Topic: OP+ 4.1 -- Release Post  (Read 12734 times)

0 Members and 4 Guests are viewing this topic.

Offline FireSoul

  • Modder of shiplists
  • Lt. Commander
  • *
  • Posts: 1306
  • mew.
    • http://klingon.lostexiles.net/
Re: OP+ 4.1 -- Release Post
« Reply #20 on: June 09, 2011, 10:35:20 pm »
I've put together a document in the hopes that it might help some of you get started on SFC missions. It's not much, and some of the requirements are difficult to meet, but I am hopeful that this will save you much time.

http://klingon.pet.dhs.org/mediawiki/index.php?title=How_to_compile/build_SFC2_EAW_or_OP_Missions

-- FS


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Libernati156

  • Lt. Junior Grade
  • *
  • Posts: 8
  • Gender: Male
Re: OP+ 4.1 -- Release Post
« Reply #21 on: June 10, 2011, 09:02:40 am »
I agree. I've done some programming and have the mind for it.

SFC has been the best, closest thing to a real computer simulation of our beloved SFB. But it's not pure SFB. My personal aim is to program as near as a pure SFB as I'm capable. I'm thinking about using DarkBasic to program the game. The models part of it is already done. This community has done that right in so many ways. Still need the Tholians.

I saw the reference to Star Trek: Excaliber. I submit that a Star Trek tactical level simulation based on SFB is never going to materialize unless the coder-fans do it themselves as an open source project. SFC4 will never come to fruition. If it does, that'll probably be the day after pigs fly.

I don't visit here much anymore but just happened by to find the OP upgrade. It's a great piece of work and love what it's done for my OP game.
The answer to 1984 is 1776!!

Offline Age

  • D.Net VIP
  • Commander
  • *
  • Posts: 2690
  • Gender: Male
Re: OP+ 4.1 -- Release Post
« Reply #22 on: June 10, 2011, 09:52:04 am »
FireSoul please make an installer without the swapper as it is having problems loading anything.I don't think you know this but the Shiplist Chooser is piece of software in it self which your swapper is corrupting it.I have my own mods I want to install that is unless Frey can get a hold Pestalence in here.

Quote
Mod Chooser - Removing a currently installed Mod

1) Launch Mod Chooser and make sure that your game is in the Taldren Game mode.

2) Go inside the SFCOP Mod Chooser folder located inside your Orion Pirates game directory

3) Open your Filedata.ini file using notepad.

4) Look under the [Names] section and find the name of the mod in which you are going to remove. Remember the CMod# that is assigned to the name of the Mod in which you are removing.

5) Look up to find [Shiplist_Files_Sizes] and [Ftrlist_Files_Sizes]. find the CMod# listed that corresponds to the Mod that you are removing. Set the values of only that CMod# to equal 0.

6) Go down this file and find the section listed as [CMod#] (where # is the same number as the Mod you are removing as found in step 4 and set all values to False.

7) Close and save the Filedata.ini

8) Go inside the Bin folder and go inside the CMod folder corresponding to the Mod you wish to remove as found in step 4.

9) Delete all files inside the GFs, Models, Mouse, Sounds, Specs, Strings, and Textures folders while keeping the GFs, Models, Mouse, Sounds, Specs, Strings, and Textures folders themselves. Each of these folders need to be present but empty.

You now have an Empty Mod Slot.
Taken from here http://www.dynaverse.net/forum/index.php/topic,163378640.60.html

Please I don't ask much from you but only this as you can see the chooser can do it itself no need for the swapper.

Then there is this.

http://www.dynaverse.net/forum/index.php/topic,163348796.0.html

Offline FireSoul

  • Modder of shiplists
  • Lt. Commander
  • *
  • Posts: 1306
  • mew.
    • http://klingon.lostexiles.net/
Re: OP+ 4.1 -- Release Post
« Reply #23 on: June 10, 2011, 10:32:47 am »

Then just don't install the shiplist swapper. It's an installer option you can turn off with a click of your mouse.

Nevermind, there's no such option.


Age: no promises as to if/what/when I'll do something this.


« Last Edit: June 10, 2011, 10:43:01 am by FireSoul »


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Age

  • D.Net VIP
  • Commander
  • *
  • Posts: 2690
  • Gender: Male
Re: OP+ 4.1 -- Release Post
« Reply #24 on: June 10, 2011, 06:16:42 pm »
OK..I had no choice but to use the one with out the swapper all works fine.I have other Mod installed in OP as well like Stray's Tavern.

Offline FireSoul

  • Modder of shiplists
  • Lt. Commander
  • *
  • Posts: 1306
  • mew.
    • http://klingon.lostexiles.net/
Re: OP+ 4.1 -- Release Post
« Reply #25 on: June 11, 2011, 12:24:06 am »
OK..I had no choice but to use the one with out the swapper all works fine.I have other Mod installed in OP as well like Stray's Tavern.

Age, what are you talking about? The swapper has nothing to do with the mod itself, except that it's included. If you installed a copy with it but never used it, I don't see how it affects anything else.

..  *shrug*. Well, it doesn't matter. I've updated the installer anyway, where the swapper is indeed optional now.

-- FS


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Age

  • D.Net VIP
  • Commander
  • *
  • Posts: 2690
  • Gender: Male
Re: OP+ 4.1 -- Release Post
« Reply #26 on: June 12, 2011, 02:20:29 am »
Thanks FireSoul.

Offline FireSoul

  • Modder of shiplists
  • Lt. Commander
  • *
  • Posts: 1306
  • mew.
    • http://klingon.lostexiles.net/
Re: OP+ 4.1 -- Release Post
« Reply #27 on: June 16, 2011, 11:53:00 pm »
I found a bug myself, through enough personal gameplay to notice it: BeastRaiders monsters do not have any Boarding Parties. In other words, if you play on the D2 (single player or not) and send 1 single BP over, you capture it almost immediately. It doesn't help that most monsters do not have shields.

I have written a test (which will prevent me from releasing a new OP+ unless fixed) to detect the issue. It lists a few other units that don't have BPs in SFB (tho they can make BPs by converting crew).

Here's the output, for the curious:

# ship B-AML: BP base is 0!
# ship B-AML: BP max is 0!
# ship B-AMM: BP base is 0!
# ship B-AMM: BP max is 0!
# ship B-AMS: BP base is 0!
# ship B-AMS: BP max is 0!
# ship B-MTL: BP base is 0!
# ship B-MTL: BP max is 0!
# ship B-MTM: BP base is 0!
# ship B-MTM: BP max is 0!
# ship B-MTS: BP base is 0!
# ship B-MTS: BP max is 0!
# ship B-SGL: BP base is 0!
# ship B-SGL: BP max is 0!
# ship B-SGM: BP base is 0!
# ship B-SGM: BP max is 0!
# ship B-SGS: BP base is 0!
# ship B-SGS: BP max is 0!
# ship B-SSL: BP base is 0!
# ship B-SSL: BP max is 0!
# ship B-SSM: BP base is 0!
# ship B-SSM: BP max is 0!
# ship B-SSS: BP base is 0!
# ship B-SSS: BP max is 0!
# ship F-FDX: BP base is 0!
# ship F-FDX: BP max is 0!
# ship F-FXX: BP base is 0!
# ship F-FXX: BP max is 0!
# ship F-Lux: BP base is 0!
# ship F-Lux: BP max is 0!
# ship M-AML: BP base is 0!
# ship M-AML: BP max is 0!
# ship M-AMM: BP base is 0!
# ship M-AMM: BP max is 0!
# ship M-AMS: BP base is 0!
# ship M-AMS: BP max is 0!
# ship M-DMD: BP base is 0!
# ship M-DMD: BP max is 0!
# ship M-DML: BP base is 0!
# ship M-DML: BP max is 0!
# ship M-DMM: BP base is 0!
# ship M-DMM: BP max is 0!
# ship M-DMS: BP base is 0!
# ship M-DMS: BP max is 0!
# ship M-INT: BP base is 0!
# ship M-INT: BP max is 0!
# ship M-MTL: BP base is 0!
# ship M-MTL: BP max is 0!
# ship M-MTM: BP base is 0!
# ship M-MTM: BP max is 0!
# ship M-MTS: BP base is 0!
# ship M-MTS: BP max is 0!
# ship M-SGL: BP base is 0!
# ship M-SGL: BP max is 0!
# ship M-SGM: BP base is 0!
# ship M-SGM: BP max is 0!
# ship M-SGS: BP base is 0!
# ship M-SGS: BP max is 0!
# ship M-SSL: BP base is 0!
# ship M-SSL: BP max is 0!
# ship M-SSM: BP base is 0!
# ship M-SSM: BP max is 0!
# ship M-SSS: BP base is 0!
# ship M-SSS: BP max is 0!
# ship N-SH: BP base is 0!
# ship N-SH: BP max is 0!
not ok 44 - crew values are sane.
#   Failed test 'crew values are sane.'
#   at ./tests.t line 4702.


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Lieutenant_Q

  • Lt. Commander
  • *
  • Posts: 1669
  • Gender: Male
Re: OP+ 4.1 -- Release Post
« Reply #28 on: June 17, 2011, 12:44:28 am »
Well I seem to remember that something in the game code prevents beaming to any monster ship.  So the only issue is for the Beast Raider ships.
"Your mighty GDI forces have been emasculated, and you yourself are a killer of children.  Now of course it's not true.  But the world only believes what the media tells them to believe.  And I tell the media what to believe, its really quite simple." - Kane (Joe Kucan) Command & Conquer Tiberium Dawn (1995)

Offline Age

  • D.Net VIP
  • Commander
  • *
  • Posts: 2690
  • Gender: Male
Re: OP+ 4.1 -- Release Post
« Reply #29 on: June 20, 2011, 02:11:26 am »
I went back to 4.0 when I dled it and installed it the swapper was still in it.I know this is one of your best FS but I can't use it with the swapper sorry.

Offline FireSoul

  • Modder of shiplists
  • Lt. Commander
  • *
  • Posts: 1306
  • mew.
    • http://klingon.lostexiles.net/
Re: OP+ 4.1 -- Release Post
« Reply #30 on: June 20, 2011, 03:27:49 pm »
I went back to 4.0 when I dled it and installed it the swapper was still in it.I know this is one of your best FS but I can't use it with the swapper sorry.

Age, I don't think you understand that the swapper is completely optional and auxiliary.  I don't know why it's still on your disk, but if it bugs you just delete it.

*shrug* I give up. Please continue to have fun with 4.0: it's decent enough.


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Tus-XC

  • Capt
  • XenoCorp® Member
  • Commander
  • *
  • Posts: 2789
  • Gender: Male
Re: OP+ 4.1 -- Release Post
« Reply #31 on: June 21, 2011, 12:06:10 pm »
if you are using the mod chooser your other mods will not be affected.  This is because the mod chooser keeps a backup of all file assciated with a mod (to an extent).
« Last Edit: June 22, 2011, 12:57:05 am by Tus-XC »
Rob

"Elige Sortem Tuam"

Offline Starfox1701

  • Lt. Commander
  • *
  • Posts: 1052
Re: OP+ 4.1 -- Release Post
« Reply #32 on: June 22, 2011, 06:30:14 am »

Offline IndyShark

  • Last Knight Standing of the late, great KNF, Member GDA
  • Lt. Commander
  • *
  • Posts: 1510
  • Gender: Male
  • Heghlu'meH QaQ jajvam
Re: OP+ 4.1 -- Release Post
« Reply #33 on: June 22, 2011, 07:18:18 pm »
Cool, thanks Firesoul!

Offline Age

  • D.Net VIP
  • Commander
  • *
  • Posts: 2690
  • Gender: Male
Re: OP+ 4.1 -- Release Post
« Reply #34 on: June 23, 2011, 08:45:29 pm »
if you are using the mod chooser your other mods will not be affected.  This is because the mod chooser keeps a backup of all file assciated with a mod (to an extent).
It maybe but I am getting runtime error 70 permission denied on both xp and 7.

Offline Strat

  • Retired
  • EAW Update Crew
  • Lt. Commander
  • *
  • Posts: 1368
Re: OP+ 4.1 -- Release Post
« Reply #35 on: June 23, 2011, 10:03:30 pm »
It's been years since I worked on the Mod Chooser, but the most common cause for that was a file set as read only.

Offline Strat

  • Retired
  • EAW Update Crew
  • Lt. Commander
  • *
  • Posts: 1368
Re: OP+ 4.1 -- Release Post
« Reply #36 on: June 24, 2011, 01:59:00 pm »
Make a new thread for this and I will defiantly try to help you. This thread should be left alone for the op+ 4.1 mod.

Offline Age

  • D.Net VIP
  • Commander
  • *
  • Posts: 2690
  • Gender: Male
Re: OP+ 4.1 -- Release Post
« Reply #37 on: June 29, 2011, 02:58:05 pm »
You would just replace your G-rack with a 2x photon launcher.

To the rest how do you get your chooser to work with the swapper with out getting the error code.

Offline FireSoul

  • Modder of shiplists
  • Lt. Commander
  • *
  • Posts: 1306
  • mew.
    • http://klingon.lostexiles.net/
Re: OP+ 4.1 -- Release Post
« Reply #38 on: June 29, 2011, 03:16:37 pm »
question, if I wanted to convert a ship carrying drones into just carry photon torpedoes; what would be the proper balanced conversion, meaning, one photon is how many drones and visa versa...

Adam


1st: is the drone front facing? consider the arc of the drone. They are normally 360-degree weapon and it isn't in a place right for a photon torpedo tube.

2nd: it'd be about 1-for-1 if it's a in a good place for a replacement. a Photon is about the same BPV as a good ol' B rack with 2 reloads. It's 1 or 2 BPV less than a DroneG rack.


Author: OP+ Mod
Maintainer: Coopace
Author: Fests+ for OP
Creator: SFC-OP Mini Updater
Maintainer: SFC-EAW for OP Campaigns
Kitbash: SFC2 models

Offline Lieutenant_Q

  • Lt. Commander
  • *
  • Posts: 1669
  • Gender: Male
Re: OP+ 4.1 -- Release Post
« Reply #39 on: June 30, 2011, 01:02:13 am »
There's two things to pay attention to, the arc question is one.  They both have different costs.  Drones have a limited quantity, but are power free.  Photons are unlimited, but have a (quite heavy) power cost.

So if you were to convert (in an extreme example) a K-D6D to a Photon Chucker.  You'd be replacing six Type B racks with six Photons.  Not even taking into consideration their firing arcs for a second, you would completely smash the power curve of the D6D by adding the 12 points of power hungry photons.  I don't recall off hand just how much power the D6D has (but I want to say its 26)  Obviously Overloading them all at the same time is out of the question.  To retain the same characteristics of the D6D with the new armament, you'd need to add power to the ship to compensate.  How much power you add would be to your tastes, and what you're trying to accomplish.  I do remember a Chris Jones Mod for EAW that incorporated a lot of TNG designs, these ships had so much power to burn, you had every system on, and to max, and you still were cruising at 25-30.  It was kinda fun, but also at the same time, kinda boring.  It was neat to fly by and be able to use everything just because you COULD, but at the same time, you didn't have to make the interesting choices that make SFC the game that it is. (Do I divert all power to phasers, or do I try to load a photon? cuz I don't have enough to do both)
"Your mighty GDI forces have been emasculated, and you yourself are a killer of children.  Now of course it's not true.  But the world only believes what the media tells them to believe.  And I tell the media what to believe, its really quite simple." - Kane (Joe Kucan) Command & Conquer Tiberium Dawn (1995)