Bridge Commander Central

BC Forums => BC Bridge Modding => Topic started by: MLeo on July 26, 2006, 06:35:13 PM

Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on July 26, 2006, 06:35:13 PM
Welcome to the next installment of the Bridge Plugin system:

(http://img178.imageshack.us/img178/2919/uniform1yv5.jpg)

That's right, a module that will allow you to change the uniforms on the bridges. Be it based on uniform pack, picked by the bridge you use or the ship your are using or a mixture of the lot!

What's even better, you can change the configuration while you are changing the armada you are playing with and against!

At the end, I will post the features and how far they are.

Last update: 2006-08-20

For now, here are some screenshots of the module in progres.
I currently don't have screenshots of the main menu configuration area, but it's rather the same than the one posted below, just a lot more room to look.:P
The reason I couldn't make them was that I forgot them in the first place and the temperature control shut my computer down while I was preparing to go back to the main menu after my screenshot run ingame.
I may try tomorrow after my comp has had a change to properly cool off.

Ok, here are some screenshots after some configuration beforehand, firstly setting the "global" uniform pack to Borg (BP Uniform version of LC's uniforms, not sure if he is ever going to release them). And then changing the uniform of Kiska to Romulan (adapted from Oscar's Romulan uniforms, which started all my uniform adventures in the first place, I aparantly forgot to copy a texture or made a typo in the uniform plugin) and I set Felix to the first uniform test (changing Felix into Data) this will be removed for the final version.
The voice of "Nothing to report" is also changed.

(http://img48.imageshack.us/img48/271/screenshot000mj2.th.png) (http://img48.imageshack.us/my.php?image=screenshot000mj2.png) (http://img48.imageshack.us/img48/1143/screenshot001sq4.th.png) (http://img48.imageshack.us/my.php?image=screenshot001sq4.png) (http://img48.imageshack.us/img48/8826/screenshot002yr3.th.png) (http://img48.imageshack.us/my.php?image=screenshot002yr3.png)

Then I started to change the configuration.
I've made the menu's act so that when you select an uniform pack, all the subsequent uniforms (that are in the pack) will also be changed, in real time. I show you that by first checking Brex's uniform first (it's set to Borg) then to show you that I changed it, and then going back, still having the menu open.

(http://img48.imageshack.us/img48/707/qbmenu1wh2.th.png) (http://img48.imageshack.us/my.php?image=qbmenu1wh2.png) (http://img48.imageshack.us/img48/5716/qbmenu2ji8.th.png) (http://img48.imageshack.us/my.php?image=qbmenu2ji8.png)  (http://img48.imageshack.us/img48/3909/qbmenu3nn8.th.png) (http://img48.imageshack.us/my.php?image=qbmenu3nn8.png)
(http://img48.imageshack.us/img48/8086/qbmenu4rw7.th.png) (http://img48.imageshack.us/my.php?image=qbmenu4rw7.png)   (http://img484.imageshack.us/img484/6259/qbmenu5da7.th.png) (http://img484.imageshack.us/my.php?image=qbmenu5da7.png)(http://img59.imageshack.us/img59/5967/qbmenu6xt8.th.png) (http://img59.imageshack.us/my.php?image=qbmenu6xt8.png)

All that made the crew change to the Romulan Crew pack.
Which is shown in the following 3 screenshots:
(http://img48.imageshack.us/img48/8205/screenshot003qt0.th.png) (http://img48.imageshack.us/my.php?image=screenshot003qt0.png)  (http://img48.imageshack.us/img48/5986/screenshot004nj3.th.png) (http://img48.imageshack.us/my.php?image=screenshot004nj3.png)  (http://img48.imageshack.us/img48/2269/screenshot005xl4.th.png) (http://img48.imageshack.us/my.php?image=screenshot005xl4.png)

Here are some SP shots (taken in various stages of progress):
(http://img221.imageshack.us/img221/6117/anothersmalluniformsuccessen2.th.png) (http://img221.imageshack.us/my.php?image=anothersmalluniformsuccessen2.png) (http://img124.imageshack.us/img124/1213/morespun2.th.png) (http://img124.imageshack.us/my.php?image=morespun2.png) (http://img137.imageshack.us/img137/6127/smalluniformssuccessul8.th.png) (http://img137.imageshack.us/my.php?image=smalluniformssuccessul8.png)

Latest SP screenshots (reasonably finnished I would say):

(http://img201.imageshack.us/img201/5004/sp1bf3.th.png) (http://img201.imageshack.us/my.php?image=sp1bf3.png) (http://img201.imageshack.us/img201/7013/sp2xm8.th.png) (http://img201.imageshack.us/my.php?image=sp2xm8.png) (http://img201.imageshack.us/img201/103/sp3hr4.th.png) (http://img201.imageshack.us/my.php?image=sp3hr4.png)  (http://img201.imageshack.us/img201/9177/sp4mc2.th.png) (http://img201.imageshack.us/my.php?image=sp4mc2.png)
(http://img237.imageshack.us/img237/604/sp5yy2.th.png) (http://img237.imageshack.us/my.php?image=sp5yy2.png) (http://img237.imageshack.us/img237/6933/sp6zl2.th.png) (http://img237.imageshack.us/my.php?image=sp6zl2.png) (http://img237.imageshack.us/img237/6159/sp7ka8.th.png) (http://img237.imageshack.us/my.php?image=sp7ka8.png) (http://img237.imageshack.us/img237/7201/sp8rb2.th.png) (http://img237.imageshack.us/my.php?image=sp8rb2.png)


Uniforms are currently defined as a pack (optional) and as a character based uniform. You can use the default uniforms as a template (code will be shown how to do that easily) or you can define all required information.


Some information on how to make a new uniform for this can be found here (http://www.teamlynxifer.co.uk/bcn/viewtopic.php?p=976#976) (it's a reply in this thread)
It needs updating because there have been some new features added to the package.

Information about the Beta can be found here (http://www.teamlynxifer.co.uk/bcn/viewtopic.php?p=2472#2472)



Feature/todo list:
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MickJo on July 26, 2006, 06:39:53 PM
You 3E guys never cease to amaze me...
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Shinzon on July 26, 2006, 06:48:20 PM
wow awesome work
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: JimmyB76 on July 26, 2006, 06:55:19 PM
awesome!!!!   :D
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on July 26, 2006, 07:00:20 PM
Nice that you all like it!


To be honest, I've been stuck with that single bug for a while now. :(
Though, if I hadn't, you wouldn't have had the ability to change things in the main menu, nor would have a bridge or ship specific "uniform" and now a random uniform, with the possibility of having implicit uniforms in the future.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: blaXXer on July 27, 2006, 05:25:04 AM
wow! I'm amazed.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on July 27, 2006, 06:09:58 AM
Shameless self promotion wrapped in a small update:

Be sure to check out the scripting forum for 2 mods I made yesterday, related to ATP and Foundation Technologies.


Now for the update, I've been working on the ability to specify uniforms on a per character basis, it would seem it requires the implicit uniforms to do it better.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Legacy on July 27, 2006, 07:55:00 AM
Well, Leo, you never cease to amaze me.

The only bit of info I have about it, you already know, is that really noone else could manage the characters in the bridge without destroying them, which is at least, a unstable procedure.

I also really like the new menu you added to it.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on July 27, 2006, 11:17:35 AM
Another little update, here is the UMM based menu, as you can see, exactly the same as the in QB menu (same function as a matter of fact), just a little spacier.

(http://img77.imageshack.us/img77/1701/screenshot006ar1.th.png) (http://img77.imageshack.us/my.php?image=screenshot006ar1.png)


Also, finnished the implicit functions, but I need to test them first, of course.
Another little bug has enterd the system, the implicit uniform packs don't show up in the pack list, they do in the crew menu's.
That shouldn't be anything too serious though.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on July 27, 2006, 01:30:07 PM
Well, another update, fixed the bug I mentioned before, a simple logic error.:P

The list above is updated.



Finalized the Implicit Uniforms, it's a bit more complex than I wanted it to be, but it's managable for uniform makers.

The Random uniform works, or at the very least appears to be working. ;)
I think that having 1 full uniform and 2 character uniforms aside for the 3 implicit ones (which make use of the other uniforms) and the default uniform, it's not bad.

There has been a new issue that I just noticed, the crew with the default uniform look like Vulcans (the head nif is Vulcan). Which gives a strange effect. The thing is, it shouldn't happen.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Glenn on July 27, 2006, 03:32:18 PM
Nice Job MLeo, this is quite a project. I will be keeping an eye on this one!! :)
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: BCDS on July 27, 2006, 03:56:40 PM
Absolutely fantastic, but one questions whether it borders on revolutionary  :wink:
Still pretty aussome though.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Nebula on July 27, 2006, 04:51:55 PM
OMG thats sweet
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on July 27, 2006, 07:05:44 PM
It seems like I, somehow, fixed the bug that's worse than a googleplex of cochroaches...

I basicly did this:
Code: [Select]
if sName == "XO":
QB.g_bAddedUIHandlers = 0
QB.BuildDialog()

# Remove the simulation menus
pMenu = pCharacter.GetMenu()
pButton = pMenu.GetButtonW(QB.g_pMissionDatabase.GetString("QuickBattle Configuration"))
if pButton: pMenu.DeleteChild(pButton)

pButton = pMenu.GetButtonW(QB.g_pMissionDatabase.GetString("Start Simulation"))
if pButton: pMenu.DeleteChild(pButton)

pButton = pMenu.GetButtonW(QB.g_pMissionDatabase.GetString("End Simulation"))
if pButton: pMenu.DeleteChild(pButton)

pButton = pMenu.GetButtonW(QB.g_pMissionDatabase.GetString("Restart Simulation"))
if pButton: pMenu.DeleteChild(pButton)

# And recreate them
QB.CreateSimulationMenus()

When I was creating a crew member to fix the issue.
It's not perfect, yet, I now have double buttons, but that should be anything to serious.


Now, I'm going to show you how the Random Uniform works.
Just for fun.:P

Code: [Select]
class RandomUniformDef(ImplicitUniformDef):
def GetAllCharacters(self):
return -1
def GetUniformForCharacter(self, char, oBridgeInfo, pBridgeSet, Plug):
global dCharacters
# Pick a random uniform from the list
oPickedUniform = None
Random = lambda iMax : int(App.g_kSystemWrapper.GetRandomNumber(iMax * 1000) / 1000)
while(1):# Fake a "do while" loop
oPickedUniform = dCharacters[char][Random(len(dCharacters[char]))]
if oPickedUniform.name != "Random Uniform " + char:
break
return oPickedUniform

oRandomUniform = RandomUniformDef("Random Uniform")

It's an incentive for you to create your own implicit uniform.;)

A little run down of what I'm doing there.
I inherit from the class ImplicitUniformDef (which can be found in Foundation.py _after_ you installed the mod).
This function requires you to implement 2 functions (otherwise you get a NotImplementedError). As you can mostlikly see they are GetAllCharacters and GetUniformForCharacter.

GetAllCharacters returns a value or a list.
The possible values are -1 for when this uniform pack has (possible) uniforms for all characters and 0 (or None) if there aren't any Characters.
Yes, this has an use. This is for when you want to have a pack with diffrent implicit uniforms for diffrent characters.

Or it returns a tuple (which is similar to a list, but it's started and ended by the ( and ) symbols) with all the names of the Characters (such as Tactical or XO or MaleExtra1) that it has uniforms for.


I have a feeling you are more interrested in how to create your own, explicit, uniform.

This is an example of the default BC uniform for Tactical:
Code: [Select]
dDefaultTacticalUniformConfig = {
"DisplayName": "Felix",
"NIFs": ["BodyMaleL/BodyMaleL.nif", "HeadFelix/felix_head.nif"],
"Textures":["BodyMaleM/FedGold_body.tga", "HeadFelix/felix_head.tga"],
"Size": App.CharacterClass.LARGE,
"Gender": App.CharacterClass.MALE,
"RandomAnimationChance": .75,
"BlinkChance": 0.1,
"Module": __import__("Bridge.Characters.Felix"),
"BlinkStages": {"Blink0": "HeadFelix/Felix_blink1.tga",
"Blink1": "HeadFelix/Felix_blink2.tga",
"Blink2": "HeadFelix/Felix_eyes_close.tga"},
"FacialAnimation": {
"SpeakA": "HeadFelix/Felix_head_a.tga",
"SpeakE": "HeadFelix/Felix_head_e.tga",
"SpeakU": "HeadFelix/Felix_head_u.tga"},
"MenuName": "Tactical",
"NothingToAddLine": "FelixNothingToAdd",
"Custom": """pCharacter.AddAnimation("Place", "Bridge.Characters.CommonAnimations.Standing")
pCharacter.SetLocation("")
pCharacter.SetAudioMode(App.CharacterClass.CAM_EXTREMELY_VOCAL)
pCharacter.SetStanding(0)""",
"Type": BRIDGE_CREW_MEMBER,
"sCharacter": "Tactical"
}


Don't worry, you don't need everything.:P
This is all the required information, but I'm providing you ways to copy it.
Now, this isn't all there is to it.

There are 2 ways to add this to a pack.
One ways is to put it in a Character Uniform (which is used for a single uniform for a single crew member, but can be used in a pack).
Code: [Select]
oBCDefaultFelix = CharacterDef("Default BC Uniform Tactical", dDefaultTacticalUniformConfig)
Something you should notice is the following:
"Default BC Uniform Tactical"
The underlined part denotes the uniform, and the bold part the character. They are seperated by a single whitespace.

Don't worry, this isn't the real identifier for a character, but it is used later for the menu's, so this is a requirement.

That's it for a, single, Character Uniform. Please note, this uniform is already included (it's always included).


If you want to put that, single, uniform in a pack, then that's also possible:
Code: [Select]
oDefaultBCUniform = UniformDef("Default BC Uniform",
dict = {"Characters": {
# Bridge Crew
"Engineer": Foundation.dDefaultEngineerUniformConfig,
"Tactical": { "Object": oBCDefaultFelix,},# Test to see if the linking works...
"Helm": Foundation.dDefaultHelmUniformConfig,
"Science": Foundation.dDefaultScienceUniformConfig,
"XO": Foundation.dDefaultXOUniformConfig
}
})


And that's all of the bridge crew in a pack.
You may notice that the Tactical key is a so called "object", that links an existing Character Uniform to the uniform pack. This is also part of why the name is important, the mod identifies the character uniforms with that.
And this in turn is used in the menu.

The other ways is to put it directly in an uniform pack.
Which you can do in 2 ways, the direct direct way, and the direct way.
The latter is already shown in the code above.
Let's use an example in the following line, I assign Foundation.dDefaultXOUniformConfig to the "XO" key, Foundation.dDefaultXOUniformConfig is a so called dictionary (hence the d) and the structure is that of key-value pairs (remember the big daunting list with info on Felix? That's a dictionary).

Code: [Select]
"XO": Foundation.dDefaultXOUniformConfig
Now, you may wonder about the Foundation. being prefixed to the dDefaultXOUniformConfig, but I'll get back to that later.

The direct direct way is simply bypassing a variable, and put the { Some info } directly there instead of the, in case of the example, Foundation.dDefaultXOUniformConfig. I'm not going to post that here. It would just use a lot of space and I think it's straight forward enough.


To get back to the easy doing your own explicit uniforms, without the daunting list of things you need to fill in.
This is where the Foundation prefix I mentioned earlier comes in.

<Big>I would like to seriously note that I only did the Foundation prefix, which I'll get back to in a minute, is only something to make everything a bit easier to access. All relevant classes (UniformDef, ImplicitUniformDef, ImplicitUniformPlaceholderDef, CharacterDef, ImplicitCharacterDef and CharacterDefDummy) are accessable through Foundation.py, that is, after the mod is installed. The use for this will get clear soon. But it is not intended that _everyone_ does this for their uniforms, nor will any uniform from my hand (aside for the Default BC Uniform, which basicly is just the stock uniform) do this. Thank you for bearing with me.</Big>

You can access the Default BC Uniform dictionaries for all the bridge crew (and Extra's, and some of the other SP characters, but this might be removed in the future) through Foundation.py.
Let's take a look at a simple uniform that changes the head texture for Saffi.

The first thing I will do is create a dictionary (after creating a file in scripts/Custom/Autoload and importing Foundation).
Code: [Select]
dNewSaffiUniform = {}
That creates a new dictionary, you could optionally put something in there already, but it would be a waste of time since we are going <code>update</code> it with the default BC Uniform of Saffi.

Code: [Select]
dNewSaffiUniform.update(Foundation.dDefaultXOUniformConfig())
Oh, btw, I've named all the dictionaries systematicly.

That will cause whatever is in dDefaultXOUniformConfig to be copied to our dNewSaffiUniform.

Next we want to update the head texture.
Remember that big daunting list? Well, almost every system works on a set of clearly defined interfaces, BP Uniforms is no exception.
In case of the uniforms it's the required information that it needs to recreate the correct character.
I'll provide all the required, and optional, information later.

Now, say we want to change Saffi's head texture to that of Data's, then we need to do this:
Code: [Select]
dNewSaffiUniform["Textures"][1] = "HeadData/data_head.tga"

Please note that the head nif will still be Saffi's, but jus a diffrent texture applied to it, but this is just about having a little example.

Next we want to create our character uniform from our dictionary with character information.
We do that by doing this:
Code: [Select]
oNewSaffiUniform = Foundation.CharacterDef("New Saffi Uniform XO", dNewSaffiUniform)

And that will create an uniform called New Saffi Uniform in the XO's menu.

The entire file will now say this:
Code: [Select]
import Foundation

dNewSaffiUniform = {}
dNewSaffiUniform.update(Foundation.dDefaultXOUniformConfig())
dNewSaffiUniform["Textures"][1] = "HeadData/data_head.tga"
oNewSaffiUniform = Foundation.CharacterDef("New Saffi Uniform XO", dNewSaffiUniform)



Now, say you want your uniform to be compatible with BC installs that don't have BP Uniforms installed. You can still use the old way with Overrides, but you can use the old way as a fall back mechanism.

You would first have to do your uniforms the old way (with the mutator and overrides).

Say, that the file looks like this:
Code: [Select]
import Foundation

mode = Foundation.MutatorDef("New Saffi Uniform")

<Your>


Then, remember when I said I put all the classes in Foundation, so they could be more easily used?
Well, we can use that piece of information here.

We change our file to represent this:
Code: [Select]
import Foundation

if hasattr(Foundation, "UniformDef"):

else:
mode = Foundation.MutatorDef("New Saffi Uniform")

<Your>


That will check to see if BP Uniforms is installed.
And if it isn't then it will present the end user with a mutator.

We are not entirely finnished here yet, we are missing the BP Uniforms code from that plugin!

In the end, it looks like this:
Code: [Select]
import Foundation

if hasattr(Foundation, "UniformDef"):
dNewSaffiUniform = {}
dNewSaffiUniform.update(Foundation.dDefaultXOUniformConfig())
dNewSaffiUniform["Textures"][1] = "HeadData/data_head.tga"
oNewSaffiUniform = Foundation.CharacterDef("New Saffi Uniform XO", dNewSaffiUniform)
else:
mode = Foundation.MutatorDef("New Saffi Uniform")

<Your>


That's our final plugin (well, not final, but you get the idea).



Ok, last stop, the interface on how to make your own explicit uniform (I think that the people who want to make implicit uniforms have enough information to go on. But feel free to ask if it hasn't).

I will present you all the information that the plugin can use.

Let's hope tables are allowed.

Attribute:Type of value:Optional:Description:
FullPath1 or 0Yes, defaults to 0If FullPath is 1, then it will expect that the nifs and textures are from the BC root, instead of the usual data/Models/Characters/(Heads/Bodies)(Detail)/
DisplayNameA string (text)Yes, it defaults to names like "Tactical" or "Helm"It's the name of the Character that is to be displayed, for example "Felix" or "Kiska"
NIFsA list (denoted with [ and ]) containing 2 stringsNo2 strings which respectively are the body nif and the head nif, the path is influenced by FullPath
TexturesA list (denoted with [ and ]) containing 2 stringsNo2 strings which respectively are the body and the head texture, the path is influenced by FullPath
SizeA decimal numberYes, defaults to 0.75This number represents the height of a character (rather, the scale of it)
GenderEither App.CharacterClass.MALE or App.CharacterClass.FEMALEYes, defaults to App.CharacterClass.MALEDefines the Gender of the character, I currently don't know (or remember) the effect of it on the game
RandomAnimationChanceA decimal number between 0 (never) and 1 (always)Yes, defaults to 0.75This number represents the chance of the character doing a random action (like pushing some buttons)
BlinkChanceA decimal number between 0 (never) and 1 (always)Yes, defaults to 0.1This number represents the chance of the character to blink
ModuleAn imported moduleTechnicly no, practicly yes, more info later thoughThis is partly the reason why it's possible to have backwards compatible uniforms. The new uniform system still needs a character files for things like LoadSounds (and in some cases, Liu and Graff for example, Breath and some other functions), the requiredness is in case of most uniforms not existent, atleast, if you update from an existing uniform, since they already have the module part set for their respective characters. But if you want to update things like LoadSound as well, then you need to create a new module for your character (if you need to just update LoadSounds for example, contact me for a way to do this easier)
BlinkStagesA dictionary with spefic keys/valuesYes, defaults to an empty dictionaryIf this dictionary is left empty (or there is a naming mistake) then it will cause your character not to blink. Normally, there are 3 blink stages. The naming is as following, the key is the word: "blink" with a number appended to it, the first blink stage is blink0, the second blink1, etc, etc. Now, the value is the path to the texture for that blink stage, this path is also affected by the FullPath attribute. Please try to keep it in order (as you add it) from 0 to n
FacialAnimationA dictionary with spefic keys/valuesYes, defaults to an empty dictionaryIf this dictionary is left empty then it will cause your character not to speak animated (the sound will play, it just won't change the textures to make it look speaking). There are just 3 possible (atleast, as far as I know it, if anyone has successfully tried otherwise, please let me know) keys, SpeakA, SpeakE and SpeakU. Their respective values are the paths to the textures, this path is affected by the FullPath attribute
MenuNameA string (text)Yes, defaults to the name of the character (Tactical, Helm, etc)This attribute holds the name of the menu that belongs to this character. It must be one found in the Bridge Menus tgl, or it will generate a None value which causes problems in the scripts. If you have a diffrently named menu for this character, then you need to use the Custom attribute to assign the correct menu to this character afterwards, but this field must be correct in the first place.
NothingToAddLineString (text)Yes, defaults to NoneThis attribute holds the name of the "Nothing to add" line of the character and only the standard crew have these. If it's not None, then it will get the Game database and use that to load the sound into the game. If you are basing your new uniform of the existing crew, then you don't need to worry about this attribute
CustomString (text)Yes, defaults to NoneThis attribute can hold custom code that needs to be run for a character. Some of the default uniforms use this to work properly (2 of them are Tactical and Engineering, those are just of the standard bridge crew, there are a couple of guest characters as well that use this). The code is in text format (to do this easy, just write your code, and put """ before and after it, and put that entire part in your dictionary, don't worry, it will work, pCharacter will be a valid variable which will hold the new character) and it will be evaluated in the code.
TypeOne of 3 valuesYes and noType is one of 3 values, namely: "BRIDGE_CREW_MEMBER", "EXTRA_CREW_MEMBER" or "GUEST_CREW_MEMBER", these values are all found in Foundation and are accessed through (for example) Foundation.BRIDGE_CREW_MEMBER. The value is optional if you base your uniform through an existing uniform (through update), otherwise, it's a not optional attribute


Well, this seems to be all the information you could possibly need.
But if you do have questions, feel free to ask.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Phaser on July 28, 2006, 07:25:02 PM
/\ Longest post ever made in the history of BCN/BCU. lol

Very nice work, MLeo!  This mod goes WAY above what I had imagined: Appropriate uniforms loading for each bridge.  Include that (which I think you did...you wrote a lot), and I'll be happy.  :D
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on July 28, 2006, 07:28:19 PM
Quote from: Phaser
/\ Longest post ever made in the history of BCN/BCU. lol

It's not even done yet.:P

Quote
Very nice work, MLeo!  This mod goes WAY above what I had imagined:

Thanks!

Quote
Appropriate uniforms loading for each bridge.  Include that (which I think you did...you wrote a lot), and I'll be happy.  :D

Check out the first post, what you describe is possible, I call it the "Default Bridge Uniform" (and a variant, "Default Ship Uniform").
But there isn't any automation (yet), it requires the bridge to define a variable which will be read by the "uniform".
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Tuskin38 on July 28, 2006, 11:08:53 PM
Awesome thos are the borg models from EF right? Lol someone needs to model the BC crew as borg. Also I think there a Locutas Model for EF i'm not sure.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on July 29, 2006, 05:38:03 AM
Quote from: Kori Barnes
Awesome thos are the borg models from EF right? Lol someone needs to model the BC crew as borg. Also I think there a Locutas Model for EF i'm not sure.

Not sure where LC got them from, but Locutus is also part of that uniform.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Mark on July 29, 2006, 06:25:30 AM
yes theyre from ef2, and yes we have ones for the normal crew, but no-1 has had time to import them to BC
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: cpthooker on July 29, 2006, 07:34:00 AM
that looks so cool, something i have been wanting for ages :D
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on July 29, 2006, 10:44:28 AM
Believe me, I know the feeling. ;)
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on July 29, 2006, 11:28:05 AM
Ok, I think I have put all the relevant information in that reply here (http://www.teamlynxifer.co.uk/bcn/viewtopic.php?p=976#976).

If you still have questions, feel free to ask.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Legacy on July 29, 2006, 12:34:05 PM
Yes, EF1 and EF2 models, but the Locutus is mine, based on EF2 Picard ;)

And Mleo.. exceptional work on it... and you know how i tried that before.. lol
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Tuskin38 on July 29, 2006, 10:58:01 PM
You should do a FC skin of Data like when he had the partial Skin on his face. That would be kinda cool.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Cube on July 30, 2006, 05:07:43 AM
Quote from: Kori Barnes
You should do a FC skin of Data like when he had the partial Skin on his face. That would be kinda cool.


Like one of the ones in the Nemesis Crew Pack?
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on July 30, 2006, 10:23:13 AM
I figured out my bug with the Vulcan heads.

I forgot that the update function is just a shallow copy. What this means in Python is that just the top level objects are copied.
So if the dictionary has a list item, then the list is copied. ___BUT___ not the individual items of the list. Now comes a dull part about references which I shall skip.

Ok, a bit to cryptic.
In short terms, if you just update a single element of a list (and not create a whole new list) you also update the source (so in this case the default uniforms). Which isn't exactly what the intention is.
I'm hoping to resolve this without changing my documentation or already made uniforms.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on July 31, 2006, 11:03:07 AM
Ok, I fixed the "Vulcan" bug I mentioned in my previous post.
There has been a little change in how you can use the default uniforms to base your new ones on.

Instead of doing this:
Code: [Select]
dNewTacticalUniform = {}
dNewTacticalUniform.update(Foundation.dDefaultTacticalUniformConfig)
<Your>

You need to do either this:
Code: [Select]
dNewTacticalUniform = {}
dNewTacticalUniform.update(Foundation.dDefaultTacticalUniformConfig()) #<<<< Note the () after dDefaultTacticalUniformConfig
<Your>

Or this:
Code: [Select]
dNewTacticalUniform = {}
Foundation.dDefaultTacticalUniformConfig.reverse_update(dNewTacticalUniform)
<Your>


The former is more intuitive (sp) than the latter (reverse logic is hard to understand and follow for some people, actually, it's "harder" for everyone to follow).


You need to pick either way (or do all the copying of the entries manually) because I encapsulated the dictionaries with a class.
Unfortunatly for me/us, Python (atleast 1.5.2, which is BC's version) won't allow any class that has the dictionary "interface" (all the functions that a dictionary has) to be used in the update function of a normal dictionary type (just other dictionaries).

This class is also made avaidable in Foundation under the name "CopyProtectedCharacterData", it acts as a normal dictionary, and can be used as a normal dictionary (just the update is a bit iffy if you need to update from it).


Also, I forgot to mention another attribute, so I've updated the big post (it's the Type attribute) when I was updating the example uniform.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Shinzon on July 31, 2006, 04:31:03 PM
nice work still MLeo, this will be revolutionary.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on July 31, 2006, 07:01:53 PM
Quote from: Shinzon
nice work still MLeo, this will be revolutionary.

Thanks!


I'm happy to announce that I might do a beta in the following days.
I just finnished adding all the remaining default uniforms for the guests and other characters. And did the code for the real guests (Picard, Data, Saalek) just before that. I'm going to test that now (handy, Blackrooks 1701 C total conversion, I've automated the process of that uniform as well, I'm planning to share that later, maybe even make it a "template" class).
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: JimmyB76 on July 31, 2006, 07:22:54 PM
excellent!!  :)
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on July 31, 2006, 08:19:27 PM
Last update of today.

One total conversion uniform of all characters in 2 lines of code. :mrgreen:

Code: [Select]
import Foundation
o1701CUniforms = Foundation.TotalConversionUniformDef("1701-C Uniform", "1701-C", {"NIF Head Inclusion": ["Tactical", "Engineer", "XO", "Science"]})


This is one of 2 uniforms I hope to include. Both are by BlackRook (be sure to check out the original uniform readme's for full credit).



The other is this:
Code: [Select]
import Foundation
oAGTUniforms = Foundation.TotalConversionUniformDef("AGT Uniform", "AGT", {"NIF Head Inclusion": ["XO"]})



I'm going to test those tomorrow.
The prototype worked (still have to test SP).
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: blaXXer on July 31, 2006, 08:19:29 PM
Quote from: JimmyB76
excellent!!  :)


agreed!
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 01, 2006, 07:54:20 AM
What I need are a couple of people who can test BP Uniforms in SP.
I can't seem to get SP to run.

I think that just a small test run *could* do it. But some of the default uniform data I enterd was done late. So I might have made a mistake there, so if it's possible, I'd like to see one or 2 people to do a complete run of SP (with or without cheats, it doesn't matter for the beta).


In the mean time, I'm running a poll for 4 days to see if people want an open Beta or a closed Beta.

Personally, I would prefer 3 or 4 people who can run SP to test the default uniforms, and the 2 total conversion uniforms.
But I still need permission for the 2 total conversion uniforms.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Darran on August 01, 2006, 09:43:40 AM
awsome, been meaning to talk to you about uniforms, i 've had a cunning plan   :D
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MYar on August 01, 2006, 10:04:59 AM
I say closed beta, because else you might get people whine that something doesn't work and that they are really putt off by it and such.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: blaXXer on August 01, 2006, 10:54:31 AM
open beta...wgen people complain, heck let them...
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Darran on August 01, 2006, 11:48:52 AM
indeed open betas are always preferable, altho slightly annoying when having to slap the idiots that dont read "OPEN BETA, NOT 100% DONE"
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 01, 2006, 11:55:49 AM
Quote from: MYar
I say closed beta, because else you might get people whine that something doesn't work and that they are really putt off by it and such.

The only feature I haven't been able to test is the SP side of things.

The rest works. :mrgreen:

Maybe a Gamma version is more like it...



Anyway. I've decided that only people who understand the following are allowed:
Quote
You must copy the contents of the Bodies and Heads to the, included, corresponding directory


It's about the test uniforms, for which I'm still waiting confirmation.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Mark on August 01, 2006, 12:23:06 PM
after bp0.8, and seeing how much people whine, and blame you over something like them not installing foundation.. id say closed.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 01, 2006, 12:43:23 PM
The thing to consider is that there isn't a lot that can go wrong. Unless people start to distribute their own homemade, full of errors, uniforms.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: JimmyB76 on August 01, 2006, 01:29:08 PM
lol - interesting poll!
"Public or Closed Beta?"
* yes or    
*no
  :P

i would suggest a closed beta also, for the same reasons mark mentioned...
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 01, 2006, 01:49:52 PM
Quote from: JimmyB76
lol - interesting poll!
"Public or Closed Beta?"
* yes or    
*no
  :P

Duh :roll:


If an admin or webmaster could change the yes to public and no to closed?

[EDIT] Thanks, who ever changed it.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Revan999 on August 03, 2006, 05:13:57 PM
I personaly believe it should be an open beta and you guys should not pay the foolish people any mind.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 08, 2006, 11:47:13 AM
Ok, if I remember correctly, the poll is closed now.

It would seem people prefer an open beta, but they only have a small majority. I think a semi open will be best.

This is not the start of the beta, I'm still waiting for permission from Blackrook.
I don't suppose anyone has an uniform pack or 2 lying about? That also has SP uniforms?

There will be a couple of rules for the beta:

To prove that you can, you need to get me a screenshot of the first mission in the starbase system, in tactical mode, with Picards menu on (F6)
Quote
You must copy the contents of the Bodies and Heads directories to the, included, corresponding directory of the uniform
[/list:u]

Lastly, the first 20 people (not 3E or associates, they can get it directly) who reply here, and who follow the rules mentioned above (check SP first!), will get the download link when the beta starts with the instructions for the beta.
And they need to reply back here when the instructions are completed.


Users in the beta (do not bother them to get the beta!):
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Shinzon on August 08, 2006, 12:16:07 PM
im up for it!
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: JimmyB76 on August 08, 2006, 04:31:25 PM
i'll be happy to help any way i can :)
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 08, 2006, 06:03:15 PM
Something I just thought of, I don't suppose you could get me a screenshot of the first mission in the starbase system in tactical view with Picards menu on (F6 if memory serves me right)?
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: JimmyB76 on August 08, 2006, 06:31:43 PM
is this what you mean?

(i had to turn off practically all the mutators just to get SP to load... lol  i have no clue what actually works with SP...)
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 08, 2006, 06:34:35 PM
Well, then you have the same problem as me. Not being able to properly run SP. :(


Also, try imageshack.us for the image.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: JimmyB76 on August 08, 2006, 06:39:58 PM
Quote from: MLeo
Well, then you have the same problem as me. Not being able to properly run SP. :(

tho i havent played SP in years (literally), it seems i can run it, i just have to turn off all but a few mutators...
tho i do not mind at all making a fresh install, just for SP use...  lemme know :)
Quote from: MLeo

Also, try imageshack.us for the image.

ya this is true...  i was actually going to use a photobucket link (so you can click on the pic to enlarge), but i just uploaded the image instead...
i'll use a link from now on...

but in either event, was this the screenshot you were looking for?  if not, i can grab another...
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 08, 2006, 06:43:34 PM
Quote from: JimmyB76
tho i havent played SP in years (literally), it seems i can run it, i just have to turn off all but a few mutators...

As I said, the same problem as I'm having.

Quote
ya this is true...  i was actually going to use a photobucket link (so you can click on the pic to enlarge), but i just uploaded the image instead...
i'll use a link from now on...

Imageshack allows you that as well.;)

Quote
but in either event, was this the screenshot you were looking for?  if not, i can grab another...

That also proves it, just as hard to recreate in the console.;)
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 10, 2006, 02:37:45 PM
I've decided to also 2 of BlackRooks uniforms in the Beta, there have been several people (including me) that have been trying to contact him about permission. But I'm just going to put them with the beta.
You will have to download the uniforms for them anyway.

Come to think of it, I've released mutator versions of his uniforms in the past, with permission.


Also, if you are planning on releasing an uniform soon, also put your name up (atleast, if you have BP Core installed that is).
It would be a shame if there weren't any uniforms to use when this gets out, don't you think?
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: El on August 10, 2006, 02:41:45 PM
Quote from: MLeo
I've decided to also 2 of BlackRooks uniforms in the Beta, there have been several people (including me) that have been trying to contact him about permission. But I'm just going to put them with the beta.
You will have to download the uniforms for them anyway.

Come to think of it, I've released mutator versions of his uniforms in the past, with permission.


Also, if you are planning on releasing an uniform soon, also put your name up (atleast, if you have BP Core installed that is).
It would be a shame if there weren't any uniforms to use when this gets out, don't you think?


I'll try and get hold of him via email, if you've already got permission and there's a credit, I would think that'd be ok.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 10, 2006, 02:55:03 PM
Quote from: Elminster
I'll try and get hold of him via email, if you've already got permission and there's a credit, I would think that'd be ok.

Your one of the people that I was refering to.:)


I don't have his permission for this release. I did have his permission for mutator versions.

To be honest, I don't think he would mind a lot, he is going to get credit for his work, and it's currently only for the beta.
I do plan a more elaborate/advanced uniform "pack" for his total conversions later.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 11, 2006, 01:54:08 PM
I've updated the first post, the todo list section.

Just started work on a file that will automagicly add BlackRooks uniform total conversions (using the TotalConversionUniform class).

But I've found a little problem for a part of the system that I consider rather straight forward and foolproof.
The system allows you to define the directory in Characters to find the info (and a couple of other stuff) and assumes that everything is there, and simply copies the default uniforms and updates the path to the nifs and textures accordingly.
Now, if there are any other stuff that needs taken care of, that does not involve textures or nifs (or if it requires a diffrent filename while other characters aren't affected) then you need to define that in a similar manner of a normal explicit uniform.
It simply updates the constructed character configuration with the customized part and be done with it.
This is the part that gives me an error.

It's a good thing I tried to make this file before the release (or even beta).

I do not plan on putting this with the Beta, but I'm considering it for the final release, depending if I get permission from BlackRook (for this I will ask and wait for permission).

Not all the kinks have been worked out so far, but they will be.;)

The BlackRook uniforms I plan on converting this way are:
AGT
1701-C
NX-01
DS9-VOY
TMP
TNG Season 1-2
And the TNG Season 1-2 addon.
This shall be a diffrent class, called DependUponUniform(Def) and it will allow you to have 2 options active, but also either one, but not in combination with a third uniform.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Shinzon on August 12, 2006, 01:29:26 PM
so is there anything that i should do to confirm that im a beta-tester?
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 12, 2006, 07:11:21 PM
Quote from: Shinzon
so is there anything that i should do to confirm that im a beta-tester?

As I mentioned, you need to post a screenshot of you being in SP.

Something that can't be reproduced easily (through the console or otherwise).
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 14, 2006, 02:28:12 PM
A small success.
(http://img219.imageshack.us/img219/2761/smalluniformssuccessja0.th.png) (http://img219.imageshack.us/my.php?image=smalluniformssuccessja0.png) :P

Too bad the other characters _didn't_ change their uniforms. :cry:
I had to disable mod in SP to get it to work as well.:(
I think that's the reason why they didn't change.

Picard did change because of the things I had to do to make uniform swapping to work for Picard, Data and the Vulcan dimplomat Saalek.

I may just have to the same for the rest, but I'm not really planning it, I like my way more, less overrides.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MYar on August 15, 2006, 01:38:32 PM
Will you also be including the TOS uniform package released not long ago?
BTW looking forward to this mod.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 15, 2006, 02:26:59 PM
You will have to point me to that.


Also, do you mean for the Beta or the final package?

Because I don't plan to include uniforms, but I do plan on simultanious releases, if possible.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MYar on August 15, 2006, 02:32:14 PM
http://bridgecommander.filefront.com/file/TOS_Uniform_Conversion;66399

I mean this one :P and I thought that you would include the uniforms so my mistake :P
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 15, 2006, 02:41:45 PM
I do plan to have a couple of uniforms ready for release. I just won't include them directly into the package.

What I'm thinking of doing, is the following.
In the weeks before the final release (maybe starting from the beta onwards) I take on a couple of requests by the authors of the uniforms, change their mutator file (or repackage it) and send it back to them to release it.

I currently have Adonis' uniforms for the beta (already redid his mutator files), and I may include something I've been working on for BlackRook (his TC uniforms all constructed in 1 file, if you don't have the uniform installed, then it won't give you the option), even though he doesn't know I've been working on it.:P

Those uniforms do look nice, so I may just ask the authors permission.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 18, 2006, 09:31:55 AM
Another small victory on the SP front, though, not as big as the Picard one (which happend by itself :P).

(http://img221.imageshack.us/img221/6117/anothersmalluniformsuccessen2.th.png) (http://img221.imageshack.us/my.php?image=anothersmalluniformsuccessen2.png)

It's a smaller victory than the previous because I had to manually overwrite a function for this, a function that should already have been overwritten by my script.

A quick glance at the console made me notice that it continued to work for other characters (Graff, Martin and Zeiss).
Though, no screenshots of that. I got a cPickle error after that, will need to investigate. But I think I know where I can find the cause and how I can fix it.

I think I may need to redo my first post...:P
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 18, 2006, 06:26:46 PM
I figured out part of my problems with SP.
Atleast, when it comes to BP and Uniforms.
Not why I keep having Picke errors and such (Pickle is a library/function that allows you to write out the variables to a file and read them back, this is what BC does for saving, except that it writes out the _entire_ state of the game, which is why when you add a mod to the game your save games get corrupted, because what the save game thinks how it is, isn't anymore).
Atleast BP Core and Uniforms should be more save game friendly.;)

The thing is, when I check BP checks the plugins (of which Uniforms is one) it checks for various things to be activated, BP Core, plugins, if the bridge doesn't have plugins disabled, if the plugin isn't disabled, and lastly, here it comes, if there is a player ship.

Now, in E1M1, it goes over the following initialization procedure:
"InitializeGlobals"
"Load bridge" <<<< Yes, it loads the bridge from the beginning!
"Create systems"
"Create Picard" <<<< This works. Because it's partly loose from the BP system
"Some other stuff, uninterresting, such as setting Saffi in the Turbo lift"
"Create Starting Objects" <<<< Here is where it creates the player ship.
....

And that's why it doesn't work (for now).
I fear I will have to overwrite 26 functions to get it all to work.:(
And of course, they are not all the same.:roll:


I'm writing this in case I don't remember anymore tomorrow.:P
I've slept not well last night. So I've been up for the better part of 20 hours. :roll:

Not to mention if any scripters are seeing this and know how to fix my problems.;)


Oh, and Shinzon, if you could send me an e-mail with you in SP mode, then I can confirm you in the Beta.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: cpthooker on August 19, 2006, 09:58:25 AM
if you want you can include my uniforms when they are finished :)
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 19, 2006, 09:59:25 AM
Quote from: cpthooker
if you want you can include my uniforms when they are finished :)

For the beta or release or both?

I do plan on having a nice pack of uniforms to go with it for release.;)

In any case, thank you for the offer.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 19, 2006, 10:23:59 AM
I don't want to keep you from what I just, accidently, made BC do.:mrgreen:
(http://img144.imageshack.us/img144/8425/screenshot017qj6.th.png) (http://img144.imageshack.us/my.php?image=screenshot017qj6.png)

It's part of an attempt to make things work in SP.

For those who don't get it, the mission is E8M2, while the mission object says it's E1M1.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 19, 2006, 10:48:20 AM
Another quick post.
I managed to do what I needed to do without the method I used in my previous post.

So, now I have a big victory!

(http://img226.imageshack.us/img226/4765/bigvictoryhy3.th.png) (http://img226.imageshack.us/my.php?image=bigvictoryhy3.png)

The only problem is that I need to make the BP related scripts SP aware, already did Canon Crew Fixes (as shown). But now I also need to add any custom code that might be introduced, for example on E1M1, Saffi is put into the turbo lift and has a number of other things done to her.

And I need to properly fix that issue with MissionLib.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: cpthooker on August 19, 2006, 12:23:20 PM
in response about my uniforms, they could be for both or whatever you want. I need to make a special uniform for the admiral but that won't take long and going to see if I can make a belt of somekind
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 19, 2006, 12:43:09 PM
The number of characters affected by the uniform is variable.

You can make uniforms for 1 to ram limited characters.;)
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 20, 2006, 03:33:43 PM
I think I've currently fixed the issue's. There is one problem I've encounterd so far that may or may not be caused by the Plugin system, it are those pickle errors (related to saving and loading). It might just all be happening because BC hates me when it comes to SP.:P

Something else I've noticed, every character seems to be not speaking, they are moving their jaw, but not actually opening and closing their mouths.
I will need to investigate this.

Anyway, for now, screenshots!

(http://img201.imageshack.us/img201/5004/sp1bf3.th.png) (http://img201.imageshack.us/my.php?image=sp1bf3.png) (http://img201.imageshack.us/img201/7013/sp2xm8.th.png) (http://img201.imageshack.us/my.php?image=sp2xm8.png) (http://img201.imageshack.us/img201/103/sp3hr4.th.png) (http://img201.imageshack.us/my.php?image=sp3hr4.png)  (http://img201.imageshack.us/img201/9177/sp4mc2.th.png) (http://img201.imageshack.us/my.php?image=sp4mc2.png)
(http://img237.imageshack.us/img237/604/sp5yy2.th.png) (http://img237.imageshack.us/my.php?image=sp5yy2.png) (http://img237.imageshack.us/img237/6933/sp6zl2.th.png) (http://img237.imageshack.us/my.php?image=sp6zl2.png) (http://img237.imageshack.us/img237/6159/sp7ka8.th.png) (http://img237.imageshack.us/my.php?image=sp7ka8.png) (http://img237.imageshack.us/img237/7201/sp8rb2.th.png) (http://img237.imageshack.us/my.php?image=sp8rb2.png)

Now, about the Beta, the current uniforms relies on a BP Core change (the Core has changed a lot since the last release :P). So I either have to distribute the core (and various changed plugins) with the Beta, or the Core needs to be finnished before the beta can happen.

Oh yeah, one final note about the uniforms shown in the screenshots, they may or may not appear in the beta and/or final release. Nor do they represent the final product.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Glenn on August 20, 2006, 03:36:37 PM
Top notch stuff MLeo, I can't wait until this is ready for release. I love Saffi's new looks as well... A definite improvement!! :D
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: cpthooker on August 20, 2006, 04:54:50 PM
nice
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Nebula on August 20, 2006, 05:28:24 PM
ah man that coool
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: blaXXer on August 20, 2006, 05:43:30 PM
Quote from: Nebula
ah man that coool


yeah, I'm looking forward to this, especially the cardies^^
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Sean on August 20, 2006, 07:50:58 PM
cardies look cool, tho id suggest less colours on the face as with most male cardies, all of their facial features are the same colour


great work on this module btw
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 20, 2006, 07:52:19 PM
Quote from: Sean
cardies look cool, tho id suggest less colours on the face as with most male cardies, all of their facial features are the same colour

Don't take it to me, take it to Mark.

I'm graphically disabled, remember.:P
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Mark on August 20, 2006, 07:54:06 PM
i already drained their faces from the stock levels... i think the main cause for concern atm is that we didnt get a female body for the cardassians, so atm all the women on the bridge look like men in drag :funny.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MickJo on August 20, 2006, 07:57:36 PM
Damar wearing lippy and eye shadow eh... :wink:
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Mark on August 20, 2006, 08:02:06 PM
well i picked the most femenin ones but yeh basically :P
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 23, 2006, 02:59:28 PM
Ok, I think I've fixed all the problems I've found, and did a bit of polishing.

All uniforms are sorted now (based on name and parent/addon relation).


The only thing that could be considerd "missing" is a menu for uniforms with addons, instead of having the addon uniforms listed under the parent uniform.

I just haven't made a menu yet that has a selection option.
I will personally ignore and ban from my IM systems for the person who says anything that's a derative of: "This mod sucks, it doesn't have menu's for those addon uniforms!" and I mean it.

In lighter news, I think it's finnished. :)
Beta will be held as soon as the new beta for Core is released.

Also, Mark finnished (yesterday, or the day before) the logo for this module, check the first post to see it.
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: El on August 23, 2006, 03:35:08 PM
Just a thought, but would it be possible to link a bridge type to a specific uniform and/or race?
e.g
Cardy bridge - Cardie uniforms and faces
Klingon bridge - Klingon uniforms and faces

etc

Maybe have a flag that matches these up  subject to availability of course?
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: cpthooker on August 23, 2006, 04:06:45 PM
I like the logo, is there anything he can't do ;)?
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 23, 2006, 05:21:29 PM
Quote from: Elminster
Just a thought, but would it be possible to link a bridge type to a specific uniform and/or race?
e.g
Cardy bridge - Cardie uniforms and faces
Klingon bridge - Klingon uniforms and faces

etc

Maybe have a flag that matches these up  subject to availability of course?

Already possible.;)

For both of them.
And the Cardi uniform has code in it that links it to the bridge, but only because when the bridge plugin (for the galor bridge) was written, it was forgotten that this was possible. So I've added 3 lines to do this.
Same for the Klingon uniforms.

And about your second comment, it has the ability to specify uniforms for every character (with the possibility of a default uniform if any of the other uniforms aren't found) _or_ 1 for the entire bridge.

Quote from: cpthooker
I like the logo, is there anything he can't do ;)?

I think Mark can do everything when it comes to graphics.:P

I myself still can't make BC set coffee.... ;)
Or something more practical, let it change iTunes.



About what I said about the menu's in the uniform menu, what I can do is the following. I can make it change colour when you have selected it.
But it might not be all that clear for the end user. I will have to thinker with it though.

[EDIT] I'll make it configurable.


[EDIT 2] Elminster, you just made the beta list.;)
Thanks to your post I've thought of another implicit uniform, the Default Race Uniform.
It depends on the Race Definition to get a default uniform (the FedShipDef or KlingonShipDef or RomulanShipDef).


[EDIT 3 :roll: ] I forgot this, you might be interrested in how to do the default stuff.
For both (or, in the future, 3) possible ways to add a default uniform, you include a "Default Uniform": "Uniform Name" or a "Default Uniform": {"Tactical": "Uniform Name", ...} in the ShipDef or BridgeDef (or RaceDef).
Title: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on August 25, 2006, 11:47:58 AM
Another little update, I've dropped the menu addon for sub menu's.

Uniforms are orderd correctly though.

The reason is, that the menu's didn't act like my test case.:(
And it introducted a lot of other problems as well.

So, if you ever get those menu's, then it will be in an addon to Uniforms.


I did manage to add the idea Elminster gave me, Race Uniforms.

So if I fix Animated Maps, and maybe add another feature to the Core, then it will be Beta time! :D
Title: Re: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: FekLeyr Targ on June 29, 2007, 03:28:25 PM
120 days are gone since the last post. How much have you completed the module, yet?
Title: Re: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: JimmyB76 on June 29, 2007, 04:01:04 PM
please never ever ever ever ever bump a thread asking for updates - bumping a thread asking for updates (especially quoting the number of days since the last post) will not force one, it will only annoy everyone else - especially the modder...
Title: Re: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: BES on June 29, 2007, 04:41:06 PM
I would like it if someone showed interest in anything I have been working on(as long as it isnt obsesive), dont know about MLeo.

On other fan sites where there is a modding section moderators encourage others to ask about the project to see if its still going on the forum, they would look at this thread and wonder what has become of the project.
It gets peoples hopes up when they see a project being worked on and constantly updated,and bums people out when they dont see any updates at all..
an example would be ATP Dimensions(no offense to the creator),It got my hopes up bigtime,I never saw anymore updates for it and its still sitting at the same status it was before,I know the guy was very busy but it was almost done,then he cancels the whole thing,that would have been the greatest BC mod ever.

In my book no one should get anyones hopes up unless you plan on completing the project,even if someone elses help is needed to finish it..hence my constant baggering in the scripting forum since Im still stuck on some things, but I have dropped it and will ask elsewhere so I can get my mod completed..

Soo im wondering why its such a Hot issue with you moderators and others being asked on this forum and on BCU about asking what has become of a mod?...if you dont want to answer in public...send me a PM please..
Title: Re: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: MLeo on June 29, 2007, 05:44:36 PM
Right, how is it going.

It could be released tomorrow.
Mostlikely not.

Atleast not after I finish that last report for school and secure something so that I can do something after school.

The last 120 days have been filled with school.
School.
Intern.
School.
More school.
Some more school.
And now this last assignment for which I know everything about the subject, except for how to write it down so that it looks nice and not like a thousand monkeys on a thousand typewriters appearently making a nice attempt at Shakespear in some random language.


The other thing, we have this nice Major/Minor model (thank you Americans, luckily for me, I can still use the not mad and weird sounding "Bachelor" title). When I was required to choose one, it was advised to do it in 2 terms (I think that's the right thing). And I just heard they aren't going to offer that. Since my "school" (it's an aggregate of many schools, I'm talking about freaking management here) decided to "advise" (practicly requiring it for all minors) to do them in "ribbon" (once a week for 40 weeks, instead for 4 or 5 days a week for 20, my prefered choice, and the advise when I chose one). So, nice.
It may mean I can/have to start my final intern (which will complete my Bachelor) half a year early, after 25 weeks (instead of 20, so 5 shamefull weeks being the only guy who had to do 5 more, the only others who had more weeks were so bad they had to do extra to still fail, but they worked to pay for all the damage they had caused at their respective companies) I will have to sit there, doing nothing except for 1 day in the week, for the next 15 weeks. Bliss.


So, excuse me if I haven't had the time to complete it.
For your information, last time I still had to fix my Sub menu part for the uniforms.
And by my standards, programming should be done as an art (and I aspire to do so).


This is exactly the kind of thing (well, half of it, the other half is spend flaming and insulting to towards the person asking) why we impose a rule not to ask when it's done.



Since there is only 1 answer:
 :whenitsdone

With the exception that the smilie isn't smiling.
Title: Re: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: tiqhud on June 29, 2007, 08:10:02 PM
Well , Mleo, SCHOOL COMES FIRST.
nuff said
Title: Re: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: BES on June 29, 2007, 11:27:59 PM
There was no reason to get hostile about my post,I was just saying that you shouldnt just leave people hanging you gotta tell people what your progress is, or why you have halted your project, you didnt say anything untile now AFTER someone asks,then you get hostile...what do ya expect?

I respect that you put school first I dont have a problem at all with that, take as long as you want with your mod,school is a way bigger priority.

If im taking ages on a project I will post SOMETHING even if i have nothing to show yet,at least telling about what im working on currently,just so the thread doesnt leave the first page and to keep peoples hopes up,if you let it go for 120+days people will lose interest/hope in it and think you have scrapped the project.

So I dont see asking as a problem when it comes to anything I work on,but as I said I havent worked on anything that really got anyone excited ...yet for BC,so I assume it might be a problem if your a badarse modeler or scripter and people are REALLY interested in what your making..

I dont have a problem with ya MLeo...sorry if I have given ya hell in the past but I didnt know your situation...untile now, thats why you people making mods should express yourselves better before people like me dig themselves into a hole because they didnt know your situation..
Title: Re: The next Bridge Plugin module - BP Uniforms - Beta soon!
Post by: Mark on June 30, 2007, 08:08:52 AM
If im taking ages on a project I will post SOMETHING even if i have nothing to show yet,at least telling about what im working on currently,just so the thread doesnt leave the first page and to keep peoples hopes up.

BES you dont just make posts about having nothing to show, you make entire threads about it (http://bc-central.net/forums/index.php/topic,1134.0.html). Thats just your style, and it reflects your motives.. but MLeo may not be doing this to get other people interested, alot of us make stuff because it challenges us personally and thats enough.

So really Mleo owes us nothing, and if he doesn't feel the need to keep people informed about the mod then that his decision to make.

This argument ends now, or I will lock the thread.