Author Topic: DS9FX Xtended 1.2  (Read 21219 times)

Offline JimmyB76

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Re: DS9FX Xtended 1.2
« Reply #80 on: August 21, 2017, 02:46:44 PM »
yay i am stoked about this!

but all those ship replacements - im all for that but daaammmn all those months i spent balancing hps on the ships we had, to be no more... lol :P

Offline Morgan

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Re: DS9FX Xtended 1.2
« Reply #81 on: August 21, 2017, 05:56:04 PM »
yay i am stoked about this!

but all those ship replacements - im all for that but daaammmn all those months i spent balancing hps on the ships we had, to be no more... lol :P
If you still have them Jimmy feel free to send them over. I essentially just copied over the hardpoints from my main custom install and I'm waiting on feedback from Mario and Blackrook about how they feel. If you have better balanced hardpoints by all means I'll be happy to use those!

I'm glad you logged on as well! I'm on mobile right now but once I get to a computer I'll send you the latest build.

Offline Morgan

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Re: DS9FX Xtended 1.2
« Reply #82 on: August 22, 2017, 10:30:51 AM »
Yessss!!!
Perhabs with the per-ship bridge feature from 3rd Era's Bridge Plugin Core, the player's bridge could be switched to DS9's Ops once he/she takes command of the station in the "Way of the Warrior" historical mission.
(Same with the other ships including the Defiant.)
If you go into the "autoload" folder and edit the "ShipSpecificBridge" py file, you can have each ship automatically load its own bridge when you select the appropriate option in Quickbattle. Implimenting it for DS9FX missions though, I assume would require more mod detection be implimented to detect BPCore and what's in that py - I have no idea what kind of scripting work that would entail but I can ask Mario about it. Thanks for the sugestion!

Offline JimmyB76

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Re: DS9FX Xtended 1.2
« Reply #83 on: August 22, 2017, 11:21:10 AM »
If you still have them Jimmy feel free to send them over. I essentially just copied over the hardpoints from my main custom install and I'm waiting on feedback from Mario and Blackrook about how they feel. If you have better balanced hardpoints by all means I'll be happy to use those!
the hps i have are from DS9E, however if you have since replaced those ships with different/newer ones (which is totally ok of course) then the DS9E hps wouldnt work out on the newer ships (models) replaced...

Offline Morgan

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Re: DS9FX Xtended 1.2
« Reply #84 on: August 22, 2017, 11:51:30 AM »
the hps i have are from DS9E, however if you have since replaced those ships with different/newer ones (which is totally ok of course) then the DS9E hps wouldnt work out on the newer ships (models) replaced...
No worries man! I got feedback from Blackrook that the hardpoints were solid, still haven't heard from Mario but he had a busy weekend and it's now the workweek, so it'll probably be a few days before he can give them a spin. I sent over the beta link so if you wanna give them a spin and let me know how they feel whenever you can - another pair of eyes is a never a bad thing. :)

Offline newhalo123

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Re: DS9FX Xtended 1.2
« Reply #85 on: August 22, 2017, 05:02:57 PM »
It is also my hope that 1.2 will breathe some life into BC and Modding again. I will never say no to more BC mods!


It is awesome to hear that Lurok91's OPS set is gonna be in!
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Offline Morgan

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Re: DS9FX Xtended 1.2
« Reply #86 on: August 22, 2017, 07:41:27 PM »
I'm excited for it as well! As far as I know Ops was never publically released for BC. DS9FX never included bridges before (it's not KM afterall), but since Ops isn't publically available and it fits into the DS9 theme, I think it's a worthwhile inclusion.

Offline Mario

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Re: DS9FX Xtended 1.2
« Reply #87 on: August 22, 2017, 11:36:24 PM »
:)  :thumbsup:

DS9FX Xtended 1.2 may just get me playing again!

You are back :), pleasant surprise indeed.
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Offline Blackrook32

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Re: DS9FX Xtended 1.2
« Reply #88 on: August 23, 2017, 11:19:32 AM »
You are back :), pleasant surprise indeed.

Agreed :)


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Offline Morgan

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Re: DS9FX Xtended 1.2
« Reply #89 on: August 24, 2017, 01:33:50 AM »
Time for a quick update.  Mario and I have worked out a good roadmap for what we want to achieve with 1.2.  Previous posts have given some info, but I'll repost everything here for ease of viewing and add in the new goals since the initial announcement:

Additional Missions
A small new campaign, no bigger than the "True Way" story line that was featured in 1.1.  We're also looking at new historic missions and putting Starbase 375 to work for a few of them.  I'm in the process of writing a story line and building a couple new maps for them.  Full disclosure, this is probably the biggest hold up at the moment.  I'm trying to write a story that's at least equal quality to 1.1's "True Way", and I'm a bit of a perfectionist in this area, but I will be presenting something to Mario in the very near future.

Ship Replacements
An earlier post mentioned that we've secured permission from Wiley Coyote to replace several older DS9FX ships with his versions.  To ensure playability we're using 1024x1024 textures where available - this will ensure the mod is playable to most of the community while also limiting the strain on BC's engine (remember that BC's engine loves polys but hates textures).  We also have Aftermath's DS9 and Dominion Dreadnought integrated into the mod, and LongIsland26's Starbase 329 standing in for Starbase 375 - both stations have full docking ability and have a scale that feels good in terms of canon and gameplay.

Hardpoint Rebalance
The influx of new ships of course means new hardpoints.  To save time I simply imported my own scale from my own custom install, and feedback from Mario and Blackrook has been positive so we'll be sticking with it.  I think you guys will like flying the rebalanced ships. :)

Easter Eggs
I've seen previous posts mention Easter eggs, so I'll go ahead and address it.  This is a low priority, mainly because we think there's still Easter eggs from 1.0 that have yet to be discovered (hell I beta tested 1.0, worked on 1.1 and am leading 1.2, and even I don't think I've found them all lol).  If this changes, we're sure you'll notice if you have Easter eggs enabled  :P

Bug Fixes/Stability Improvements
After speaking at length on this subject with Mario, we're at the conclusion that we've got BC as stable as it can be through python, so in terms of stabilizing BC and addressing memory leaks we've kind of hit the walls that BC's antiquated engine has erected without the source code.

On the subject of bugs, one of the biggest things DS9FX has to be proud of right from the beginning is the fact that it has always been released in a very stable state with a minimum of bugs.  What few 1.0 had were mostly addressed in 1.1, and the very first 1.2 build I sent to Mario and Blackrook addressed a couple others.  Long story short, bugs are always something we're on the lookout for, and any that are detected will be addressed to the best of our ability.  As with all other versions of DS9FX, the community can rest assured that this version will be presented in the most stable and bug free state that we can offer.

Lurok's Ops Set
As was announced earlier, we're very happy to say that Lurok91 has given permission to include his DS9 Ops set in this latest DS9FX release.  I'd like to add a special thanks to Blackrook here as well, as he managed to sort out some of the scripting bugs the set suffered from.  To my knowledge, Ops doesn't have a download link for BC anywhere, and since the name of the mod is DS9FX, it almost screams its inclusion. :P

As it stands right now, it's looking like 1.2 will be a full install since it's built off of 1.1 - the patch files for that were unfortunately lost with BCS-TNG's shutdown (a full 1.1 build was saved thankfully), so an incremental upgrade to those of you who already have 1.0 is off the table for that reason.  If somebody does have the 1.1 patch saved somewhere, by all means shoot a PM to myself or Mario and we can post an incremental update as well.

Like any other mod, development time is always up in the air (real life commitments), but I am happy to report that enthusiasm is high, and the work is progressing at a comfortable pace.  We definitely have an itch to put out an update to this awesome mod, and we're hell-bent on scratching it.  I will let you all know that we have goals in place that maintain the ambition that previous DS9FX releases have always showcased, but are also reasonable given the amount of time we can commit.  We hope the community is ready to fire up BC one more time and enjoy  :D

Offline JimmyB76

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Re: DS9FX Xtended 1.2
« Reply #90 on: August 24, 2017, 08:11:04 AM »
 :dance :yay: :thumbsup:

Offline Mario

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Re: DS9FX Xtended 1.2
« Reply #91 on: August 24, 2017, 11:06:52 AM »
Probably a good idea to setup a github repository for this. Though only scripts will be hosted there.
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Offline JimmyB76

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Re: DS9FX Xtended 1.2
« Reply #92 on: August 24, 2017, 12:30:41 PM »
good idea!
i am totally ok with ships (and their hps) being updated and changed out - i prolly wont be changing hps and rebalancing them again - im sure they will be fine if someone else takes that on...

Offline Morgan

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Re: DS9FX Xtended 1.2
« Reply #93 on: August 24, 2017, 01:10:36 PM »
Probably a good idea to setup a github repository for this. Though only scripts will be hosted there.
What I know about GitHub can be written on the back of a postage stamp  :doh: Mario, do you feel like setting that up?

Offline Mario

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Re: DS9FX Xtended 1.2
« Reply #94 on: August 24, 2017, 03:39:13 PM »
What I know about GitHub can be written on the back of a postage stamp  :doh: Mario, do you feel like setting that up?

Just remember that you'll need to use a git client from that moment on. Either the github desktop client or something like sourcetree or smartgit...
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Offline angryandorian

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Re: DS9FX Xtended 1.2
« Reply #95 on: August 25, 2017, 01:00:41 PM »
One of the last ships made by SFSY/ Starfleet R&D was a nice looking Vor'cha. It would have made a nice upgrade from the Zambie Zan/ NeoXarchNova Vor'cha. But unfortunately it and some of their last releases were not saved before the shutdown of BCFiles. I think the Vor'cha from the Aftermath also doesn't look too shabby in the model viewer, but I haven't installed it yet to look at it ingame.

Offline Morgan

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Re: DS9FX Xtended 1.2
« Reply #96 on: August 25, 2017, 03:34:56 PM »
One of the last ships made by SFSY/ Starfleet R&D was a nice looking Vor'cha. It would have made a nice upgrade from the Zambie Zan/ NeoXarchNova Vor'cha. But unfortunately it and some of their last releases were not saved before the shutdown of BCFiles. I think the Vor'cha from the Aftermath also doesn't look too shabby in the model viewer, but I haven't installed it yet to look at it ingame.
The Aftermath Klingon ships are indeed very nice (I actually used their Negh'var on my install for quite sometime before Wiley's came along). I definitely gave some consideration to their Klingon ships, but ultimately felt satisified with the current ones (except the Negh'var which is the old DX Negh'var from 2002 IIRC).

Offline Morgan

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Re: DS9FX Xtended 1.2
« Reply #97 on: August 26, 2017, 10:55:09 PM »
More good news people! LC has just granted permission to allow us to replace Nine of Nine's Defiant with his!

Offline JimmyB76

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Re: DS9FX Xtended 1.2
« Reply #98 on: August 27, 2017, 06:59:58 AM »
 :D :yay: :Metal:

Offline newhalo123

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Re: DS9FX Xtended 1.2
« Reply #99 on: August 28, 2017, 03:37:33 PM »
More good news people! LC has just granted permission to allow us to replace Nine of Nine's Defiant with his!

If Farshot finished his Defiant, I'd say we use that, but...


*cough* plz finish
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