Bridge Commander Central
BC Forums => BC General => Topic started by: champion1642 on April 24, 2012, 10:08:39 AM
-
Hi there, I wanted to know if the Delta Quadrant Pack was officially out or not? I recently saw a file at Filefront called Delta Quadrant Pack 1.0, was 609.22MB
I downloaded it and copied over the files, activated the required mutators yet nothing happened in game.
I've installed MANY mods in the past, at one point had almost 20GB worth of Bridge Commander....
Can anyone help me out, or did I download a FAKE?
EDIT: I have KM1.0, Stagate Ship Pack V3 and DS9FX installed if that makes a difference.
-
That was the beta download which technically you shouldn't have..... thus now deleted.
But there is no reason for it not to work. All ships are under Delta Quadrant Ships in the QB menu.... Star systems are all there in galaxy charts
-
I'm sorry I didn't know it wasn't supposed to be released, you should have put a password on it like the 0.5 Beta, but was there also a 1.0 beta?
I did use galaxy charts to no avail....
Don't worry I'm not gonna give it to anyone, just want it to work...
-
The reason I didn't put a password on it was because I thought that version could be the final release so i wouldn't have to reupload it without a password, however there are things which needed fixing.
What's not working??
-
some of us will wait till you guys are ready, JB
oh, and Champion, you're gonna have to get slipstream for use with the stargate 3.0 pack
-
I didn't mean to jump the gun on the mod but since I have it I can't resist....
I can see the Delta Quadrant ships, but I don't see the systems in the system selection, when trying to go to warp....
-
Have you got galaxy charts?
-
Yes the latest one.... But I decided a long time ago I didn't like it, guess it is a must for this mod?
-
It's listed as a requirement so yup :P
Go into Stellar Cartography in the helm menu and the galaxy appears.... click on the delta quadrant on the preset views and you'll see them all there...
Or copy and paste the LoadNanoFX.py in the dqp directory to scripts/custom/autoload... but back up your old copy first as if you have custom maps, they might disappear....
-
Thanks, I'll give it a try... as soon as I have access to my PC :D
-
oh, and Champion, you're gonna have to get slipstream for use with the stargate 3.0 pack
Why?
-
Would it be at all possible to select systems in Quick Battle?
-
yes in the systems menu if you add the loadnanofx.py which will be included, though like I said it might delete your custom systems... may not...
-
yes in the systems menu if you add the loadnanofx.py which will be included, though like I said it might delete your custom systems... may not...
But that's not the best practice. You shouldn't do that.
You could do something like this:
from Custom.Autoload.LoadNanoFX import *
import Foundation
class PlayerShipCreated(Foundation.TriggerDef):
def __init__(self, name, eventKey, dict = {}):
Foundation.TriggerDef.__init__(self, name, eventKey, dict)
def __call__(self, pObject, pEvent, dict = {}):
CreateMenus()
if pObject and pEvent:
pObject.CallNextHandler(pEvent)
PlayerShipCreated('Player Ship Created', Foundation.TriggerDef.ET_FND_CREATE_PLAYER_SHIP, dict = { 'modes': [ mode ] } )
def CreateMenus():
import MissionLib
pMission = MissionLib.GetMission()
if pMission != None:
if pMission.GetScript() == "QuickBattle.QuickBattle":
try:
# sample comment it out
import Systems.Starbase12.Starbase
Systems.Starbase12.Starbase.CreateMenus()
# place systems here
except:
pass
You still depend on the nanofx's mutator but you don't overwrite any scripts.
Sample attached, just make sure that the zzz filename prefix is present to make sure that the script loads last.
http://bcs-tng.com/forums/mods/tmp/zzz_DeltaQuadrantPackSystems.py
-
Cheers sov, I'm absolute crap at scripting :P
So something like this
from Custom.Autoload.LoadNanoFX import *
import Foundation
class PlayerShipCreated(Foundation.TriggerDef):
def __init__(self, name, eventKey, dict = {}):
Foundation.TriggerDef.__init__(self, name, eventKey, dict)
def __call__(self, pObject, pEvent, dict = {}):
CreateMenus()
if pObject and pEvent:
pObject.CallNextHandler(pEvent)
PlayerShipCreated('Player Ship Created', Foundation.TriggerDef.ET_FND_CREATE_PLAYER_SHIP, dict = { 'modes': [ mode ] } )
def CreateMenus():
import MissionLib
pMission = MissionLib.GetMission()
if pMission != None:
if pMission.GetScript() == "QuickBattle.QuickBattle":
try:
# sample comment it out
import Systems.Starbase12.Starbase
Systems.Starbase12.Starbase.CreateMenus()
# place systems here
import Systems.AveryIII.AveryIII
Systems.AveryIII.AveryIII.CreateMenus()
import Systems.BorgPrime.BorgPrime
Systems.BorgPrime.BorgPrime.CreateMenus()
import Systems.CaretakerArray.CaretakerArray
Systems.CaretakerArray.CaretakerArray.CreateMenus()
import Systems.Tarok.Tarok
Systems.Tarok.Tarok.CreateMenus()
import Systems.SuspiriaArray.SuspiriaArray
Systems.SuspiriaArray.SuspiriaArray.CreateMenus()
import Systems.FluidicSpace.FluidicSpace
Systems.FluidicSpace.FluidicSpace.CreateMenus()
import Systems.IcePlanet.IcePlanet
Systems.IcePlanet.IcePlanet.CreateMenus()
import Systems.GravitonCatapult.GravitonCatapult
Systems.GravitonCatapult.GravitonCatapult.CreateMenus()
import Systems.KrenimHomeworld.KrenimHomeworld
Systems.KrenimHomeworld.KrenimHomeworld.CreateMenus()
import Systems.MalonHomeworld.MalonHomeworld
Systems.MalonHomeworld.MalonHomeworld.CreateMenus()
import Systems.DemonPlanet.DemonPlanet
Systems.DemonPlanet.DemonPlanet.CreateMenus()
import Systems.OcampaV.OcampaV
Systems.OcampaV.OcampaV.CreateMenus()
import Systems.Sikaris.Sikaris
Systems.Sikaris.Sikaris.CreateMenus()
import Systems.Talax.Talax
Systems.Talax.Talax.CreateMenus()
import Systems.TheVoid.TheVoid
Systems.TheVoid.TheVoid.CreateMenus()
import Systems.TranswarpHub.TranswarpHub
Systems.TranswarpHub.TranswarpHub.CreateMenus()
import Systems.VaadwaurHomeworld.VaadwaurHomeworld
Systems.VaadwaurHomeworld.VaadwaurHomeworld.CreateMenus()
import Systems.WaterPlanet.WaterPlanet
Systems.WaterPlanet.WaterPlanet.CreateMenus()
import Systems.VhnoriHomeworld.VhnoriHomeworld
Systems.VhnoriHomeworld.VhnoriHomeworld.CreateMenus()
import Systems.Unicomplex.Unicomplex
Systems.Unicomplex.Unicomplex.CreateMenus()
except:
pass
-
Yeah, just fix the indents and comment out my sample line (starbase12). Your indents should match the samples starbase 12.
-
Okay doke ;)
Thanks again
-
Thanks guys!!! I have been away from this site for too long.... forgot how helpful you guys can be... :)
I used USS Sovereigns advice as well and copied the extra systems into the "loadnanoFX.py" file and everything's working perfect :yay: :yay: :bow: :bow:
-
Well i'll be a (insert here)
Looks like someone got lucky! However, it still has bugs, as they are fixing those bugs for the actual release. But still, you get to experience what many have not!
Just goes to show.... (idk what it goes to show, but it goes to show something. lol)