Topic: OP+ *mod* version 3.0 is ready.  (Read 14238 times)

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FireSoul

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OP+ *mod* version 3.0 is ready.
« on: July 31, 2003, 12:18:30 am »
I know it's only been 2 weeks, but this is pretty much all I've been doing these last couple of weeks.

The OP+ Project Mod is ready. I've updated the webpages, and made the downloads available to the public.


1- What's new?
Models. I have created a version of the shiplist which points to models that I have found perfect for this game, and included them in a package. The package is 35mb in size. It takes up about 230mb of HD space once installed. Many thanks to all the people who created all these great models I have included in this package.


2- What if I can't download 35mb?
There's a 2nd downloadable for you. It's only 251kb (same as before, more or less). BUT it still will take about 230mb of space on your HD. It copies the models needed from the Taldren stock models directory.


3- I don't download one package for the shiplist, then the other for the models?
No. Both are full installations of the package. If you want to switch from one to the other, uninstall the first one and install the other. (Use Add/Remove Programs)


4- I don't have that much free space on my HD.
.. sorry. Can't help you there.


5- I thought this was a shiplist project only. What happened?
I was bored.




Here are the links:
 http://klingon.stasis.ca/OP_plusrefit/opplus_30_models.exe   (35mb installer, includes models I meticulously picked)
 http://klingon.stasis.ca/OP_plusrefit/opplus_30_no_models.exe  (251kb installer.)


Main Site Link, with FAQs:
 http://klingon.stasis.ca/OP_plusrefit/


-- Luc

Drakenred

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #1 on: July 31, 2003, 01:16:11 am »
God help us when your realy REALY board, you may just figure out how to code in the Andromidans.


 

Lepton1

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #2 on: July 31, 2003, 01:58:00 am »
Hmm, will I be able to swap out the shiplist and still have the stock shiplist pointing to the correct model folders?  Or have you included some sort of swapping mechanism program like those used in current D2 campaigns??? Are these hi-res models??  Are these models going to slow my game to a crawl or make it jumpy??
« Last Edit: December 31, 1969, 06:00:00 pm by Lepton1 »

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #3 on: July 31, 2003, 02:11:03 am »
Quote:

Hmm, will I be able to swap out the shiplist and still have the stock shiplist pointing to the correct model folders?  Or have you included some sort of swapping mechanism program like those used in current D2 campaigns??? Are these hi-res models??  Are these models going to slow my game to a crawl or make it jumpy??




Yes. Install it. The original shiplist and other files are going to be backed up under opplus/backup. Uninstalling will restore these files. You could consider the uninstaller as a valid swapper.
No. I leave the Stock models alone. I *do* have a modified model.siz, but that's restored on uninstall.
Some.
Only if you do nuts CoopAce games like I do. (Stock stuff can crawl, there.)
« Last Edit: December 31, 1969, 06:00:00 pm by FireSoul »

FireSoul

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Re: OP+ *mod* version 3.0 is ready.
« Reply #4 on: July 31, 2003, 02:35:42 am »
I seem to continually get the same concerns from people. I don't know what batch files people use to swap shiplists back and forth, but..  Once installed, there's going to be a opplus/ directory. In there are the OP+ files, and a backup/ directory. The backup/ directory contain the files that were installed within OP at that moment.

You can use these files, and swap them back and forth if you're comfortable with the process. You can also copy them into your own swapping methods.


-- Luc

Lepton1

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #5 on: July 31, 2003, 02:49:54 am »
Sorry to be so anal, FS.  Great work by the way,  One problem so far.  The fed BCH and DN models got switched, ie the BCH model is in the DN folder and the DN model is in the BCH folder.  I discovered that quite by accident looking for a P81 excelsior which I was surprised not to find.   Anyway, you might want to check to see if anything else is getting switched.  Sorry. Also some of the fed models don't appear to have all their textures completed.  The fed tug plus for example.  Regular tug looks fine and beautiful.  Wow, what a model!!!
« Last Edit: July 31, 2003, 03:01:22 am by Lepton1 »

FireSoul

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Re: OP+ *mod* version 3.0 is ready.
« Reply #6 on: July 31, 2003, 02:56:51 am »
Quote:

Sorry to be so anal, FS.  Great work by the way,  One problem so far.  The fed BCH and DN models got switched, ie the BCH model is in the DN folder and the DN model is in the BCH folder.  I discovered that quite by accident looking for a P81 excelsior which I was surprised not to find.   Anyway, you might want to check to see if anything else is getting switched.  Sorry.  




That in the Stock shiplist. Yes, I noticed... and I left it alone. In fact, except for model.siz which I needed to modify, I left everything in Assets/Models alone. (That's why it's still there.)

jdmckinney

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #7 on: July 31, 2003, 06:54:41 am »
I think I missed something along the way -- what was wrong with the model.siz that required a change to make the new list work?

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #8 on: July 31, 2003, 07:33:29 am »
Quote:

I think I missed something along the way -- what was wrong with the model.siz that required a change to make the new list work?  




All the added models are under opplus/models .. They're not at all mentioned in the stock model.siz file. By modifying and expanding the model.siz file, it:

1- protects against cheaters.
2- resizes models to just the way I wanted them.

Example of #2: These are copies of exactly the same model files.. but they're different in size. From left to right: R-KR, R-K7R and R-KCR.
   

FatherTed

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #9 on: July 31, 2003, 07:47:39 am »
Just to clarify something. I already have some Fleetdock 13 and War Refit mods that I like for different hull classes. Do I dl the smaller pack and then plug the appropriate mod into the proper folder?  

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #10 on: July 31, 2003, 08:01:00 am »
Quote:

Just to clarify something. I already have some Fleetdock 13 and War Refit mods that I like for different hull classes. Do I dl the smaller pack and then plug the appropriate mod into the proper folder?  




Yes.
Make sure the folders and filenames match.

ie:
step 1 -- figure out what folder and file is used in the shiplist.
B11K:  opplus/models/ksbb/ksbb.mod

step2 -- replace the contents of folder opplus/models/ksbb/ with contents of wanted model package.
(replace contents, or entire folder, whatever.)

step3 -- make sure the filenames match too.  
"ksbb.mod" and "ksbb_brk.mod"

step 4 -- load up the game and test it out, in a skirmish or something.


As long as you leave the other files intact, you can replace whatever model you want and still be able to play with everybody else that have OP+ 3.0

Other files in 3.0:
  - shiplist.txt
  - ftrlist.txt
  - shipnames.txt
  - strings.txt
  - model.siz


-- Luc

Bonk

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #11 on: July 31, 2003, 09:08:48 am »
Smokin! Wow, that didn't take long! I can't wait to take a look but I promised to leave the OP+ 2.2 shiplist on the OP Arena for at least a few more weeks.  I'll install it then if I haven't completed my own mod of the SFB_OP shiplist. I'm kind of busy on a job hunt right now, I got two really good prospects on the go. Once I get settled back into a new job I'll probably put some more time in on the mod I'm working on. Your's is getting closer to what I intended with each release, so keep it up and I may not have to do anything at all!

One thing you might want to consider, people may not have the stock files in place when this is installed, thus the files backed up by the installer may not be stock.  In the installer I just created for LB4 I included the stock files in the uninstaller itself, no files are backed up, to avoid that possibility. I guess it's just a design decision, each approach with it's own logic. (The problem with my approach being an update required for each patch of the game, but that will likely come to an end soon for OP and is no longer a problem for EAW) In any case, congratulations on another job well done, as well as setting the standard for use of the NSIS. (Now we just need to get Nuclear Wessels on board...)

May the flying staplers never see the light of day again!    

FatherTed

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #12 on: July 31, 2003, 10:15:06 am »
So far, I love it! One question though. The R-PFT is showing up on mod viewer as a Centurion. Is this correct?
 

Dogmatix!

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #13 on: July 31, 2003, 12:11:34 pm »
Awesome, man...


I dig...


 

Lepton1

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #14 on: July 31, 2003, 12:29:48 pm »
I can't understand all your model choices.  Some appear to be half textured (the fed tug plus for instance).  Others have poor models for which there are clearly superior options.  For instance, you use lord schtupp's fed frig model which is awesome but not his CA model which is one of the best around, equal to athrasis' work.  No P81 excelsior, no WickedZombie CA.  I wish you had chosen the best models around or at least picked a theme (best TOS models, best TMP models) and put them into to mod instead of what seems like a sort of podge-bodge of models of varying detail.  For instance you use P81's Miranda model which is great but then put in another for the NCA which is not nearly as compelling as P81's model. No slight intended toward the modellers or the modder here, but there doesn't seem to be much of a unifying theme in your fed and klink choices where the most models exist and the most care must be taken in making choices.  The other races are well represented in the mod largely due to the fact that few models exist so those are indeed the best available.  Hope this doesn't seem like a slam.  It is great you put this together but I don't get your model choices.

Bonk

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #15 on: July 31, 2003, 02:24:49 pm »
Well now that the new patch is out, I might as well update the OP Arena to OP+ 3.0. Sorry to those on dial-up, but since the new patch is out I have to update the OP Arena and might as well move up to OP+ 3.0 as well. (Neither are terribly large downloads...)

Quote:

 I promised to leave the OP+ 2.2 shiplist on the OP Arena for at least a few more weeks.


 

Strafer

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #16 on: July 31, 2003, 02:35:13 pm »
Not necessarily, Bonk. OP+ 3.0 comes in 2 flavours.
Regular, and extra models. Both are 100% compatible with each other thanks to the installer's settings.

Mr. Hypergol

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #17 on: July 31, 2003, 02:49:09 pm »
 
Quote:

 I can't understand all your model choices.




There is a good explaination of FS's thinking on the subject of model selection on his website.  His choices on models don't necessarily revolve around model quality, but more model "accuracy" with respect to SFB.  Besides, you can just swap out the models he chose for your preferences.  I will probably do that in a few cases.  The critical thing was creating a shiplist that provided the appropriate "SFB based" hull class slots.  That is exactly what FS has done....and I'm rejoicing.  This OP+ 3.0 is the closest we've gotten to the sprit of SFB so far.

Firesoul,  great job.  I'm drueling.  I love the way you "think" man.  Now I'm going to be up really late tonight.......    

AdmiralFrey_XC

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #18 on: July 31, 2003, 02:59:46 pm »
I wanted to clarify that I am almost 99.9% sure  FireSouls OP Plus 3 is fully compatible with the new OP patch (2.5.4.12) as there were no changes in the shiplist that I am aware of.

I'm sure FS will confirm this

Regards,
« Last Edit: December 31, 1969, 06:00:00 pm by AdmiralFrey_XC »

Bonk

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #19 on: July 31, 2003, 03:17:19 pm »
Quote:

Not necessarily, Bonk. OP+ 3.0 comes in 2 flavours.
Regular, and extra models. Both are 100% compatible with each other thanks to the installer's settings.  




Yup, I knew that, that's whay I said neither download is terribly large: 25410->25412 patch(1744KB) and OP+3.0-no-models(244KB). But for those of us who enjoy high speed internet the 35MB models version of OP+ is no problem. The mod I am working on is currently a 130MB download (~540MB installed), I'll work on a smaller version for dial-up users as well if I can, but they'd sort of be missing the point of my mod anyway...  Thanks for emphasisng the two versions of OP+ available for the dial-up users though.
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

Strafer

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #20 on: July 31, 2003, 03:41:14 pm »
Ok, I misread that. I thought you were apologising in advance for having large downloads imposed on modem users.

Bonk

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #21 on: July 31, 2003, 04:40:40 pm »
NP, It was a bit apolgetic in tone, not so much for the size of downloads, but the frequency at which new ones are required. I've had a few complaints about that, I plan to leave the OP Arena as is until I have to move or until I finish my own mod which will be a while yet. (I just finished updating the server to 25412 and OP+ 3.0, with NW's standard OP Missions pack.)  

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #22 on: July 31, 2003, 05:22:45 pm »
Quote:

So far, I love it! One question though. The R-PFT is showing up on mod viewer as a Centurion. Is this correct?
   




R-CEN  -->  Assets/Models/rpft/rpft.mod  (untouched, centurion)
R-STH  -->  Opplus/Models/rpft/rpft.mod  (starhawk)
R-INT   -->  Opplus/Models/rint/rint.mod    (interceptor)

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #23 on: July 31, 2003, 05:28:46 pm »
Quote:

I can't understand all your model choices.  Some appear to be half textured (the fed tug plus for instance).  Others have poor models for which there are clearly superior options.  For instance, you use lord schtupp's fed frig model which is awesome but not his CA model which is one of the best around, equal to athrasis' work.  No P81 excelsior, no WickedZombie CA.  I wish you had chosen the best models around or at least picked a theme (best TOS models, best TMP models) and put them into to mod instead of what seems like a sort of podge-bodge of models of varying detail.  For instance you use P81's Miranda model which is great but then put in another for the NCA which is not nearly as compelling as P81's model. No slight intended toward the modellers or the modder here, but there doesn't seem to be much of a unifying theme in your fed and klink choices where the most models exist and the most care must be taken in making choices.  The other races are well represented in the mod largely due to the fact that few models exist so those are indeed the best available.  Hope this doesn't seem like a slam.  It is great you put this together but I don't get your model choices.  




Feel free to replace the model at your end. Also, please not that I wasn't looking for best quality, but adequate quality: the moment I found a model for a early CA, I stopped looking for it.

My choices? I Chose based on accuracy of what was needed, not who made the model.

-- Luc

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #24 on: July 31, 2003, 05:32:39 pm »
Quote:

 
Quote:

 I can't understand all your model choices.




There is a good explaination of FS's thinking on the subject of model selection on his website.  His choices on models don't necessarily revolve around model quality, but more model "accuracy" with respect to SFB.  Besides, you can just swap out the models he chose for your preferences.  I will probably do that in a few cases.  The critical thing was creating a shiplist that provided the appropriate "SFB based" hull class slots.  That is exactly what FS has done....and I'm rejoicing.  This OP+ 3.0 is the closest we've gotten to the sprit of SFB so far.

Firesoul,  great job.  I'm drueling.  I love the way you "think" man.  Now I'm going to be up really late tonight.......    





Wow.. you checked out the site?  .. Hey Strafer! .. someone actually checked out the site.
Heh..  

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #25 on: July 31, 2003, 05:34:54 pm »
Quote:

I wanted to clarify that I am almost 99.9% sure  FireSouls OP Plus 3 is fully compatible with the new OP patch (2.5.4.12) as there were no changes in the shiplist that I am aware of.

I'm sure FS will confirm this





Yes it is.
Of course, remember to uninstall opplus before patching.

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #26 on: July 31, 2003, 05:36:37 pm »
Quote:

Quote:

Not necessarily, Bonk. OP+ 3.0 comes in 2 flavours.
Regular, and extra models. Both are 100% compatible with each other thanks to the installer's settings.  




Yup, I knew that, that's whay I said neither download is terribly large: 25410->25412 patch(1744KB) and OP+3.0-no-models(244KB). But for those of us who enjoy high speed internet the 35MB models version of OP+ is no problem. The mod I am working on is currently a 130MB download (~540MB installed), I'll work on a smaller version for dial-up users as well if I can, but they'd sort of be missing the point of my mod anyway...  Thanks for emphasisng the two versions of OP+ available for the dial-up users though.





I wanted to do this for some time, but couldn't figure out how to have a working small version. .. and I hated the idea of a batch file. I wanted to use somethign that could read the installation path from the registry.

Klingon Fanatic

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #27 on: July 31, 2003, 05:52:51 pm »
Firesoul, thank you for your fine effort! The many of models you assembled have the added bonus of being hard to find.  The following models appear to be missing:

ICC
ICM
RKCR
Ktug (Missing Romtug version)

I d/l this mod at 12:30PM EST today 7/31/03.

BTW: I did notice you are using the FASA Romulan Z-1 Nova as a Rom BB. Any chance you'll do SFB/SFC stats for other FASA ships? I had a daydream you listed the Chandley as a Commando Heavy Cruiser, LOL.

I LOVE the Lyran and Hydran Tugs!

THANK YOU so much.

P.S. Are you going to do an update now that the .12 patch is out?

Best wishes,

KF
« Last Edit: December 31, 1969, 06:00:00 pm by Klingon Fanatic »

Fahrenheit

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #28 on: July 31, 2003, 05:59:37 pm »

the fighter list was updated in 2.5.4.12.  Does this impact OP+?

Can we just modify the start date on the type III Hydran fighters after re-installing OP+?


"The principal part of faith is patience." -- George Macdonald

Strafer

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #29 on: July 31, 2003, 06:19:42 pm »
F, I do believe the dates are EAW-correct for the fighters to begin with. It's stock that had to catch up.

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #30 on: July 31, 2003, 06:22:03 pm »
Quote:

Firesoul, thank you for your fine effort! The many of models you assembled have the added bonus of being hard to find.  The following models appear to be missing:

ICC
ICM
RKCR
Ktug (Missing Romtug version)

I d/l this mod at 12:30PM EST today 7/31/03.

BTW: I did notice you are using the FASA Romulan Z-1 Nova as a Rom BB. Any chance you'll do SFB/SFC stats for other FASA ships? I had a daydream you listed the Chandley as a Commando Heavy Cruiser, LOL.

I LOVE the Lyran and Hydran Tugs!

THANK YOU so much.

P.S. Are you going to do an update now that the .12 patch is out?

Best wishes,

KF  





Which version of the mod? With models, I assume.

Define "Missing"? (.. the rkrt is there.)
Also, the FASA ship I'm using isn't for the BB, but for the DemonHawk.

,.. and no, I won't be doing an update for .12 ..  I have had .12 for about a week now as a tester, and everything is included/tested.
« Last Edit: July 31, 2003, 06:22:55 pm by FireSoul »

EmeraldEdge

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #31 on: July 31, 2003, 08:25:30 pm »
Quote:

I LOVE the Lyran and Hydran Tugs!




Thanks!  I believe those are mine (don't have everything squared away quite yet), although I think some of the textures have been altered.  I'll be pumpin' out some straight cargo variants and some new tugs as soon as I get some free time.  Glad you like them.  

VelvetAcidChrist

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #32 on: August 01, 2003, 03:55:32 pm »
sorry firesoul but if i see that my z-ccx has no mirvs and got 4 b rack drones instead- whats that,it deserves MIRV s.
 

Rogue

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #33 on: August 01, 2003, 07:55:24 pm »
Quote:

Quote:

I LOVE the Lyran and Hydran Tugs!




Thanks!  I believe those are mine (don't have everything squared away quite yet), although I think some of the textures have been altered.  I'll be pumpin' out some straight cargo variants and some new tugs as soon as I get some free time.  Glad you like them.    




I wanted to make a point to tell you I was friggin' thrilled to find new tugs for the Lyrans. And they came out so well, especially that four pod (LTT?) you did. It was a little like Christmas that day. Gee, if the Mirak, ISC and Gorn show up we would have about everything.  

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #34 on: August 01, 2003, 07:59:36 pm »
Quote:


I wanted to make a point to tell you I was friggin' thrilled to find new tugs for the Lyrans. And they came out so well, especially that four pod (LTT?) you did. It was a little like Christmas that day. Gee, if the Mirak, ISC and Gorn show up we would have about everything.  




It's a question of time, in my opinion.

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #35 on: August 01, 2003, 08:09:42 pm »
Quote:

sorry firesoul but if i see that my z-ccx has no mirvs and got 4 b rack drones instead- whats that,it deserves MIRV s.
 




3 reasons.

1- SFB accuracy. The SFB version of the CCX is quite different. All of the race's CCX equivalent ship has been replaced with the real ones.
2- Consistency. Other X1 ships have been entered for other hull classes. All are from Module X1, but none have MIRVs or Gatlings.
3- Common Sense and Balance: That .. thing.. has 57 power, 4 MIRVs AND 6 gatlings.... and other stuff too. Fully equipped, it's.. undefeatable.

dderidex

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #36 on: August 01, 2003, 10:27:14 pm »
Question before I start installing/uninstalling things.

I tried the mod-pack with ships.

Rather cool, and I like how much time you've saved me!

Or...maybe saved me.

Does the pack without ships use the seperate 'opplus' folder under the main directory for all the additions, too?  If so...errr...crap.  That's REALLY annoying - means there is two places I have to look every time I want to replace a model.  When you are talking about 200+ models....that's a little irritating.  All the model directories (even the new ones) should be under 'assets\models', IMHO.

Only one other comment on an otherwise excellant effort - err...seperate model for the CA?  I can see using the 1701-no-suffix and others for 'early years' versions of the ships (and that's what I've done in my own shiplist), but I'd rather see the 'default' be the TMP models.  IE, Federation CA up points at the FCA directory.  Having an FECA is fine - I like that idea - but it should really have a different shiplist entry - the Federation YCA, not having the CA use it.

(At least according to SFB - the CA, CA+, CAR, CAR+, CC, etc are all the same hull.  Only the YCA is different.)

Rogue

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #37 on: August 01, 2003, 11:24:51 pm »
Quote:

Quote:


I wanted to make a point to tell you I was friggin' thrilled to find new tugs for the Lyrans. And they came out so well, especially that four pod (LTT?) you did. It was a little like Christmas that day. Gee, if the Mirak, ISC and Gorn show up we would have about everything.  




It's a question of time, in my opinion.  




Oh, I hope so. I can only stand do much cut, paste and paint with my limited tools and skill. I hate to be greedy, as though we don't have a gazillion models, but I want that full range of tugs. Why? Because they are freakin fun! A poor mans battleship. And I have to admit I like cutting the acceleration value to 5. I think it's that final touch that really makes them play like the big, sluggish weapons platform that they are. Oddly I think that makes it more fun rather than less.    

dderidex

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #38 on: August 02, 2003, 12:57:07 am »
No what?

Ignore my comments above!

The seperate model folder for the new ships is a pain, but only a minor one.  I've replaced all the desired Fed and Klingon models so far (working on Roms), and it really isn't that bad.

As to too many hull types (breaking on the EY, for example) - n/m that, too!  No such thing as breaking too many out.  If I don't think it needs a new model, I can just copy over another folder and rename a few files.  Problem solved!

This is definately very nice!

Drakenred

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #39 on: August 02, 2003, 01:04:31 am »
Quote:

Quote:

Quote:


I wanted to make a point to tell you I was friggin' thrilled to find new tugs for the Lyrans. And they came out so well, especially that four pod (LTT?) you did. It was a little like Christmas that day. Gee, if the Mirak, ISC and Gorn show up we would have about everything.  




It's a question of time, in my opinion.  




Oh, I hope so. I can only stand do much cut, paste and paint with my limited tools and skill. I hate to be greedy, as though we don't have a gazillion models, but I want that full range of tugs. Why? Because they are freakin fun! A poor mans battleship. And I have to admit I like cutting the acceleration value to 5. I think it's that final touch that really makes them play like the big, sluggish weapons platform that they are. Oddly I think that makes it more fun rather than less.      




Nothing Quite like having a Fed SB Crusher group of a DNG, Three BTVr+, three CFA+r a Blocking group of NCA NCER NCAR+ and BCJ,(Sub out a pair of the NCMs if your going up against a minefield and cant mow it all with drone waves and WWsweeps) and a GSVH with F-111s in the mech links in the scout slot just for giggles to wreck your day! (thats 64 Proxytorps, more if you are using A-10s in the Carrier pods and playing by the pre-doomsday rules) and Enough drones on the map to make the Kizinti Nervouse!)

(and people wonder why I called it Star Fleet Buracracy!)  

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #40 on: August 02, 2003, 01:16:57 am »
Quote:

Question before I start installing/uninstalling things.

I tried the mod-pack with ships.

Rather cool, and I like how much time you've saved me!

Or...maybe saved me.

Does the pack without ships use the seperate 'opplus' folder under the main directory for all the additions, too?  If so...errr...crap.  That's REALLY annoying - means there is two places I have to look every time I want to replace a model.  When you are talking about 200+ models....that's a little irritating.  All the model directories (even the new ones) should be under 'assets\models', IMHO.





No. I wanted to leave Assets/Models alone. Uninstalling this mod should return the OP installation to the state it was before installation.

Quote:


Only one other comment on an otherwise excellant effort - err...seperate model for the CA?  I can see using the 1701-no-suffix and others for 'early years' versions of the ships (and that's what I've done in my own shiplist), but I'd rather see the 'default' be the TMP models.  IE, Federation CA up points at the FCA directory.  Having an FECA is fine - I like that idea - but it should really have a different shiplist entry - the Federation YCA, not having the CA use it.

(At least according to SFB - the CA, CA+, CAR, CAR+, CC, etc are all the same hull.  Only the YCA is different.)  




Then copy the contents of Assets/Models/FCA as opplus/models/FCA. Make sure the files inside are renamed too. Use MS Excel or ShipEdit to find out what geometry/model each ship you don't like is using. As long you don't modify the 5 textfiles that come with this mod, you can change all the models you want around.

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #41 on: August 02, 2003, 01:18:27 am »
Quote:

No what?

Ignore my comments above!

The seperate model folder for the new ships is a pain, but only a minor one.  I've replaced all the desired Fed and Klingon models so far (working on Roms), and it really isn't that bad.

As to too many hull types (breaking on the EY, for example) - n/m that, too!  No such thing as breaking too many out.  If I don't think it needs a new model, I can just copy over another folder and rename a few files.  Problem solved!

This is definately very nice!  





..uhm.. I wasn't ignoring you. I was busy with playing on a D2 server, and watching TV. I don't live on the forums you know.

dderidex

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #42 on: August 02, 2003, 01:24:39 am »
Riiiight....sure....TV....uh-huh

Anyway, I do have at least one suggestion.  Make copies of the 'kdd' and 'kff' folder for the Romulan versions of them.

We like our own paint jobs on our ships, thankyouvery much.

 

dderidex

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #43 on: August 02, 2003, 01:28:36 am »
Oh, and one more.

The Skyhawk and Seahawk should have seperate folders, as well.

« Last Edit: December 31, 1969, 06:00:00 pm by dderidex »

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #44 on: August 02, 2003, 01:50:46 am »
I would have to agree. I know for a fact I did not split all model pointers, and that would be work for the future.. There's going to be a lot of those splits..

.. but for now I am resting and playing.

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #45 on: August 02, 2003, 01:53:42 am »
The screenshots above are indeed very nice, bu are misleading as to the contents of this mods. I am not using any of those.
-- Luc

Cleaven

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #46 on: August 02, 2003, 02:07:54 am »
Quote:


Anyway, I do have at least one suggestion.  Make copies of the 'kdd' and 'kff' folder for the Romulan versions of them.

We like our own paint jobs on our ships, thankyouvery much.





I too would like to be able to have separate models for all the Klingon and Romulan ships that share the same hull. I know a lot of the others models have been separated, and there's only a couple left to do. Not a big problem at all, but it's on the list.
   
--------------------

<Edit>Never mind. I see you've answered.
« Last Edit: August 02, 2003, 02:09:56 am by Cleaven »

Rogue

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #47 on: August 02, 2003, 07:38:23 am »
Quote:

Quote:

Quote:

Quote:


I wanted to make a point to tell you I was friggin' thrilled to find new tugs for the Lyrans. And they came out so well, especially that four pod (LTT?) you did. It was a little like Christmas that day. Gee, if the Mirak, ISC and Gorn show up we would have about everything.  




It's a question of time, in my opinion.  




Oh, I hope so. I can only stand do much cut, paste and paint with my limited tools and skill. I hate to be greedy, as though we don't have a gazillion models, but I want that full range of tugs. Why? Because they are freakin fun! A poor mans battleship. And I have to admit I like cutting the acceleration value to 5. I think it's that final touch that really makes them play like the big, sluggish weapons platform that they are. Oddly I think that makes it more fun rather than less.      




Nothing Quite like having a Fed SB Crusher group of a DNG, Three BTVr+, three CFA+r a Blocking group of NCA NCER NCAR+ and BCJ,(Sub out a pair of the NCMs if your going up against a minefield and cant mow it all with drone waves and WWsweeps) and a GSVH with F-111s in the mech links in the scout slot just for giggles to wreck your day! (thats 64 Proxytorps, more if you are using A-10s in the Carrier pods and playing by the pre-doomsday rules) and Enough drones on the map to make the Kizinti Nervouse!)

(and people wonder why I called it Star Fleet Buracracy!)    




Ya, I hear that. Don't screw with the Federation in a fleet action. The combination of proxie's and staggered drone launches WILL get the best of you.

We thought we had a good game plan in such a set up. We calibrated a Romulan task force for the mission. Lots of what we thought were firepower bargains centered around a couple of dirt cheap carriers. It's only when we put the counters on the board that we realized the implications of a potential 96 proximity torp strike on an average volly... meaning lose 1 carrier every other turn and lose big. We launced everything immediately and closed as fast as possible. (BTW, our fighters were only costing us 2BPV for each mobile F-torp launcher that we were using them for. (ie. green pilots. Every one of them)) And I think we opted to start cloaked. Which, if I remember, meant we couldn't launch until we decloaked. All they had to do was say 'Fire' on the right impulse and we would have lost a lot of what we built our task force around.

We were so lucky they didn't realize it. We blew down ever #1 shield and scored good internals on every one of their ships. I think it's like that. It's the opponent that realizes first when they are in a bad tactical situation. And we were still learning the game. I certainly wouldn't paly it the same way again. I mean what do you do? Try to run them down when they're doing a Cochran retrograde while your eating proxies and shooting down drones? It's not a pretty scenario.    
« Last Edit: August 02, 2003, 08:12:29 am by Rogue »

Johnulus

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #48 on: August 02, 2003, 11:42:29 pm »
I have a little problem I was wondering if someone could help with and I am unsure where to post so I figured this was the best place.
I installed OP in my D: drive, patched to 25412 and installed opplus_30_models but for some reason in game the new ships do not have skins on them they show as all white or grey when cloaked, it is the correct model but no skin.
The stock ships have skins.

I'm not sure what info you will require to diagnose my problem, so I  submit the following:
This is where Oppulus Mods went : D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\opplus\models
This is where Models are :      D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\Assets\Models
Properties of oppulus\models folder are : Size 223 mb, Files 2 856, folders 143.
I checked Shiplist.txt and it is changed : Romulan, CA, R-FFH-K ......states its this model R-FFH-A OPPLUS/MODELS/RBC/RBC.MOD, I checked folder is present in oppulus\models.

I installed the refit last night before going on GSA to fly with some fleet mates to test things out, that is when I first noticed the problem, one of my fleet mates said, "he had the same problem and just copied all folders etc over manually".  So I tried that I copied all folders within Oppulus\models into taldrens models folder, then manually transfered all remaining files shiplist, model.siz, etc. This did not work, so I left the game completly un-installed everything down loaded all new files and re-installed, started up game all excited  and then seen  a plain  white FFH-K  
I can fly the ships that way but would really like to see what they look like, especially after hearing the oooo's & ahhhhh's of my mates in the game.

Not sure if you need system specs but will give them anyway, No Laughing !!
AMD K6/333 cyrix 2
Voodoo 3, Amigamerlin 2.9 drivers with Wicked GL
96 mb EDO Ram  

Thanks for your time,
Johnulus.  

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #49 on: August 02, 2003, 11:57:19 pm »
Did you, at some time in the past, install in a different path on your HDs? It could be that it can't find the OPPLUS directory because of a registry problem.

What's the value for this registry key on your machine?
HKEY_LOCAL_MACHINE\SOFTWARE\Taldren\Starfleet Command Orion Pirates\Directory

Does it match the directory where SFC:OP is installed?



Possibility #2:
Are you starting the game with a shortcut? Does it have the working directory path set? (Start in:)
If yes, is it correct?

-- Luc
« Last Edit: December 31, 1969, 06:00:00 pm by FireSoul »

Johnulus

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #50 on: August 03, 2003, 09:38:00 pm »
Yes I did have OP installed in a differant directory the other night D:\program files\john games\OP.
Since then I have un-installed everything, deleted leftover folders, deleted all registry entries containing Orion Pirates, re-installed OP,patch,refit.

HKEY_LOCAL_MACHINE\Software\Taldren\Starfleet Command Orion Pirates\Directory  is  D:\Program Files\Taldren Software Inc.\Starfleet Command Orion Pirates.  

I also have this in registry with no directory in it : HKEY_LOCAL_MACHINE\Software\Taldren Software Inc.\Starfleet Command Orion Pirates   ( I added string value,Directory  "D:\Program Files\Taldren Software Inc.\Starfleet Command Orion Pirates"   ) No affect.  ( I also tried deleting Directory from above and leaving this one) No affect.

Target of shortcut: "D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\StarFleetOP.exe"
Start in : "D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates"

OP is installed in : D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates
Oppulus is here : D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\opplus

Ships I select are correct models and damage textures appear on models, just no skins.  


   

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #51 on: August 03, 2003, 09:48:43 pm »
Then I really don't know.. sorry.
Maybe, for you, the no-models version is best?

Rod O'neal

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #52 on: August 03, 2003, 10:35:06 pm »



I'd try deleting  all registry enries for OP and doing a fresh install.
If that doesn't work all I can suggest is checking for a driver update. Maybe check your video card settings?
If the stock models work, I don't know why the custom ones don't. Unless your card doesn't like them?      

Dogmatix!

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #53 on: August 04, 2003, 05:35:58 pm »
Quote:

The screenshots above are indeed very nice, bu are misleading as to the contents of this mods. I am not using any of those.
-- Luc  




Well, that's good to know.  I purposefully installed the no-models version of you mod partly because I thought those models weren't very good and I wondered if it was indicative of the rest of the model pack...  heheh


 

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #54 on: August 04, 2003, 09:43:01 pm »
Quote:

Quote:

The screenshots above are indeed very nice, bu are misleading as to the contents of this mods. I am not using any of those.
-- Luc  




Well, that's good to know.  I purposefully installed the no-models version of you mod partly because I thought those models weren't very good and I wondered if it was indicative of the rest of the model pack...  heheh
 




Hey now.. don't be insulting fellow posters.

Dogmatix!

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #55 on: August 05, 2003, 12:35:44 pm »
If someone is "insulted" then I'm sorry.  I feel it perfectly proper to voice my opinion on the merits of just about anything I see here, though.  


I didn't like those models, that's all...heheh.


 

Pestalence

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #56 on: August 05, 2003, 03:33:51 pm »
Quote:

Yes I did have OP installed in a differant directory the other night D:\program files\john games\OP.
Since then I have un-installed everything, deleted leftover folders, deleted all registry entries containing Orion Pirates, re-installed OP,patch,refit.

HKEY_LOCAL_MACHINE\Software\Taldren\Starfleet Command Orion Pirates\Directory  is  D:\Program Files\Taldren Software Inc.\Starfleet Command Orion Pirates.  

I also have this in registry with no directory in it : HKEY_LOCAL_MACHINE\Software\Taldren Software Inc.\Starfleet Command Orion Pirates   ( I added string value,Directory  "D:\Program Files\Taldren Software Inc.\Starfleet Command Orion Pirates"   ) No affect.  ( I also tried deleting Directory from above and leaving this one) No affect.

Target of shortcut: "D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\StarFleetOP.exe"
Start in : "D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates"

OP is installed in : D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates
Oppulus is here : D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\opplus

Ships I select are correct models and damage textures appear on models, just no skins.  


   




Try the No model pack as this will copy your current models instead of installing new models...

IIRC, back with SFC II EAW, there was a patch needed for the Voodoo Video card to render textures... i think that the patch was included in the subsequent patches to SFC II EAW and when OP was made, it was inclusive as well, however, it only pertains to models included in the Assets/ Models Directory

so unfortunately, you may not be able to see the textures using this mod unless you upgrade your video card..  if your short on money, a Geforce II TI 200 with 64MB ram will do just fine, but for just a couple dollars more a Geforce III TI 500 with 64 MB or 128 MB DDR memory will be better, and the GeForce IV TI 4600 with 64MB or 128 MB DDR is less that $100 now and will make SFC II OP look killer...
 

Johnulus

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #57 on: August 05, 2003, 08:55:52 pm »
Thank you for your replies Gentlemen,
 I believe it is my Video card causing the problem and will upgrade it in the near future.
I got a copy of Mod Viewer today and was going through the ships having a look and not all new ships as I originally thought are white only some ( most Roms) show up with no skins.
I have since re-installed  and am using 3.0 no models, everything is working fine.

Thanks Again,

Johnulus  

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #58 on: August 06, 2003, 11:08:26 am »
Someone in a different thread and forum was wondering if stats could be generated based on how many people downloaded the mod. (In that thread, Bonk's.)

I applied it to my site. An interesting idea..
Let's see..
.. Since august 3rd, 110 different IPs tried to download my OP+ 3.0. That counts for both versions of the installer.
.. between July 27th and Aug3rd, 8:30am, another 216 different IPs.

The total so far is 326 downloads to unique IP addresses.
Wow.

Gamester

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #59 on: August 07, 2003, 11:06:12 am »
Just wanted to point out to you, Firesoul, that the number is not inclusive of all users. For example, I downloaded your OP+ 3.0 w/Models and applied it to 7 different computers (LAN Party). "Low" Number of Downloads != Low Number of Users.

Gamester

P.S. - Your mod is great! I am SOOOOOOOOO glad I don't have to manually add the Feral Yards Lyrans and the TMP Gorns myself. I have done that for 2 different versions of your shiplist and it sure is a %^&#$ to do. (I always end up screwing up a path or model name somewhere and have random crashes *sigh*)
 

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #60 on: August 07, 2003, 11:23:55 am »
I know. That's why I said IPs. Similarly, be aware that a dial-up user downloading, crashing midway, reconnecting and completing a download would could for 2 IPs.

We can't tell how many users have downloaded, just how many IP addresses.

FireSoul

  • Guest
OP+ *mod* version 3.0 is ready.
« Reply #61 on: July 31, 2003, 12:18:30 am »
I know it's only been 2 weeks, but this is pretty much all I've been doing these last couple of weeks.

The OP+ Project Mod is ready. I've updated the webpages, and made the downloads available to the public.


1- What's new?
Models. I have created a version of the shiplist which points to models that I have found perfect for this game, and included them in a package. The package is 35mb in size. It takes up about 230mb of HD space once installed. Many thanks to all the people who created all these great models I have included in this package.


2- What if I can't download 35mb?
There's a 2nd downloadable for you. It's only 251kb (same as before, more or less). BUT it still will take about 230mb of space on your HD. It copies the models needed from the Taldren stock models directory.


3- I don't download one package for the shiplist, then the other for the models?
No. Both are full installations of the package. If you want to switch from one to the other, uninstall the first one and install the other. (Use Add/Remove Programs)


4- I don't have that much free space on my HD.
.. sorry. Can't help you there.


5- I thought this was a shiplist project only. What happened?
I was bored.




Here are the links:
 http://klingon.stasis.ca/OP_plusrefit/opplus_30_models.exe   (35mb installer, includes models I meticulously picked)
 http://klingon.stasis.ca/OP_plusrefit/opplus_30_no_models.exe  (251kb installer.)


Main Site Link, with FAQs:
 http://klingon.stasis.ca/OP_plusrefit/


-- Luc

Drakenred

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #62 on: July 31, 2003, 01:16:11 am »
God help us when your realy REALY board, you may just figure out how to code in the Andromidans.


 

Lepton1

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #63 on: July 31, 2003, 01:58:00 am »
Hmm, will I be able to swap out the shiplist and still have the stock shiplist pointing to the correct model folders?  Or have you included some sort of swapping mechanism program like those used in current D2 campaigns??? Are these hi-res models??  Are these models going to slow my game to a crawl or make it jumpy??
« Last Edit: December 31, 1969, 06:00:00 pm by Lepton1 »

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #64 on: July 31, 2003, 02:11:03 am »
Quote:

Hmm, will I be able to swap out the shiplist and still have the stock shiplist pointing to the correct model folders?  Or have you included some sort of swapping mechanism program like those used in current D2 campaigns??? Are these hi-res models??  Are these models going to slow my game to a crawl or make it jumpy??




Yes. Install it. The original shiplist and other files are going to be backed up under opplus/backup. Uninstalling will restore these files. You could consider the uninstaller as a valid swapper.
No. I leave the Stock models alone. I *do* have a modified model.siz, but that's restored on uninstall.
Some.
Only if you do nuts CoopAce games like I do. (Stock stuff can crawl, there.)
« Last Edit: December 31, 1969, 06:00:00 pm by FireSoul »

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #65 on: July 31, 2003, 02:35:42 am »
I seem to continually get the same concerns from people. I don't know what batch files people use to swap shiplists back and forth, but..  Once installed, there's going to be a opplus/ directory. In there are the OP+ files, and a backup/ directory. The backup/ directory contain the files that were installed within OP at that moment.

You can use these files, and swap them back and forth if you're comfortable with the process. You can also copy them into your own swapping methods.


-- Luc

Lepton1

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #66 on: July 31, 2003, 02:49:54 am »
Sorry to be so anal, FS.  Great work by the way,  One problem so far.  The fed BCH and DN models got switched, ie the BCH model is in the DN folder and the DN model is in the BCH folder.  I discovered that quite by accident looking for a P81 excelsior which I was surprised not to find.   Anyway, you might want to check to see if anything else is getting switched.  Sorry. Also some of the fed models don't appear to have all their textures completed.  The fed tug plus for example.  Regular tug looks fine and beautiful.  Wow, what a model!!!
« Last Edit: July 31, 2003, 03:01:22 am by Lepton1 »

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #67 on: July 31, 2003, 02:56:51 am »
Quote:

Sorry to be so anal, FS.  Great work by the way,  One problem so far.  The fed BCH and DN models got switched, ie the BCH model is in the DN folder and the DN model is in the BCH folder.  I discovered that quite by accident looking for a P81 excelsior which I was surprised not to find.   Anyway, you might want to check to see if anything else is getting switched.  Sorry.  




That in the Stock shiplist. Yes, I noticed... and I left it alone. In fact, except for model.siz which I needed to modify, I left everything in Assets/Models alone. (That's why it's still there.)

jdmckinney

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #68 on: July 31, 2003, 06:54:41 am »
I think I missed something along the way -- what was wrong with the model.siz that required a change to make the new list work?

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #69 on: July 31, 2003, 07:33:29 am »
Quote:

I think I missed something along the way -- what was wrong with the model.siz that required a change to make the new list work?  




All the added models are under opplus/models .. They're not at all mentioned in the stock model.siz file. By modifying and expanding the model.siz file, it:

1- protects against cheaters.
2- resizes models to just the way I wanted them.

Example of #2: These are copies of exactly the same model files.. but they're different in size. From left to right: R-KR, R-K7R and R-KCR.
   

FatherTed

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #70 on: July 31, 2003, 07:47:39 am »
Just to clarify something. I already have some Fleetdock 13 and War Refit mods that I like for different hull classes. Do I dl the smaller pack and then plug the appropriate mod into the proper folder?  

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #71 on: July 31, 2003, 08:01:00 am »
Quote:

Just to clarify something. I already have some Fleetdock 13 and War Refit mods that I like for different hull classes. Do I dl the smaller pack and then plug the appropriate mod into the proper folder?  




Yes.
Make sure the folders and filenames match.

ie:
step 1 -- figure out what folder and file is used in the shiplist.
B11K:  opplus/models/ksbb/ksbb.mod

step2 -- replace the contents of folder opplus/models/ksbb/ with contents of wanted model package.
(replace contents, or entire folder, whatever.)

step3 -- make sure the filenames match too.  
"ksbb.mod" and "ksbb_brk.mod"

step 4 -- load up the game and test it out, in a skirmish or something.


As long as you leave the other files intact, you can replace whatever model you want and still be able to play with everybody else that have OP+ 3.0

Other files in 3.0:
  - shiplist.txt
  - ftrlist.txt
  - shipnames.txt
  - strings.txt
  - model.siz


-- Luc

Bonk

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #72 on: July 31, 2003, 09:08:48 am »
Smokin! Wow, that didn't take long! I can't wait to take a look but I promised to leave the OP+ 2.2 shiplist on the OP Arena for at least a few more weeks.  I'll install it then if I haven't completed my own mod of the SFB_OP shiplist. I'm kind of busy on a job hunt right now, I got two really good prospects on the go. Once I get settled back into a new job I'll probably put some more time in on the mod I'm working on. Your's is getting closer to what I intended with each release, so keep it up and I may not have to do anything at all!

One thing you might want to consider, people may not have the stock files in place when this is installed, thus the files backed up by the installer may not be stock.  In the installer I just created for LB4 I included the stock files in the uninstaller itself, no files are backed up, to avoid that possibility. I guess it's just a design decision, each approach with it's own logic. (The problem with my approach being an update required for each patch of the game, but that will likely come to an end soon for OP and is no longer a problem for EAW) In any case, congratulations on another job well done, as well as setting the standard for use of the NSIS. (Now we just need to get Nuclear Wessels on board...)

May the flying staplers never see the light of day again!    

FatherTed

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #73 on: July 31, 2003, 10:15:06 am »
So far, I love it! One question though. The R-PFT is showing up on mod viewer as a Centurion. Is this correct?
 

Dogmatix!

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #74 on: July 31, 2003, 12:11:34 pm »
Awesome, man...


I dig...


 

Lepton1

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #75 on: July 31, 2003, 12:29:48 pm »
I can't understand all your model choices.  Some appear to be half textured (the fed tug plus for instance).  Others have poor models for which there are clearly superior options.  For instance, you use lord schtupp's fed frig model which is awesome but not his CA model which is one of the best around, equal to athrasis' work.  No P81 excelsior, no WickedZombie CA.  I wish you had chosen the best models around or at least picked a theme (best TOS models, best TMP models) and put them into to mod instead of what seems like a sort of podge-bodge of models of varying detail.  For instance you use P81's Miranda model which is great but then put in another for the NCA which is not nearly as compelling as P81's model. No slight intended toward the modellers or the modder here, but there doesn't seem to be much of a unifying theme in your fed and klink choices where the most models exist and the most care must be taken in making choices.  The other races are well represented in the mod largely due to the fact that few models exist so those are indeed the best available.  Hope this doesn't seem like a slam.  It is great you put this together but I don't get your model choices.

Bonk

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #76 on: July 31, 2003, 02:24:49 pm »
Well now that the new patch is out, I might as well update the OP Arena to OP+ 3.0. Sorry to those on dial-up, but since the new patch is out I have to update the OP Arena and might as well move up to OP+ 3.0 as well. (Neither are terribly large downloads...)

Quote:

 I promised to leave the OP+ 2.2 shiplist on the OP Arena for at least a few more weeks.


 

Strafer

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #77 on: July 31, 2003, 02:35:13 pm »
Not necessarily, Bonk. OP+ 3.0 comes in 2 flavours.
Regular, and extra models. Both are 100% compatible with each other thanks to the installer's settings.

Mr. Hypergol

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #78 on: July 31, 2003, 02:49:09 pm »
 
Quote:

 I can't understand all your model choices.




There is a good explaination of FS's thinking on the subject of model selection on his website.  His choices on models don't necessarily revolve around model quality, but more model "accuracy" with respect to SFB.  Besides, you can just swap out the models he chose for your preferences.  I will probably do that in a few cases.  The critical thing was creating a shiplist that provided the appropriate "SFB based" hull class slots.  That is exactly what FS has done....and I'm rejoicing.  This OP+ 3.0 is the closest we've gotten to the sprit of SFB so far.

Firesoul,  great job.  I'm drueling.  I love the way you "think" man.  Now I'm going to be up really late tonight.......    

AdmiralFrey_XC

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #79 on: July 31, 2003, 02:59:46 pm »
I wanted to clarify that I am almost 99.9% sure  FireSouls OP Plus 3 is fully compatible with the new OP patch (2.5.4.12) as there were no changes in the shiplist that I am aware of.

I'm sure FS will confirm this

Regards,
« Last Edit: December 31, 1969, 06:00:00 pm by AdmiralFrey_XC »

Bonk

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #80 on: July 31, 2003, 03:17:19 pm »
Quote:

Not necessarily, Bonk. OP+ 3.0 comes in 2 flavours.
Regular, and extra models. Both are 100% compatible with each other thanks to the installer's settings.  




Yup, I knew that, that's whay I said neither download is terribly large: 25410->25412 patch(1744KB) and OP+3.0-no-models(244KB). But for those of us who enjoy high speed internet the 35MB models version of OP+ is no problem. The mod I am working on is currently a 130MB download (~540MB installed), I'll work on a smaller version for dial-up users as well if I can, but they'd sort of be missing the point of my mod anyway...  Thanks for emphasisng the two versions of OP+ available for the dial-up users though.
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

Strafer

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #81 on: July 31, 2003, 03:41:14 pm »
Ok, I misread that. I thought you were apologising in advance for having large downloads imposed on modem users.

Bonk

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #82 on: July 31, 2003, 04:40:40 pm »
NP, It was a bit apolgetic in tone, not so much for the size of downloads, but the frequency at which new ones are required. I've had a few complaints about that, I plan to leave the OP Arena as is until I have to move or until I finish my own mod which will be a while yet. (I just finished updating the server to 25412 and OP+ 3.0, with NW's standard OP Missions pack.)  

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #83 on: July 31, 2003, 05:22:45 pm »
Quote:

So far, I love it! One question though. The R-PFT is showing up on mod viewer as a Centurion. Is this correct?
   




R-CEN  -->  Assets/Models/rpft/rpft.mod  (untouched, centurion)
R-STH  -->  Opplus/Models/rpft/rpft.mod  (starhawk)
R-INT   -->  Opplus/Models/rint/rint.mod    (interceptor)

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #84 on: July 31, 2003, 05:28:46 pm »
Quote:

I can't understand all your model choices.  Some appear to be half textured (the fed tug plus for instance).  Others have poor models for which there are clearly superior options.  For instance, you use lord schtupp's fed frig model which is awesome but not his CA model which is one of the best around, equal to athrasis' work.  No P81 excelsior, no WickedZombie CA.  I wish you had chosen the best models around or at least picked a theme (best TOS models, best TMP models) and put them into to mod instead of what seems like a sort of podge-bodge of models of varying detail.  For instance you use P81's Miranda model which is great but then put in another for the NCA which is not nearly as compelling as P81's model. No slight intended toward the modellers or the modder here, but there doesn't seem to be much of a unifying theme in your fed and klink choices where the most models exist and the most care must be taken in making choices.  The other races are well represented in the mod largely due to the fact that few models exist so those are indeed the best available.  Hope this doesn't seem like a slam.  It is great you put this together but I don't get your model choices.  




Feel free to replace the model at your end. Also, please not that I wasn't looking for best quality, but adequate quality: the moment I found a model for a early CA, I stopped looking for it.

My choices? I Chose based on accuracy of what was needed, not who made the model.

-- Luc

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #85 on: July 31, 2003, 05:32:39 pm »
Quote:

 
Quote:

 I can't understand all your model choices.




There is a good explaination of FS's thinking on the subject of model selection on his website.  His choices on models don't necessarily revolve around model quality, but more model "accuracy" with respect to SFB.  Besides, you can just swap out the models he chose for your preferences.  I will probably do that in a few cases.  The critical thing was creating a shiplist that provided the appropriate "SFB based" hull class slots.  That is exactly what FS has done....and I'm rejoicing.  This OP+ 3.0 is the closest we've gotten to the sprit of SFB so far.

Firesoul,  great job.  I'm drueling.  I love the way you "think" man.  Now I'm going to be up really late tonight.......    





Wow.. you checked out the site?  .. Hey Strafer! .. someone actually checked out the site.
Heh..  

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #86 on: July 31, 2003, 05:34:54 pm »
Quote:

I wanted to clarify that I am almost 99.9% sure  FireSouls OP Plus 3 is fully compatible with the new OP patch (2.5.4.12) as there were no changes in the shiplist that I am aware of.

I'm sure FS will confirm this





Yes it is.
Of course, remember to uninstall opplus before patching.

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #87 on: July 31, 2003, 05:36:37 pm »
Quote:

Quote:

Not necessarily, Bonk. OP+ 3.0 comes in 2 flavours.
Regular, and extra models. Both are 100% compatible with each other thanks to the installer's settings.  




Yup, I knew that, that's whay I said neither download is terribly large: 25410->25412 patch(1744KB) and OP+3.0-no-models(244KB). But for those of us who enjoy high speed internet the 35MB models version of OP+ is no problem. The mod I am working on is currently a 130MB download (~540MB installed), I'll work on a smaller version for dial-up users as well if I can, but they'd sort of be missing the point of my mod anyway...  Thanks for emphasisng the two versions of OP+ available for the dial-up users though.





I wanted to do this for some time, but couldn't figure out how to have a working small version. .. and I hated the idea of a batch file. I wanted to use somethign that could read the installation path from the registry.

Klingon Fanatic

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #88 on: July 31, 2003, 05:52:51 pm »
Firesoul, thank you for your fine effort! The many of models you assembled have the added bonus of being hard to find.  The following models appear to be missing:

ICC
ICM
RKCR
Ktug (Missing Romtug version)

I d/l this mod at 12:30PM EST today 7/31/03.

BTW: I did notice you are using the FASA Romulan Z-1 Nova as a Rom BB. Any chance you'll do SFB/SFC stats for other FASA ships? I had a daydream you listed the Chandley as a Commando Heavy Cruiser, LOL.

I LOVE the Lyran and Hydran Tugs!

THANK YOU so much.

P.S. Are you going to do an update now that the .12 patch is out?

Best wishes,

KF
« Last Edit: December 31, 1969, 06:00:00 pm by Klingon Fanatic »

Fahrenheit

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #89 on: July 31, 2003, 05:59:37 pm »

the fighter list was updated in 2.5.4.12.  Does this impact OP+?

Can we just modify the start date on the type III Hydran fighters after re-installing OP+?


"The principal part of faith is patience." -- George Macdonald

Strafer

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #90 on: July 31, 2003, 06:19:42 pm »
F, I do believe the dates are EAW-correct for the fighters to begin with. It's stock that had to catch up.

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #91 on: July 31, 2003, 06:22:03 pm »
Quote:

Firesoul, thank you for your fine effort! The many of models you assembled have the added bonus of being hard to find.  The following models appear to be missing:

ICC
ICM
RKCR
Ktug (Missing Romtug version)

I d/l this mod at 12:30PM EST today 7/31/03.

BTW: I did notice you are using the FASA Romulan Z-1 Nova as a Rom BB. Any chance you'll do SFB/SFC stats for other FASA ships? I had a daydream you listed the Chandley as a Commando Heavy Cruiser, LOL.

I LOVE the Lyran and Hydran Tugs!

THANK YOU so much.

P.S. Are you going to do an update now that the .12 patch is out?

Best wishes,

KF  





Which version of the mod? With models, I assume.

Define "Missing"? (.. the rkrt is there.)
Also, the FASA ship I'm using isn't for the BB, but for the DemonHawk.

,.. and no, I won't be doing an update for .12 ..  I have had .12 for about a week now as a tester, and everything is included/tested.
« Last Edit: July 31, 2003, 06:22:55 pm by FireSoul »

EmeraldEdge

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #92 on: July 31, 2003, 08:25:30 pm »
Quote:

I LOVE the Lyran and Hydran Tugs!




Thanks!  I believe those are mine (don't have everything squared away quite yet), although I think some of the textures have been altered.  I'll be pumpin' out some straight cargo variants and some new tugs as soon as I get some free time.  Glad you like them.  

VelvetAcidChrist

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #93 on: August 01, 2003, 03:55:32 pm »
sorry firesoul but if i see that my z-ccx has no mirvs and got 4 b rack drones instead- whats that,it deserves MIRV s.
 

Rogue

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #94 on: August 01, 2003, 07:55:24 pm »
Quote:

Quote:

I LOVE the Lyran and Hydran Tugs!




Thanks!  I believe those are mine (don't have everything squared away quite yet), although I think some of the textures have been altered.  I'll be pumpin' out some straight cargo variants and some new tugs as soon as I get some free time.  Glad you like them.    




I wanted to make a point to tell you I was friggin' thrilled to find new tugs for the Lyrans. And they came out so well, especially that four pod (LTT?) you did. It was a little like Christmas that day. Gee, if the Mirak, ISC and Gorn show up we would have about everything.  

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #95 on: August 01, 2003, 07:59:36 pm »
Quote:


I wanted to make a point to tell you I was friggin' thrilled to find new tugs for the Lyrans. And they came out so well, especially that four pod (LTT?) you did. It was a little like Christmas that day. Gee, if the Mirak, ISC and Gorn show up we would have about everything.  




It's a question of time, in my opinion.

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #96 on: August 01, 2003, 08:09:42 pm »
Quote:

sorry firesoul but if i see that my z-ccx has no mirvs and got 4 b rack drones instead- whats that,it deserves MIRV s.
 




3 reasons.

1- SFB accuracy. The SFB version of the CCX is quite different. All of the race's CCX equivalent ship has been replaced with the real ones.
2- Consistency. Other X1 ships have been entered for other hull classes. All are from Module X1, but none have MIRVs or Gatlings.
3- Common Sense and Balance: That .. thing.. has 57 power, 4 MIRVs AND 6 gatlings.... and other stuff too. Fully equipped, it's.. undefeatable.

dderidex

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #97 on: August 01, 2003, 10:27:14 pm »
Question before I start installing/uninstalling things.

I tried the mod-pack with ships.

Rather cool, and I like how much time you've saved me!

Or...maybe saved me.

Does the pack without ships use the seperate 'opplus' folder under the main directory for all the additions, too?  If so...errr...crap.  That's REALLY annoying - means there is two places I have to look every time I want to replace a model.  When you are talking about 200+ models....that's a little irritating.  All the model directories (even the new ones) should be under 'assets\models', IMHO.

Only one other comment on an otherwise excellant effort - err...seperate model for the CA?  I can see using the 1701-no-suffix and others for 'early years' versions of the ships (and that's what I've done in my own shiplist), but I'd rather see the 'default' be the TMP models.  IE, Federation CA up points at the FCA directory.  Having an FECA is fine - I like that idea - but it should really have a different shiplist entry - the Federation YCA, not having the CA use it.

(At least according to SFB - the CA, CA+, CAR, CAR+, CC, etc are all the same hull.  Only the YCA is different.)

Rogue

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #98 on: August 01, 2003, 11:24:51 pm »
Quote:

Quote:


I wanted to make a point to tell you I was friggin' thrilled to find new tugs for the Lyrans. And they came out so well, especially that four pod (LTT?) you did. It was a little like Christmas that day. Gee, if the Mirak, ISC and Gorn show up we would have about everything.  




It's a question of time, in my opinion.  




Oh, I hope so. I can only stand do much cut, paste and paint with my limited tools and skill. I hate to be greedy, as though we don't have a gazillion models, but I want that full range of tugs. Why? Because they are freakin fun! A poor mans battleship. And I have to admit I like cutting the acceleration value to 5. I think it's that final touch that really makes them play like the big, sluggish weapons platform that they are. Oddly I think that makes it more fun rather than less.    

dderidex

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #99 on: August 02, 2003, 12:57:07 am »
No what?

Ignore my comments above!

The seperate model folder for the new ships is a pain, but only a minor one.  I've replaced all the desired Fed and Klingon models so far (working on Roms), and it really isn't that bad.

As to too many hull types (breaking on the EY, for example) - n/m that, too!  No such thing as breaking too many out.  If I don't think it needs a new model, I can just copy over another folder and rename a few files.  Problem solved!

This is definately very nice!

Drakenred

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #100 on: August 02, 2003, 01:04:31 am »
Quote:

Quote:

Quote:


I wanted to make a point to tell you I was friggin' thrilled to find new tugs for the Lyrans. And they came out so well, especially that four pod (LTT?) you did. It was a little like Christmas that day. Gee, if the Mirak, ISC and Gorn show up we would have about everything.  




It's a question of time, in my opinion.  




Oh, I hope so. I can only stand do much cut, paste and paint with my limited tools and skill. I hate to be greedy, as though we don't have a gazillion models, but I want that full range of tugs. Why? Because they are freakin fun! A poor mans battleship. And I have to admit I like cutting the acceleration value to 5. I think it's that final touch that really makes them play like the big, sluggish weapons platform that they are. Oddly I think that makes it more fun rather than less.      




Nothing Quite like having a Fed SB Crusher group of a DNG, Three BTVr+, three CFA+r a Blocking group of NCA NCER NCAR+ and BCJ,(Sub out a pair of the NCMs if your going up against a minefield and cant mow it all with drone waves and WWsweeps) and a GSVH with F-111s in the mech links in the scout slot just for giggles to wreck your day! (thats 64 Proxytorps, more if you are using A-10s in the Carrier pods and playing by the pre-doomsday rules) and Enough drones on the map to make the Kizinti Nervouse!)

(and people wonder why I called it Star Fleet Buracracy!)  

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #101 on: August 02, 2003, 01:16:57 am »
Quote:

Question before I start installing/uninstalling things.

I tried the mod-pack with ships.

Rather cool, and I like how much time you've saved me!

Or...maybe saved me.

Does the pack without ships use the seperate 'opplus' folder under the main directory for all the additions, too?  If so...errr...crap.  That's REALLY annoying - means there is two places I have to look every time I want to replace a model.  When you are talking about 200+ models....that's a little irritating.  All the model directories (even the new ones) should be under 'assets\models', IMHO.





No. I wanted to leave Assets/Models alone. Uninstalling this mod should return the OP installation to the state it was before installation.

Quote:


Only one other comment on an otherwise excellant effort - err...seperate model for the CA?  I can see using the 1701-no-suffix and others for 'early years' versions of the ships (and that's what I've done in my own shiplist), but I'd rather see the 'default' be the TMP models.  IE, Federation CA up points at the FCA directory.  Having an FECA is fine - I like that idea - but it should really have a different shiplist entry - the Federation YCA, not having the CA use it.

(At least according to SFB - the CA, CA+, CAR, CAR+, CC, etc are all the same hull.  Only the YCA is different.)  




Then copy the contents of Assets/Models/FCA as opplus/models/FCA. Make sure the files inside are renamed too. Use MS Excel or ShipEdit to find out what geometry/model each ship you don't like is using. As long you don't modify the 5 textfiles that come with this mod, you can change all the models you want around.

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #102 on: August 02, 2003, 01:18:27 am »
Quote:

No what?

Ignore my comments above!

The seperate model folder for the new ships is a pain, but only a minor one.  I've replaced all the desired Fed and Klingon models so far (working on Roms), and it really isn't that bad.

As to too many hull types (breaking on the EY, for example) - n/m that, too!  No such thing as breaking too many out.  If I don't think it needs a new model, I can just copy over another folder and rename a few files.  Problem solved!

This is definately very nice!  





..uhm.. I wasn't ignoring you. I was busy with playing on a D2 server, and watching TV. I don't live on the forums you know.

dderidex

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #103 on: August 02, 2003, 01:24:39 am »
Riiiight....sure....TV....uh-huh

Anyway, I do have at least one suggestion.  Make copies of the 'kdd' and 'kff' folder for the Romulan versions of them.

We like our own paint jobs on our ships, thankyouvery much.

 

dderidex

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #104 on: August 02, 2003, 01:28:36 am »
Oh, and one more.

The Skyhawk and Seahawk should have seperate folders, as well.

« Last Edit: December 31, 1969, 06:00:00 pm by dderidex »

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #105 on: August 02, 2003, 01:50:46 am »
I would have to agree. I know for a fact I did not split all model pointers, and that would be work for the future.. There's going to be a lot of those splits..

.. but for now I am resting and playing.

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #106 on: August 02, 2003, 01:53:42 am »
The screenshots above are indeed very nice, bu are misleading as to the contents of this mods. I am not using any of those.
-- Luc

Cleaven

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #107 on: August 02, 2003, 02:07:54 am »
Quote:


Anyway, I do have at least one suggestion.  Make copies of the 'kdd' and 'kff' folder for the Romulan versions of them.

We like our own paint jobs on our ships, thankyouvery much.





I too would like to be able to have separate models for all the Klingon and Romulan ships that share the same hull. I know a lot of the others models have been separated, and there's only a couple left to do. Not a big problem at all, but it's on the list.
   
--------------------

<Edit>Never mind. I see you've answered.
« Last Edit: August 02, 2003, 02:09:56 am by Cleaven »

Rogue

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #108 on: August 02, 2003, 07:38:23 am »
Quote:

Quote:

Quote:

Quote:


I wanted to make a point to tell you I was friggin' thrilled to find new tugs for the Lyrans. And they came out so well, especially that four pod (LTT?) you did. It was a little like Christmas that day. Gee, if the Mirak, ISC and Gorn show up we would have about everything.  




It's a question of time, in my opinion.  




Oh, I hope so. I can only stand do much cut, paste and paint with my limited tools and skill. I hate to be greedy, as though we don't have a gazillion models, but I want that full range of tugs. Why? Because they are freakin fun! A poor mans battleship. And I have to admit I like cutting the acceleration value to 5. I think it's that final touch that really makes them play like the big, sluggish weapons platform that they are. Oddly I think that makes it more fun rather than less.      




Nothing Quite like having a Fed SB Crusher group of a DNG, Three BTVr+, three CFA+r a Blocking group of NCA NCER NCAR+ and BCJ,(Sub out a pair of the NCMs if your going up against a minefield and cant mow it all with drone waves and WWsweeps) and a GSVH with F-111s in the mech links in the scout slot just for giggles to wreck your day! (thats 64 Proxytorps, more if you are using A-10s in the Carrier pods and playing by the pre-doomsday rules) and Enough drones on the map to make the Kizinti Nervouse!)

(and people wonder why I called it Star Fleet Buracracy!)    




Ya, I hear that. Don't screw with the Federation in a fleet action. The combination of proxie's and staggered drone launches WILL get the best of you.

We thought we had a good game plan in such a set up. We calibrated a Romulan task force for the mission. Lots of what we thought were firepower bargains centered around a couple of dirt cheap carriers. It's only when we put the counters on the board that we realized the implications of a potential 96 proximity torp strike on an average volly... meaning lose 1 carrier every other turn and lose big. We launced everything immediately and closed as fast as possible. (BTW, our fighters were only costing us 2BPV for each mobile F-torp launcher that we were using them for. (ie. green pilots. Every one of them)) And I think we opted to start cloaked. Which, if I remember, meant we couldn't launch until we decloaked. All they had to do was say 'Fire' on the right impulse and we would have lost a lot of what we built our task force around.

We were so lucky they didn't realize it. We blew down ever #1 shield and scored good internals on every one of their ships. I think it's like that. It's the opponent that realizes first when they are in a bad tactical situation. And we were still learning the game. I certainly wouldn't paly it the same way again. I mean what do you do? Try to run them down when they're doing a Cochran retrograde while your eating proxies and shooting down drones? It's not a pretty scenario.    
« Last Edit: August 02, 2003, 08:12:29 am by Rogue »

Johnulus

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #109 on: August 02, 2003, 11:42:29 pm »
I have a little problem I was wondering if someone could help with and I am unsure where to post so I figured this was the best place.
I installed OP in my D: drive, patched to 25412 and installed opplus_30_models but for some reason in game the new ships do not have skins on them they show as all white or grey when cloaked, it is the correct model but no skin.
The stock ships have skins.

I'm not sure what info you will require to diagnose my problem, so I  submit the following:
This is where Oppulus Mods went : D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\opplus\models
This is where Models are :      D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\Assets\Models
Properties of oppulus\models folder are : Size 223 mb, Files 2 856, folders 143.
I checked Shiplist.txt and it is changed : Romulan, CA, R-FFH-K ......states its this model R-FFH-A OPPLUS/MODELS/RBC/RBC.MOD, I checked folder is present in oppulus\models.

I installed the refit last night before going on GSA to fly with some fleet mates to test things out, that is when I first noticed the problem, one of my fleet mates said, "he had the same problem and just copied all folders etc over manually".  So I tried that I copied all folders within Oppulus\models into taldrens models folder, then manually transfered all remaining files shiplist, model.siz, etc. This did not work, so I left the game completly un-installed everything down loaded all new files and re-installed, started up game all excited  and then seen  a plain  white FFH-K  
I can fly the ships that way but would really like to see what they look like, especially after hearing the oooo's & ahhhhh's of my mates in the game.

Not sure if you need system specs but will give them anyway, No Laughing !!
AMD K6/333 cyrix 2
Voodoo 3, Amigamerlin 2.9 drivers with Wicked GL
96 mb EDO Ram  

Thanks for your time,
Johnulus.  

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #110 on: August 02, 2003, 11:57:19 pm »
Did you, at some time in the past, install in a different path on your HDs? It could be that it can't find the OPPLUS directory because of a registry problem.

What's the value for this registry key on your machine?
HKEY_LOCAL_MACHINE\SOFTWARE\Taldren\Starfleet Command Orion Pirates\Directory

Does it match the directory where SFC:OP is installed?



Possibility #2:
Are you starting the game with a shortcut? Does it have the working directory path set? (Start in:)
If yes, is it correct?

-- Luc
« Last Edit: December 31, 1969, 06:00:00 pm by FireSoul »

Johnulus

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #111 on: August 03, 2003, 09:38:00 pm »
Yes I did have OP installed in a differant directory the other night D:\program files\john games\OP.
Since then I have un-installed everything, deleted leftover folders, deleted all registry entries containing Orion Pirates, re-installed OP,patch,refit.

HKEY_LOCAL_MACHINE\Software\Taldren\Starfleet Command Orion Pirates\Directory  is  D:\Program Files\Taldren Software Inc.\Starfleet Command Orion Pirates.  

I also have this in registry with no directory in it : HKEY_LOCAL_MACHINE\Software\Taldren Software Inc.\Starfleet Command Orion Pirates   ( I added string value,Directory  "D:\Program Files\Taldren Software Inc.\Starfleet Command Orion Pirates"   ) No affect.  ( I also tried deleting Directory from above and leaving this one) No affect.

Target of shortcut: "D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\StarFleetOP.exe"
Start in : "D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates"

OP is installed in : D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates
Oppulus is here : D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\opplus

Ships I select are correct models and damage textures appear on models, just no skins.  


   

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #112 on: August 03, 2003, 09:48:43 pm »
Then I really don't know.. sorry.
Maybe, for you, the no-models version is best?

Rod O'neal

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #113 on: August 03, 2003, 10:35:06 pm »



I'd try deleting  all registry enries for OP and doing a fresh install.
If that doesn't work all I can suggest is checking for a driver update. Maybe check your video card settings?
If the stock models work, I don't know why the custom ones don't. Unless your card doesn't like them?      

Dogmatix!

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #114 on: August 04, 2003, 05:35:58 pm »
Quote:

The screenshots above are indeed very nice, bu are misleading as to the contents of this mods. I am not using any of those.
-- Luc  




Well, that's good to know.  I purposefully installed the no-models version of you mod partly because I thought those models weren't very good and I wondered if it was indicative of the rest of the model pack...  heheh


 

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #115 on: August 04, 2003, 09:43:01 pm »
Quote:

Quote:

The screenshots above are indeed very nice, bu are misleading as to the contents of this mods. I am not using any of those.
-- Luc  




Well, that's good to know.  I purposefully installed the no-models version of you mod partly because I thought those models weren't very good and I wondered if it was indicative of the rest of the model pack...  heheh
 




Hey now.. don't be insulting fellow posters.

Dogmatix!

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #116 on: August 05, 2003, 12:35:44 pm »
If someone is "insulted" then I'm sorry.  I feel it perfectly proper to voice my opinion on the merits of just about anything I see here, though.  


I didn't like those models, that's all...heheh.


 

Pestalence

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #117 on: August 05, 2003, 03:33:51 pm »
Quote:

Yes I did have OP installed in a differant directory the other night D:\program files\john games\OP.
Since then I have un-installed everything, deleted leftover folders, deleted all registry entries containing Orion Pirates, re-installed OP,patch,refit.

HKEY_LOCAL_MACHINE\Software\Taldren\Starfleet Command Orion Pirates\Directory  is  D:\Program Files\Taldren Software Inc.\Starfleet Command Orion Pirates.  

I also have this in registry with no directory in it : HKEY_LOCAL_MACHINE\Software\Taldren Software Inc.\Starfleet Command Orion Pirates   ( I added string value,Directory  "D:\Program Files\Taldren Software Inc.\Starfleet Command Orion Pirates"   ) No affect.  ( I also tried deleting Directory from above and leaving this one) No affect.

Target of shortcut: "D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\StarFleetOP.exe"
Start in : "D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates"

OP is installed in : D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates
Oppulus is here : D:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\opplus

Ships I select are correct models and damage textures appear on models, just no skins.  


   




Try the No model pack as this will copy your current models instead of installing new models...

IIRC, back with SFC II EAW, there was a patch needed for the Voodoo Video card to render textures... i think that the patch was included in the subsequent patches to SFC II EAW and when OP was made, it was inclusive as well, however, it only pertains to models included in the Assets/ Models Directory

so unfortunately, you may not be able to see the textures using this mod unless you upgrade your video card..  if your short on money, a Geforce II TI 200 with 64MB ram will do just fine, but for just a couple dollars more a Geforce III TI 500 with 64 MB or 128 MB DDR memory will be better, and the GeForce IV TI 4600 with 64MB or 128 MB DDR is less that $100 now and will make SFC II OP look killer...
 

Johnulus

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #118 on: August 05, 2003, 08:55:52 pm »
Thank you for your replies Gentlemen,
 I believe it is my Video card causing the problem and will upgrade it in the near future.
I got a copy of Mod Viewer today and was going through the ships having a look and not all new ships as I originally thought are white only some ( most Roms) show up with no skins.
I have since re-installed  and am using 3.0 no models, everything is working fine.

Thanks Again,

Johnulus  

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #119 on: August 06, 2003, 11:08:26 am »
Someone in a different thread and forum was wondering if stats could be generated based on how many people downloaded the mod. (In that thread, Bonk's.)

I applied it to my site. An interesting idea..
Let's see..
.. Since august 3rd, 110 different IPs tried to download my OP+ 3.0. That counts for both versions of the installer.
.. between July 27th and Aug3rd, 8:30am, another 216 different IPs.

The total so far is 326 downloads to unique IP addresses.
Wow.

Gamester

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #120 on: August 07, 2003, 11:06:12 am »
Just wanted to point out to you, Firesoul, that the number is not inclusive of all users. For example, I downloaded your OP+ 3.0 w/Models and applied it to 7 different computers (LAN Party). "Low" Number of Downloads != Low Number of Users.

Gamester

P.S. - Your mod is great! I am SOOOOOOOOO glad I don't have to manually add the Feral Yards Lyrans and the TMP Gorns myself. I have done that for 2 different versions of your shiplist and it sure is a %^&#$ to do. (I always end up screwing up a path or model name somewhere and have random crashes *sigh*)
 

FireSoul

  • Guest
Re: OP+ *mod* version 3.0 is ready.
« Reply #121 on: August 07, 2003, 11:23:55 am »
I know. That's why I said IPs. Similarly, be aware that a dial-up user downloading, crashing midway, reconnecting and completing a download would could for 2 IPs.

We can't tell how many users have downloaded, just how many IP addresses.