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BC Forums => BC Modding => Topic started by: CDR_Daxian on August 21, 2011, 11:30:55 PM

Title: BC Galactic Renaissance - New WIP Thread
Post by: CDR_Daxian on August 21, 2011, 11:30:55 PM
Okay, this is a new topic for the mod since i think we all got onto other threads

Bridge Commander Galactic Renaissance

Overview:

Bridge Commander Galactic Renaissance (BCGR) is a Large Mod in Construction, meant to use the latest mods from modders all around the community (of course, with permission) to put a DS9 S3 to Post Nemesis Timeline to just around 2400 (ST timeline). the mod includes different projects from 3rd era, JL Studios, Defiant, BlackElm, and SFRD (sorry if i haven't mentioned any others), as well as having it's own unique features. these features include a Nemesis LCARS interface, Canonized Character Status', and modifications here and there by me. the whole mod being inspired by the words Immaginare, Pensare, Creare

I haven't Posted, or been able to do work on the Mod for quite a while. the first reason being that my Computer Gave me a BSOD several months ago, and i have been doing several other things at once too (namely being at school). finally my computer got backed up to a Factory Restore Point and i loaded my backup onto it and the computer was fixed.

now that that is done, i have been able to start working on the project once more.

but i can say that it is a new and exciting (and difficult) challenge, creating a mod is no easy task. a type of thing that the KM Team has been doing for over 8 years now. i only know a fraction of python, and how it works. any help is greatly appreciated

Progress: 26.08%

small number, i know.

luckily i have been able to get help and permissions from Defiant, Mark, JB06,X_TheUnknown_X, LordBile, WileyCoyote, and several other people over the months. thanks to them, it makes this project a whole lot easier.

Work:

Slipstream Framework is done. Before i Move onto GravityFX, Galaxy Charts and the DQP i would like any suggestions people may have that i may need.

Permissions:
Uses by readme Terms:

Order of Construction:

this mod has crashed BC so many times in the past, or caused glitches that i simply cannot explain, that i finally worked out how to compile all of them with less chance of this happening.

it goes like this

?Submods
      ?Qbautostart 0.9                                           (Complete)
      ?Qbautostart 0.9.1 fix                                    (Complete)
            ?QBA Extensions                                      (Complete)
?NanoFX                                                             (Complete)
?BCS: The Beginning                                            (Complete)
?Slipstream Framework                                        (Complete)
?GravityFX                                                          (Complete)
?Maps
?Interface Modification
?TGL Changes
?BPCore Gold
?Bridges
      ?Bridge Modifications
?Ships
      ?Tactical Icon Editing
      ?Hardpoint Balancing
?SFX
      ?Interface
      ?Bridge Sounds
      ?Music
      ?Weapons
            ?SFX Plugins


Aims:

I do not aim this mod to be as good as Kobayashi Maru, they've put so much work into it that i could never hope to match. i do,  however, hope to make a few unique features for the project such as the ones above.

Also:

any of you who have suggestions for this mod, please do make them. i welcome any input you may have.

and here goes a topic start, yet again...

*hits the post button*
Title: Re: BC Galactic Renaissance - new topic
Post by: eclipse74569 on August 22, 2011, 12:03:07 AM
Do you have an account with BCS-TNG forums?  Frontier occassionally posts there, you might be able to reach him there :)

BTW...Welcome back!!!
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 22, 2011, 12:06:05 AM
Do you have an account with BCS-TNG forums?  Frontier occassionally posts there, you might be able to reach him there :)

BTW...Welcome back!!!

thanks eclipse, good to be back too!

no account though, hadn't thought of it, after all i would like galaxy Charts.
Title: Re: BC Galactic Renaissance - new topic
Post by: Defiant on August 22, 2011, 03:28:14 AM
I do not aim this Mod to be as Good as the wonderous Kobayashi Maru but i do want to make this mod nice. (will edit later)
So KM is wonderous, but not nice?!?
Title: Re: BC Galactic Renaissance - new topic
Post by: eclipse74569 on August 22, 2011, 06:14:18 AM
Defiant:  If he's anything like me, that's not what he meant.

I think he was trying to say that he's not as good as you guys.  He just hopes his mod turns out well.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 22, 2011, 12:33:28 PM
So KM is wonderous, but not nice?!?

i'm saying that This will never be as good as KM.

sorry if i confused you.
Title: Re: BC Galactic Renaissance - new topic
Post by: Defiant on August 22, 2011, 01:07:37 PM
Thanks for the flowers, but why not? KM exists since 8 years. Its the Mods from all the modders here which makes KM what it is.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 22, 2011, 02:48:49 PM
well for one thing, KM ia a very complex compilation of modelling, texturing and scripting. it is so complex and interactive, i could never hope to match.

i'm also taking into consideration the fact that mod teams have failed in the past because they werent ready to take on the challenge of such a big project. (no offense if i have referenced anyone here - i haven't even seen mod teams fail, but people tell me otherwise)

i say not to aim too big (like KM big) but to try to do my best in terms of size, before it becomes too much.

KM is like you said "the Mods from all the modders here which makes KM what it is". i was trying to expand the timeline, and add a few features of my own. just as i have said before. but if i can go bigger, i will, but not before it's too much.

Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on August 22, 2011, 05:11:39 PM
if you wish to use any of my ships for this, let me know, i dont have a problem with that. MOST of my ships are set in the timeline you describe, i have a MKII Sovereign design that needs some kinks worked out with the model that i plan on taking care of relatively soon, i was going to wait till i was done with the Ragnarok that im working on, but if you wish to implement the MKII Sovvy into this compilation, let me know and i can get it knocked out in a timely manner  :thumbsup:

i would also recommend Bones Sobieyski (sue me if i misspelled) and Krakow (oops.. already there), as they are also set in that era.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 22, 2011, 06:11:01 PM
if you wish to use any of my ships for this, let me know, i dont have a problem with that. MOST of my ships are set in the timeline you describe, i have a MKII Sovereign design that needs some kinks worked out with the model that i plan on taking care of relatively soon, i was going to wait till i was done with the Ragnarok that im working on, but if you wish to implement the MKII Sovvy into this compilation, let me know and i can get it knocked out in a timely manner  :thumbsup:

i would also recommend Bones Sobieyski (sue me if i misspelled) and Krakow (oops.. already there), as they are also set in that era.

where can i find this MK-II sovereign, i was going to have CG's, but Bones (in the old thread) suggested that i organize them from Era to era (EG: DS9/Voyager, First Contact/Nemesis, Post Nemesis, 2400, etc). so that might work, thanks for the offer, i might just take you up on it. once i come to the ships part of the construction. (if you look to the first post, the order is there)
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on August 22, 2011, 09:39:00 PM
the top render would be the MKII Sovereign, it cannot be found anywhere except my HDD and who i released it to testing, as soon as i get the FEW bugs in it ironed out smooth, it will go up on BCF.
now there WAS a version with MVAM Ablative armor similar to the endgame voyager, but the mesh was lost when my old hard drive crashed and i have abandoned that prospect for now.
theres an NX Version, an standard version, and a War Version planned for release.

the second one is the MKII Galaxy wich you can find a DL link for on my webpage, the link to my page is under my signature

theres also the odin class im working on which fits in this line, but ive only got the model about half done (renders can be found in my WIP thread)

there are a few other ships in my website, feel free to use those as well as most of them are Future timeline ships... except for the Foxhound wich was based during the dominion war just before the emergence of Bones Sobiyeski Class Connie
(if your gonna use the arsenal, PLEASE use the V2.... she looks alot better)
Title: Re: BC Galactic Renaissance - new topic
Post by: TheConstable6 on August 22, 2011, 11:03:08 PM
YES! Cyanide's ships come highly recommended from me, I've always had a soft spot for them...  :kiss:
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 22, 2011, 11:13:20 PM
the top render would be the MKII Sovereign, it cannot be found anywhere except my HDD and who i released it to testing, as soon as i get the FEW bugs in it ironed out smooth, it will go up on BCF.
now there WAS a version with MVAM Ablative armor similar to the endgame voyager, but the mesh was lost when my old hard drive crashed and i have abandoned that prospect for now.
theres an NX Version, an standard version, and a War Version planned for release.

the second one is the MKII Galaxy wich you can find a DL link for on my webpage, the link to my page is under my signature

theres also the odin class im working on which fits in this line, but ive only got the model about half done (renders can be found in my WIP thread)

there are a few other ships in my website, feel free to use those as well as most of them are Future timeline ships... except for the Foxhound wich was based during the dominion war just before the emergence of Bones Sobiyeski Class Connie
(if your gonna use the arsenal, PLEASE use the V2.... she looks alot better)


Melikes, melikes

my only concern is the Techframework, i wish i knew what went wrong with that, as a lot of ships nowadays have shuttle-bays. as i'm sure your MK-II Sovereign would, not to mention the Type-II galaxy.

i'll investigate further. Defiant, do you have any input on this?
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on August 22, 2011, 11:22:33 PM
they DO, but i havnt implemented SLF into the sovvy.
the Galaxy does, as the hardpoint is just a beefed up version of DJs.

i would go to BCS and see about other permissions there  :thumbsup:
Title: Re: BC Galactic Renaissance - new topic
Post by: Defiant on August 23, 2011, 01:55:50 AM
i'll investigate further. Defiant, do you have any input on this?
Not without more input. The Shuttle Framework usually should work fine. Have you checked the console?
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 23, 2011, 02:07:27 AM
Console tracker reports this: (Download file)
Title: Re: BC Galactic Renaissance - new topic
Post by: Jb06 on August 23, 2011, 03:46:51 AM
Got qb autostart installed?
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 23, 2011, 09:39:57 AM
yeah, 0.9 and the 0.9.1 fix.
Title: Re: BC Galactic Renaissance - new topic
Post by: Defiant on August 23, 2011, 03:27:36 PM
The Races scripts are missing. You get them from my Distress call or GC. Do you have GC yet? (Do you plan to?)
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 23, 2011, 05:25:13 PM
The Races scripts are missing. You get them from my Distress call or GC. Do you have GC yet? (Do you plan to?)

i've sent out a permission request to USS Frontier

Distress Call... will look for that

UPDATE:

after eliminating several items by creating folders or replacing files, i have managed to narrow it down to these file errors (from the console tracker)

Code: [Select]
Error OSError: (3, 'No such process')
Traceback (innermost last):
  File ".\Scripts\Custom\Autoload\LoadTech.py", line 28, in __call__
  File ".\Scripts\techfunc.py", line 26, in ImportTechs
  File ".\Scripts\Custom\Tech\SecondaryTargettingAlpha.py", line 11, in Setup
  File ".\Scripts\ftb\ShipHandlers.py", line 17, in ?
  File ".\Scripts\ftb\FTB_MissionLib.py", line 15, in ?
  File ".\Scripts\ftb\ShipManager.py", line 96, in ?
  File ".\Scripts\ftb\ShipManager.py", line 75, in LoadExtraPlugins
OSError: (3, 'No such process')

i don't know the exact ins and outs of python, much less how these errors are related to techframework

if anyone has input, your help would be greatly appreciated.
Title: Re: BC Galactic Renaissance - new topic
Post by: Defiant on August 24, 2011, 01:30:20 AM
There should be something before these lines.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 24, 2011, 12:22:39 PM
Console report

Tested BC first time

Code: [Select]
####
Traceback (innermost last):
  File ".\Scripts\Custom\QBautostart\Dock.py", line 24, in ShuttlesDock
    import ReturnShuttles
  File ".\Scripts\ReturnShuttles.py", line 49, in ?
    from Custom.MultiplayerExtra.MultiplayerLib import DeleteObjectFromSet
ImportError: No module named MultiplayerExtra.MultiplayerLib
####

Tested the Second Time after making the folder Mvam in autoload and putting an __init__.py

Code: [Select]
####
Traceback (innermost last):
  File ".\Scripts\Custom\QBautostart\Dock.py", line 25, in ShuttlesDock
    ReturnShuttles.ReturnWithoutTractor(pObject, pEvent, NotHost = 1)
AttributeError: ReturnWithoutTractor
####

not sure how it got down to this one file, but it did, so there's an error with ReturnWithoutTractor, on line 25

if there's something supposed to be there, i'm guessing it has something to do with this part of the code.

Location: Scripts\Custom\QBautostart\Dock.py

Code: [Select]
def ShuttlesDock(pObject, pEvent):
        global DockVersion
#print("Docking...")

        if (DockVersion == 2):
                import ReturnShuttles
                ReturnShuttles.ReturnWithoutTractor(pObject, pEvent, NotHost = 1)
                return
Title: Re: BC Galactic Renaissance - new topic
Post by: Defiant on August 24, 2011, 01:44:36 PM
ok this will take some fixing time. It looks like you mixed scripts - old with new. Damn it, it was me who told you to better get the latest version from KM, right?...ok ok I will fix it: I havn't thought of the additional dependencies.. Any chance you can copy me your scripts folder?
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 24, 2011, 04:48:52 PM
I'll send it to you

it's at your defiant.homedns e-mail

UPDATE:

until i hear back from defiant, there's not much i can do at this point (which is kinda bad because i don't want this thread to go dead like the other one)

i have posted the new WIP to  my website. (http://captaindaxianmods.weebly.com/bridge-commander-galactic-renaissance.html)
Title: Re: BC Galactic Renaissance - new topic
Post by: Defiant on August 25, 2011, 02:56:21 PM
Yes got it. I'll try to look over it in the next 2 days.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 25, 2011, 02:59:18 PM
thanks defiant, your a real help.

(heck, you made half of these!)

Captain_Daxian
Title: Re: BC Galactic Renaissance - new topic
Post by: Defiant on August 26, 2011, 12:38:00 PM
You were missing the scripts/Custom/Carriers-folder.

this should fix it.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 26, 2011, 12:45:46 PM
You were missing the scripts/Custom/Carriers-folder.

this should fix it.

i ran BC, secondary targetting is running fine, tested it.

no launch buttons though, i guess i need a carrier ship.

is that all or are you still working out the old from new scripts?
Title: Re: BC Galactic Renaissance - new topic
Post by: Defiant on August 26, 2011, 03:28:59 PM
no launch buttons though, i guess i need a carrier ship.
And a ship with Shuttle Bays.

is that all or are you still working out the old from new scripts?
I'm done the fix.zip should has fixes for all errors I encountered.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 26, 2011, 05:15:42 PM
sorry for double posting, but i think this needs to be in a seperate reply.

if i press the 'return shuttles' button, the shuttles self destruct when they reach 0.50 km of distance from me when i'm not moving.

if i press return shuttles when i am moving (this is the CG Sovereign) the shuttles will dock normally, though i cant say that they appear in the list, i still have 3 of 4, when i launch and return another one, it docks and is no longer targetable, it says 2 of 4, etc

console report showed this.

Code: [Select]
#----------------------------------------------------------------------->>> Fri Aug 26 16:07:12 2011
####
Galaxy Escape Pod 1 None
('Using Shuttle Bay', 'Shuttle Bay OEP')
####

####
Traceback (innermost last):
  File ".\Scripts\ReturnShuttles.py", line 283, in TractorTargetDocked
    DeleteObjectFromSet(pObject.GetContainingSet(), pObject)
  File ".\Scripts\Custom\MultiplayerExtra\MultiplayerLib.py", line 184, in DeleteObjectFromSet
    kStream.OpenBuffer(Multiplayer.MissionShared.NET_BUFFER_SIZE) # Open the buffer stream with byte buffer.
AttributeError: NET_BUFFER_SIZE
####

####
No Target - no Transport
####

it works for the most part, thanks defiant.

now i will have to find out what else isgoing whacky, is it my doing, or is it something missing?
Title: Re: BC Galactic Renaissance - new topic
Post by: Starforce2 on August 26, 2011, 10:24:35 PM
so what mod is this? You guys got a shiplist? I hope it includes that one in your sig.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 26, 2011, 10:35:01 PM
so what mod is this? You guys got a shiplist? I hope it includes that one in your sig.


if you'll read my overview (1st post) this mod is called Bridge Commander Galactic Renaissance (BCGR). a large mod that is to include work from modders all around. the timeline in this mod is from DS9 S3 to Post Nemesis(ending at anywhere before or soon after 2400). i am adding my own unique things here and there, such as a nemesis colored interface, and canonized characterstatus'. there other things i can do, but right now i'm trying to focus on following my 'modding order'. any help/input/suggestions are greatly appreciated.

UPDATE ON TECHFRAMEWORK:

okay here's the variables


Title: Re: BC Galactic Renaissance - new topic
Post by: Defiant on August 27, 2011, 01:50:52 AM
try this.
Title: Re: BC Galactic Renaissance - new topic
Post by: eclipse74569 on August 27, 2011, 11:29:18 AM
if i press the 'return shuttles' button, the shuttles self destruct when they reach 0.50 km of distance from me when i'm not moving

They must REALLY not want to go back to their ship :P

I'm glad Defiant is workign with you on this :D.  Can't wait to see more!
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on August 27, 2011, 12:26:30 PM
They must REALLY not want to go back to their ship :P

drunk pilots pressing the self destruct button....
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 27, 2011, 12:34:54 PM
.
They must REALLY not want to go back to their ship :P

I'm glad Defiant is workign with you on this :D.  Can't wait to see more!

and i am glad for his help, i don't think i could do most of this without him! you've been a great help Defiant!

shuttles now dock when you're in one, 'dock at target' works good. and it returns shuttles to the list (on miguels menu). i transfer smotthly to the ship without any disruptions (though you keep the same camera zoom and angle).

0they dock rather explosively when i press 'return shuttle' i was like :bitch: at the shuttle after that because i had to load quickbattle again after that (destroyed my shuttle bay).

drunk pilots pressing the self destruct button....

when i'm moving and i press 'return shuttle' they dock nicely, though they don't return to my list.

still a little kinks, but QBautostart functions are almost all in place. next function after this: NanoFX.
Title: Re: BC Galactic Renaissance - new topic
Post by: Defiant on August 27, 2011, 01:06:19 PM
Do you have the files
-data/TGL/QuickBattle/ReturnShuttles.TGL
-sfx/Quickbattle/ShipDocked.wav
-sfx/Quickbattle/FelixDockShip.wav
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 28, 2011, 04:04:27 PM
Yes

Moving on From NanoFX and CWS2.0 to Galaxy Charts and GravFX

Here's a Screenshot of the New Nemesis UI.
Title: Re: BC Galactic Renaissance - new topic
Post by: Killallewoks on August 28, 2011, 05:30:48 PM
Could do with more shades of blue. Other than that spot on.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 29, 2011, 06:44:31 PM
Could do with more shades of blue. Other than that spot on.

Thanks. i may not know how to compose QBA scripts, but i know how to do GUI Modding (Colors and Stringnames).

UPDATE:

BC Crashed, Loading from Backup

Should've known about installing QBA extensions (BCS: TB) after GC and GravFX

and I missed a few things in QBA

Maybe the Crash was a good thing  :idk:

here's what i've got right now:

?Abandon Ship
?Add Ships
?Construct
?Distress Call
?Switch Sides
?Fleetorders
?Orbit Target
?SLF + New Tech System
?Shield Percentages
?Surrender

anyone have suggestions, or do i have them all?  :s
Title: Re: BC Galactic Renaissance - new topic
Post by: Killallewoks on August 29, 2011, 06:51:24 PM
Capture target?
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 29, 2011, 06:54:36 PM
ill look into it. sounds good!

Is it under GPL/BSD?
Title: Re: BC Galactic Renaissance - new topic
Post by: Killallewoks on August 29, 2011, 07:00:28 PM
ill look into it. sounds good!

Is it under GPL/BSD?

Dunno but it was in KM?
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 29, 2011, 07:07:53 PM
 :dance :yay: just checked, it's licensed under GPL. The SFC Marines Capture. Nice. Works too, just tested it.

adding to the list.

Captain_Daxian
Title: Re: BC Galactic Renaissance - new topic
Post by: Killallewoks on August 29, 2011, 07:18:25 PM
:dance :yay: just checked, it's licensed under GPL. The SFC Marines Capture. Nice. Works too, just tested it.

adding to the list.

Captain_Daxian

Glad i could be of assistance! :D
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 29, 2011, 09:54:18 PM
i Can't go any further, not without a response from Sneaker98, (Man where did he go?)

(this thread seems to have gotten quiet), all QB functions are in place, now time For BCS: TB (still have to wait for Sneaker )

EDIT:

I might be able to take you up on that set of ships CyAn1D3, Are you there?
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on August 30, 2011, 12:21:28 AM
yea i havnt dropped off the map totally yet.

ill see if i can work up the will tomorrow to get the MKII sovvy straightened out.
as some who follow my WIP thread will tell you, things havnt been going so well lately...
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 30, 2011, 12:25:40 AM
i'm sure you'll get things straightened out with that Sovereign

(by my opinion: anyone who is capable of creating/retexturing a ship, can fix any problems with it, with or without tech support)

i took a look at the MKII sovereign again, this time i expanded the image, it looks better than the thumbnail version

i fi were to include it in the Mod, i would put it under Federation Ships/Post Nemesis/Sovereign-II. just a heads up if that's alright with you.

Thanks for the offer, since i'm waiting on sneaker, might as well add a few ships in the process.
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on August 30, 2011, 01:26:07 AM
thats fine, thats actually where she belongs lol, ill post the download link for you here once i release it.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 30, 2011, 01:45:29 PM
thats fine, thats actually where she belongs lol, ill post the download link for you here once i release it.

Thanks.

UPDATE:

Testing Out BCSTB functions, there are a few screenshots below

027.png: My ship towing a (Stock) Nebula Class.
028.png: the New Galactic Renaissance Logo (top Left)
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on August 31, 2011, 02:56:13 AM
the MKII Sovereign is slated for release either tomorrow or later this week, all ive to do is tweak the HPs some between the 3 variants that are going out (wich i THINK i already did), all you have to do is download the ships, BUT, and there is a BUT, to SEE the 3 variants, the user NEEDS the skinning and damaging tool as the ship uses map swaps to save space.  :readme:
 
needless to say i couldnt work out the smoothing issues, its nothing major, just my being a nitpick.  :hithead:

ill post the link in the BC downloads section or you can get the link off my profile, these 2 locations will be the first grab spots for the ship unless BCF posts it within 5 seconds.  :D

i would also recommend my baby and first design, the Arsenal class... but as the name implies.. i think shes a TAD too much of a beast... your call.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 31, 2011, 03:38:02 PM
CyAn1d3: Looking forward to seeing your MKII Sovereign.

UPDATE:

BCS: TB is ready to go.

REQUEST:

If anyone knows how to do alphas on photoshop etc, i need your help.

Thanks
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on August 31, 2011, 03:41:09 PM
If anyone knows how to do alphas on photoshop etc, i need your help.

REAL simple. all you gotta do is select the area(s) you want to make using the marquee tool, go over to your channels in your layers panel, and click new channel from selected. if you have any questions about it feel free to PM me and ill give you some screen caps
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on August 31, 2011, 05:43:08 PM
you see i don't have photoshop, and i was wondering if i could get someone who has it to do a little editing for me.

dEjaVu was doing it for me for a while, but he can't do it currently so...

Thanks

Captaian_Daxian.
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on September 01, 2011, 12:25:27 AM
you see i don't have photoshop, and i was wondering if i could get someone who has it to do a little editing for me.

dEjaVu was doing it for me for a while, but he can't do it currently so...

Thanks

Captaian_Daxian.

oh..... derp

how many do you need done? ive got some free time between the sovvy, the ragnarok and my japanese lessons XD
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on September 01, 2011, 11:32:15 AM
well, i do need to do the cursors, and i do have a few more things to alpha. i had cursors done a long time ago, but my computer had crashed after that.  :hithead:

yeah, just a few things here and there, it's nothing big, but would be a big help.
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on September 01, 2011, 12:13:20 PM
Rar up the images, leave a readme with details of what you need (including file types) upload them to a filesharing site and PM me the link to the download, ill take a crack at them.  :thumbsup:

it wont be till early next week that i get to them tho, my weekend is booked solid.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on September 01, 2011, 12:16:02 PM
no problem, i'm testing other mods than the maps now, but i thought i'd get a gead start on that. so whatever suits you, no rush.

Thanks

Captain_Daxian
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on September 01, 2011, 12:31:22 PM
no problem, i'm testing other mods than the maps now, but i thought i'd get a gead start on that. so whatever suits you, no rush.

Thanks

Captain_Daxian

well, try to have the stuff together late sunday, early monday, that way i can take the day or two needed to do them and get them back to you :)
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on September 02, 2011, 01:23:51 AM
CyAn1d3: it's sent to your hotmail

UPDATE:

BCGR now has it's own Loading screen
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on September 02, 2011, 12:11:47 PM
done, files are in your email
let me know if theres anything else or any issues
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on September 05, 2011, 10:02:46 PM
CyAn1d3: i have it, but the colors need to be inverted (Black/white -white/black)

UPDATE:

Working on Larger mods (ie: slipstream).

on the side, question: how do i create Mutator controlled Music
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on September 05, 2011, 10:55:20 PM
CyAn1d3: i have it, but the colors need to be inverted (Black/white -white/black)

will take care of first thing tomorrow
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on September 05, 2011, 11:05:47 PM
thanks Cyan1d3, sorry if i pushed you, i just updated my previous post. no worries.
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on September 05, 2011, 11:16:44 PM
no worries, ya cant push me harder than i myself, and im like a drill instructor on my bad days
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on September 06, 2011, 01:35:43 PM
UPDATE:

Well, this is a bummer for me, but i have said this before and i will say it again.

I am only 14 years old, and am still in school. As of tomorrow, i will have a lot less free time on my hands. A LOT less free time.  :sad:

so right now as i type, and as i work on this mod my mind is like  :drink2: :drink: to the free time i had.

BCGR will continue to be created, but at a slower rate, i will post at least 3 times a week, but i'm in high school right now and i will have a lot of real life things ahead of me.

Slipstream framework works. Next is the QBStart Ship Selector, and then the rest of the large mods. after that it will be time to start installing bridges and ships, then SFX Plugins, Maps and TGL Changes. :)

Yes. It is good to be this far in progress with the mod before school.  :P

Captain_Daxian
Title: Re: BC Galactic Renaissance - new topic
Post by: Jb06 on September 06, 2011, 06:51:00 PM
UPDATE:

Well, this is a bummer for me, but i have said this before and i will say it again.

I am only 14 years old, and am still in school. As of tomorrow, i will have a lot less free time on my hands. A LOT less free time.  :sad:

so right now as i type, and as i work on this mod my mind is like  :drink2: :drink: to the free time i had.

BCGR will continue to be created, but at a slower rate, i will post at least 3 times a week, but i'm in high school right now and i will have a lot of real life things ahead of me.

Slipstream framework works. Next is the QBStart Ship Selector, and then the rest of the large mods. after that it will be time to start installing bridges and ships, then SFX Plugins, Maps and TGL Changes. :)

Yes. It is good to be this far in progress with the mod before school.  :P

Captain_Daxian

The answer to this is to get more than yourself onboard.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on September 10, 2011, 01:50:04 AM
UPDATE:

Working on Music Plugins (Mutator Controlled Music - will require restart of BC but... - basically it allows audio shifting of eras)

i have here a clip of starbase 12 music in the zip below, from the Nemesis Set of soundtracks.
Title: Re: BC Galactic Renaissance - new topic
Post by: Bones on September 10, 2011, 03:08:38 AM
Soundtracks are not allowed in any mods released to public as far I as I remember ...
Title: Re: BC Galactic Renaissance - new topic
Post by: ACES_HIGH on September 10, 2011, 03:17:05 AM
Only a slight technicality, GameFront/Filefront won't let us post Music files on BCF because of potential copyright, the same reason we can't host KM anymore.  You could post that part of the mod here though.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on September 10, 2011, 11:30:03 AM
good thing i mentioned that now :facepalm:

i always wondered why KM could never be found on BCFiles...

i could always make another site to host it.

hmm......
Title: Re: BC Galactic Renaissance - new topic
Post by: Bones on September 10, 2011, 02:28:21 PM
or post base mod without music on BCFiles, then post music addon on another site ;) just mention a link to 'additional content' in your readme ;)
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on September 10, 2011, 02:56:08 PM
good idea Bones

i was going to search for file hosts and use my site/a new site to link to the DL.

But that's a good idea too.

Thanks
Title: Re: BC Galactic Renaissance - new topic
Post by: Bones on September 10, 2011, 06:17:38 PM
if you're lookin' for ome good and reliable host sites then try dropbox.com ;)
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on September 11, 2011, 07:04:05 PM
just checked it out, it's nice.

i'll use this, it's good.

UPDATE:

Cyan1d3

i tried installing your set of MKII Sovereign's, the Slipstream drive doesn't work...

if it's alright with you, i'd like to try reinstalling the Slipstream Drive property with MPE.

Oh, by the way, i changed the plugin for the ship, i got the description here (kinda lost the original, thought you'd like to know)

Quote from: BCUT v1.8 Description Writer
The Sovereign class had been a huge success, but instead of refitting and upgrading the existing class for years to come, Starfleet engineers went over the design and reworked the ship's layout and specifications. The result was the Sovereign-II class, Fit with more powerful weapons, shields, sensors, engines, and more overall computing capacity, the Sovereign-II was as much a success as the original Sovereign itself.

ARMAMENT:
-21 Advanced Burst Phaser Arrays
-9 Torpedo Launchers
    --3 Fwd, 6 Aft
    --550 Photon
-1 Replicating Torpedo Turret
    --Micro Quantum

DEFENSE:
-Heavy Regenerative Shields
-Tritanium-Duranium Hull

PROPULSION:
-1 Warp Core M/ARA
    --2 Warp Nacelles
-3 Impulse Engines
-1 Slipstream Drive

TACTICS:
Use the Ship's shield arcs to protect yourself, but try to rotate through them to let them recharge. The Ship is Equipped with Advanced-Burst Phasers, which do a lot of damage, but do not fire for long, so rotate through those in concert with the shields. Line up the torpedo launchers and the quantum turret (if possible).
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on September 11, 2011, 07:35:19 PM
dosnt matter to me, go ahead.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on September 15, 2011, 04:24:09 PM
UPDATE:

GravFX and BPCore is installed

editing Music (actual mp3 files)

Screenshots Below
Title: Re: BC Galactic Renaissance - new topic
Post by: Captain_D on September 16, 2011, 12:23:28 AM
Well, from the screencaps, your off to a good start. :thumbsup:
Title: Re: BC Galactic Renaissance - new topic
Post by: MarkyD on September 16, 2011, 05:16:20 AM
Nice, looks great  :thumbsup:
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on September 16, 2011, 11:11:41 AM
ugh.. those smoothing issues on the MKII are going to haunt me for the rest of my life  :facepalm:

what cockpit is that in the 3rd pic? ive not seen it before?

otherwise everything looks to be coming together nicely!
Title: Re: BC Galactic Renaissance - new topic
Post by: flarespire on September 16, 2011, 11:15:44 AM
i have a weird solution to fixing the smoothing errors, before exporting to a nif, export to a 3ds, open it with milkshape and export it as an SMD for half life/half life 2, then open the smd in milkshape and export to a 3ds, load that up into 3ds max and smooth it and its should fix the errors, ive had to do that alot with my gmod projects.
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on September 16, 2011, 11:28:17 AM
ugh.. those smoothing issues on the MKII are going to haunt me for the rest of my life  :facepalm:

what cockpit is that in the 3rd pic? ive not seen it before?

otherwise everything looks to be coming together nicely!

Lurok91's Late Runabout Bridge

if you need a link to it, here it is http://bridgecommander.filefront.com/file/Runabout_Bridges_Pack;117898

and CyAn1d3, i have never seen any part of this ship that is not amazing, this is high quality work, and i'm glad i can include it in BCGR.

UPDATE:

i've had to take a few steps back from the Bridge Plugin Core, it appears that one of the mods after/before it don't like loading up in a second QB Session.

trying to find out which mod it is and fix the order.

EDIT:

BPCore Goes First.

Installing Bridges by release Date order.

CyAn1d3, can you change hues of a Targa file? if so, i'd appreciate it if you could change the chairs in the Sovereign Bridge to a Blue color.

Thanks for the support and comments, greatly appreciated.
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on September 16, 2011, 06:17:43 PM
im my own worst critic.....

as for the hues, yea.. that can be done easily. what all do you need?
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on September 23, 2011, 07:10:41 PM
Editing Sovereign Bridge

CyAn1d3: I figured out how to change a hue, by using GIMP and MSOffice Picture manager, though i would still like those chairs.

More Screenshots Below

(the chairs kinda glow... derp)
Title: Re: BC Galactic Renaissance - new topic
Post by: CyAn1d3 on September 23, 2011, 08:43:12 PM
crap! thanks for reminding me!

i keep getting side tracked....  :(
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on September 24, 2011, 01:08:16 PM
UPDATE:

Nemesis VS Post-Nemesis VS Mix

any ideas?
Title: Re: BC Galactic Renaissance - new topic
Post by: Bones on September 28, 2011, 01:27:20 AM
I would turn seats and carpet to the very same blue we have here on BCC, something like really washed out navy blue, it would look ace ;)
Title: Re: BC Galactic Renaissance - new topic
Post by: CDR_Daxian on October 06, 2011, 08:34:55 PM
sorry bones, decided that i'm going to turn it to the Mix (thanks for the suggestion though), with the shirs being blue and the carpet being a nice red for the main color, blue on the edges (the Mixed one in the photo in my previous post was incomplete)

sorry for not posting in a while, i've been busy. Mostly with all of the work i have for High-School this week. I have been putting some of my time into the mod nonetheless.

thanks

Captain_Daxian
Title: Re: BC Galactic Renaissance - new topic
Post by: Bones on October 07, 2011, 02:59:48 AM
Sure, it's your mod afterall ;)
Title: Re: BC Galactic Renaissance - New WIP Thread
Post by: CDR_Daxian on October 16, 2011, 05:00:20 PM
applied finishing touches to mixed bridge-color layout (screenshot040 in my previous post).

i Also renamed most of the animated LCARS for the side-stations to reflect where the characters are sitting.

just wondering what to do next?

what to do, what to do......
Title: Re: BC Galactic Renaissance - New WIP Thread
Post by: JimmyB76 on October 17, 2011, 03:37:59 AM
why not create a full list of everything youve done thus far (long post, perhaps, but thats ok)
and then it might be easier to make suggestions?
Title: Re: BC Galactic Renaissance - New WIP Thread
Post by: CDR_Daxian on October 21, 2011, 12:24:46 AM
Okay, here goes my progress...

-Installed foundation 2008
   -Tested for Functionality
-Installed Unified Main Menu
   -Tested for Functionality
-Installed QBAutostart 0.9
   -Tested for Functionality
-Installed QBA 0.9.1 fix
   -Tested for Functionality
-Installed Custom Warp
      -Tested for Functionality
-Installed Abandon Ship
      -Tested for Functionality
-Modified Abandonship script to say 'Confirm' in the submenu for abandon ship
   -Tested for Functionality
-Installed Distress Call
   -Tested for Functionality
-Installed Fleetorders
   -Tested for Functionality
-Installed Switch Side
   -Tested for Functionality
-Installed Shield Percentages
   -Tested for Functionality
-Installed Orbit Target
   -Tested for Functionality
-Installed Addship
   -Tested for Functionality
-Installed Surrender
   -Tested for Functionality
   -Modified Abandonship script to say 'Confirm' in the submenu for Surrender
      -Tested for Functionality
-Installed Capture Target
   -Tested for Functionality
-Installed SLF and New Tech system
    -Tested for Functionality
-SLF didn't work completely, defiant offered help, and he ran through my scripts folder
   -Defiant gave me Fix 1
   -Defiant gave me Fix 2
      -(Really appreciated Defiant)
-Fixes applied to BCGR, and new tech system worked like a charm once tested (QBAutostart mutator changed from v0.9 to v1.0)
-Installed CGSovereign Revamped with SLF upgrade to test Techframework
-Installed NanoFX 2.0 Beta
   -Tested for Functionality
-Installed Slipstream Framework
   -Installed Courageous Class (permission obtained from MayhemUK) to test Slipstream
- Saved Backup folder of Mod (BC Galactic Renaissance - 201109.06 (1120 H) First Restore Point)
-Installed BCS:TB
-Tested for Functionality
-Modified BCS:TB Mutator Script to exclude a few functions. (# marks beside the mutators)
-Tested for Functionality
- Saved Backup folder of Mod (BC Galactic Renaissance - 201109.06 (1147 H) BCS:TB)
-Requested Permission from Defiant to use the Music replacement Template from KM (script only)
   -Permission obtained
-Applied Nemesis Interface
-Developed Nemesis Music + Combat Mutator
   -Ran it through the game, applied changes and finished it off
-Developed Nemesis Music (no combat music) Mutator
   -Ran it through the game, applied changes and finished it off
-Developed FC/Baku Music Mutator
   -Ran it through the game, applied changes and finished it off
-Replaced Episode 2 (menu music) with the Star Trek Generations Overture
-Changed QB Music to be EpisGen 1
   -Ran it through the game, applied changes and finished it off
-Developed Voyager Music Mutator
   -Ran it through the game, applied changes and finished it off
-Developed DS9 Music Mutator
   -Ran it through the game, applied changes and finished it off
-Saved Backup folder of Mod (BC Galactic Renaissance - 201109.11 (2332 H) MutatorMusic Completed)
-Installed BPCore Gold
-Saved Backup folder of Mod (BC Galactic Renaissance - 201109.16 (1127 H) BPCore Gold)
-Installed Sovereign Bridge
   -Tested it in-game
-Installed Galaxy Bridge
   -Tested it in-game
-Installed Canon Crew Fix
   -Tested it in-game
-Installed Intrepid Bridge
   -Tested it in-game
-Saved Backup folder of Mod (BC Galactic Renaissance - 201109.16 (1640 H) Bridges 2006-2007)
-Installed FCExcelsior Bridge
   -Tested it in-game
-Installed Excalibur Bridge
   -Tested it in-game
-Installed Generations Galaxy Bridge
   -Tested it in-game
-Saved Backup folder of Mod (BC Galactic Renaissance - 201109.16 (1640 H) Bridges 2007-2008)
-Modified Redalert Panels so thet they are full dark red (Screenshot032)
-Modified Ebridge Carpet colors (Screenshot038, 039, & 040)
-Modified Ebridge Chair Colors (Screenshot038, 039, & 040)
-Modified Ebridge Consoles to reflect the Canon Crew Fix
-Modified Ebridge Sounds with new ones from here and there
-Gave FCExcelsior bridge it's own set of sounds.
-Chose to go with Mix of Nemesis and Post Nemesis colors for chairs (Screenshot040)
-Modified the Side Stations on EBridge to reflect Character Positions.
--Saved Backup folder of Mod (BC Galactic Renaissance - 201109.23 (2048 H) Bridge Modification 1) (Current mod)

Okay, there's my progress, sorry for taking up so much space.

Now then. that's all i can see/think of...

Any suggestions?
Title: Re: BC Galactic Renaissance - New WIP Thread
Post by: CDR_Daxian on November 06, 2011, 07:14:02 PM
UPDATE:

I have bad News

Unfortunately, I am going to have to postpone Work on the Mod entirely, due to my school giving me insane amounts of work, and due to the fact that I am going to have to Restart the Entire Mod from Foundation.

This is incredibly dissapointing, but Real life has decided that I need to stop working for BC for a while

I think I'll try to restart during my Christmas Break, and see how i will go on from there

Thank you,

Captain_Daxian
Title: Re: BC Galactic Renaissance - New WIP Thread
Post by: CDR_Daxian on January 04, 2012, 10:02:33 PM
I guess i better close this thread

1. Real-life issues always seem to get in the way of modding
2. Restarting from scratch in my spare time on weekdays isn't exactly ample time
3. my threads always seem to go dead, so i figure i better post back when i actually have some solid progress.

See you guys around
Title: OKAY, Galactic Renaissance was Large, and a Fail, (twice) but...
Post by: CDR_Daxian on January 29, 2012, 04:29:42 PM
Okay, as some of you may know, I tried creating a Large mod, but failed. It was entitled BCGR (Galactic Renaissance), but limited time and schoolwork overcame my ability to work on it, (and i found more than a dozen bugs - that I don't know how to fix without starting over - came up)so It was a BUST. I also discovered that my Generations Bridge Modification was permanently lost, both on BCFILES, and on my hard-drive. Merp :( :cry:

But there are some successful Submods that I created from it. One would be the Canon Crew statuses TGL modification, and another would be the Nemesis Interface Modification. A loading Screen. There's also the Post Nemesis Bridge Graphics Modification, along with other miscellaneous modifications.

I plan to release these as seperate mods (the ones that are my own) to BCFiles, seems as I haven't had any recent activity in several months (lost track).

Anyways, I also wanted to check what everyone's been up to these months, so, Yeah.

Thanks

Captain_Daxian
Title: Re: OKAY, Galactic Renaissance was Large, and a Fail, (twice) but...
Post by: Maverick on February 13, 2014, 12:03:08 AM
Okay, as some of you may know, I tried creating a Large mod, but failed. It was entitled BCGR (Galactic Renaissance), but limited time and schoolwork overcame my ability to work on it, (and i found more than a dozen bugs - that I don't know how to fix without starting over - came up)so It was a BUST. I also discovered that my Generations Bridge Modification was permanently lost, both on BCFILES, and on my hard-drive. Merp :( :cry:

But there are some successful Submods that I created from it. One would be the Canon Crew statuses TGL modification, and another would be the Nemesis Interface Modification. A loading Screen. There's also the Post Nemesis Bridge Graphics Modification, along with other miscellaneous modifications.

I plan to release these as seperate mods (the ones that are my own) to BCFiles, seems as I haven't had any recent activity in several months (lost track).

Anyways, I also wanted to check what everyone's been up to these months, so, Yeah.

Thanks

Captain_Daxian

Sorry to hear about your issues stuff happens
I know this reply is really late ,but I'm kinda new here didn't know about it ,but If you could please provide links to you sub mods you did that would be awesome. Thank you