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BC Forums => BC Technical Support => Topic started by: Lunchbox on December 27, 2010, 11:19:30 AM

Title: NanoFX will not work in Kobayashi Maru mod
Post by: Lunchbox on December 27, 2010, 11:19:30 AM
Hey all, I've literally been trying on and off for a couple of years now to resolve this, and I keep going away for months because I fail to do so and get put off playing the game. So recently I got back into the idea of playing the game, and here I am trying to figure out a way to get it working again.

To save time I hope you don't mind if I link to a thread that contains a lot of suggestions, none of which worked for me. http://www.bckobayashimaru.de/phpBB3/viewtopic.php?f=17&t=1515 (I start posting in it on page 3)

Essentially, if I destroy a ship or initiate self destruct, there is like one small explosion, and then a few seconds later there's one big explosion (usually accompanied by a nova), and then half the ship disappears, and that's it. I remember how NanoFX used to be when I used it standalone, you'd get several explosions which would cause the ship to rotate and its lights to flicker before several devastating explosions would tear through the hull, sending chunks of debris spinning off. The latter looked very spectacular, I miss it.

Any help would be appreciated
Title: Re: NanoFX will not work in Kobayashi Maru mod
Post by: 086gf on December 27, 2010, 12:23:51 PM
So, basically you want the explosions to look like they did in stock. In the nanofx config section of the mutators there should be an option to turn off just the explosions. It should be under graphics actually and not customize.
Title: Re: NanoFX will not work in Kobayashi Maru mod
Post by: Nebula on December 27, 2010, 01:41:39 PM
actually there were other explosions that went along with nano fx 2.0 though I think ds9 fx has an option that disables part of it.
Title: Re: NanoFX will not work in Kobayashi Maru mod
Post by: Bren on December 27, 2010, 02:58:51 PM
Well, no, lmm086gf. He wants NanoFX2b to go back to being spectacular. The latest versions of KM seem to have noticeably dampened the awesometude reading on the death sequences, compared to vanilla NFX2b. It's been bugging me mildly for years.

This thread is addressing the exact same problem as this thread (http://bc-central.net/forums/index.php/topic,8109.0.html), so perhaps they should be merged?

DS9FX option you say, Neb?
Title: Re: NanoFX will not work in Kobayashi Maru mod
Post by: King Class Scout on December 27, 2010, 05:37:39 PM
i agree...merge the two threads, if necessary.

i thought it was just me.  the one thing I noticed was there's usually a secondary "praxis ring" the color of the species' plasma. 

I think bren's right, Nano's been tuned down to reduce system rescources draw.  BC has a notorious mem leak in its Engine (which will be replaced, eventually, by us fans).
Title: Re: NanoFX will not work in Kobayashi Maru mod
Post by: Bren on December 27, 2010, 06:35:53 PM
Not sure it can be, I think it's hardcoded in the EXE. Though I do have vague and possibly fictional memories of Mleo saying something hopeful about it many years ago...
Title: Re: NanoFX will not work in Kobayashi Maru mod
Post by: Nebula on December 27, 2010, 07:03:28 PM
KCS was talking about Excalibur :P
Title: Re: NanoFX will not work in Kobayashi Maru mod
Post by: Bren on December 27, 2010, 07:29:59 PM
 :hithead: D'oh!
Title: Re: NanoFX will not work in Kobayashi Maru mod
Post by: Lunchbox on December 28, 2010, 08:49:26 PM
Sorry guys, I didn't see that other thread. Thanks for the replies, I didn't realise they were that way deliberately. In my opinion the one central explosion might seem realistic in theory, ie: the warp core breaching and blowing a hole in the ship. But a warp core breach is remarkably more catastrophic than just a circle being cleanly removed from the saucer. It would disintegrate the entire ship, which makes the game's representation lame and even more unrealistic.

The guy in that other thread seems to be on the exact same page as I am. Moving those folders worked for others, it's nonsensical for it not to work for us, there has to be one key thing or something.