Bridge Commander Central
BC Forums => BC Modding => Topic started by: Morgan on February 13, 2012, 02:20:25 AM
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As the man in charge of public relations for the latest build of DS9FX, I have the pleasure of announcing the 1.1 update to the public. For the past several months, a follow up to the highly-successful DS9FX Xtended has been in development at BCS:TNG. Although developers commitments to their real lives has meant that progress on this update has been slow, discussions continue regularly about new features and new builds of Xtended 1.1 have been produced on a semi-regular basis. The focus of this particular update is a new campaign - the first to take place entirely in the Alpha Quadrant - as well as bug fixes and the addition of new systems. In an effort to promote this new update to DS9FX Xtended, and in the interest of getting some feedback from the general public, we're pleased to announce that a public beta of the 1.1 update will be released here shortly.
Now, I'd love to post a few screenshots, but I seem to be having difficulties. Jimmy? Sov? Help?
http://imgur.com/a/HVzfI#0 (http://imgur.com/a/HVzfI#0)
*Edit: Link posted for now to a few screenshots. I'll add more as soon as I get an OK from Sov.
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Pics have to be hosted on photobucket or such nowadays.
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Is this going to be a standalone build or an addon to Xtended 1.0?
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Try www.imgur.com, I find it much better than photobucket.
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Is this going to be a standalone build or an addon to Xtended 1.0?
So far it's looking to be an add on.
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So far it's looking to be an add on.
Excellant, keep the download time low. :D
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Is this going to be a standalone build or an addon to Xtended 1.0?
Addon.
Time to revive this thread. I'm getting ready to release that open beta.
You guys want me to upload the current beta somewhere or share my program which I made for beta testers -- you place it in root stbc folder and run it. It syncs your install with the latest version of DS9FX.
I'd appreciate some input from the community on this.
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Addon.
Time to revive this thread. I'm getting ready to release that open beta.
You guys want me to upload the current beta somewhere or share my program which I made for beta testers -- you place it in root stbc folder and run it. It syncs your install with the latest version of DS9FX.
I'd appreciate some input from the community on this.
Putting it in the root folder and syncing sounds like a very nice delivery system!
I would go with that, but that's just my opinion.
Also, I would love to beta test, but I know you have your regulars. And the Fact that I don't have much time on my hands, pretty much spells doom for that concept.
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Also, I would love to beta test, but I know you have your regulars. And the Fact that I don't have much time on my hands, pretty much spells doom for that concept.
If you're a member of BCS-TNG forums PM me your username over there and we'll sort that out. None of us has much spare time but we do what we do anyway.
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If you're a member of BCS-TNG forums PM me your username over there and we'll sort that out. None of us has much spare time but we do what we do anyway.
Its actually the same user name. I use newhalo123 for just about everything.
Although, i can't remember my password, now that i think of it...
Anyway, thanks for the reply.
EDIT: I got my password. Do I still need to send you a pm, since it's the same username?
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Done
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Done
Wait, so am I on your tester list? I am not sure what you just did, lol. My brain has been fried today from so much Mountain dew...
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Pretty much yeah, look for hidden DS9FX Testers\Devs Forum at BCS (you can't miss it).
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Pretty much yeah, look for hidden DS9FX Testers\Devs Forum at BCS (you can't miss it).
Holy crud, the-----------long to -------- all the files! I mean its been going for an hour, and i'm only at 115 out of 246.
Censored for those who do not have the power. lol :P jk
Idk what your policy is on talking about hidden and secret stuff, but i thought i would censor it just in case. (although, with enough brain power, you could probably figure it out.)
In any case, if it IS against the :readme: , then will the mods please get rid of that little part?
EDIT: the MTN DEW is freakin killing my brain, man...
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Holy crud, the-----------long to -------- all the files! I mean its been going for an hour, and i'm only at 115 out of 246.
It takes me 10ish minutes to get the whole package.
Idk what your policy is on talking about hidden and secret stuff, but i thought i would censor it just in case. (although, with enough brain power, you could probably figure it out.)
Since I'm preparing for an open beta (still need to set a date for that and goals for that open beta) I don't think the amount of files qualifies as a secret. But you'll get a couple of new systems and a new campaign (still missing the final mission).
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I'm uploading what is completed so far. Link should follow shortly. Updater version will be published at a later date.
Changes:
- corrected Galaxy Charts war simulator and DS9FX conflicts (aka hotfix #1)
- added septimus system and related things such as music, descriptions
- added mission 1 of the new campaign
- added mission 2 of the new campaign
- small updates and fixes
- added mission 3 of the new campaign
- added nero's kira set background change
- added starbase375 system
- added donatu system
- added pelosa system
- general fixes and cleanups
- code cleanups
- added mission 4 of the new campaign
Status: 30% Completed
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i still have one more thing you asked me to do... im gonna do it this afternoon...
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Link:
http://bcs-tng.com/forums/mods/DS9FX_Xtended_1.1_Build.7z
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So downloading when i get home :bow: :bow: :bow:
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Updated xtended: http://bcs-tng.com/forums/mods/ds9fx_xtended_1.1.zip
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thats not final version tho, ships to replaced... v1.2 perhaps?
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thats not final version tho, ships to replaced... v1.2 perhaps?
Changelog:
- Bugfixes
- Campaign completed
1.1 is just an open beta so it's not v1.2 just a new public release dated 20120826.
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think we should work the mod to the point where we have DS9E v6214651 lol j/k :P :D
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thats not final version tho, ships to replaced... v1.2 perhaps?
*replaced with my ships, many I have not built yet.
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well get to work or you'll be written up!
lol j/k :P
*runs*
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Jimmy you're scaring people away :P
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That's what he always do ;) and he's good a it :funny
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That's what he always do ;) and he's good a it :funny
go home bones, you're drunk. :P
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Hum, I don't hover around this part of the forums often. Interesting update though...
BR32
** Update 12/05/12 **
I really liked the new mission "True Way". The levels fun and challenging enough to keep my interest. I only have one level to break through, saving the best for last. The in-game missions messages really makes you feel like your dealing with an active bridge crew. On the compatibility of DS9FX and GCv2, I had no problems, and I've noticed I could use both warping methods without crashing the install. The new custom system maps were diverse and fun to fight in. The one thing I did change? The DS9FX Major Kira mod- I thought it was time to finally update my old contribution.
(http://imageshack.com/a/img924/3118/Hzpvos.jpg)
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I love that BR :) Send it my way and it will end up in the latest build(s).
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I love that BR :) Send it my way and it will end up in the latest build(s).
Sure, no problem. Glad you like it. ;) :thumbsup:
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Alright it's been a good five years now and it's time to update this thread :D
The 1.1 patch link posted earlier in this thread is sadly no longer available due to the Web site's closure, but Mario was kind enough to provide a full 1.0 + 1.1 back up. I've incorporated tweaks and bug fixes I had on my own install, and after talking with Mario and Blackrook it looks like we got enough to give Xtended a small update - I'm calling it 1.2 due to the passage of time and different goals in mind.
So what's in store for this update?
Updated DS9 model
Maxloef, who headed up the Aftermath mod here and is now running Armada III has graciously allowed us to include Aftermath's DS9 in Xtended, so at long last we can ditch the stock model. It has full docking support, and is much better detailed and scaled than either the stock or KM version.
Dominion Battleship Added
We also got approval to include the Dominion Battleship that was in the Aftermath mod. Previous versions of DS9FX did not include this. The mini mission "Valiant" has been updated to use this ship as seen in the namesake episode.
Blackrook's Major Kira v4.0
Blackrook has provided his updated Major Kira bot and is working perfect on installs both with and without the EF2 crew, so you don't have to worry if your install does not use them.
Proper Starbase 375
For those of you that did get your hands on the 1.1 patch prior to BCS-TNG's closure, you may have noticed that Starbase 375 was using the stock FedStarbase model as a placeholder. I got in touch with LongIsland26, and he's been nice enough to allow us to use his Starbase 329 model he made 15 years ago. It has stood the test of time well, and looks very much like the Starbase 375 we saw in DS9's sixth season. Docking scripts have been added to the hardpoint as well, so yes, you can dock with it :)
Ship Replacements
A big special thanks to Wiley for allowing us to swap out some of the older DS9FX ships with his models. His Akira, Excelsior Family Pack, Galaxy, Nebula, Negh'var, and Sovereign will be replacing the versions currently in DS9FX.
A Few Bug Fixes and Adjustments
No more entering the atmosphere if you enter orbit around a small planet, and some of the lighting and warp in positions has been adjusted in a few 1.1 systems.
And now some screenshots. Once I have everything balanced with the replacement ships this latest build will be available for all.
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Oh.
My.
God.
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So here is the big question. Does this mean BCS-TNG is out of the mothballs for a short time?
This I look forward to. Also, a reference for the old hats: I found the goat.
*at least I think it was a goat. Been so long.
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So here is the big question. Does this mean BCS-TNG is out of the mothballs for a short time?
Most of what's coming in this update is stuff that has been slowly tweaked over a period of time and lying on personal installs/storage - think of it kind of like a "lost patch" I guess lol.
Never say never though. Until a few days ago I didn't think this thread would ever get an update, but here we are. So future updates to Xtended after this one... "Maybe a year. Maybe... yesterday" :wink:
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So here is the big question. Does this mean BCS-TNG is out of the mothballs for a short time?
This I look forward to. Also, a reference for the old hats: I found the goat.
*at least I think it was a goat. Been so long.
That's an interesting idea, you know I've been bored :)
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That's an interesting idea, you know I've been bored :)
Did I trigger a modding itch, Mario? :evil:
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Did I trigger a modding itch, Mario? :evil:
Could be :P
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Right. Somebody give Limey, Saquist and USS Frontier a call! Who else... Rob Archer, LJ, Dante and Dalekanium were all active I recall.
I swear after 1.1 we were working on something more but never got it done... I remember pouring over code...
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Could be :P
This... This could be fun :D
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This... This could be fun :D
You should change your profile to now read: "Xtended map maker, bridge beta tester, BCSP tester... Out of retirement"
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What to do in 1.2... More features? More missions? New techs? New systems?
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What to do in 1.2... More features? More missions? New techs? New systems?
I originally built Starbase 375 as an option for future mission expansion. The "Retake DS9" historic missions could be launched from there and I had a thought about a mission where you destroy the Dominion sensor array in the Argolis Cluster (from DS9 season six "Behind the Lines") launching from there too. I think I could create a pretty cool Argolis Cluster :wink:
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More Easter eggs. This is a must.
On a serious note, I think more tech would be super. I cannot remember but was the BCS-TNG mod included with DS9FX? And there was a cut down GalaxyMaps in there right? Maybe expand upon those too?
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More Easter eggs. This is a must.
On a serious note, I think more tech would be super. I cannot remember but was the BCS-TNG mod included with DS9FX? And there was a cut down GalaxyMaps in there right? Maybe expand upon those too?
DS9FX never had BCS:TNG - The Beginning included, or anything else. It has Galaxy Charts compatibility and that was emphasized in the manual, but didn't actually include it.
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Maybe we should do that this time? Put all those wonderful mods together (I'm sure one of us can get hold of Frontier and tempt him with cookies to return to modding for a bit if we have to?) and maybe try to get the most solid integration of it done?
Obviously DS9FX and The Beginning (I forgot the name :P) are your guys work so merging them would be easy enough. Also just realised I made this same mistake almost ten years ago. :banghead:
I'd love to put some claim on that work but I think I literally did 2 lines of code in total that may or may not have ever been used xD
But yes, that I think would be great. I think most of the team is still here or over with Excalibur, so yeah.
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Eh I think combining those would go down the path of creating another KM, vs a standalone update to Xtended that one could install either on a stock 1.1 BC or a KM install. Ultimately it's not my call, but I'm voting against.
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I want to do new things, not include something that already exists and can be downloaded side by side. DS9FX design motto was plug and play with compatibility implemented to the best of our ability with other mods. Due to a wide variety of mods available out there we'd implemented support with major mods where issues were detected: MVAM compatibility, NanoFX compatibility, GC compatibility (that was was tough, we'd had to implement partial mod detection and what was enabled in order for missions to work)...
And more Easter eggs you say? I'm sure people after all this time failed to discover existing ones. Like a reference to lol wow cool (this has been immortalized), ending up in mirror universe :)
Actually Nero it's your call, I put you in charge didn't I? :)
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I want to do new things, not include something that already exists and can be downloaded side by side. DS9FX design motto was plug and play with compatibility implemented to the best of your ability with other mods. Due to a wide variety of mods available out there we'd implemented support with major mods where issues were detected: MVAM compatibility, NanoFX compatibility, GC compatibility (that was was tough, we'd had to implement partial mod detection and what was enabled in order for missions to work)...
And more Easter eggs you say? I'm sure people after all this time failed to discover existing ones. Like a reference to lol wow cool (this has been immortalized), ending up in mirror universe :)
Actually Nero it's your call, I put you in charge didn't I? :)
I agree with new things, and if we can throw any more rocks and knock out a memory leak or NFX2 instability so BC is a little more stable all the better.
Overall I just don't want DS9FX's personality lost by trying to throw in older standalone mods. KM is a mod compilation package, not DS9FX. DS9FX is, to me, a Deep Space Nine-themed expansion to Bridge Commander that is fun to play, adds new features, new missions, and is good for the game's health. :)
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But KM has been dead for years now. Maybe just have a separate version with everything so that people wanting all of them don't have to dl multiple things?
I loved KM, and it was being worked on a couple years ago by someone else, but, it died again.
Idk, as an outsider, and not a dev, my vote is to include everything, even if it means 2 versions. one that is pure DS9FX, and one with just everything included.
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In that case, I'd like to see the entire DS9 series playable in BC.
Ah, if only.
Seriously though, I am looking forward to this massively!
Halo, it should be easy to install both. I used to have KM 0.91 (disliked 1.0) with GC, TB and DS9FXtended as my base mods and they were very very stable.
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I mean, yeah, it's incredibly easy to just install multiple things, I've never had a problem with that. I guess I really just want a new KM version tbh. lol
In any case, I am also looking massively forward to 1.2!
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For a new KM version we better find the KM creators... Not even sure most or any are active anymore...
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I agree with new things, and if we can throw any more rocks and knock out a memory leak or NFX2 instability so BC is a little more stable all the better.
Sadly if my memory serves me correctly that's not fixable (well without you know src code changes). We could do a circle back on these of course and see if anything can be done once again.
Overall I just don't want DS9FX's personality lost by trying to throw in older standalone mods. KM is a mod compilation package, not DS9FX. DS9FX is, to me, a Deep Space Nine-themed expansion to Bridge Commander that is fun to play, adds new features, new missions, and is good for the game's health.
I am glad you agree :)
But KM has been dead for years now. Maybe just have a separate version with everything so that people wanting all of them don't have to dl multiple things?
I loved KM, and it was being worked on a couple years ago by someone else, but, it died again.
Idk, as an outsider, and not a dev, my vote is to include everything, even if it means 2 versions. one that is pure DS9FX, and one with just everything included.
If Nero agrees we could think about it, but first I recommend that we put out a roadmap as what we actually want in there. This is project planning phase after all.
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Could ask Nano if he knows any possible way with more experience now?
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I mean, yeah, it's incredibly easy to just install multiple things, I've never had a problem with that. I guess I really just want a new KM version tbh. lol
From an outside perspective I can understand where you're coming from, but from an inside perspective doing a new/replacement KM might just be a bit more than we can commit time to. I'm not half the scripting god Mario is and he has commitments of his own too.
In that case, I'd like to see the entire DS9 series playable in BC.
We can give you a "Move Along Home" mission :P
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Could ask Nano if he knows any possible way with more experience now?
From what I recall he doesn't remember much about BC anymore... And who could blame him.
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Holy balls, as I'm typing more replies get posted. It's just like the good ol' hey days!! :D
Sadly if my memory serves me correctly that's not fixable (well without you know src code changes). We could do a circle back on these of course and see if anything can be done once again.
Very true. I honestly don't think even Activision or the original devs have the source code anymore - Totally Games is long defunct and Activision lost the Trek license a year after BC was released :(
If Nero agrees we could think about it, but first I recommend that we put out a roadmap as what we actually want in there. This is project planning phase after all.
Agreed on both fronts. I'm reluctant to try to commit to something as big as a KM update/replacement - I think with how small the community has gotten it might just be too demoralizing if real life catches up with us again and the project ends up dying :(
In any case, I've sent the latest build over to Mario and Blackrook for them to test out the balance adjustments with the ships, some updated lighting on Starbase 375, and the updated Major Kira bot integrated. I'd post a public beta to get a bigger pulse from the community, but since this is built off of 1.1 and the standalone patch is gone (unless someone has it on their harddrive somewhere - if you do please post a link!) it's remaining internal for now. We're also trying to get LC's Defiant to replace Nine of Nine's, but so far no word - LC's been off the grid for a hot minute and I haven't even seen him be a part of Excalibur for a while. Mario's working on getting in touch with him, so hopefully news on that soon.
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Not move along home. Anything but that. XD
Sov, I'll ask him anyway!
And I think I have the 1.1 patch. I'll check in the morning to see. I tend to keep old patch files in case they disappear!
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Not move along home. Anything but that. XD
Since you asked so nicely just for you we'll include it :funny
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Well since this is not BCS-TNG I cannot smite so have a cookie instead for that.
I'll be installing BC on my computer it seems then to have a play with this during testing! (Provided I can find the 1.1 patch!)
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I'm sleepy 1.1 patch for DS9FX or 1.1 STBC patch?
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No idea, but I think I have both. I didn't even think of that. I was referring to STBC though.
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I've got 1.1 patch for STBC somewhere lying on my computer. As for 1.1 DS9FX if you all insist I could create the patch once more I've still got the files needed to create a patch (I think).
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Not move along home. Anything but that. XD
Sov, I'll ask him anyway!
And I think I have the 1.1 patch. I'll check in the morning to see. I tend to keep old patch files in case they disappear!
All the better if you do! That means we could put out an incremental update for those who don't wanna download a full install again.
Obligatory: "Allamaraine!"
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BC's official 1.1 patch is up on ModDB too if anyone has trouble locating it, and Nexus Mods can get anyone up to speed mod wise. Quick refresher on DS9FX's bare-bones requirements:
BC 1.1 Patch (http://www.moddb.com/games/star-trek-bridge-commander/downloads/star-trek-bridge-commander-v11-patch)
Foundation (can be found in BCUT which is available on BCC or Nexus Mods)
NanoFX 2
Unified Main Menu
Nexus Mods: http://www.nexusmods.com/startrekbridgecommmander/mods/searchresults/?src_order=2&src_sort=0&src_view=1&src_tab=1&src_language=0&page=1&pUp=1
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I don't have the DS9FXtended 1.1 patch it seems. Or at least not on these two harddrives I have checked so far.
I have BCS-TB, BCUT 1.8, DS9FXtended 1.0, and the STBC Patch file.
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I don't have the DS9FXtended 1.1 patch it seems. Or at least not on these two harddrives I have checked so far.
I have BCS-TB, BCUT 1.8, DS9FXtended 1.0, and the STBC Patch file.
No worries. Worst case scenario is that 1.2 gets released as a full install vs an incremental patch. :)
Oh and the latest BCUT is 1.8.1 - it's in BCC downloads or Nexus mods.
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Sounds like a plan.
Sorry about that! I may still have it on another HDD!
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As one of the former regular beta testers of DS9FX (original and Xtended) and other BC mods, I'm very happy to see DS9FX Xtended returning. I can't believe that it has been a little over 10 years since the original DS9FX 3.0 and Kobayashi Maru 1.0 were first released. :)
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As one of the former regular beta testers of DS9FX (original and Xtended) and other BC mods, I'm very happy to see DS9FX Xtended returning. I can't believe that it has been a little over 10 years since the original DS9FX 3.0 and Kobayashi Maru 1.0 were first released. :)
Holy hell, you're right! 10 years since DS9FX 3.0?? Jeez...
Maybe we should call this an anniversary edition? Mario? What do you think? :wink:
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Holy hell, you're right! 10 years since DS9FX 3.0?? Jeez...
Maybe we should call this an anniversary edition? Mario? What do you think? :wink:
12 years of DS9FX if you count in the development time. 10 if you count the release date, V3.0 was released in 2007 (August I think) and then Xtended 3 years later in 2010. I don't have anything against calling it Anniversary edition :)
As one of the former regular beta testers of DS9FX (original and Xtended) and other BC mods, I'm very happy to see DS9FX Xtended returning. I can't believe that it has been a little over 10 years since the original DS9FX 3.0 and Kobayashi Maru 1.0 were first released. :)
One of my oldest and most loyal beta testers :)
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One of my oldest and most loyal beta testers :)
Always a pleasure. :)
I remember that a "Rescue Gul Dukat"-mission based on "The Way of the Warrior" was planned to be part of DS9FX 3.0 but it was never finished.
With DS9FX Xtended 1.2 underway, are there plans to create new historical missions based on the TV-episodes and perhabs some based on the novels?
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Always a pleasure. :)
I remember that a "Rescue Gul Dukat"-mission based on "The Way of the Warrior" was planned to be part of DS9FX 3.0 but it was never finished.
With DS9FX Xtended 1.2 underway, are there plans to create new historical missions based on the TV-episodes and perhabs some based on the novels?
There are talks between me and Nero about the goals for 1.2. While this particular mission was not mentioned it could be put on the TODO list.
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It sounds very cool for a new historic mission. :D
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Sadly my stickied all-bridges-made post disappeared in changeover :(
Nero - have sent links for Delta Flyer and DS9 Ops :thumbsup: (was nice to see Ops used in Stage 9 mod, and credited https://www.reddit.com/r/stage9/)
It seems a lot of bridge download links have disappeared, but for DSFX I could recommend:
* DS9 Ops
(http://i1206.photobucket.com/albums/bb455/lurok91/BC%20bridges%20hi-res/ops3_zpsawzv7dde.jpg) (http://s1206.photobucket.com/user/lurok91/media/BC%20bridges%20hi-res/ops3_zpsawzv7dde.jpg.html)
* Sean/Lurok Defiant bridges (all seasons)
(http://i1206.photobucket.com/albums/bb455/lurok91/BC%20bridges%20hi-res/defv4%20normal_zpscz4olqcj.jpg) (http://s1206.photobucket.com/user/lurok91/media/BC%20bridges%20hi-res/defv4%20normal_zpscz4olqcj.jpg.html)
(http://i1206.photobucket.com/albums/bb455/lurok91/BC%20bridges%20hi-res/def2_zpszrgqlpom.jpg) (http://s1206.photobucket.com/user/lurok91/media/BC%20bridges%20hi-res/def2_zpszrgqlpom.jpg.html)
* Runabout bridges (all seasons)
(http://i1206.photobucket.com/albums/bb455/lurok91/BC%20bridges%20hi-res/run2_zpsitfio5tk.jpg) (http://s1206.photobucket.com/user/lurok91/media/BC%20bridges%20hi-res/run2_zpsitfio5tk.jpg.html)
* Klingon Rotarran
(http://i1206.photobucket.com/albums/bb455/lurok91/BC%20bridges%20hi-res/rot1_zps4u8wmxqa.jpg) (http://s1206.photobucket.com/user/lurok91/media/BC%20bridges%20hi-res/rot1_zps4u8wmxqa.jpg.html)
* Romulan D'Deridex
(http://i1206.photobucket.com/albums/bb455/lurok91/BC%20bridges%20hi-res/warb1_zpsdsjxdnu3.jpg) (http://s1206.photobucket.com/user/lurok91/media/BC%20bridges%20hi-res/warb1_zpsdsjxdnu3.jpg.html)
* revamped Intrepid/Voyager
(http://i1206.photobucket.com/albums/bb455/lurok91/BC%20bridges%20hi-res/voy2_zpsq75ax1rc.jpg) (http://s1206.photobucket.com/user/lurok91/media/BC%20bridges%20hi-res/voy2_zpsq75ax1rc.jpg.html)
* Galor re-texture (mainly Cardassian lcar changes)
(http://i1206.photobucket.com/albums/bb455/lurok91/BC%20bridges%20hi-res/gal2_zpsxixul9mp.jpg) (http://s1206.photobucket.com/user/lurok91/media/BC%20bridges%20hi-res/gal2_zpsxixul9mp.jpg.html)
Also have Sisko Saratoga bridge and DS9 Nebula bridge, but might not be needed.
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It is an honor and a privilege to announce that Deep Space 9's OPS set, made by my old friend Lurok91, will be a part of the new DS9FX update :D Thank you for sending it over good sir!
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:) :thumbsup:
DS9FX Xtended 1.2 may just get me playing again!
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No lie, there's an unofficial hope that the Xtended update may breathe a little life back into the BC community and inspire others to pick up modding again from time to time. If the responses in this thread are any indication, there's definitely a demand for more mods. :D
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It is an honor and a privilege to announce that Deep Space 9's OPS set, made by my old friend Lurok91, will be a part of the new DS9FX update :D Thank you for sending it over good sir!
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.)
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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
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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.
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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!
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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...
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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. :)
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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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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.
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:) :thumbsup:
DS9FX Xtended 1.2 may just get me playing again!
You are back :), pleasant surprise indeed.
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You are back :), pleasant surprise indeed.
Agreed :)
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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
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:dance :yay: :thumbsup:
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Probably a good idea to setup a github repository for this. Though only scripts will be hosted there.
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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...
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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?
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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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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.
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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).
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More good news people! LC has just granted permission to allow us to replace Nine of Nine's Defiant with his!
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:D :yay: :Metal:
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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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If Farshot finished his Defiant, I'd say we use that, but...
*cough* plz finish
No "lol wow cool" in your post, eh :D? We'll try to use all the best assets available to us.
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No "lol wow cool" in your post, eh :D? We'll try to use all the best assets available to us.
lol wow cool
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If Farshot finished his Defiant, I'd say we use that, but...
*cough* plz finish
The Defiant model in use in Star Trek Online these days is pretty nice (https://www.artstation.com/artwork/J8RGm)... if you ignore the horrid texture styling they insist on using in that game...
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The Defiant model in use in Star Trek Online these days is pretty nice (https://www.artstation.com/artwork/J8RGm)... if you ignore the horrid texture styling they insist on using in that game...
Well that texture I think is from launch. They really need to go back and redo some of them.
If you look at their newer textures they're a lot better.
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Sweet.
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WOWIE IN DA HIZZOUSE Y'ALL!
:dance :yay: :Metal: :D
:drink2: :drink3: :drink: :smoke :zzz: :coffee:
:sam:
LOL WOW COOL
+1000 cookeeeez
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Sweet.
I haven't messaged you on facebook in a while. Expect that to change :)
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Alright time to give you guys a small update. I've got the campaign over to Mario and he said it looks good, so we have a story. For those of you on the beta squad, I've also completed a few other minor hardpoint tweaks and added a few missing ones. Mario has a structure setup to where we can easily get everything updated.
There's some issues with the Ops set - namely it keeps crashing on me. We're looking into the problem and trying to resolve.
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There's some issues with the Ops set - namely it keeps crashing on me. We're looking into the problem and trying to resolve.
It's an issue with the Bridge Animation .py script, and spelling/capitalization errors of the original. There were a couple lines of code I missed. I'll send up a updated version this weekend.
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It's an issue with the Bridge Animation .py script, and spelling/capitalization errors of the original. There were a couple lines of code I missed. I'll send up a updated version this weekend.
Holy hell I hate python sometimes for being so picky :facepalm:
You're a godsend Blackrook! Thanks! :bow:
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It's an issue with the Bridge Animation .py script, and spelling/capitalization errors of the original. There were a couple lines of code I missed. I'll send up a updated version this weekend.
What exactly were the errors?
Holy hell I hate python sometimes for being so picky :facepalm:
You're a godsend Blackrook! Thanks! :bow:
If this is a typo in the variable name then really that's nothing to complain about. Languages are sensitive to capitalization. If it's an error pointing towards an animation file then it's an error in the game engine for not handling missing files.
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If this is a typo in the variable name then really that's nothing to complain about. Languages are sensitive to capitalization. If it's an error pointing towards an animation file then it's an error in the game engine for not handling missing files.
Can't I just have my irrational anger towards computer code? :P
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Can't I just have my irrational anger towards computer code? :P
No :D
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What exactly were the errors?
If this is a typo in the variable name then really that's nothing to complain about. Languages are sensitive to capitalization. If it's an error pointing towards an animation file then it's an error in the game engine for not handling missing files.
Its a case of capitalization errors. I've found out that this will cause a crash, or would not hold up long in game. The scripting errors are related to the scripted animations, not a error with the actual animation mesh, or a missing animated mesh.
I've been able to correct the original bridge/scripts Lurok sent me. Getting the sets to work in game. :)
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Its a case of capitalization errors. I've found out that this will cause a crash, or would not hold up long in game. The scripting errors are related to the scripted animations, not a error with the actual animation mesh, or a missing animated mesh.
:yeahthat:
exactly
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Time to give the public a quick update, just to let everyone know that we're still here and working on the new DS9FX update :D
Thanks to Blackrook and Mario, the scripting problems with Ops have been smoothed out and I'm happy to report that it is ingame and working. As of now there isn't any alert lighting, but Blackrook is working on that. For now though, I'm just happy that the set is not crashing anymore :bow:
Mario has also given me the basics of learning the system the development team will be using to push the latest scripts out to testers. I've since uploaded my latest changes, and an updated build should be available to testers shortly. The campaign is also written, and I have an idea for additional historic missions... I just need to stop being lazy and make the star system we'll need lol (shouldn't take too long to make, maps are easy).
For now, a few screenshots of Ops :D
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very cool!
the LCARS (or whatever they are called in Cardassian) arent animated right?
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very cool!
the LCARS (or whatever they are called in Cardassian) arent animated right?
Nope, the LCARS are not animated... yet. :wink:
One more pic for the road. :D
(http://imagizer.imageshack.us/v2/800x600q90/923/ffnnph.png)
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Thats amazing! cant wait to take over from O'brien at Ops :)