Topic: SFB OP Mod '03 First Release  (Read 9270 times)

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Bonk

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #20 on: August 06, 2003, 08:17:34 am »
Quote:

heh. Competition?




Nope, it was not originally intended to compete with your mod as I started work on it before you started including models in yours.  Additionally, it is not intended to be in "a style that must match Taldren's". Most of the Taldren created ships have been pulled. Carriers get their full load of fighters and the fighters themselves are truer to SFB (read very nasty!). Also, I have made PFs available to all races which is quite a departure from the style of your mod. I also put this together with a particular campaign design in mind.

I did not consider poly count of the models as I was trying to be true to gman's original (uncompiled) selections. Actually this is more in competition with Chris Jones' Ultimate TOS mod for SFC:OP, as that is exactly what he did, but did not enable player controlled PFs for empires that did not have them under the Taldren defaults. I compiled all the models from the original sites as CJ made a number of changes to the models referenced in gman's original list. (His mod was based on the exact same list but he changed nothing but the model pointers in the shiplist) See this post:  Re: Damaged Ships in Campaigns?

Thanks for noticing though, and once completed I hope it will be considered to be in the same class as your mod!  

FireSoul

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #21 on: August 06, 2003, 08:24:35 am »
I haven't looked at it (since I'm quite busy with my own).. but a mod is a mod, and I'm sure it could be considered in the same class. People will have feedback for you, and you'll be able to fix problems as they appear.

Also, I hope you like the sourcecode drop I did.
-- Luc

Bonk

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #22 on: August 06, 2003, 08:40:57 am »
Quote:

Also, I hope you like the sourcecode drop I did.




Yup, I caught that, thanks bunches!  

Kortez

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #23 on: August 06, 2003, 09:11:09 am »
Yeah, there is only a 36 minute wait right now.  Down with File Planet!
 

CptCastrin

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #24 on: August 06, 2003, 04:41:54 pm »
Quote:

I have made a first release of my PF modified version of gman's SFB OP shiplist with a complete set of Fleetdock13 models and other selected models and textures available here:

FilePlanet - SFB Mod v0.3a (93.9 MB download, ~540 MB installed)





And now mirrored on SFCx at:

http://www.sfcx.org/modules.php?name=Downloads&d_op=getit&lid=65

Good news: no waiting time! Bad news: well lets be honest, I don't have the pipes of FP.  

gl gh and hf!

   

anduril

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #25 on: August 06, 2003, 08:58:09 pm »
Yummy.

I have been waiting for someone to really tackle the SFB fighter and pf loadouts for the various races that was really left half arsed by the powers that be.

Gives me a reason to continue redoing the Romulan Hawk series.  

Love them Sph-B's...

Klingon Fanatic

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #26 on: August 06, 2003, 09:46:50 pm »
Are Andromedans going to be added to this? Use the cloak for the "displacement device"  and load up on TRBHs and TRBLs and away we go?

Qapla!

KF

Holocat

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #27 on: August 06, 2003, 11:29:37 pm »
I hate to ask, but is there a modeless version out there for the poor, beleagured dial ups out there?  That mod's a good day's worth of downloading, and my computer probably won't support the sheer processing power needed to support all the snazzy new models.  Most modelers make their models to look nice and high res, which usually leaves this lower end system out of the loop.

Anyway, i'll stop bothering you now,

Holocat.

Bonk

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #28 on: August 07, 2003, 01:11:13 am »
Quote:


I hate to ask, but is there a modeless version out there for the poor, beleagured dial ups out there?





Yup, there is a "lite" version in the works. I hope to finish it by next week.
(then back to completing the full version)

Thanks for the mirror Castrin, much appreciated.

I'm glad you like the project anduril, you guys have some great models over there at Fleetdock13.
I've been having a lot of fun with them, keep up the good work!

Hmmm, Andros? It would take a bit of work but I'll look at the possibility Klingon Fanatic, it hadn't
really occurred to me to add them. I want to get some other things cleaned up, then I'll look at maybe
adding them since the TR beams are there...  

CptCastrin

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #29 on: August 07, 2003, 11:10:53 am »
I've worked out most of the Andro stats and have just stated revising the sattilite ship stats using the TRL weapons. They are very cool and not ubber ships but give all a run for their money.

Btw, nice call on the tholian ships. I had been working on them also (since I had all but finished the Andros) and had come to the same conclusions on the web weapons (i.e. use a PlasE - Snare). Good to see I wasn't the only one thinking that.  

   

CptCastrin

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #30 on: August 07, 2003, 11:20:35 am »
Oh a few more comments:

Readme #16 states that the original X ships were left in. As these are a constant issue and cause people to abandone a server using them I'd recommend that you look at those againa s either a) replace them, like the reat you had, with more SFB styled ones or b) make them all restricted. As there is now a 128 shiplist perclass limit and not 64 you should be able to fit in additions.

Readme #17 doesn't apply anymore so should be struck.

   

Bonk

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #31 on: August 07, 2003, 02:41:30 pm »
Thanks for the input Castrin. Gman is the one who put those Thols together and he did do a good job of it!
I agree on the X-ships, I'll likely remove them, but not sure if I'll replace them. Yup new ship limits now 128,
so I'm going to put all the races back together (one slot each) and likely leave the pirates out (except the wyn).
Once completed I'll do my own readme, I posted this one to give the background of the project. There's still a
ways to go yet. (P.S. If it's not too forward of me to ask, think you could pass along your Andro info?
I'm looking at the possibility of adding em...)  

anduril

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #32 on: August 07, 2003, 03:12:22 pm »
"Leave the pirates out"

Man I like hearing that.

Bonk

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #33 on: August 07, 2003, 04:02:37 pm »
It will make it easier for me and I'll be using up to 4 of their slots anyway. Cartel-Cartel interaction on the D2 map has proved tricky and this will simplify things. Some will be disappointed (Red), but I will run OP+ or stock servers with  pirates in the future as well.

Note: I just found a serious error in version a - I left out the older set of thol models in the distribution, so watch out for the old thol ships (may cause crashes).

Version "b" and a "lite" version coming soon...  
« Last Edit: December 31, 1969, 06:00:00 pm by Bonk »

FireSoul

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #34 on: August 07, 2003, 04:19:02 pm »
Hey bonk, a simple reminder:

If you turn on that sfc.ini setting to disable warp doubling for pirates with your mod, make sure to remove that setting on uninstall.

-- Luc

Bonk

  • Guest
Re: SFB OP Mod '03 First Release
« Reply #35 on: August 07, 2003, 04:48:51 pm »
Thanks for your continued support FireSoul, it is much appreciated.
I already took care of that and tested it, it is working fine. (I'm so glad that switch was added!  )

Under the Install section of my script:
WriteINIStr "$INSTDIR\sfc.ini"  "Network" "AllowEngineDoubling" "0"

and under the Uninstall section:
DeleteINIStr "$INSTDIR\sfc.ini"  "Network" "AllowEngineDoubling"

It's all good, thanks for the reminder though.