Author Topic: Star Trek Bridge Commander Remastered - Project Update 28/10/08.  (Read 24617 times)

Offline eclipse74569

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Re: Star Trek Bridge Commander Remastered - Project Update 18/10/08.
« Reply #60 on: October 22, 2008, 11:27:49 PM »
I must say I'm impressed, detail is going well on this, and I don't have any fears of losing framerates with this for some odd reason.  I think this computer can handle this :).  Can't wait
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Offline Digital_Clarity

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Re: Star Trek Bridge Commander Remastered - Project Update 18/10/08.
« Reply #61 on: October 26, 2008, 05:10:53 AM »
This is a treat indeed. I've been patiently waiting for an SP update. To satisfy my curiosity, I now have a battery of questions for
Glenn.

  • The original game was good, but I always felt it needed more ships in each mission. BC Supermod included
    extra ships that were there to help out during fights or just part of the scene. Will we be seeing more
    ships in each episode that either play a role in the mission or are there for eye candy such as ships in spacedock?
  • The AI scripts for BC are very simple and making mincemeat of a Warbird was very easy once you outflanked it.
    Will there be an update to the AI scripts or just the mission scripts and models?
  • Some of the ships I really missed seeing in action for BC were the Excelsior and Miranda Class as they were
    prominently shown during the Dominion War. Is there a chance we may see them in the remastered version (Wiley
    Coyote's Excelsior Pack would be a prime candidate)?
  • Can we expect to see new projectiles or will the stock projectiles be more or less the same with newer textures?
  • Will players be given to choose the Sovereign or Galaxy for later missions, or will you traditionally get the
    Sovereign in Episode 3?
  • Can you highlight anymore details already planned that will set the game apart from the original version?




Offline Glenn

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Re: Star Trek Bridge Commander Remastered - Project Update 18/10/08.
« Reply #62 on: October 26, 2008, 09:17:52 AM »
This is a treat indeed. I've been patiently waiting for an SP update. To satisfy my curiosity, I now have a battery of questions for
Glenn.

  • The original game was good, but I always felt it needed more ships in each mission. BC Supermod included
    extra ships that were there to help out during fights or just part of the scene. Will we be seeing more
    ships in each episode that either play a role in the mission or are there for eye candy such as ships in spacedock?
  • The AI scripts for BC are very simple and making mincemeat of a Warbird was very easy once you outflanked it.
    Will there be an update to the AI scripts or just the mission scripts and models?
  • Some of the ships I really missed seeing in action for BC were the Excelsior and Miranda Class as they were
    prominently shown during the Dominion War. Is there a chance we may see them in the remastered version (Wiley
    Coyote's Excelsior Pack would be a prime candidate)?
  • Can we expect to see new projectiles or will the stock projectiles be more or less the same with newer textures?
  • Will players be given to choose the Sovereign or Galaxy for later missions, or will you traditionally get the
    Sovereign in Episode 3?
  • Can you highlight anymore details already planned that will set the game apart from the original version?


Thanks for such a good question DC, let me try and clarify a few of them for you.  :)

1) At the moment I've got all the core ships that appear in the original game modded and balanced. For instance a Warbird is stronger than a Galaxy and you will be hard pushed to actually beat it in one on one combat. As for extra ships... I'm all for it, provided that It causes no conflicts with the core scripting, then thats a yes.

2) There will be a multitude of different ships available to play in quick battle, all we be properly balanced with canon hp's.

3) The projectile scripts and textures have all been modded by me and I think I've got them looking pretty good as well as being the right strength as well.

4) I'm not sure its possible to "choose" a different ship since the Sovereign is the key ship for most of the game, a lot of the scripts and sfx would need changing. So that's a no. (for the moment at least anyway!!).

5) Once I've finished modding ships, stations etc I plan on adding and testing other mods such as a few BCS:TNG scripts that might further liven up the SP campaign. There are a few other surprises that I have planned that will be announced in due course!!.

Thanks for the questions and interest!!

Have a Cookie lol.
  8)

Offline Glenn

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Re: Star Trek Bridge Commander Remastered - Project Update 18/10/08.
« Reply #63 on: October 26, 2008, 03:34:08 PM »
Update Time again people. :)

Here's the completed Federation Outpost that will feature in STBC:R, I wanted to completly get away from those hideous stock models and at the same time give it a similar look and feel to the Federation Starbase.  :)

The Federation Outpost appears courtesy of LongIsland26, you have my thanks!!.
  :)


Offline Glenn

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Re: Star Trek Bridge Commander Remastered - Project Update 18/10/08.
« Reply #64 on: October 26, 2008, 03:38:43 PM »
Hi folks.

Here is the completed retexture for the Federation Space Facility that will feature prominently in the Single Player Campaign. Being very similar to the Outpost there are a few noticeable differences.

I've also included a sneak peak of Biranu Station from Episode 2.3, hope you all like lol.
  :)

Offline JimmyB76

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Re: Star Trek Bridge Commander Remastered - Project Update 26/10/08.
« Reply #65 on: October 26, 2008, 03:50:11 PM »
very nice!!  :D

Offline Barihawk

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Re: Star Trek Bridge Commander Remastered - Project Update 26/10/08.
« Reply #66 on: October 26, 2008, 03:59:32 PM »
Would it be possible to add some scorching on Biranu to simulate some meteor damage? Would just add to the effect :D.

Offline cordanilus

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Re: Star Trek Bridge Commander Remastered - Project Update 26/10/08.
« Reply #67 on: October 26, 2008, 04:48:03 PM »
Sweet, I love those base textures.  Much better then the stock ones. :D

Offline Aeries

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Re: Star Trek Bridge Commander Remastered - Project Update 26/10/08.
« Reply #68 on: October 26, 2008, 04:49:36 PM »
Gorgeous work. How will this mod cooperate with the upcoming KM:R?

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Re: Star Trek Bridge Commander Remastered - Project Update 26/10/08.
« Reply #69 on: October 26, 2008, 04:49:57 PM »
oh, so sweet.
cookie again ;)

Offline Barihawk

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Re: Star Trek Bridge Commander Remastered - Project Update 26/10/08.
« Reply #70 on: October 26, 2008, 05:17:05 PM »
Gorgeous work. How will this mod cooperate with the upcoming KM:R?

About as well as installing any major total conversion over another conversion. In other words, not so well.

Offline Captain_April

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Re: Star Trek Bridge Commander Remastered - Project Update 26/10/08.
« Reply #71 on: October 26, 2008, 05:53:27 PM »
holy-freakin-wow.  cookie.

Offline limey BSc.

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Re: Star Trek Bridge Commander Remastered - Project Update 26/10/08.
« Reply #72 on: October 26, 2008, 08:42:51 PM »
About as well as installing any major total conversion over another conversion. In other words, not so well.

Why wouldn't it? The 2 mods are playing with different sections of the game. The only overlap is with the ships, so if you made sure this was installed after KM:R, any conflicts wouldn't stop either working.
MUSE!!!


Offline Barihawk

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Re: Star Trek Bridge Commander Remastered - Project Update 26/10/08.
« Reply #73 on: October 26, 2008, 09:22:14 PM »
About as well as installing any major total conversion over another conversion. In other words, not so well.

Why wouldn't it? The 2 mods are playing with different sections of the game. The only overlap is with the ships, so if you made sure this was installed after KM:R, any conflicts wouldn't stop either working.

It's quite early in the development of either mod to know for sure. It would be nice if you guys would work together to create one amazing mod, but right now it's two different projects. You are forgetting hardpoints, balance, and multitudes of other factors that probably have not even been thought of yet.

So it might happen, it might not. It would definitely be possible after both are released for someone to integrate them.

Offline rengers

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Re: Star Trek Bridge Commander Remastered - Project Update 26/10/08.
« Reply #74 on: October 27, 2008, 06:52:31 AM »
awsome base textures glenn, have a cookie for it :D
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Offline Dalek

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Re: Star Trek Bridge Commander Remastered - Project Update 26/10/08.
« Reply #75 on: October 27, 2008, 07:57:06 AM »
Going on from what Bari said, its like KM 1.0 and BC: Supermod 3. In their respected regions, they're cool but shipwise, there'll be a lot of problems. Probably throw ship HP's off balance. You wouldn't want to go against the Achilles (a ship we are redoing :D) and one of Glenns ships because we may have hardpointed it differently.
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Offline Kirk

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Re: Star Trek Bridge Commander Remastered - Project Update 26/10/08.
« Reply #76 on: October 27, 2008, 08:13:11 AM »
Very nice Glenn.

Offline Glenn

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Re: Star Trek Bridge Commander Remastered - Project Update 26/10/08.
« Reply #77 on: October 27, 2008, 10:15:54 AM »
Thanks everybody for the feedback, Dalekanium2 is right merging two separate installs can cause numerous issues especially with Hp Balancing, scripts etc. I've been playing through my latest build to see if new additions such as the Starbase and Outpost are causing any issues in-game, so far things look promising!!.  :)

I thought I'd post a few more screenies, this time from episode 3.1.... Bring on the Sovereign!!.
  :wink:

Offline Glenn

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Re: Star Trek Bridge Commander Remastered - Project Update 26/10/08.
« Reply #78 on: October 27, 2008, 10:17:27 AM »
And a couple more lol. :)

Offline Technerd89

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Re: Star Trek Bridge Commander Remastered - Project Update 26/10/08.
« Reply #79 on: October 27, 2008, 10:41:18 AM »
If I might offer a recommendation, you should try to acquire "read only" usage permissions for the Elite Force Bridge Crew, by Frontier Productions. Found here: http://bridgecommander.filefront.com/file/Elite_Force_Bridge_Crew;85204