Topic: TNG Mega Mod Dynaverse Server rules  (Read 9363 times)

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Praxis

  • Guest
Re: How to install
« Reply #40 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 #41 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 #42 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 #43 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 #44 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 #45 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 #46 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 #47 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 #48 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 #49 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 #50 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 »

Chris Jones

  • Guest
Re: TNG Mega Mod Dynaverse Server rules
« Reply #51 on: March 13, 2003, 05:13:44 pm »
Playin a bit with that shield hit color.. came up with this






 

Fireflyx

  • Guest
Re: TNG Mega Mod Dynaverse Server rules
« Reply #52 on: March 13, 2003, 06:09:25 pm »
Colouring looks good, but I'd add a bit of texture to it. the TNG movies have a couple good shots, such as when the borg cube tries to lock on a tractor beam in First Contact.

BTW I put that file in the folder you said, but it didn't do anything. The folder you suggested doesn't have any other bmp files, only gf and txt files.

Chris Jones

  • Guest
Re: TNG Mega Mod Dynaverse Server rules
« Reply #53 on: March 13, 2003, 07:14:25 pm »
Duh on me..

put that file in the tngmega folder and run the TNGMega batch file.

too much coffee..

Praxis

  • Guest
Re: Armoured Voyager etc..
« Reply #54 on: March 14, 2003, 02:01:44 am »
Quote:

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..????  




Did you install the patch update for the Mega Mod?  If so, it does the Items.gf for you.  

Praxis

  • Guest
Re: TNG Mega-Mod
« Reply #55 on: March 14, 2003, 02:10:06 am »
added race victory conditions in the top post.

Suiric

  • Guest
Re: TNG Mega-Mod
« Reply #56 on: March 14, 2003, 06:39:45 am »
Ok I narrowed it down to what the problem was either I was extremely frustrated and tired and was making mistakes left and right OR the mod was somehow being affected by a my daughters Blue Clues learns letters and numbers.... the second excuse preserves a shred of my sanity  in either case it worked....thanks for your help.... I did take out some frustration on the poor cardassians... I am feeling a lot better now, thanks      

Praxis

  • Guest
Re: TNG Mega-Mod
« Reply #57 on: March 14, 2003, 11:03:04 am »
Cool Have you played on the server?  Its fun to take out frustrations on the AIs on the Dynaverse because when you kill them, they disappear, and it saves your allies trouble

Suiric

  • Guest
Re: TNG Mega-Mod
« Reply #58 on: March 14, 2003, 02:59:44 pm »
I am planning on it,  soon as I can....
     

Fireflyx

  • Guest
Re: TNG Mega-Mod
« Reply #59 on: March 14, 2003, 08:33:42 pm »
I've started a character on the server named Firefly.

Couple things, I tried a scan mission to scan a planet, and there was no planet...

Is there a way to tell who is a player flying a ship and who is a npc?