Topic: TNG Mega Mod Dynaverse Server rules  (Read 9364 times)

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Praxis

  • Guest
TNG Mega Mod Dynaverse Server rules
« on: March 12, 2003, 07:59:12 am »
Here are the rules/requirements for the TNG Mega Mod dynaverse server:

Requirements:

*Starfleet Command 3 (duh) with 1.01 beta patch
*Chris Jones TNG Mega Mod with the 1.01 patch fix (Big file from Chris Jones' site plus patch fix, or 4 files from SFC3files.com)


Rules:

1) (Fed players only) ABSOLUTELY NO BUYING ARMOURED VOYAGER!  It is way too cheap and extremely unbalancing.

2)  LoS rules apply when attacking enemy space, but you can go through neutral space as you will.  (For those who don't know what LoS is, a simple way to explain it, though it doesn't cover all the details, is that you can't attack an enemy sector if you don't own a sector next to it :P )

3) You may Alt-F4 if you lose your ship due to a bug (biggest known bug is that sometimes you get hit with a  polaron with shields down but 100% hull and suddenly die)

4) You may NEVER alt-f4 vs a player unless the opponent tells you to (meaning he realizes it was an  accident or bug).  If you get hit with a single polaron and blow up and the other guy quickly says, "Alt F4", then go ahead, that means he realizes it was a bug.  If someone Alt-F4s when you killed him FAIRLY, take a screenshot and send to gfl_f_praxis@hotmail.com and he will be penalized 20,000 prestige.

5) Have fun




RACE VICTORY CONDITIONS:

Borg: Control the homeworlds of two races (either Feds, Klink/Roms, or Dominion).

Dominion/Cardassian Alliance:  Control either the Federation homeworld (Earth) or the Klingon homeworld, as well as Bajor (the neutral planet at the start of the server which was at the junction between the Federation, Klingons/Romulans, and Dominion).

Federation: The Borg and Dominion/Cardassia homeworlds must be under either Federation or Klingon/Romulan control, and the Federation must have more economy than the klingons/romulans.

Klingons/Romulans: The Borg and Dominion/Cardassia homeworlds must be under either Federation or Klingon/Romulan control, and the Klingons/Romulans must have more economy than the Federation.
« Last Edit: March 14, 2003, 02:06:51 am by Praxis »

Chris Jones

  • Guest
Armoured Voyager etc..
« Reply #1 on: March 12, 2003, 02:43:10 pm »
Hey Praxis --

would you like me to make that Armoured Voyager real expensive?  


PS - the final edition is ready for the weekend. I just need to make the one big exe and the update.

The update will go on SFC3files.. the big exe and the update will go on my site.


I am taking a break from the MSN Messenger for a bit, as you might have noticed..

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

Praxis

  • Guest
Re: Armoured Voyager etc..
« Reply #2 on: March 13, 2003, 01:56:01 am »
Yes!  lol make it very expensive.  It currently costs less than a Sovereign I think.  But an AI one killed a Starbase, 3 defender ships, and 2 defense platforms before dying, and i think it only died from the 'spontaneously combusting wingmate' bug.

Can't wait for the final addon- i'll be experimenting with keeping the current prestige of the players while putting the new mod in.

Praxis

  • Guest
Re: Armoured Voyager etc..
« Reply #3 on: March 13, 2003, 02:07:05 am »
Server status:

Dominion is in trouble.  The Fed/Klingon alliance has taken a sector by their homeworld (Cardassia Prime, but the map says Corvus VII) and are assualting it.  Twice the Dominion turned the sector by their homeworld neutral, twice it was reclaimed.  The first time it was done by the AI, and retaken by the Klingons instead of the Federation.  Then player GFLHeruler attacked a klingon freighter there, scrapping it, and turning the sector neutral.  While he was in battle, I saw him and waited him.  Just as he came out of battle and the sector went neutral, BAM, i jumped on him.  In the resulting battle i lost a shield facing, and almost two, and i blasted Heruler to small chunks of scrap metal, reclaiming the sector

On the other hand, the Borg are unopposed, are moving through neutral territory, and have taken 3 klingon sectors on the opposite side of their territory as the Dominion.


Special note: I may be making a new map for the new update...:)

Praxis

  • Guest
Re: Armoured Voyager etc..
« Reply #4 on: March 13, 2003, 02:22:20 am »
One last thing.  Disrepute for failure to connect is disabled.  You will recieve 7800 disrepute for losing your ship, and more for losing your ship while you've bid on another.  HOWEVER disrepute payback is at 500%, meaning that it only takes 200 prestige to pay off 1000 disrepute.  So 7800 isn't that much.

Fireflyx

  • Guest
Re: Armoured Voyager etc..
« Reply #5 on: March 13, 2003, 08:44:09 am »
Got a couple questions about this mod.

1. For me, several ships have glowing lights that are not on the ship. They lights are in the right spots, but its as if they are setup for a larger model, so its like a cube of lights around a borg cube. It looks like they'd fit perfectly for a model that was 50% bigger. Is this a known bug, or just me?

2. I just saw some posted screenshots from someone using the mega mod. I see they have shields represented in space. When I installed the mod, the shield graphics surrounding my ship vanished. Is there a way to get those back? If I DO get those back, can I still play your server?

P.S. Shouldn't fed shields have a blueish tint when hit? :P
« Last Edit: December 31, 1969, 06:00:00 pm by Fireflyx »

Chris Jones

  • Guest
Shields, Cubes, etc..
« Reply #6 on: March 13, 2003, 09:07:03 am »
The shield graphics are gone on purpose.. I felt that it gives a more realistic look and feel to the game, very much like Bridge Commander. Just use your GUI for shield status.

Yea the sizes of some models were apparently changed in the patch, namely the cube. The new install of the mod due out this weekend will not change the cube at all. We had made a new BorgCube.gf that if installed after you patch a  new install of the game, reflects the original size of the cube. I actually wish they hadn't done that, because now the Tac Cube is a lot bigger than the standard cube. Again I know the reason for the change, namely the size of the cube.

What other ships do that to you?

I can't control the color of the shield hit, or can I? - have not found a way yet.

None of the this matters on the server end..


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

Monty

  • Guest
How to install
« Reply #7 on: March 13, 2003, 09:25:08 am »
To anyone who can answer:

With the current absence of the TNZ server i'd like to check out the TNG mod. I've found instructions on sfc3files.com, however i would like someone here who has installed it to post a set of instructions.

1. Does this mod only change files in the assets folder? I'd like to make a back-up and switch between servers like i've done with TNZ previously.

2. This one i suppose leads on from the previous- I had to do  the clean install, apply patch, apply mod routine with TNZ. Now that i've done that- can i just copy the assets folder (rename it assests_org orsomething like that) and apply this mod without going through all that again?

3. What are peoples experiences of this mod- would they recommend it?  
« Last Edit: December 31, 1969, 06:00:00 pm by Monty »

Suiric

  • Guest
Re: How to install
« Reply #8 on: March 13, 2003, 10:03:47 am »
Absolutely... I would reccommend .... somewhere Chris posted a example of what one of his battles with a cube felt like.... the feel of the game is definitly different.... I was content to fly my K'Vort around blasting Frieghters for awhile last light all over again,  at top speed three K'Vorts....looked like bees attacking a poor defenseless flower.... Course the frieghters pack a stronger punch now....  

   

Praxis

  • Guest
Re: How to install
« Reply #9 on: March 13, 2003, 10:17:55 am »
Actually it makes NO assets changes.  Surprising?  It makes its own folder (sfc3/agt), inside that is a folder called Orig and another called TNGMega.  You also get two batch files.  When you run the TNGMega batch file it copies the TNGMega files into the assets folder, when you run Orig it copies the standard game files into the folder.  So no backing up is needed.

I HIGHLY recommend it, its VERY high quality, very well done (despite being a beta ).

Praxis

  • Guest
Re: Armoured Voyager etc..
« Reply #10 on: March 13, 2003, 10:21:30 am »
Quote:

Got a couple questions about this mod.

1. For me, several ships have glowing lights that are not on the ship. They lights are in the right spots, but its as if they are setup for a larger model, so its like a cube of lights around a borg cube. It looks like they'd fit perfectly for a model that was 50% bigger. Is this a known bug, or just me?

2. I just saw some posted screenshots from someone using the mega mod. I see they have shields represented in space. When I installed the mod, the shield graphics surrounding my ship vanished. Is there a way to get those back? If I DO get those back, can I still play your server?

P.S. Shouldn't fed shields have a blueish tint when hit? :P




Yeah, just copy the original shield textures from sfc3/orig to sfc3/tngmega.  If you don't know which file is the shield textures, don't try it

The shields are merely what YOU see.  If you don't have them, but i do, we can still play together fine- you won't see the shields, but I will.

For 1, i have noticed a Romulan frigate (i think Talon, maybe Falcon) that always has that bug.  The lights are around or in front of the ship.

Suiric

  • Guest
Re: Armoured Voyager etc..
« Reply #11 on: March 13, 2003, 12:12:39 pm »
Chris or anyone.... Changing the Item.gf file to allow mixed race technology is not working.... If I change it to 1 to allow mixing, I get the unhandled exception error. Of course if i leave as is.. all of those new ships are declared invalid   .... what am I doing wrong..????  

Monty

  • Guest
Re: How to install
« Reply #12 on: March 13, 2003, 01:25:54 pm »
Quote:

 When you run the TNGMega batch file it copies the TNGMega files into the assets folder, when you run Orig it copies the standard game files into the folder.  So no backing up is needed.





Very clever

I'll download and give it a go. Thanks for the response.  

Chris Jones

  • Guest
TNG Mega-Mod
« Reply #13 on: March 13, 2003, 01:49:29 pm »
Did you install the files in the order indicated? You should not have to change anything manually.



I would say uninstall the game, delete the directory, re-install the game, patch to 1.02, then install the mod.

I am releasing a one file version this weekend. There'll also be an update for those with the mod now.




 

Suiric

  • Guest
Re: TNG Mega-Mod
« Reply #14 on: March 13, 2003, 02:32:36 pm »
that is the order that I used.... is the nemesis add on affecting anything because I installled as well... though I thought I have tried it without it...I still have backups of assets and other files on my hd, just not in directory is that interfering? I wil wipe everything out tonight and try again... thanks      

jimmi7769

  • Guest
Re: TNG Mega-Mod
« Reply #15 on: March 13, 2003, 02:35:18 pm »
I've had problems with some of the ships being only the glow portion with no ship.  and also a lot of the UI's were messed up without the hardpoints in any sensible fashion.  Is this expected??

I used the mega mod from your page along with the mega mod update from sfc3.files  over a fresh install of the beta patched sfc3.

Chris Jones

  • Guest
Re: TNG Mega-Mod
« Reply #16 on: March 13, 2003, 03:55:23 pm »
That's why it is a beta..  The UIs are getting fixed in an update to be released in a day or two.

The glows I might not get to this time around.  

Chris Jones

  • Guest
Re: TNG Mega-Mod
« Reply #17 on: March 13, 2003, 03:58:08 pm »
Quote:

I've had problems with some of the ships being only the glow portion with no ship.  and also a lot of the UI's were messed up without the hardpoints in any sensible fashion.  Is this expected??

I used the mega mod from your page along with the mega mod update from sfc3.files  over a fresh install of the beta patched sfc3.  




Can you tell me which ships these are.. I've not experienced that myself yet.. except on the Cube, which will be OK in the final edition.

I'll see if I can't get to them before this weekend's release of the Spring update.

Chris

Fireflyx

  • Guest
Re: TNG Mega-Mod
« Reply #18 on: March 13, 2003, 04:18:50 pm »
Chris could you tell me which files to copy, from where to where, to get the shields back around my ships when in a fight?

Also, FYI, the shield texture is in the .../assets/textures folder, the file is called shieldexp.bmp. I changed it to blue in photoshop without any problems.  

Chris Jones

  • Guest
Re: TNG Mega-Mod
« Reply #19 on: March 13, 2003, 04:31:13 pm »
go in agt\orig and look for fx1.bmp

copy that to agt\tngmega.

that should do it.

if not..  

here is the original. right click to save pic.

http://sfc.strategy-gaming.com/chrisjonesmods/Images/fx1.BMP


and thanks for that other info..

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