Topic: FYI: work in progress: OP+ 4.1  (Read 109391 times)

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Offline Tus-XC

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Re: FYI: work in progress: OP+ 4.1
« Reply #120 on: November 27, 2010, 06:00:53 pm »
hey FS, you still going to use multiple folders for the models?  or are you going to just point to one instance for the model files?

I leave the stock models from the game alone, in Assets\Models\ . That way, an uninstall is easy and clean. This is the main reason I have a separate folder for the new models, under OPPLUS\models\ .
So to answer your question: separate. Multiple.

Thats good, I liked that set up as it let me play w/ more models of my choosing ;)
Rob

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Offline FireSoul

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Re: FYI: work in progress: OP+ 4.1
« Reply #121 on: December 04, 2010, 01:50:02 am »
OP+ 4.1 Alpha Release 2 is now online. I'm satisfied with the pirate re-genesis and would like to pass it on to you guys to play with them.

Note: there's 8008 ship entries in this shiplist revision.. and more's to come. For perspective, here's a tidbit from the OP+ site:
http://klingon.pet.dhs.org/OP_plusrefit/statistics.html
Quote
The original SFC:OP shiplist has 2370 ship entries.
The OP Plus Refit 4.0 shiplist has 5958 ship entries.


From the wiki:  http://pet.dhs.org/mediawiki/index.php/OPPlus_4.1_project_wiki
Download: http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20101203222035.exe
    * Fixes for ships that had issues in the Alpha 1 release.
    * All pirate ships and bases got tossed out the window and recreated.
          o For more details, see: http://pet.dhs.org/mediawiki/index.php/Orion_Pirates_review_and_generation


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Offline IndyShark

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Re: FYI: work in progress: OP+ 4.1
« Reply #122 on: December 04, 2010, 08:07:57 am »
This is cool, but we are  obviously neglecting the Monster Fleet.....

great Job Firesoul!

Offline Age

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Re: FYI: work in progress: OP+ 4.1
« Reply #123 on: December 04, 2010, 04:55:37 pm »
I was going to mention F-DWX but I see you found it anyways this is about your best OP+ FS.

Offline FireSoul

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Re: FYI: work in progress: OP+ 4.1
« Reply #124 on: December 04, 2010, 05:40:17 pm »
I was going to mention F-DWX but I see you found it anyways this is about your best OP+ FS.

Thanks Age! but I'm not done...


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Re: FYI: work in progress: OP+ 4.1
« Reply #125 on: December 04, 2010, 05:41:55 pm »
Update:
I have mapped out what ships I'll be adding for R11. Keep in mind that there's a good chance not everything'll fit and that I'll have to drop some.

Of special interest to you guys: Fast War Cruisers.

See: http://pet.dhs.org/mediawiki/index.php/Implementing_Module_R11


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Offline Bernard Guignard

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Re: FYI: work in progress: OP+ 4.1
« Reply #126 on: December 05, 2010, 06:32:10 am »
Firesoul nice to see you back working on this. it is too bad that there are limits to the ship list
and that SFB has grown so big that you would practically half to set up individual mods to play
certain time Lines in the game. Especially with the Y modules getting up #3 and alot of other material.
Yet the fact that people are still working on this game is a testament to how good it actually is and
I salute the work that you've done.  keep up the great work.  ;D

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Re: FYI: work in progress: OP+ 4.1
« Reply #127 on: December 05, 2010, 01:31:49 pm »
Firesoul nice to see you back working on this. it is too bad that there are limits to the ship list
and that SFB has grown so big that you would practically half to set up individual mods to play
certain time Lines in the game. Especially with the Y modules getting up #3 and alot of other material.
Yet the fact that people are still working on this game is a testament to how good it actually is and
I salute the work that you've done.  keep up the great work.  ;D

The Y modules deal with different transporter range, tractor range, weapon ranges... different weapons altogether....
really, from what I understand tractors and transporters became what we know as recently as in the Y150s. Since SFC starts its story in Y163, I think the choice of leaving out Y is.. well.. logical. ;p


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Offline Klingon Fanatic

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Re: FYI: work in progress: OP+ 4.1
« Reply #128 on: December 06, 2010, 05:07:00 pm »
Nice work Firesoul.

Thank you for sharing this. I can't wait to see the final product.

BTW: in 2003, you posted about a Romulan version of the IKV Hood... I recall reading about the various BCH/DN and War Eagle/Battlehawk variations for kitbashing. Was that ever completed? Will it and the IKV Hood make it into 4.1?

Please advise.
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Re: FYI: work in progress: OP+ 4.1
« Reply #129 on: December 06, 2010, 05:43:32 pm »
Oh. THAT thing. heh. No, that thing was never made.. sorry.. tho the idea is sound, I don't think we'd get traction. Besides, it's definitely not SFB material and wouldn't fit in with this work.

Why, has someone gone ahead and mused about it?




Nice work Firesoul.

Thank you for sharing this. I can't wait to see the final product.

BTW: in 2003, you posted about a Romulan version of the IKV Hood... I recall reading about the various BCH/DN and War Eagle/Battlehawk variations for kitbashing. Was that ever completed? Will it and the IKV Hood make it into 4.1?

Please advise.


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Offline Klingon Fanatic

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Re: FYI: work in progress: OP+ 4.1
« Reply #130 on: December 07, 2010, 11:15:06 am »
No, I reread that post on the Romulan Hood while attempting to find Atrahasis' last batch of Romulan and Klingon models. Hopefully somebody will repost them.

On another note, any chance you will consider adding the Tholian ships that don't require the Web Spinners or proprietary Tholian technology?

I have always understood that SFC: OP in it's current state will not fully support Tholians and Andromedans as they are presented in SFB.

However, if you are willing to add Andromedans as monsters why not add some Tholian ships  to further vary the encounters with the standard Empire/Pirates or monsters?

Please advise.
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Re: FYI: work in progress: OP+ 4.1
« Reply #131 on: December 07, 2010, 02:36:59 pm »
Tholians weren't monters! They were in fact very localized once they brought their Dyson sphere, the Holdfast sphere I believe, from that other galaxy. As for fitting them in, there's no room.

Besides, I don't intend to have many Andros. Just a few nasties.


No, I reread that post on the Romulan Hood while attempting to find Atrahasis' last batch of Romulan and Klingon models. Hopefully somebody will repost them.

On another note, any chance you will consider adding the Tholian ships that don't require the Web Spinners or proprietary Tholian technology?

I have always understood that SFC: OP in it's current state will not fully support Tholians and Andromedans as they are presented in SFB.

However, if you are willing to add Andromedans as monsters why not add some Tholian ships  to further vary the encounters with the standard Empire/Pirates or monsters?

Please advise.


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Re: FYI: work in progress: OP+ 4.1
« Reply #132 on: December 07, 2010, 06:22:06 pm »
I was being inarticulate again... sorry Firesoul.

I know the Tholians weren't monsters, LOL.

I was hoping you'd consider using a cartel slot for Tholians... I understand your position however.
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Re: FYI: work in progress: OP+ 4.1
« Reply #133 on: December 07, 2010, 06:38:19 pm »
I was being inarticulate again... sorry Firesoul.

I know the Tholians weren't monsters, LOL.

I was hoping you'd consider using a cartel slot for Tholians... I understand your position however.


Ah. I understand.
That would fall outside of the scope of this mod. Have you consider makign your own mod with them?

from: http://klingon.pet.dhs.org/OP_plusrefit/introduction.html
Quote
"Let's add what's missing from SFB. .. but let's do it as if we were Taldren so that we can preserve the good feel of the game. Its style must match Taldren's, as if it was an extension and continuation of their work."


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Re: FYI: work in progress: OP+ 4.1
« Reply #134 on: December 07, 2010, 09:32:15 pm »
Taldren was going to include Tholians and Andromedans in their aborted Galaxies at War project. SFC: OP even has TRBL and TRBH. They appear as broad blue beams in game. The Tholians of course were Klingon Academy based models that were converted to SFC and the Andromedans were mostly SFB style. Darkdrone converted those models and they were up at Battleclinic.

This is old history.

Yes, I can do my own mod but it is not the same.

Qapla'

KF

« Last Edit: December 08, 2010, 05:45:17 am by Klingon Fanatic »
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Re: FYI: work in progress: OP+ 4.1
« Reply #135 on: December 11, 2010, 04:58:15 pm »
Old pictures for an old discussion...

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Offline FireSoul

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Re: FYI: work in progress: OP+ 4.1
« Reply #136 on: December 31, 2010, 10:10:10 pm »
Update, 20101231..

R11 has been added to the shiplist and looks good. I've decided to play with it, and loaded up one of my own custom campaigns.
Basically.. I loaded up EAW's Lyran campaign vs ISC (recompiled for OP) with EvilDave missions, in LATE era. I want to start in Late and see the X1-R refits happen.


..
.. the enemy ships. They are hard. wow.

.. and then came the first campaign mission: Peace in Our Times.. .. and I wasn't happy. Everything was screwed up!

1-
The game really doesn't provide any information whatsoever about what year it is, or what ships are sane, to its missions. I spend days looking at the code and confirm, it's just not available. :(
So.. ok. While it's impossible to get the year of availability, there are certain things that can be done for that.. an estimate. Fine I can work with that.

2- What are all those messed up specialized ships doing showing up in a campaign mission..!  Now THAT I can do something about. This is something I added in OP+ 4.0 and am preserving in 4.1: fine control.
Check this out..  This one's for mission scripters. This is what fine shiplist and ship selection control is for.

Code: [Select]
if (global_sl.mIsEnhancedShiplist()) {
// filter based on Class type
// We don't want DNs and BBs, bases, etc.
std::list< eEnhancedClassTypes >  enhancedClassTypeList;
enhancedClassTypeList.push_back(kEClassFrigate);
enhancedClassTypeList.push_back(kEClassDestroyer);
enhancedClassTypeList.push_back(kEClassWarDestroyer);
enhancedClassTypeList.push_back(kEClassLightCruiser);
enhancedClassTypeList.push_back(kEClassWarCruiser);
enhancedClassTypeList.push_back(kEClassHeavyWarDestroyer);
enhancedClassTypeList.push_back(kEClassMediumCruiser);
enhancedClassTypeList.push_back(kEClassHeavyCruiser);
enhancedClassTypeList.push_back(kEClassNewHeavyCruiser);
enhancedClassTypeList.push_back(kEClassHeavyBattlecruiser);
global_sl.Subset(enhancedClassTypeList);

// filter based on wanted roles
// Skip Cargo ships, Bases, Repair ships, hospital ships, etc.
std::list< eEnhancedRoles >  rolesList;
rolesList.push_back(kLineShip);
rolesList.push_back(kWarShip);
rolesList.push_back(kLeader);
rolesList.push_back(kDroneBombardmentShip);
rolesList.push_back(kEscort);
rolesList.push_back(kCarrier);
rolesList.push_back(kPFTender);
rolesList.push_back(kFastCruiser);
rolesList.push_back(kMauler);
rolesList.push_back(kPolice);
global_sl.Subset(rolesList);

// filter based on availability
// Skip kConjectural, kUnique
std::list< eEnhancedProductionAvailability >  enhancedAvailabilityList;
enhancedAvailabilityList.push_back(kRare);
enhancedAvailabilityList.push_back(kCommon);
enhancedAvailabilityList.push_back(kMany);
global_sl.Subset(enhancedAvailabilityList);

} else {
std::list< eHullType >  hullTypeList;
hullTypeList.push_back(kFF);
hullTypeList.push_back(kDD);
hullTypeList.push_back(kCL);
hullTypeList.push_back(kCA);

global_sl.Subset(hullTypeList);
}




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Offline Bonk

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Re: FYI: work in progress: OP+ 4.1
« Reply #137 on: January 01, 2011, 09:39:15 am »
Sweet! That will make for some good Dynaverse missions! Do you plan to compile any or coordinate with Dave? I can't wait to give it all a spin on The Forge when you figure 4.1 is ready. (I think The Forge is due/overdue for a reset pretty soon)

Offline FPF-Tobin Dax

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Re: FYI: work in progress: OP+ 4.1
« Reply #138 on: January 01, 2011, 10:19:04 am »
The forge is at 2288. Reset of you need to but otherwise a reset is not due yet. Thanks.
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Offline FireSoul

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Re: FYI: work in progress: OP+ 4.1
« Reply #139 on: January 01, 2011, 11:33:30 pm »
... and then there's crap like this..

(From Uni_2Promises, "Promises to Keep")
Code: [Select]
mCreateShip( typeid( tMineControllerTeamShip ), "I-FSPh", kStartPosition_V,
kNoMetaShipID, -1, 0, 0, -1, -1, NULL, kDefaultShipOptions );

Hard-coded ship by name? REALLY?
Jeez.


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