander Central
BC Forums => BC Bridge Modding => Topic started by: Mark on January 28, 2007, 07:46:49 AM
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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:
- Improved texture animation system - runs smoother and supports more animations
- Support for animations at alert
- Added support for MVAM maps
- Added support for uniform swapping (seperate module)
- Added implicit bridge system
- Finished BPSounds (seperate module)
- Finished BPStatic (seperate module)
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YAY! Awesome!
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cool, very nice Mark.
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Great news. :D;)
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yah, great news :)
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Sounds awesome :)
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sounds good to me!
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Excellent news indeed.
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Talking about a lot of new features! Way to go, guys!
G.
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I shall be waiting (although it will be hard) :D
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Sounds sweet!
Btw, that logo looks really bronze. :P
EDIT:
LOL Oh, you're an *ss, Mark. :P
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Sounds sweet!
Btw, that logo looks really golden. :P
thanks
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i could add this to BCFiles news, if thats ok? unless you rather it be on the low-key for now?
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if bcfiles people want to find out they can visit the forums - thats what theyre here for
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true enough :)
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Kew'beans 3E, looking extremely forward to this one! I'm sure you guys will once again outdo yourselves when this is released :)
Roger
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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.
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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.
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. ;)
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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:
- BP Core Gold
- MVAM Maps
- BP Sounds
- Static FX
We have been testing this for a while so it should work perfectly. Please let us know of any problems
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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.
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I can tell you this. I've run through nearly every feature. Took me an hour. No CTDs so far.
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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.
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BPCore won't mess with any characters.
And BPUniforms (not included) doesn't change menu's. With the exception of the QB Setup menu.
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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...
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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.
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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
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yes I am >_>
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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??
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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:
- Sovereign Revamp
- Galaxy Revamp
- Prometheus
- Miranda
- Nebula
- Ambassador
- Enterprise A
- Galor
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.
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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.
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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 ;)
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This might sound a stupid question, but what exactly is mvam texture swapping?
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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?!?!?
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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.
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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.
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Remember in the series that they remained?
Well, this is also the case here.
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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.
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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.
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Could you elaborate on that a bit?
Though, I did just noticed a typo in the scripts. <_<
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Can you grab me on MSN at some point Mleo on an unrelated matter. Cheers! :D
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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.
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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).
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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.
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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.
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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?
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I did - then re-enabled the bridge plugin in the UMM which fixed it. is it on?
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i didnt have any issues of floating crew...
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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).
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yea sure thing :)
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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)?
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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?
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if it only occurs when you turn off nanofx2, that sounds like some kind of dependancy on NFX
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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.
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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
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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...
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no its not up there..its not on the new updates list
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hmm... i thought it was up there...
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its posted but its hidden from the front page, and it will be ready when its ready.
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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
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can someone with the "no nanofx = mid air crew" bug post a console report, i cant replicate the problem.
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i have it - there is nothing special in my console
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how do i a test, i know i press ` then type in a word but i cant remeber what it was testmode?
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http://teamlynxifer.co.uk/bcc/index.php/topic,57.0.html
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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
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managed to recreate the error, nothing in console that is relevant, this is what i did:
- Installed BC
- Installed patch 1.1
- Installed Foundation
- Installed bpcore (current release)
- Installed Intrepid Bridge (i was testing a new animation filter)
- Installed BPCore Gold
The error occurs on all third party bridges.
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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:
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:
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.
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my 000-Fixes20030221.py file has the < already. And I've also renamed Intrepid into BP. No effect to the crew floating problem.
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Well, that most definitly was the problem for the install Mark described (yes, I've reproduced it that way as well).
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fraid you will have to wait till i get home next weekend before we can put out the new beta.
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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.
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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.
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Could you rar (or ace or preferably 7zip) your scripts directory (without NanoFX or ATP3) and send it to me?
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Could you rar (or ace or preferably 7zip) your scripts directory (without NanoFX or ATP3) and send it to me?
On it's way.
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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?
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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.
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i will release an updated beta tonight, when ive eaten :P
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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.
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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?
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here goes guys, lemme know if this fixes it.
http://www.mdward.f2s.com/BridgePluginCore.rar
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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?
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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?
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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.
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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.
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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.
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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
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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
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We're looking into it.
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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 !!!!
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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 :)
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The console between the captains and XO chair on Intrepid v3 still wont move.
Ive installed the BP Gold 3 beta you posted above.
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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.
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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
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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
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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.
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cummon ppl, help us out here - everyone posts when theres a problem, but no1 posts when things are ok.
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well it works great for me...but then i never had the problem...excellent job guys
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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.
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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?
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1 GB DDR2 Ram
Pentium 4 3.06ghz Processor
X1900XTX 512mb Radeon Video Card
1600x1200 Res Monitor
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so next question, what are you doing when you get this lag? outside of the bridge i mean
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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)?
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so next question, what are you doing when you get this lag? outside of the bridge i mean
Just flying along.
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.
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try going to yellow alert from green alert and tell me if it lags out...
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Also, what bridge are you using?
Mark - he said intrepid :P
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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.
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Then have you tried turning it off?
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That's very strange. Then I was beta tester of DS9FX and tested it, I had no problems with it.
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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?
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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
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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.
-
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".
-
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.
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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 :)
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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..
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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.
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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.
-
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..
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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.
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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
No, but another now: After starting a DS9FX mission, BC crashed.
Try disabling the intro movies, might work.
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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..
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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.
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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.