![]() |
Re: The Star Trek Mod - 1.9.0.7 Update Released
Quote:
Do you think the Mount issue (the only even vaguely significant bug) is important enough for a patch? I don't think so myself. (unless you have solved the supply issue http://forum.shrapnelgames.com/images/smilies/smile.gif ) (But from my own view point gimme! gimme! gimme! http://forum.shrapnelgames.com/image...ies/stupid.gif) |
Re: The Star Trek Mod - 1.9.0.7 Update Released
Since I don't play PBW, I like updates frequently, provided they fix problems and don't just improve cosmetics.
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
Quote:
I honestly do not think you will find a 4x game that lends itself to the look and feel of a star trek game more so than this mod other than say BOTF. This is just testimate to the wonders of SEIV and we are very lucky that Aaron set up SEIV to be so moddable. I do not think that SEV will be as easilly moddable as SEIV and the ships sets we now have for SEIV we will not have for SE V. (SEV uses 3d x format ship models like in SF. How many new ships did we see for SF? Not many. In fact virtually none.) So game play might be emulated, but I sincerely doubt that ships will be. Well not in the great numbers they have been for SE IV and this mod. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
Quote:
Quote:
Quote:
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
Quote:
Quote:
Quote:
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
And for the record, all 3d programs are lego programs. DOGA simply has already made a lot of the "standard" objects used in a 3d environment. DOGA is a great tool but has two major failings, one it does not render rounded edge well, and two it has a very high polygon count for its models.
DOGA is anything is an expediant tool. Sure it lacks the power that say 3dmax or maya might have, but it is simple enough to use, and has been used to produce some stunning images and ship sets. No matter what program you use to render new ship images for SE V, you will have two large obsticales to over come. 1. The texturing issue. Since you will not be able to use great detail in your ship models, the reason for which is to keep the polygon count down, you will have to rely upon texturing and texture mapping. A good example of this is the models used for such games as BOTF. The ship is just a wire frame with a Texture mapped to it. The second large issue will be a combination of sizing and polloygon counts. The larger the image the higher the count. So to have huge fleets in SE V battling it out, the ship models will most likely have to be very small. The more you have the slower the combat will run. This is just simple physics, and problems that many games have ran into from Rebellion through Homeworld. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
What software is Malfador using for the shipsets in SEV? If we can find this out then maybe we could duplicate (and then modify) the model creation workflow.
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
Most likely 3d max.
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
Quote:
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
The big thing is to find out how models are being exported to the x format.
Also, once we know how it's being done we can "borrow" custom ships from other games until we can figure out how to make them ourselves. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
I consider myself to be an adept 3D modeller. I've made quite a few 3D models sofar. Not all of them are spaceships, but that is not important. I own a copy of 3D Max 7, Solidworks 2005 and a few other programs. I only use SW 2005 and Max 7 for making pics to post here. SW 2005 is for the modeling part and Max 7 for rendering and texturing.
I really would like to make lots of models for SE V, but the only thing is the time to do it in. I have a regular job (a job which is not very ordinary), so that leaves me with very, very little time to do something for SE V. Agreed, 3D modelling consumes more time than your average 2D pic, but when you use the right tools, the result can be breathtaking. You'll see when SE V comes out that suddenly tens of people are going to try and create some beautifull models of their own. And please don't say that 3D programs are all Lego based (snapping different pieces together). I've played around with DOGA myself and I found that it was a crossover between Max 7 and SolidWorks. The ease of making seperate models of SW (for use on other models) and more or less the horrible way of making models like in Max 7. Max 7 is a program which uses basic forms and is focussed on surface modeling (adding details on non-straight surfaces like faces). The modelling in Max 7 isn't quite the same as DOGA, but looks somewhat similar. SolidWorks (my alltime favorite) is very adept in making industrial things and uses basic forms. When they are created they can be altered with great ease and thus forming most complex models. It's not about trying to duplicate the production process of MM, but to make your own process. Try to find your qon way of working. Okay, you can use MM's methods and build on those, but finding it out yourself is so much more helpful. Just go about and make some basic models (cube, orb, etc.) and import them into StarFury (the enige should be somewhat similar) and see how they turn out. If you need any help with modelling, use the net to search for help or post it here. There is always a friendly, maybe even helpful, post. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
Quote:
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
Imperator:
Yes someone did, just read: Written by AT: ...And for the record, all 3d programs are lego programs... You see? Anyway, I'm not offended or something. I'm really getting itchy again to make some nice models. Especially the Borg, they are the first race to get a full 3D shipset made by me. If only I had the time to do it in... Maybe between christmas and newyears eve. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
Whoops, missed that bit. Atrocities just needs to take the time to learn the non-lego 3d modellers. http://forum.shrapnelgames.com/images/smilies/wink.gif
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
Hehe!!
Most of those non-lego modellers are quite expensive (Max, Lightwave, Solidworks, Maya). Ah well, I still think there will be lots of shipsets available by the time SE VI will come. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
http://www.blender3d.org/
Blender is an open source 3D modeller, all you have to do is read tons of manuals to understand it, but that goes for every single 3D modelling program. and .x is a rather standard file format to describe 3D objects if my memory serves right but i'm not sure. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
Another free modeler is Wings3d. Its also much easier to use than Blender.
.x is not the standard file format; there IS no standard file format. .x is microsoft's directX format. Lithunwrap can convert to it, and its free as well.. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
Lithunwrap is holy! Holy I tell you!
I use that program too to unwrap models I imported into Max 7. But Lithunwrap does havs it's limitations, it can't handle the complex models I make for my job. So I use another program, but that's an other story. I heard many good things about Wings3D. I suggst everyone takes a look at that and try to make something out of it. I think someone here (maybe David) posted a link to another open sourced 3D program. I think it was French, but there was an English translation Dl'able. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
Well, any model simple enough to be ported into SE5 is probably going to be simple enough for Lithunwrap to handle..
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
<font color="red"> 427 downloads in just over a month! </font> That has to be a record or something. http://forum.shrapnelgames.com/images/smilies/laugh.gif
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
When Ya make something good they will come |
Re: The Star Trek Mod - 1.9.0.7 Update Released
1 Attachment(s)
I am releasing this Version a bit early. This will be the Version that I ask the PBW admins to upload to PBW.
Quote:
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
1 Attachment(s)
Patch 1.9.0.7 without splash screen update.
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
Ok, I have sent in the request to PBW to update the mod.
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
Hello atrocities and others,im getting a error called .(Scan line index out of range).Then my computer freeze up.It happens every time with( federation compression phazer I or II )and the tactical phaser.I was doing a simulation with these weapons,then the above happens.No other problems with other weapons.The game is great.Ill keep playing, i just wont use these weapons on any ships.Hope for timly response.
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
Send me your saved game
atrocities@gmail.com And I need to know what Version of the mod you are using. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
I have tried every combination with these weapons and cannot duplicate the bug you reported.
Do this: 1. Make a copy of your Save game file and save it in a safe spot. 2. Delete your Star Trek Mod folder (The one you used for this game) 3. Dowload the full Version of the STM 1.9.0.0 DOWNLOAD 4. Install 5. Download the latest Version 1.9.0.9 6. Install 7. Copy over the save game file and start game. See if that fixes the bug. Also send me your save game file so that I can see this bug first hand. Thank you. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
Hi atrocitie i gave you the wrong file its stmode with fighters.ill give you another email save game file..i will do the following you requested on update as well...
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
Heman, I sent you an email.
I tested the files you sent me and could not duplicate the bug. I would also, to be on the safe side, update your combat images with the latest Version of the image mod combat pack. The problem could be that you do not have the most current combat pack and thus the images needed are not there. Let me know. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
Problem solved,Thanks KING ATROCITIE,it was the combat pack,i had a older Version?, weapon display was not showing in combat, thus thats what caused the error message..I downloaded combatpack10 sucessfully.And Thanks again.
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
http://forum.shrapnelgames.com/images/smilies/happy.gif Your welcome, and thanks for posting about the bug. I will have to add this one to the Q&A file. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
Hi AT. 1909 is now on the pbw server.
Next time it restarts it will be available for use. Geo will be going over a config file to make sure it is ok. later |
Re: The Star Trek Mod - 1.9.0.7 Update Released
I know its been stated in the past.
But the Borg monster\Monster needs to be neutered for the single player game. (PBW- it might be perfect. I don't know.) Having 50 planet killers running around after 150 turns seems a bit absurd. Not to mention suicidal for the single player. And defending agianst a 250,000 Intel attack as turn 50 as well. Especially when the Borg\monster double team you for a combined 500,000 Intel attack as well. (Medium AI Bonus, High Ai difficulty, low tech start, Medium planet.) Think Borg of Single player Botf. (low tech, not playing the romulans) While I think they should be a "very strong" threat. I don't think they should be a "suicidal" threat either. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
ok at. the proper pbw one is now on the server
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
About the Borg Monsters.. Simply remove the Borg Monsters race file from the Race directory and you won't have to worry about them being chosen automatically. Also remove their emp file from the Empires folder as well.
http://forum.shrapnelgames.com/images/smilies/happy.gif The problem with the Borg Monsters is that they are set up according to how the Monsters are set up in other mods. I do not have a lot of experience with them but will look at the files before the next update and see if I can dumb them down a bit. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
If they are a modified Version of the Devnull monsters, just increase the research cost of their "Space Monsters" tech area, or make the items it provides require more levels of it. This will provide more of a delay before they get items available to use, or maybe just a longer delay for the deadlier ones, depending on what you do exactly.
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
Thanks Fyron, that will do the trick. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: The Star Trek Mod - 1.9.0.9 Update Released
The web page has been revised. www.astmod.com/startrek/stm.htm
There might still be some dead links, so if you find any just let me know via email. Thanks. |
Re: The Star Trek Mod - 1.9.0.9 Update Released
Nice change! http://forum.shrapnelgames.com/images/smilies/happy.gif
You might want to slightly tweak the 'Button bar' window to make it a little wider so the side to side scroll bar disapears (well I have one with firefox), manually tweaking it allowed me to get rid of it without squeezing the main window into having one. |
Re: The Star Trek Mod - 1.9.0.9 Update Released
Thanks. It has taken me many months to do. And it is by no means done. I am just far to lazy to list all of the things that Captain Kwok had on his site. OOOOOOh boy the time he must have spent on the mod, just too loose all of his data... I would have been sickendly POed.
|
Re: The Star Trek Mod - 1.9.0.9 Update Released
Oh, I all ready dumbed them down. http://forum.shrapnelgames.com/images/smilies/happy.gif (Borg and monsters.)
I posted my "solution" based on my preferences and then deleted it. Due to fudging the data. (The score does not show the Medium AI Bonuses. oops.) 1) I changed the variable ability "generates supplies to Costs supplies" with a value of 1. 2) I changed the habitat values. 1,000 habitat one. 2,000 Habitat two. (All values the same.) 3) I increased the research value by 2x (100,000). While I loved the Borg of Botf. The Ai was brain dead. And let them devide without a single challenge. So by the time I encountered one. My fleet of 45 ships would destroy two Borg cubes and then lose to the Armada of 20-30 $%$%ing Cubes. Usually turn 50-75. (low tech. Any galaxy size.)Then the game of steller chicken started. The only solution was either to make them impotent, or shut them off. (Please note, A Borg ship disarmed would still wipe out the AI empires. Without the AI firing a single shot.) The Endless Spawning without maitenence was the problem. And then They returned and assimilated Atrocities Mod. And Gained the ability to add resources as well. And The Ai was Brain dead agian. Leaving the poor (stupid) single player staring at 50 Massive planet killer Cubes at his borders. |
Re: The Star Trek Mod - 1.9.0.9 Update Released
Thank you, this will help me when I set them up for the next update. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: The Star Trek Mod - 1.9.0.9 Update Released
Been testing the "dumbed down Version". High Diff, medium ai bonus.
At turn 100. A combined might of Species 8472, Orions, and adorians finaly exterminate the "borg monsters". (First time, I have ever seen the Borg monsters attacked from multiple sides.) Between 100-175. The Space monster Collective knocks the Sheliak and andorians to Last place from the top five. (scores)And is in a stalemate fighting the combined might of Vulcans, and orions. (They are in 1st place with 500k. Vulcins 2nd 350.) They also have one planet killer currently wrecking havic on the Vulcins inner worlds. (Correction edit: the idiots sent the planet killer into a worm hole. Located right before my home worlds. http://forum.shrapnelgames.com/images/smilies/happy.gif) |
Re: The Star Trek Mod - 1.9.0.2 Update Released
Thank you DAVID for the great work you did with the new Star Trek Mod web site. OMG its amazing.
http://www.astmod.com/startrek/stm.htm Take a look and see for yourselves. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - 1.9.0.2 Update Released
It was fun, I had fun, we had fun, what can I say, FUN FUN FUN! you're welcome AT, did I say I had FUN! http://forum.shrapnelgames.com/image...es/biggrin.gif
Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: The Star Trek Mod - 1.9.0.7 Update Released
I'm having a bit of trouble with your new site AT. On the left side menu, I went into "Reports" then tried to go into "Weapons". It gave me a "Not Found The requested URL was not found on this server" error. I also get the same error for "Weapons Families", "Components" and "Component Families".
The rest of reports work just fine. |
Re: The Star Trek Mod - 1.9.0.7 Update Released
We are working on the site now. http://forum.shrapnelgames.com/images/smilies/happy.gif Hopefully the bugs will be worked out soon.
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
Ok, should be fixed now. And thanks for letting me know.
|
Re: The Star Trek Mod - 1.9.0.7 Update Released
Achtung, FRAMES!
Beside that, it's great. Probably too many colors, but it's just my own liking/disliking (I love minimalistic designs with very few colors). |
Re: The Star Trek Mod - 1.9.0.7 Update Released
Maybe do some startrek stuff to the page, eyecandy anyone ?
|
All times are GMT -4. The time now is 01:12 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.