Topic: OP+ *mod* version 3.0 is ready.  (Read 14236 times)

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Drakenred

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

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

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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 »
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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 »
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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.