Dynaverse.net

Taldrenites => General Starfleet Command Forum => Topic started by: FireSoul on October 06, 2010, 03:05:02 pm

Title: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 03:05:02 pm
Heads up, whoever's still paying attention to SFC-OP! I'm currently working on an OP+ 4.1.

Background
I've been busy these last 5 years since the OP+ 4.0 release. I'll admit it bluntly, I dropped playing or doing anything for SFC completely. I was addicted to a large Korean MMO called Lineage 2 for a while (3 years?), then went through a huge life change when I (and my family) moved from Ottawa, Canada to Palo Alto, California in 2007 (I accepted a Sysadmin position for IMVU, located in the Bay Area aka Silicon Valley). I stopped playing Lineage in 2008 or so, but got hooked into other games. (ie: Dragon Age).

I recently (July) found myself looking for something to do.. so I looked up what was new in the SFB world. I found that 2 modules have been released: X1-R and R11. I ordered these modules from ADB (I think my brain was somewhat overloaded from dopamine from the anticipation when I received the packages).  .. There are rules in X1-R to refit just about ANY SHIP to partial X technology.

Scope
To give you an idea of what these few pages of rules mean to SFC players, this is a new refit for virtually all ships that exist in late era. These ships would be able to function better in 'later' Late era and Advanced era against the Advanced Technology already in SFC.

I've been working on a OP+ 4.1 since July. I'm a bit beyond 1/2 way to the completion of the project. I am currently recreating ALL the pirates (crazy work, that) to both correct all the misshapen BPVs and to make them more accurate and interesting. They too will be getting the Partial X Refits.

Playtesting
I recently played coopace with old Ottawa buddies of mine, 5 of us with an "alpha release" of OP+ 4.1: all the primary races' ships have received a partial X refit. The plan was for a couple of hours of SFC-OP and then they would move on to StarCraft 2 or whatever.
We ended up saying "screw StarCraft 2" and played SFC for 10 hours straight ... and we didn't run out of material.

The point of this post
I'm very likely to complete this mod revision. This isn't about SFC, this is about me having fun creating something again. I'd probably still be doing this even if I didn't have other people to play with, but it's WAY more fun if I do get to play it with others.

However, the 'LAN party' was a huge and complete success. Therefore, I decided to let people know. I want to get in touch with SFC-OP players who are curious enough to try this out. I use Facebook and MSN. I want more people I can tap for feedback and playtime, maybe privately bounce ideas on them and see what they think.

Let me know.
-- FireSoul

PS. The work is so documented that it might give you headaches if you try to absorb it all.
Wiki: http://pet.dhs.org/mediawiki/index.php/OPPlus_4.1_project_wiki (http://pet.dhs.org/mediawiki/index.php/OPPlus_4.1_project_wiki)
Blog part of wiki: http://pet.dhs.org/mediawiki/index.php/OPPLus_Project_Blog (http://pet.dhs.org/mediawiki/index.php/OPPLus_Project_Blog)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: The Postman on October 06, 2010, 03:28:45 pm
count me in...
I am on FB as well
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on October 06, 2010, 03:32:04 pm
Id like to get the rehardpointed planet meshes thrown in too to correct the oldest and laziest bug out there if we can do that, FS. And glad to see u messing with SFC.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Roychipoqua_Mace on October 06, 2010, 03:33:25 pm
I don't have the time or connection to play except for the summer, but I am interested to hear about the progress that you make.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 03:42:35 pm
Id like to get the rehardpointed planet meshes thrown in too to correct the oldest and laziest bug out there if we can do that, FS. And glad to see u messing with SFC.

Can you give me details and pointers to these corrections? I've been completely out of touch for the 5 years mentioned. Besides, you sound like someone already did this work somewhere.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 03:43:13 pm
count me in...
I am on FB as well

Cool. facebook/FireSoul for me. Who are you?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 03:46:07 pm
Added the following to my original post above:

PS. The work is so documented that it might give you headaches if you try to absorb it all.
Wiki: http://pet.dhs.org/mediawiki/index.php/OPPlus_4.1_project_wiki (http://pet.dhs.org/mediawiki/index.php/OPPlus_4.1_project_wiki)
Blog part of wiki: http://pet.dhs.org/mediawiki/index.php/OPPLus_Project_Blog (http://pet.dhs.org/mediawiki/index.php/OPPLus_Project_Blog)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on October 06, 2010, 03:56:54 pm
Firesoul. I would like to volunteer to make any sort of models you may need for this new rendition. I am currently looking for something to do with my spare time and I would love to get back into SFC modelling.

If you take a look at the my thread in the Modelling forum, you can see how far I've come in skill. Obviously, the items in that thread are very much my own style. I wouldn't mind doing a style more in-line with what you see in main-like trek (though, I'm sorry, but some of the designs you see in SFB suck).

If you'd rather keep your models, thats cool - but I have a request. The way you have the batch file set up, you have it so that a model can act for many ships (albeit, more than the stock shiplist). How hard would it be to make it so that each ship has its own model?

EDIT: Btw, If you'd like I can toss together a quickie model to illustrate an updated, but more main-stream trek look than what you see in my thread.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on October 06, 2010, 04:01:24 pm
BTW: are there any plans to add the Y modules in? it looks like Y3 is primed to be released.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 04:03:58 pm
The installer would get too big if each ship had its own model. Additionally, I'm trying to remain fully compatible to the old game as if it was 2001 again. That means 8 bit textures, and 3 LODs (levels of details). Crappy stuff. On purpose.

I will take individual suggestions, but you have to understand that I might turn down many just because it's.. too good. ;)
Note: The low res and poly count paid off on Saturday when Coopace 4.0 decided to generate a fleet of Lyrans against us. Since we were playing X-tech era, the script generated X-tech only X-tech Lyrans. There were at LEAST 20 PFs after us, not counting the 6-7 ships.  Low rez matters! ;p

Firesoul. I would like to volunteer to make any sort of models you may need for this new rendition. I am currently looking for something to do with my spare time and I would love to get back into SFC modelling.

If you take a look at the my thread in the Modelling forum, you can see how far I've come in skill. Obviously, the items in that thread are very much my own style. I wouldn't mind doing a style more in-line with what you see in main-like trek (though, I'm sorry, but some of the designs you see in SFB suck).

If you'd rather keep your models, thats cool - but I have a request. The way you have the batch file set up, you have it so that a model can act for many ships (albeit, more than the stock shiplist). How hard would it be to make it so that each ship has its own model?

EDIT: Btw, If you'd like I can toss together a quickie model to illustrate an updated, but more main-stream trek look than what you see in my thread.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 04:06:01 pm
BTW: are there any plans to add the Y modules in? it looks like Y3 is primed to be released.

Y1 is in 4.0 and thus 4.1 as well. Was there a Y2? Is there a point to add Y3, really? It'd be like.. a pre-early era. Also, I already ran out of space for ships with 4.1. I tossed out the now-hated 'n' variants and many of the 'F' variants are now automatically assumed. Even then.. the thing is just about FULL.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on October 06, 2010, 04:13:43 pm
Sorry, i wasn't clear - I'm not saying that I'd like to see a different model for each individual ship included in the download, but rather a different directory created for each model and have the installer copy the original into the new. Example (BSing the designation just to illustrate it): Currently, the F-CA and the F-CAR point to the same model, "FECA\FECA.mod". Instead, have the F-CA point to "FCA\FCA.mod" and the F-CAR point to "FCAR\FCAR.mod". During the installation process, the installer copies the "FCA" folder to the "FCAR". The installer size doesn't change because its making multiple copies of the same source model, but people (like me) who want to have different F-CA and F-CAR models, can do so. The directory size inflates a boatload, though...
Just an idea, really.

Btw, I can do way lower-res models than what you see in the thread. In fact, low res tends to be easier for me. Take a look at my Fed-PF, for example:
(http://www.robinomicon.com/c/infusions/pro_download_panel/images/fpfs.jpg)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on October 06, 2010, 04:15:33 pm
Oh thats right, there's a limit to shiplist entries... damn.

Y2 is basically more Y-era and W-era ships, and ships of the races that became the ISC before they became the ISC. Y3 I think will just add more on top of this.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 04:23:04 pm
Sorry, i wasn't clear - I'm not saying that I'd like to see a different model for each individual ship included in the download, but rather a different directory created for each model and have the installer copy the original into the new. Example (BSing the designation just to illustrate it): Currently, the F-CA and the F-CAR point to the same model, "FECA\FECA.mod". Instead, have the F-CA point to "FCA\FCA.mod" and the F-CAR point to "FCAR\FCAR.mod". During the installation process, the installer copies the "FCA" folder to the "FCAR". The installer size doesn't change because its making multiple copies of the same source model, but people (like me) who want to have different F-CA and F-CAR models, can do so. The directory size inflates a boatload, though...
Just an idea, really.

Btw, I can do way lower-res models than what you see in the thread. In fact, low res tends to be easier for me. Take a look at my Fed-PF, for example:
([url]http://www.robinomicon.com/c/infusions/pro_download_panel/images/fpfs.jpg[/url])


It turns out I already branch out a lot of my models just like you described. In that very same way. However size-on-disk IS the problem here. The size-on-disk of models that OP+ adds, or copies just like above, is currently 670MB (path: opplus\models.) SFC OP's own Assets/Models is 170MB (Assets\Models\). SFC-OP's total size is around 1.6GB on my system.

I think it's big enough! :)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on October 06, 2010, 04:31:48 pm
Fair enough. Let me know if you need more or newer models, though :)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 04:40:05 pm
Fair enough. Let me know if you need more or newer models, though :)

Right now, the Fed BB, DNG (including the DNF and other variants) and BCE have this different-looking warp. Do we want to keep that? Change them?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on October 06, 2010, 04:46:50 pm
I would change them to something like you see on the Ulysses class - how the warp grill wraps around the back of the nacelle.

I don't have X1r, but if the nacelles on 1x-refits are supposed to be different I would use the nacelles that are currently on the BB/DNG as your 1x-refit nacelles, then go into p81-style for the full-blown X ships.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 05:03:04 pm
I would change them to something like you see on the Ulysses class - how the warp grill wraps around the back of the nacelle.


Do you have a link you can show me of the Ulysses?

Quote
I don't have X1r, but if the nacelles on 1x-refits are supposed to be different I would use the nacelles that are currently on the BB/DNG as your 1x-refit nacelles, then go into p81-style for the full-blown X ships.


Warps on Partial X Refits are actually untouched. The refit is all about APRs, X-Batteries, Ph1/2->PhX, Drone and Heavy weapon upgrades.
See: http://pet.dhs.org/mediawiki/index.php/Partial_X_Refit_Rules (http://pet.dhs.org/mediawiki/index.php/Partial_X_Refit_Rules)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on October 06, 2010, 05:07:48 pm
Sorry, Ulysses is model-grognard for the stock F-DN
(http://img299.imageshack.us/img299/6029/08fdnulysses11.gif)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 05:28:52 pm
Oh man, I forgot how ugly the stock F-DN mesh is.. (that and your textures are messed up?)
-- FS

edit: no wait.. it's a photon arch. Right?

Sorry, Ulysses is model-grognard for the stock F-DN
([url]http://img299.imageshack.us/img299/6029/08fdnulysses11.gif[/url])
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 05:36:29 pm
Here are the 3 Fed DN models I currently have for OP+. The last one on the right is the one I wonder if we should keep or replace, along with related models used for the F-BCE, F-BB, etc.

(http://klingon.pet.dhs.org/OP_plusrefit/screenshots/op+31_DN+_DN_DNG.JPG)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on October 06, 2010, 05:45:39 pm
that model isn't mine - its the stock KA one - the one I use is WZ's (but that also needs overhaul).

I thought you just wondered if you should replace the nacelles.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on October 06, 2010, 06:22:16 pm
The installer would get too big if each ship had its own model. Additionally, I'm trying to remain fully compatible to the old game as if it was 2001 again. That means 8 bit textures, and 3 LODs (levels of details). Crappy stuff. On purpose.

I will take individual suggestions, but you have to understand that I might turn down many just because it's.. too good. ;)
Note: The low res and poly count paid off on Saturday when Coopace 4.0 decided to generate a fleet of Lyrans against us. Since we were playing X-tech era, the script generated X-tech only X-tech Lyrans. There were at LEAST 20 PFs after us, not counting the 6-7 ships.  Low rez matters! ;p

Yes, something I've been advocating for a long time to the newer modeler crowd how we need to keep the lod's and use lower poly meshes... something they dont understand... I've already pissed sum off, lol.

FS: The template for the planet hardpoint was done and tested and worked. We were successfully able to move hardpoints from the northern and southern lattitudes toward the equator and place phasers there that destroyed incoming shuttles and drones. Evens the playing field for plasma and DF races trying to do PA missions over the droners. Still cant put drones on planets, the AI fires them thru the mesh causing irritating collision noises. So DF weapons, even PlaD work when placing the hardpoint along the planets equator.

Right now, we should discuss the how to implement this, because even your no models version would have to have at least the planet meshes. Should we discuss using the better poly planet meshes with atmosphere detail techniques, or just rehardpoint the mesh and use the old textures because at this point, we only have a working test mesh.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on October 06, 2010, 06:24:40 pm
Here are the 3 Fed DN models I currently have for OP+. The last one on the right is the one I wonder if we should keep or replace, along with related models used for the F-BCE, F-BB, etc.

([url]http://klingon.pet.dhs.org/OP_plusrefit/screenshots/op+31_DN+_DN_DNG.JPG[/url])


Replace the last one on the right! That's my vote!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on October 06, 2010, 06:25:35 pm
It's not that they don't understand, its that most of the time, they don't care. They aren't players - they are artists. There are some, like myself, who understands the need for lower poly, and some of my meshes reflect that - othertimes, I don't care (example: my excelsior is 15k).
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 07:13:08 pm
Do you have a working .MOD of a planet the way you're describing it, or will I be creating this?

Note: I have a Windows XP SP3 virtual machine with:
- 3dsmax 5 with SFC plugin
  -- tested. Created a FCSX model. See: http://www.dynaverse.net/forum/index.php/topic,163390626.0.html (http://www.dynaverse.net/forum/index.php/topic,163390626.0.html)
- VisualStudio 6 SP5 (not 6!) with the right modifications to compile SFC scripts
  -- tested. Created an 'BattleFest Intense' at some point. It's pretty awesome.
- other old SFC tools, like shipedit for OP, etc.

The installer would get too big if each ship had its own model. Additionally, I'm trying to remain fully compatible to the old game as if it was 2001 again. That means 8 bit textures, and 3 LODs (levels of details). Crappy stuff. On purpose.

I will take individual suggestions, but you have to understand that I might turn down many just because it's.. too good. ;)
Note: The low res and poly count paid off on Saturday when Coopace 4.0 decided to generate a fleet of Lyrans against us. Since we were playing X-tech era, the script generated X-tech only X-tech Lyrans. There were at LEAST 20 PFs after us, not counting the 6-7 ships.  Low rez matters! ;p


Yes, something I've been advocating for a long time to the newer modeler crowd how we need to keep the lod's and use lower poly meshes... something they dont understand... I've already pissed sum off, lol.

FS: The template for the planet hardpoint was done and tested and worked. We were successfully able to move hardpoints from the northern and southern lattitudes toward the equator and place phasers there that destroyed incoming shuttles and drones. Evens the playing field for plasma and DF races trying to do PA missions over the droners. Still cant put drones on planets, the AI fires them thru the mesh causing irritating collision noises. So DF weapons, even PlaD work when placing the hardpoint along the planets equator.

Right now, we should discuss the how to implement this, because even your no models version would have to have at least the planet meshes. Should we discuss using the better poly planet meshes with atmosphere detail techniques, or just rehardpoint the mesh and use the old textures because at this point, we only have a working test mesh.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 07:13:46 pm

Okay.. uhh..
With what?

Here are the 3 Fed DN models I currently have for OP+. The last one on the right is the one I wonder if we should keep or replace, along with related models used for the F-BCE, F-BB, etc.

([url]http://klingon.pet.dhs.org/OP_plusrefit/screenshots/op+31_DN+_DN_DNG.JPG[/url])


Replace the last one on the right! That's my vote!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Kreeargh on October 06, 2010, 07:19:13 pm
It's not that they don't understand, its that most of the time, they don't care. They aren't players - they are artists. There are some, like myself, who understands the need for lower poly, and some of my meshes reflect that - othertimes, I don't care (example: my excelsior is 15k).

For new artists in SFC they probly dont know about lods. Most yes dont care and claim their system can handle it untill they get 20 ,2000 poly pf fighters in game and it lags to a crawl.
For others like me they dont want to make 3 models and map them all for 1 download, i have a few not 1 with lods any one cared about - for most downloaders not to care anyway its all about the glory looks. 1/3 of downloads from Battleclinic are used in SFC my guess the rest are riped for other games.   :o
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Bonk on October 06, 2010, 07:19:57 pm
Id like to get the rehardpointed planet meshes thrown in too to correct the oldest and laziest bug out there if we can do that, ...

This makes me laugh.  ;D  Dizzy's favorite axe to grind!

Most cool on an OP+4.1 :thumbsup:  Let me know when it's ready for dynaverse testing. Though I doubt there'll be much difference, but good to get the list out there if I put it on The Forge (more than willing to if you want to, but not during the three revisions a week phase... ;))
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 07:26:04 pm
There won't be a no-models version. Screw 'em. Too much work for me.
While I will make sure the game can run on a PC from 2001, I'm not gonna gimp a mini-download just so some poor slob can save money on a ~64mb (currently) download. Dudes! A WoW client download from torrents is what, 17GB?

No. No more 'no-models' version.

Right now, we should discuss the how to implement this, because even your no models version would have to have at least the planet meshes. Should we discuss using the better poly planet meshes with atmosphere detail techniques, or just rehardpoint the mesh and use the old textures because at this point, we only have a working test mesh.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Shalafi on October 06, 2010, 08:11:49 pm
If you need a playtester who has a lot of practice building/balancing ships I 'd be more than happy to lend a hand :)

my e-mail is shalafi4 at  gmail.com
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 08:29:23 pm
Well, how would you like to test it? I *do* have the installer from that Saturday LAN party. 
http://dream.pet.dhs.org/~firesoul/opplus_41_models_20100912180929.exe (http://dream.pet.dhs.org/~firesoul/opplus_41_models_20100912180929.exe)

There are known bugs that have been fixed but that shiplist isn't ready yet: I'm programatically generating pirates. (currently doing data entry for it.)


For the curious, the pirate ship generation output from my scripts looks a lot like this:

ADDs added automatically!
Code: [Select]
* Y-LRx2
** based on template 'O-LRx'
** installing (1) DroB (reload/arc: 2) into mount 27
*** BPV increased by 9. (82 -> 91)
*** placing 1 ADD12 in mount 84.
** installing (1) DroB (reload/arc: 2) into mount 30
*** BPV increased by 9. (91 -> 100)
*** placing 1 ADD12 in mount 84.
** installing (1) DroB (reload/arc: 2) into mount 33
*** BPV increased by 9. (100 -> 109)
*** placing 1 ADD12 in mount 84.
** total ADD6: 0, total ADD12: 3
** Total BPV: 109

PlasmaD (instead of drones), Cloak and OAKDISC!
Code: [Select]
* P-SAL1
** based on template 'O-SAL'
** installing (1) Phot (reload/arc: FA) into mount 33
*** BPV increased by 0. (90 -> 90)
** installing (1) Phot (reload/arc: FA) into mount 36
*** BPV increased by 0. (90 -> 90)
** installing PlasmaD instead of drones. (+ 8 BPV)
** installing cloak: increasing BPV by 25. (Cloak cost: 15 BPV)
** this ship has enough drones and/or PLaD to require OAKDISC to fire all each turn (+ 15 BPV)
** Total BPV: 138

If you need a playtester who has a lot of practice building/balancing ships I 'd be more than happy to lend a hand :)

my e-mail is shalafi4 at  gmail.com


Title: Re: FYI: work in progress: OP+ 4.1
Post by: The Postman on October 06, 2010, 08:34:01 pm
I just sent a friend request
you should see Sirgod in my friends list by his real name

Ed K
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Shalafi on October 06, 2010, 08:35:50 pm
well... I think this would sum it up pretty well .




 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 08:37:44 pm
I just sent a friend request
you should see Sirgod in my friends list by his real name

Ed K

Cool. Thanks. ;)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on October 06, 2010, 08:40:50 pm
It sounds interesting op4.1 I do however like the F-BCE with 2 warp nacelles like in the movies.I though Fed Dn were fine op4.0 like DNH.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on October 06, 2010, 09:33:57 pm

Okay.. uhh..
With what?

Here are the 3 Fed DN models I currently have for OP+. The last one on the right is the one I wonder if we should keep or replace, along with related models used for the F-BCE, F-BB, etc.

([url]http://klingon.pet.dhs.org/OP_plusrefit/screenshots/op+31_DN+_DN_DNG.JPG[/url])


Replace the last one on the right! That's my vote!



Hum-de-dum
(http://www.shipschematics.net/startrek/images/federation/battleship_couerdelion.jpg)

drop the third and forth nacelles, drop the top rollbar and put the third nacelle where top rollbar was.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Bonk on October 06, 2010, 09:41:39 pm

- VisualStudio 6 SP2 (not 3!) with the right modifications to compile SFC scripts


Shouldn't it be VC6SP5? (that is what we're building the serverkit with)  Not to get into a big compiler discussion (later).  But does it matter if they match? I thought it did?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 10:32:56 pm
*checks*
uh. ok. SP5. you're right. *edit*


- VisualStudio 6 SP2 (not 3!) with the right modifications to compile SFC scripts


Shouldn't it be VC6SP5? (that is what we're building the serverkit with)  Not to get into a big compiler discussion (later).  But does it matter if they match? I thought it did?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 06, 2010, 10:40:51 pm
Hm.
Here are my thoughts.. some requirements if you will:


Thus I think a saucer strut would make sense to a secondary hull. Your model looks great on its own, but looks all 1-piece. ;(

We don't HAVE to change the models, but I am still wondering if there's better than what OP+ currently has, is all. Got other suggestions?



Okay.. uhh..
With what?

Here are the 3 Fed DN models I currently have for OP+. The last one on the right is the one I wonder if we should keep or replace, along with related models used for the F-BCE, F-BB, etc.

([url]http://klingon.pet.dhs.org/OP_plusrefit/screenshots/op+31_DN+_DN_DNG.JPG[/url])


Replace the last one on the right! That's my vote!



Hum-de-dum
([url]http://www.shipschematics.net/startrek/images/federation/battleship_couerdelion.jpg[/url])

drop the third and forth nacelles, drop the top rollbar and put the third nacelle where top rollbar was.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on October 06, 2010, 10:41:41 pm
I can chew on that, some. I'll get back to ya.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tulwar on October 06, 2010, 11:36:10 pm
Are you doing anything to balance or expand the X-ships?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Bonk on October 07, 2010, 04:55:35 am
I really like how the look of nested quotes has turned out in the default forum theme.  8)  Sorry, just had to observe this is a pretty thread in several ways!  ;D
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on October 07, 2010, 08:34:20 am
Firesoul, what would an acceptable polycount be for you?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on October 07, 2010, 10:41:57 am
FS let me do some searching. Most likely the planet model is on my crashed HD. I think there is a thread in the models forum talking about it, but even my template pic where all 24 hardpoints were illustrated is gone me thinks. Dont have time to look till tonight. Ill get back to u soon.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 07, 2010, 10:58:59 am
If by X-Ships you mean the attrocities Taldren created for Advanced Era? No.
If you mean the X-Ships from SFB? Yes. In a way, I'm vastly expanding those.

Are you doing anything to balance or expand the X-ships?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 07, 2010, 11:00:30 am
I dunno. (I really don't).
2500 max? I'll be butchering it for lower LODs. ;)

Firesoul, what would an acceptable polycount be for you?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Bonk on October 07, 2010, 11:05:07 am
FS let me do some searching. Most likely the planet model is on my crashed HD. I think there is a thread in the models forum talking about it, but even my template pic where all 24 hardpoints were illustrated is gone me thinks. Dont have time to look till tonight. Ill get back to u soon.

I might have that planet model somewhere in server installer prep materials of yours I've accumulated over the years. If you guys can't find it let me know and I'll take a look (big job).
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on October 07, 2010, 01:13:28 pm
If push comes to shove I can make some new planets - They aren't that hard.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 07, 2010, 01:39:19 pm
If push comes to shove I can make some new planets - They aren't that hard.

Even easier would be to edit the Taldren models and just move the hardpoints. I'd keep all the LODs and textures as-is.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on October 07, 2010, 03:45:10 pm
Hm.
Here are my thoughts.. some requirements if you will:

  • The F-BCE has to look like the Excelsior from the movies. (in fact it IS the Excelsior from the movies) (Just wondering if there's a better model than Taldren's).
  • The DNs must look like it can support saucer separation with 1 nacelle and all the impulse.
  • The BB must look like it can support saucer separation with 2 nacelles and all the impulse.

Thus I think a saucer strut would make sense to a secondary hull. Your model looks great on its own, but looks all 1-piece. ;(

We don't HAVE to change the models, but I am still wondering if there's better than what OP+ currently has, is all. Got other suggestions?


FireSoul you got in OP+4.0 the F-BCE as well as all the rest of the Fed DNs and still look ok to me.I believe DH like the DNH.It looks good I thought there would never be another OP+.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 07, 2010, 04:58:39 pm
Hm? What?
You think I won't change a Fed ship just because DieHard said 'no'?  :coolsmiley:
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on October 07, 2010, 08:35:39 pm
http://www.dynaverse.net/forum/index.php/topic,163350267.msg1122495880.html#msg1122495880

Couple paragraphs down 1st post I explain how the hvy wpn hardpoints are placed every other few phaser points along the mesh equator with each being equadistant 15 degrees apart. Once that's done the planet model will need to have their wpns and arcs reassgined. I think there were two planets the slave girls shiplist deletes. One was too big and caused spawned ships and installations in some misions to explode upon start and the other was i think a ringed planet that unfortunately had the collision distance set to the rings instead of the planet also causing it to be too big and kill stuff at mission start.

Know what, FS... there are so many cool new looking planet meshes out there... I'll have time to find some them burried posts, ones by IMudd, i think, and his planets and some others are works of low poly art. Atmosphere effects and everything. From what I remember, the taldren OP planets are better than EAW's, but not by much. If we could get a smattering of the new eye candy planets with rehardpoints I think it would be a stand out project for something long overdue.

Anyway, Bonk Im pretty sure dont have it... mb IMudd does... and another modeler that ive lost touch with, brezgonne, has a test model. I dunno where mine is.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 07, 2010, 10:46:04 pm
Dizzy: Do you want to take care of locating and/or creating the planets? I don't know if we actually need new planets in the shiplist, but fixing the current ones makes sense to me.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Shalafi on October 08, 2010, 05:16:43 pm
Would you want/need a trained monkey to add in the sfb ships that have come out since 4.0 was released?  :crazy2:
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 08, 2010, 05:30:40 pm
I'm ok Shalafi. OP+ 4.0 had R10. I am working to add X1-R and R11.
Why, is there anything else I'd want?

Would you want/need a trained monkey to add in the sfb ships that have come out since 4.0 was released?  :crazy2:
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Shalafi on October 08, 2010, 05:32:17 pm
R12 came out in June :P
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 08, 2010, 05:33:23 pm
R12 came out in June :P

Did it, now.. what's in R12?
Edit: Isee it. Unusual Ships.

Eh. I'll order it and take a look.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 08, 2010, 05:41:50 pm
NOW look what you made me do!

Code: [Select]
Code Product Quantity Price/Ea. Total
5633 Module R12 1 $27.95 $27.95
  Rulebook: Bound_hole_punched    
  SSD-book: Bound-unpunched    
5632 Module Y2: Early Years II 1 $35.95 $35.95
  Rulebook: Bound_hole_punched    
  SSD-book: Bound-unpunched    
5634 Module Y3: Early Years III 1 $27.95 $27.95
  Rulebook: Bound_hole_punched    
  SSD-book: Bound-unpunched    
  Shipping: 1- UPS - Continental US: $8.00
  Sales Tax: $0.00
  Total: $99.85
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Shalafi on October 08, 2010, 05:44:03 pm
LOLOLOLOL... I have a copy of R12... I can get a mini shiplist with just the R 12 stuff put together probably by the end of the weekend if you want.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 08, 2010, 05:46:06 pm
It's fine. I can look at this too.
Note: I'd rather have you playing. ;)

LOLOLOLOL... I have a copy of R12... I can get a mini shiplist with just the R 12 stuff put together probably by the end of the weekend if you want.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Shalafi on October 08, 2010, 05:47:23 pm
hehe alright... do you have a compiled list of known bugs to date by chance?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 08, 2010, 05:49:46 pm
hehe alright... do you have a compiled list of known bugs to date by chance?


Not really. Most of the bugs have been immediately fixed in the current unreleased version which has been completely gutted from pirates (which is why I can't release it till I recreate them).

Please check the OP+ wiki for more info. I always blog/post my progress each day.

http://pet.dhs.org/mediawiki/index.php/OPPLus_Project_Blog (http://pet.dhs.org/mediawiki/index.php/OPPLus_Project_Blog)
http://pet.dhs.org/mediawiki/index.php/OPPlus_4.1_project_wiki (http://pet.dhs.org/mediawiki/index.php/OPPlus_4.1_project_wiki)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on October 08, 2010, 10:43:47 pm
Well, if you're only rehardpointing the planets, then they would only require a .mod without textures. That'd be way less of a D/L. And it'd be quicker, cuz the alternative is to find nice looking planet models and hardpoint those, and it'd be tough to get all the ones we need.

However, you run into a problem with someone swapping out better planet models that are not hardpointed properly. To avoid that, we need to find or make better looking planet models so one wouldnt want to replace them. I tried once before... but the response was a little soft. Course that was just me asking in a non-friendly models forum... At the time I'm sure I was posting about excessive model polys or something... So with your and FOAS's backing, mb it could get done?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 08, 2010, 11:04:02 pm
Let's start with getting it working, and then we can move on to making it pretty after. I may be including the models and textures both, in their entirety, and call this what it is: a BUGFIX.

Well, if you're only rehardpointing the planets, then they would only require a .mod without textures. That'd be way less of a D/L. And it'd be quicker, cuz the alternative is to find nice looking planet models and hardpoint those, and it'd be tough to get all the ones we need.

However, you run into a problem with someone swapping out better planet models that are not hardpointed properly. To avoid that, we need to find or make better looking planet models so one wouldnt want to replace them. I tried once before... but the response was a little soft. Course that was just me asking in a non-friendly models forum... At the time I'm sure I was posting about excessive model polys or something... So with your and FOAS's backing, mb it could get done?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on October 08, 2010, 11:26:39 pm
Cool, sometime tomorrow, ill post the diagram for the hardpoints. Where is shipedit?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 08, 2010, 11:47:21 pm
I should still have a copy of it on my downloads site..
Look through here: http://klingon.pet.dhs.org/sources_and_utils/ (http://klingon.pet.dhs.org/sources_and_utils/)

Note: I don't think that planets have weapons UIs.


Cool, sometime tomorrow, ill post the diagram for the hardpoints. Where is shipedit?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on October 09, 2010, 12:21:07 am
They dont. but im gonna recreate a 360` equatorial hardpoint image that shows the arc of the weapon for @ hardpoint. The planets weapons will all have to be redone.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 09, 2010, 01:08:54 am
Ugh. I think this "redoing the pirates" thing is going to take me a few months. I may have made an announcement that I'm working on something (and have been for months) but am months away from the end product.

For example, tonight I managed to cover 2 SSD's worth.. the Orion LRS and the Orion LX. I created the data templates that generate the ships for all Orion races: 94 shiplist entries.  *sigh*  There's a lot of tools I wrote to help myself move along, but I'm afraid it's just going to take a long time.

-- FS

--------------

..
For the curious, here's how my templating works:
First, I have a shiplist-like file with the templates entered. I put in illegal weapons in option mounts in a way that describes what kind of option mount is present.
MLR (Mauler) : Centerline option mount.
ESGL (ESG Lance) : Wing option mount.
PhoH (Heavy Photon) : HDW rear-firing mount.

I have written perl script that take these templates as well as coded directives in a source file and generate the various ship entries. Weapon mounts are mentioned as the column number in the shiplist itself.

ie, template data:
Code: [Select]
  "X-LRS1" => { 'template' => 'O-LRS', 'race' => 'OrionOrion',
    'options' => {
      27 => { 'weapon' => 'Phot', 'num' => '1', 'arc_reload' => 'FA', 'ref' => 27, },
  }, },
  "X-LRS+1" => { 'template' => 'O-LRS+', 'race' => 'OrionOrion',
    'refit_base_class' => 'X-LRS1',
    'options' => {
      27 => { 'weapon' => 'Phot', 'num' => '1', 'arc_reload' => 'FA', 'ref' => 27, },
  }, },
  "X-LRSx1" => { 'template' => 'O-LRSx', 'race' => 'OrionOrion',
    'refit_base_class' => 'X-LRS+1',
    'options' => {
      27 => { 'weapon' => 'Phot', 'num' => '1', 'arc_reload' => 'FA', 'ref' => 27, },
  }, },


I have coded Annex 8B (option mounts) and Annex 8H (HDW options) for what is valid for SFC and thus can generate the ships' weapon loadouts. The BPVs will be accurate, and weapon-based BPV adjustments (like no UIM breakdown BPV increases) can be done at this level.
 
ie: a sizeclass 4 X ship can have a Disruptor 30..
Code: [Select]
  "Phot" => { 'weapon' => 'Phot', 'BPV' => 0, },
  "Dis1" => { 'weapon' => 'Dis1', 'BPV' => 0, 'min_sizeclass' => 4, },
  "Dis2" => { 'weapon' => 'Dis2', 'BPV' => 1, 'min_sizeclass' => 4, },
  "Dis3" => { 'weapon' => 'Dis3', 'BPV' => 2, 'min_sizeclass' => 3, },
  "Dis4" => { 'weapon' => 'Dis4', 'BPV' => 3, 'min_sizeclass' => 2, },
  "Dis3X" => { 'weapon' => 'Dis3', 'BPV' => 2, 'min_sizeclass' => 4, 'xtech' => 1, },
  "Dis4X" => { 'weapon' => 'Dis4', 'BPV' => 3, 'min_sizeclass' => 3, 'xtech' => 1, },


Here's what the script's debug output looks like:
Code: [Select]
* X-LRS1
** based on template 'O-LRS'
** template 'O-LRS' loaded.
** setting race to: OrionOrion
** UI: PFF  mounts: 27, 30, 33, 60, 63, 78, 81, 84
** have:  center:1  HDW:0  wing/any:0
** want: (1) Phot  reload/arc: FA
** want:  center:0  HDW:0  wing/any:1
** YFA: -13, YLA: 7
** installing (1) Phot (reload/arc: FA) into mount 27
*** BPV increased by 0. (68 -> 68)
** Total BPV: 68
* X-LRS+1
** based on template 'O-LRS+'
** template 'O-LRS+' loaded.
** setting race to: OrionOrion
** UI: PFF  mounts: 27, 30, 33, 60, 63, 78, 81, 84
** have:  center:1  HDW:0  wing/any:0
** want: (1) Phot  reload/arc: FA
** want:  center:0  HDW:0  wing/any:1
** refit base: X-LRS1   refit: shield
** YFA: 6, YLA: 36
** installing (1) Phot (reload/arc: FA) into mount 27
*** BPV increased by 0. (73 -> 73)
** Total BPV: 73
* X-LRSx1
** based on template 'O-LRSx'
** template 'O-LRSx' loaded.
** setting race to: OrionOrion
** UI: PFF  mounts: 27, 30, 33, 60, 63, 78, 81, 84
** have:  center:1  HDW:0  wing/any:0
** want: (1) Phot  reload/arc: FA
** want:  center:0  HDW:0  wing/any:1
** refit base: X-LRS+1   refit: PARTIAL X REFIT
** YFA: 33, YLA: 999
** installing (1) Phot (reload/arc: FA) into mount 27
*** BPV increased by 0. (82 -> 82)
** Total BPV: 82
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on October 09, 2010, 01:11:05 am
Well, dude - I think many of us weren't even expecting to see a new version of OP+, therefor, I doubt any of us would mind waiting (at least) or helping (where we can). Just do your thing, man. We got your back.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 09, 2010, 01:22:40 am
Well, dude - I think many of us weren't even expecting to see a new version of OP+, therefor, I doubt any of us would mind waiting (at least) or helping (where we can). Just do your thing, man. We got your back.

.. well.. let's talk option mount weapon loadouts for the various pirate races.

To paraphrase the SFB rules, a pirate fleet must have at least 70% of its weapons from the local empire. 20% can come from the neighbour empires and the 10% can be from anywhere. Additionally, any pirate ship may choose to pay for a cloaking device. I have automated the OAKDISC cost and settings based on loadouts.

Thus:
Orion (generic SFC2-EAW pirate race)  => whatever
OrionOrion => 70% Fed, 20% Rom and Klingon.
OrionKorgath => 70% Klingon, 20% Fed and Hydran
OrionPrime => 70% Romulan, 20% Fed and ISC
OrionTigerHeart => 70% Lyran, 20% Klingon and Mirak/Kzinti
OrionBeastRaiders => 70% Hydran, 20% Klingon and Lyran
OrionSyndicate => 70% Gorn, 20% Fed and Romulan
OrionWyldeFire => 70% ISC, 20% Romulan and Gorn. (Plasmas.. and more plasmas? Oh, and some phasers)
OrionCamboro => 70% Mirak/Kzinti, 20% Fed and Lyran


The way I've been doing loadouts is that I want to try to make 2-3 variants of each ship. If I've got more than enough mounts, I'll make a 0 variant with a special weapon or 2.

ie:
Syndicate LR  (1 centerhull FA/FH(plasma) , 2 wing mounts LS/RS or LP/RP(plasma))
0: Dis2, DroG, DroG
1: PLaF, PLaF, PLaF -- cloak
2: PLaF, DroG, DroG
3: Phot, PLaD, PLaD -- cloak


So. I have Tons and Tons of ship loadouts to create. Who wants to try their hand at it?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Bonk on October 09, 2010, 07:36:38 am
I love it when you talk like that.  :smitten:  Don't tempt me so.

I would love to write the algorithm to fill out a pirate shiplist against sfb constraints. Generate them all with the push of a button and then have the definitions in code on hand...

But I have this regexp problem to work on today and a matlab program to write (which of course I will overdo to the umpteenth degree).

P.S. I'm curious about how being a bilingual Canadian has gone down there, if it has affected the experience at all or how you are received. Also curious about your daughter... look out world! Got a post somewhere with such updates?

Title: Re: FYI: work in progress: OP+ 4.1
Post by: marstone on October 09, 2010, 12:08:03 pm
have a question?  Any way to add new ship UIs to ship edit?  My luck new projects starting and my machine is down.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 09, 2010, 12:53:58 pm
I love it when you talk like that.  :smitten:  Don't tempt me so.

I would love to write the algorithm to fill out a pirate shiplist against sfb constraints. Generate them all with the push of a button and then have the definitions in code on hand...
There were a lot of problems solved, first. One of the is that I have all the UIs in code, which helps determine if putting a weapon in a specific mountpoint will make it viewable in-game. Another was the automatic ADD generation for DroG and DroGX weapons.

Quote
But I have this regexp problem to work on today and a matlab program to write (which of course I will overdo to the umpteenth degree).
What's the regexp question? ;p

Quote
P.S. I'm curious about how being a bilingual Canadian has gone down there, if it has affected the experience at all or how you are received. Also curious about your daughter... look out world! Got a post somewhere with such updates?
I have a 7-year old autistic son who is having a grand ol' ball using hulu to view OLD cartoons. I think he just watched an episode of He-Man. ;p  As for being French Canadian, my English is excellent and I'm doing all right. I miss being able to casually speak French (specifically, our French) for an extended period of time. .. but it doesn't affect my work or living at all. I'm doing ok. ;)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 09, 2010, 01:00:42 pm
have a question?  Any way to add new ship UIs to ship edit?  My luck new projects starting and my machine is down.

Hey Marstone. I don't know how the images are set up in ShipEdit, but the mount points themselves are defined in a text file.
Program Files\EagleEye Software Group\ShipEdit\dat\HARDPOINTOPB2.TXT

The dat files are complete unknowns:
Code: [Select]
$ file *
(...)
RCX-a.se:          data
RCX-n.se:          data
RDD-a.se:          data
RDD-a.ui:          data
RDD-n.se:          data
RDD-n.ui:          data

-- FS

PS. I love cygwin.
PPS. Don't worry about new UIs. I want this to be a classic OP+. We can look into modding the game's internals, and making this stuff integral, later.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: marstone on October 09, 2010, 01:53:51 pm
Yeah I looked into the data files and drew a blank. But knowing the hardpoints are in one file might help. Thanks.

Understand not adding new uis.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 09, 2010, 02:21:20 pm
Today, I'm looking at doing the Orion DBR and its refits. I took about 60 to 90 minutes to think about and put together the following. I am looking for comments or suggestions of better ship loadouts following the previously-mentioned 70,20,10 loadout rules.

-- FS


Orion DBR is small (sizeclass 4), has 3 individual centerhull options and 2 wing mounts. It can't have any double-space weapons (PLaG, PLaS, ESG, PPD, ..) nor any of the heavier heavy weapons (Dis3, HB, ..) because of its size.


Orion
1: Dis2, Dis2, Dis2, DroB, DroB
2: Phot, Ph1, Phot, DroG, DroG
3: Ph1, PLaD, Ph1, PLaF, PLaF -- cloak

OrionOrion
1: Phot, Phot, Phot, DroG, DroG
2: DroG, Ph1, DroG, DroG, DroG
3: Dis2, PLaF, Dis2, Ph1, Ph1

OrionKorgath
1: Dis2, Dis2, Dis2, DroB, DroB
2: Dis2, PhG, Dis2, ADD, ADD
3: DroB, Fus, DroB, DroB, DroB

OrionPrime
1: Ph1, PlaF, Ph1, PLaF, PLaF -- cloak
2: PLaD, Phot, PLaD, PLaF, PLaF
3: Ph1, DroG, Ph1, PLaD, PLaD

OrionTigerHeart
1: Dis2, Dis2, Dis2, Ph2, Ph2
2: Ph1, Dis2, Ph1, DroC, DroC
3: Dis2, PhG, Dis2, Ph1, Ph1

OrionBeastRaiders
1: Fus, Fus, Fus, PhG, PhG
2: DroB, Ph2, DroB, PhG, PhG
3: Fus, ADD, Fus, Ph1, Ph1

OrionSyndicate
1: PLaF, Ph1, PLaF, PLaD, PLaD
2: PLaD, PLaF, PLaD, PLaF, PLaF -- cloak
3: Phot, DroG, Phot, Ph1, Ph1

OrionWyldeFire
1: PLaF, Ph1, PLaF, PLaD, PLaD
2: PLaF, PLaD, PLaF, PLaF, PLaF -- cloak
3: PLaF, PLaF, PLaF, Ph1, Ph1

OrionCamboro
1: Dis2, DroC, Dis2, DroB, DroB
2: Dis2, Phot, Dis2, ADD, ADD
3: DroB, Ph1, DroB, DroC, DroC
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Starfox1701 on October 09, 2010, 05:44:33 pm
looks good here
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Bonk on October 09, 2010, 07:49:11 pm
Nice work on the mountpoint validation. :thumbsup:

My regexp problem was latex math delimiters... whoever decided to use both single and double dollar signs was a sadistic bastard. I opted to skip the headache and replace the single dollar sign delimiters with math tags consistent with WikiMedia's implementation, but keeping the other three standard latex math delimiters. I was constrained by the framework I was working in (jQuery/TiddlyWiki) but came up with a pretty good compromise today.
http://myweb.dal.ca/haines/#PluginMathJax
I know pretty much where all the browsers stand now. Next up, ChemDoodle. It won't be so easy. So maybe I'll whip off my overdone matlab app first.  ;D

Glad to hear things are going well. Turn the young fellow on to Hercules and Rocky and Bullwinkle if he has not discovered them yet. G-Force was frickin awesome too.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 09, 2010, 08:07:08 pm
Nice work on the mountpoint validation. :thumbsup:


Dude! What do the words "Unit Tests" tell you? :) I've got my own shiplist cleaned up with unit tests and TDD. Once things were mostly cleaned up, THEN I worked on generators like the Partial X Refit generator and the current Pirate generator.

http://pet.dhs.org/mediawiki/index.php/OPPlus_and_Test-Driven_Development
 (http://pet.dhs.org/mediawiki/index.php/OPPlus_and_Test-Driven_Development)

Quote
My regexp problem was latex math delimiters... whoever decided to use both single and double dollar signs was a sadistic bastard. I opted to skip the headache and replace the single dollar sign delimiters with math tags consistent with WikiMedia's implementation, but keeping the other three standard latex math delimiters. I was constrained by the framework I was working in (jQuery/TiddlyWiki) but came up with a pretty good compromise today.
[url]http://myweb.dal.ca/haines/#PluginMathJax[/url]
I know pretty much where all the browsers stand now. Next up, ChemDoodle. It won't be so easy. So maybe I'll whip off my overdone matlab app first.  ;D


.. so nothing like Perl's or sed's or grep's regexp?

Quote
Glad to hear things are going well. Turn the young fellow on to Hercules and Rocky and Bullwinkle if he has not discovered them yet. G-Force was frickin awesome too.


Oh he already went through the Hercules weeks ago, and it just so happens that Rocky and Bullwinkle was played on Thursday.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Bonk on October 09, 2010, 08:45:47 pm
As far as I know Javascript/Actionscript's regexp implementation is no different than perl's. If the expression works in perl and then it should work in js and vice versa. (ditto for php...) A regexp is a regexp is a regexp is it not? (don't want to get too far off track here though)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 09, 2010, 08:55:10 pm
Maybe I got confused by your saying that $$ was confusing you. (To me, it's either a special variable in perl and bash: the current process's PID.. or a $ at the end of the line in regexp).
Truth is, there are 2 'levels' of regular expressions that I know. Perl and sed use Extended regexp.

From 'man grep':
Code: [Select]
   Basic vs Extended Regular Expressions
       In basic regular expressions the meta-characters ?, +, {,  |,  (,  and  )  lose  their
       special meaning; instead use the backslashed versions \?, \+, \{, \|, \(, and \).

       Traditional egrep did not support the { meta-character, and some egrep implementations
       support \{ instead, so portable scripts should avoid { in grep -E patterns and  should
       use [{] to match a literal {.

       GNU grep -E attempts to support traditional usage by assuming that { is not special if
       it would be the start of an invalid interval specification.  For example, the  command
       grep -E '{1'  searches  for  the two-character string {1 instead of reporting a syntax
       error in the regular expression.  POSIX.2 allows this behavior as  an  extension,  but
       portable scripts should avoid it.

As far as I know Javascript/Actionscript's regexp implementation is no different than perl's. If the expression works in perl and then it should work in js and vice versa. (ditto for php...) A regexp is a regexp is a regexp is it not? (don't want to get too far off track here though)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Bonk on October 09, 2010, 09:40:07 pm
Maybe I got confused by your saying that $$ was confusing you. (To me, it's either a special variable in perl and bash: the current process's PID.. or a $ at the end of the line in regexp).

See? Even more reasons it was a bizarre choice! (I wonder which predates which?) As the character is everywhere. Tags should be chosen for reasonable uniqueness, ease of parsing and ease of remembering. Arg. I would love to know what the original latex people were thinking... Double dollar signs, ok, but along with single dollar sign tags too? A recipe for disaster.

The problem as you might imagine went something like this:
Quote
"Lor$em ipsum dolor sit amet, consectetur adipisicing elit, sed $4.95 do eiusm$$od te$$mpor incididunt $$ut$$ labo$re$ et dolore ma$$gna$$ aliqua. Ut enim ad minim veniam, $quis$ nostrud exe$rcitati$on ullamco$ laboris $nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit $14.95 on sale in vo$$lupta$$te velit $esse$ cillum dolore eu f$ugi$at nulla pariatur. Excepteur sint occaecat cupidatat non proide$$nt, s$$unt in culpa qui officia deserunt mollit $$anim$$ id est laborum."

How the hell are you supposed to tell what is inside what tag? And which are just prices? Virtually impossible.

This wouldn't work for both (I expect I know why):
Code: [Select]
/\${1}([\s\S]*?)\${1}|\${2}([\s\S]*?)\${2}/gm(the / /gm are wrappers for the regexp in javascript, the m and g specify multiline and global)
But:
Code: [Select]
/\${2}([\s\S]*?)\${2}/gmworks just fine for double tags. I just did not want to try and figure out a way to do it, I don't know them well enough. Then, it would pretty much require escaping dollar signs in the wiki text... I don't like that I want it to all work naturally.

Quote
Truth is, there are 2 'levels' of regular expressions that I know. Perl and sed use Extended regexp.

Javascript is using extended as of v1.5 I'm pretty sure. I've got extended regexps in this thing tested on all major browsers, so it must be. I expect there are a few fiddly differences here and there though.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 09, 2010, 09:49:13 pm
This wouldn't work for both (I expect I know why):
Code: [Select]
/\${1}[\s\S]*?\${1}|\${2}[\s\S]*?\${2}/gm(the / /gm are wrappers for the regexp in javascript, the m and g specify multiline and global)
But:
Code: [Select]
/\${2}[\s\S]*?\${2}/gmworks just fine for double tags. I just did not want to try and figure out a way to do it, I don't know them well enough. Then, it would pretty much require escaping dollar signs in the wiki text... I don't like that I want it to all work naturally.

I .. think I see an error in your regexp. Specifically: "[\s\S]*?"  that "*?" is kinda weird and doesn't make sense to me. Shouldn't that just be *, which is 0-infinity?  ('?' is 0 or 1)


Also, I'm about to give you a headache: both US and Canadian $ formats have the $ in the Beginning of the number. (ie: $1). However, Americans use ',' to separate thousands (or groups of 10^3).

ie:
Canadian: $10400.00
American: $10,400.00

I hope it's not important for your work! :)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Bonk on October 09, 2010, 10:06:16 pm
I understood *? to be a lazy match of the previous token as opposed to the greedy match of just *
As I understand it ? on its own is as you describe (0,1), but *? in sequence is (0,next match) and +? is (1,next match) - if I have it all right.

The other approach I have been taking (currently in the plugin is using +? instead, which penalises empty tags by not parsing them, still not sure if this is a good call or not though, as users may want to insert blank tag for access by other scripts or macros at some point...)

I'l give it a whirl without the ? to see if I can catch single dollar sign tags too, but I think it is just too evil.

International formats for currency don't matter so much to me. That is part of the whole point here, to come up with regexps and tags that do not require that complication to be considered. Just parse the math and let the user type lone dollar signs as usual. If I could parse math tagged in single dollar signs too that would be great, but just the thought of coming up with a regexp to do it makes my head hurt.

P.S. in the copy you quoted I left out the capturing brackets inbetween the tag tokens - a graver error. I was pasting in from old experiments.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 09, 2010, 10:08:40 pm
Oh yeah. Lazy matches. I always miss that one. You win.

I understood *? to be a lazy match of the previous token as opposed to the greedy match of just *
As I understand it ? on its own is as you describe (0,1), but *? in sequence is (0,last match) and +? is (1,next match) - if I have it all right.

The other approach I have been taking (currently in the plugin is using +? instead, which penalises empty tags by not parsing them, still not sure if this is a good call or not though, as users may want to insert blank tag for access by other scripts or macros at some point...)

I'l give it a whirl without the ? to see if I can catch single dollar sign tags too, but I think it is just too evil.

International formats for currency don't matter so much to me. That is part of the whole point here, to come up with regexps and tags that do not require that complication to be considered. Just parse the math and let the user type lone dollar signs as usual. If I could parse math tagged in single dollar signs too that would be great, but just the thought of coming up with a regexp to do it makes my head hurt.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on October 10, 2010, 05:58:43 pm
I was wondering if anything is going to be done to the fighter list?

FireSoul do you miss Ottawa and were ever a Senator's fan if so do you ever go and see them when in LA?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 10, 2010, 07:06:05 pm
I was wondering if anything is going to be done to the fighter list?

No. Why?

Quote
FireSoul do you miss Ottawa and were ever a Senator's fan if so do you ever go and see them when in LA?

Never liked hockey.. and I don't miss winter.. and I don't miss the horrible high tech industry problems Ottawa is living through. No.. I'm happy here in silicon valley.
I sometimes miss family and friends. I sometimes miss the food. I sometimes miss the countryside.  .. but you know? I'm good.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: EschelonOfJudgemnt on October 12, 2010, 02:12:44 pm
Just a quick thought guys.

I don't know how 'compatable' the early years ships are with SFC (i.e. if the weapons are different), but I've seen the shiplist # of ships limitation mentioned a few times now.

If early years ships are implementable (i.e. use basically the same weapons which are available in sfc), you could do a separate shiplist for the early years, with ship availability ending sometime before late/general war era.  The 4.1+ list would remain unchanged, but we'd be able to use the other shiplist if we wanted to play early era.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 12, 2010, 03:15:36 pm

This is true. It wouldn't be OP+ at all. It would be its own mod, with its own models and ships, but would be doable.
.. and I'm not the person to do this. ;)

Just a quick thought guys.

I don't know how 'compatable' the early years ships are with SFC (i.e. if the weapons are different), but I've seen the shiplist # of ships limitation mentioned a few times now.

If early years ships are implementable (i.e. use basically the same weapons which are available in sfc), you could do a separate shiplist for the early years, with ship availability ending sometime before late/general war era.  The 4.1+ list would remain unchanged, but we'd be able to use the other shiplist if we wanted to play early era.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: marstone on October 12, 2010, 04:21:01 pm
It could be early years up to just before x-ships.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on October 12, 2010, 04:24:09 pm
I was wondering if anything is going to be done to the fighter list?

No. Why?

I was just wondering as some of the fighter like Fed mid era are under powered and late era ISC are overpowered imho.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 12, 2010, 07:07:46 pm

I see. I don't currently have an opinion. Make a case, perhaps?

-- Luc

I was wondering if anything is going to be done to the fighter list?

No. Why?

I was just wondering as some of the fighter like Fed mid era are under powered and late era ISC are overpowered imho.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: KBF-Crim on October 12, 2010, 09:59:00 pm
Welcome back FS!!!!!

Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 12, 2010, 11:13:05 pm
Welcome back FS!!!!!

Boo!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Rhaz on October 18, 2010, 09:21:11 pm
welcome back FS!  I look forward to your latest creation
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on October 18, 2010, 10:07:47 pm
welcome back FS!  I look forward to your latest creation

It'll take a few months.. I'm currently redoing all the pirates' loadouts and it's taking forever.
Then there's R11 and R12 to cover. ;p
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Magnum357 on November 03, 2010, 04:24:52 pm
Firesoul, wow!  I haven't seen you online in years.  Great to see ya again.  I do have one question though,
will this OP 4.1 have a "no models" version?  My system just can't handle a lot of graphically intense models. 
I was so happy that you guys made a "no models" version of 4.0.

Also, I can understand what you mean about the Pirate slots, there are a huge numer of ships in those
sections.  I worked on a personal mode called "BAM" (Basic Action Mode) that only has a fraction of the models that 4.0 has, but the pirate slot took me the longest to get done (and I only have two cartels added to make it simple)
so I know how it goest with all the option mounts and variations of Pirate vessels.  The intended perpose
of "BAM" (mostly just for GSA games) was to give beginning players a very "balanced" mode, but after I
released it, most players didn't think much of it.  I could give ya a copy of it if you wish to see what you think?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on November 03, 2010, 09:23:36 pm
Firesoul, wow!  I haven't seen you online in years.  Great to see ya again.  I do have one question though,
will this OP 4.1 have a "no models" version?  My system just can't handle a lot of graphically intense models. 
I was so happy that you guys made a "no models" version of 4.0.

I'm sorry Magnum. There won't be a no models version. I had to recreate the installer since the old sources are lost, (I lost Coopace 4.0's sources too, incidently!) and I don't intend to redo all of the work. Besides, there are 2 other arguments to drop the no models version:
1- it's been 9 years since OP was released. By Moore's law, computers are now about 2^6 (64!) times more powerful for the same cost.
2- The current plan is to include some model fixes to such things as planets to fix some problems Dizzy mentioned.
Hey Dizzy! Weren't you going to look for the models? :)

Quote
Also, I can understand what you mean about the Pirate slots, there are a huge numer of ships in those
sections.  I worked on a personal mode called "BAM" (Basic Action Mode) that only has a fraction of the models that 4.0 has, but the pirate slot took me the longest to get done (and I only have two cartels added to make it simple)
so I know how it goest with all the option mounts and variations of Pirate vessels.  The intended perpose
of "BAM" (mostly just for GSA games) was to give beginning players a very "balanced" mode, but after I
released it, most players didn't think much of it.  I could give ya a copy of it if you wish to see what you think?

I'm well into this project, recently having plotted out the loadouts for the BCH ships. I think I'm doing well. Was there something you wanted to suggest, specifically?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Magnum357 on November 04, 2010, 02:33:56 am
The only wishlist/suggestion I can think about at this time is X weapons.  In BAM, I only added X1 ships
(Taldrens X2 ships just WAY to powerful for my taste) but I took out all of the Phaser-X's since according
to SFB-X1 rules, they officially eliminated the overloaded X-phaser. 

Instead, I simply replaced the Phaser-X with Phaser-1's and added an additional Phaser-3 to simulate
a SFB defense pulse phaser.  May I suggest thos for 4.1?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Lieutenant_Q on November 22, 2010, 12:51:32 am
I'd really like to see the Klingon Movie Ship (the D7T) equipped with a cloaking device.  It might make that ship feel less like a glass cannon.  It also makes some sense from the perspective of why the Klingons didn't make widespread use of the cloak. (the rate of fire of their disrupters were just so fast that the constant cloaking and uncloaking made it tactically, although not strategically, useless)  Klingon Ships with Photon Torpedoes would make more efficient use of the cloak, although not as efficient as the Roms do.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on November 22, 2010, 01:32:13 am
I'd really like to see the Klingon Movie Ship (the D7T) equipped with a cloaking device.  It might make that ship feel less like a glass cannon.  It also makes some sense from the perspective of why the Klingons didn't make widespread use of the cloak. (the rate of fire of their disrupters were just so fast that the constant cloaking and uncloaking made it tactically, although not strategically, useless)  Klingon Ships with Photon Torpedoes would make more efficient use of the cloak, although not as efficient as the Roms do.

I'm not sure that has anything to do with what I'm trying to achieve with OP+. I don't plan to change any of the "canon" additions Taldren made to this SFB-based shiplist.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: IndyShark on November 22, 2010, 07:44:18 am
Firesoul, thank you again for your efforts! You have and will make this a better  game. I can't wait to try out your latest mod
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on November 22, 2010, 04:04:27 pm
I'd really like to see the Klingon Movie Ship (the D7T) equipped with a cloaking device.  It might make that ship feel less like a glass cannon.  It also makes some sense from the perspective of why the Klingons didn't make widespread use of the cloak. (the rate of fire of their disrupters were just so fast that the constant cloaking and uncloaking made it tactically, although not strategically, useless)  Klingon Ships with Photon Torpedoes would make more efficient use of the cloak, although not as efficient as the Roms do.
You can make up your own using shipedit and just add cloaking cost to 15 or 20 and when I do mine I just replace the dizzies with photons on the sides.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on November 22, 2010, 04:06:14 pm
I'd really like to see the Klingon Movie Ship (the D7T) equipped with a cloaking device.  It might make that ship feel less like a glass cannon.  It also makes some sense from the perspective of why the Klingons didn't make widespread use of the cloak. (the rate of fire of their disrupters were just so fast that the constant cloaking and uncloaking made it tactically, although not strategically, useless)  Klingon Ships with Photon Torpedoes would make more efficient use of the cloak, although not as efficient as the Roms do.

An interesting thought, though.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Roychipoqua_Mace on November 23, 2010, 11:02:25 pm
I tried 4.1 out with Knight tonight on GSA and it worked smoothly. Nice job Firesoul!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on November 23, 2010, 11:15:33 pm
I tried 4.1 out with Knight tonight on GSA and it worked smoothly. Nice job Firesoul!

Thanks. ;)
Note: that's just an alpha release! I've been re-doing pirate ships since September and I hope to finish 'em soon.

After that..
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on November 24, 2010, 01:12:18 am
Lemee see if I can get my old HD to work... 
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on November 24, 2010, 01:16:19 am
  • Tossing out some ships, because by now I've run out of space in the shiplist. Guaranteed.

Like some of the never played FF's and commando ships? Some commando ships are useful, most are not. Campaign wise.... a LOT of ships in the SG list get tossed.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on November 24, 2010, 10:39:57 am
  • Tossing out some ships, because by now I've run out of space in the shiplist. Guaranteed.

Like some of the never played FF's and commando ships? Some commando ships are useful, most are not. Campaign wise.... a LOT of ships in the SG list get tossed.

Just because they were never played doesn't mean they didn't have a purpose. I'll try to keep as many such ships in the shiplist as possible.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on November 24, 2010, 11:47:45 am
I know that. The purpose of your shiplist is different from mine. SG shiplists strip out all the clutter players dont want to see taking up purchase slots in their yard. Course, with OCI, it may allow me to be less selective. With your shiplist you are creating a single point mission opportunity where any scenario imagined can be played in multi, therefore ship variety is important and needed. We need both lists. But I would hate to see a frigate commando ship get favored over something like a one or two off war cruiser variant... Im glad Im not u FS, hehe. Tough choices.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on November 24, 2010, 03:44:35 pm
There seems to be something wrong with the installer as it seems damaged I dled it but couldn't get it to install.I am getting NSIS error.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on November 24, 2010, 04:11:11 pm
There seems to be something wrong with the installer as it seems damaged I dled it but couldn't get it to install.I am getting NSIS error.


My home connection is hosting that wiki. And Comcast sucks.
I created a mirror of the installer: http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20100912180929.exe (http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20100912180929.exe)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tus-XC on November 24, 2010, 06:53:18 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?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on November 25, 2010, 12:56:06 am
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.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on November 26, 2010, 08:43:27 pm
It seems to to be fine so far not sure what you are looking for oh there is a Fed Heavy War Destroyer that in space dock all is blacked out.This has 2 fighters in it.


Edit I will Check it out for you.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on November 26, 2010, 10:09:37 pm
It seems to to be fine so far not sure what you are looking for oh there is a Fed Heavy War Destroyer that in space dock all is blacked out.This has 2 fighters in it.

I know of a Gorn HDD that had that issue, and I fixed it since. Do you know which Fed HDW has this problem? If I can isolate it and reproduce the problem, I can add a check for the problem in my tests and prevent it across the whole shiplist.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on November 27, 2010, 12:37:19 pm
This is the ship FireSoul F-HDWXG if I see anymore I will let you know.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on November 27, 2010, 02:34:24 pm
This is the ship FireSoul F-HDWXG if I see anymore I will let you know.

I confirm the problem.

Digging into it. Ah. The number of shuttle 'base' is higher than the number of shuttle 'max'. I will write an automated check for this and see if I can detect the problem with other ships. If I do, I'll report them here.

Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on November 27, 2010, 02:42:30 pm
This is the ship FireSoul F-HDWXG if I see anymore I will let you know.

I confirm the problem.

Digging into it. Ah. The number of shuttle 'base' is higher than the number of shuttle 'max'. I will write an automated check for this and see if I can detect the problem with other ships. If I do, I'll report them here.

The check already existed, however there was an error in the code elsewhere which loaded up the same data in base, max, launchrate and shuttle_size. This has been fixed.
The bottom line: the following issues have been detected and will be corrected in the eventual next alpha release.

Code: [Select]
# ship F-DWX: shuttle_base is more than shuttle max! (base: 3, max: 2)
# ship F-HDWXG: shuttle_base is more than shuttle max! (base: 4, max: 3)
# ship L-BOX: shuttle_base is more than shuttle max! (base: 1, max: 0)
# ship Y-D6D: shuttle_base is more than shuttle max! (base: 3, max: 2)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tus-XC 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 ;)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul 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 (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 (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 (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 (http://pet.dhs.org/mediawiki/index.php/Orion_Pirates_review_and_generation)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: IndyShark on December 04, 2010, 08:07:57 am
This is cool, but we are  obviously neglecting the Monster Fleet.....

great Job Firesoul!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age 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.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul 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...
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul 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 (http://pet.dhs.org/mediawiki/index.php/Implementing_Module_R11)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Bernard Guignard 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
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul 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
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Klingon Fanatic 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.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul 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?

(http://pet.dhs.org/~firesoul/sfc2/rfcwb/r-fwb_in_progress.jpg)
(http://pet.dhs.org/~firesoul/sfc2/rfcwb/rfcwb_front_under.JPG)

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.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Klingon Fanatic 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.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul 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.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Klingon Fanatic 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.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul 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 (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."
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Klingon Fanatic 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

Title: Re: FYI: work in progress: OP+ 4.1
Post by: Klingon Fanatic on December 11, 2010, 04:58:15 pm
Old pictures for an old discussion...

Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul 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);
}


Title: Re: FYI: work in progress: OP+ 4.1
Post by: Bonk 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)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FPF-Tobin Dax 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.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul 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.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Bonk on January 02, 2011, 04:39:32 am
The forge is at 2288. Reset of you need to but otherwise a reset is not due yet. Thanks.

Cool, I don't usually reset till it runs through to 2303 or later. I'll let it run through as usual, then if OP+ 4.1 is ready at that time - wheeeeeeee!  :)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on January 02, 2011, 03:37:55 pm
Don't wait for me: I have R12 to do .. and I'm taking a break from the "smithing" by playing with it.. which lead to me recoding some missions to support such lists better.

.. and then there's the Andro monsters to figure out. I had someone who said he'd look into it, but I think I'll take that over and take care of it.

It'll take a while. ;)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: KBF-Crim on January 13, 2011, 09:51:59 pm
Heh...can I have a D77 yet?..

I've only been asking for like a decade... ;D

Perhaps a couple more of the kink heavy carriers?

Good to see you back FS...hope to fly your wing again...
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on January 13, 2011, 10:04:55 pm
What is a D-77?

Edit: Wait! A K-D7 with 2x warp and 8 dizzies? bazmeg!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: KBF-Crim on January 13, 2011, 10:31:05 pm
Well I modded up one close as I could once...they aint all that....but they are pretty cool...

Power hungry beast it is....flies like a brick... :coolsmiley:
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on January 13, 2011, 11:31:47 pm
How is it power hungry? the four extra dizzies take 16 power to overload, has the same move cost, everything. Am I missing something?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on January 14, 2011, 03:06:20 am
How is it power hungry? the four extra dizzies take 16 power to overload, has the same move cost, everything. Am I missing something?

Yea. His sarcasm.  :crazy2:
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on January 14, 2011, 09:03:58 am
Doh!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: ShadowDiver on January 14, 2011, 03:38:53 pm
I'll put in my two cent's

Firesoul....I have not been playing that long on multiplayer and I am real new to this site..
But I have to tell you.....some of this is AMAZING....I loaded your 4.1 and WOW......from what I have seen so far (which is very little) I like what you have done...the Hydran D7X is real cool as are a few others. my main question is...is it acceptable to change some firing arcs if the preset ones just don't work for you? or how about swapping weapons like... removing 2 fusions and putting in 2 hellbores..
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on January 14, 2011, 08:56:13 pm
Hydran D7 hope work is going fine FS?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on January 15, 2011, 05:16:11 pm
I'll put in my two cent's

Firesoul....I have not been playing that long on multiplayer and I am real new to this site..
But I have to tell you.....some of this is AMAZING....I loaded your 4.1 and WOW......from what I have seen so far (which is very little) I like what you have done...the Hydran D7X is real cool as are a few others. my main question is...is it acceptable to change some firing arcs if the preset ones just don't work for you? or how about swapping weapons like... removing 2 fusions and putting in 2 hellbores..

You can mod your copy of the shiplist all you want. ;)
However, note that I've modified mine based on SFB, the SFC source materials, and don't usually come up with features or changes like that.

Anyway. I am glad you like it.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on January 15, 2011, 05:17:25 pm
Hydran D7 hope work is going fine FS?

huh?

I don't quite follow. I didn't touch the D7H except to add a partial X refit version. H-D7Hx.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: ShadowDiver on January 15, 2011, 10:52:31 pm
Hydran D7 hope work is going fine FS?

huh?

I don't quite follow. I didn't touch the D7H except to add a partial X refit version. H-D7Hx.

That's what I meant....the partial X...
Title: Re: FYI: work in progress: OP+ 4.1
Post by: KBF-Crim on January 15, 2011, 11:11:03 pm
How is it power hungry? the four extra dizzies take 16 power to overload, has the same move cost, everything. Am I missing something?

Yea. His sarcasm.  :crazy2:

Busted!....I guess reverse psycology is out of the question... :P

I figured if he thought it was a pig...the kinks could have one... ;D
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on January 16, 2011, 01:09:31 am
Hydran D7 hope work is going fine FS?

huh?

I don't quite follow. I didn't touch the D7H except to add a partial X refit version. H-D7Hx.

That's what I meant....the partial X...

It's unfortunate that SFC doesn't have X-fusions (no cooldown!) or X hellbores.. or X ESGs.. or.. etc.
Otherwise, a lot of ships would have been a lot more interesting with the XP refit. ;)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on January 16, 2011, 05:29:37 pm
Hydran D7 hope work is going fine FS?

huh?

I don't quite follow. I didn't touch the D7H except to add a partial X refit version. H-D7Hx.

That's what I meant....the partial X...

It's unfortunate that SFC doesn't have X-fusions (no cooldown!) or X hellbores.. or X ESGs.. or.. etc.
Otherwise, a lot of ships would have been a lot more interesting with the XP refit. ;)
Does that include X Photons?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: ShadowDiver on January 17, 2011, 09:06:12 pm
No....

Every other weapon that I have found has an X counter part........in some form or another whether it is actually called an X or Heavy weapon.....even plasmas got upgraded.....but not EGS's, Hellbores or Fusion's......that in and of itself unbalances the game when playing Hydran or Lyran against any other race....even the fracking ISC gets to benefit from the X refits...like the PPD's are not bad enough...
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on January 17, 2011, 10:10:23 pm
No....

Every other weapon that I have found has an X counter part........in some form or another whether it is actually called an X or Heavy weapon.....even plasmas got upgraded.....but not EGS's, Hellbores or Fusion's......that in and of itself unbalances the game when playing Hydran or Lyran against any other race....even the fracking ISC gets to benefit from the X refits...like the PPD's are not bad enough...

Is that from a SFC or SFB perspective, because G2s are so cheese.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on January 17, 2011, 10:11:44 pm

It's unfortunate that SFC doesn't have X-fusions (no cooldown!) or X hellbores.. or X ESGs.. or.. etc.
Otherwise, a lot of ships would have been a lot more interesting with the XP refit. ;)
Does that include X Photons?

Yes. That includes X-Photons, X-Disruptors, a lot of different X-Tech plasmas... etc.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on January 17, 2011, 10:19:02 pm
No....

Every other weapon that I have found has an X counter part........in some form or another whether it is actually called an X or Heavy weapon.....even plasmas got upgraded.....but not EGS's, Hellbores or Fusion's......that in and of itself unbalances the game when playing Hydran or Lyran against any other race....even the fracking ISC gets to benefit from the X refits...like the PPD's are not bad enough...

Is that from a SFC or SFB perspective, because G2s are so cheese.

Ok. Stop it right there!
The Ph-G2, the PLaE, PLaX, The "Heavy" phasers and "Heavy" Photons and "Heavy" Disruptors were all Taldren inventions, inaccurate SFB-wise and way overpowered. (especially the Ph-G2)

The PhX is.. close to the truth, but even it isn't right now-a-days: they removed the Overloading (1.5X damage) but kept something SFC doesn't have: the pulse.
ie: a Ph-1X can pulse as 2 Ph3s defensively.

.. and that's just the beginning. There's more.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on January 17, 2011, 11:00:53 pm
I didn't know they nixed the overloaded phasers in X ships.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: ShadowDiver on January 18, 2011, 08:20:32 pm
I  have to agree......when did they nix the overloaded phasers?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on January 18, 2011, 08:25:22 pm
I  have to agree......when did they nix the overloaded phasers?
In X1-R.  in the section called.. well..  "Changes to the Advanced Technology Rules since module X1 was published"
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on January 18, 2011, 08:48:19 pm
I  have to agree......when did they nix the overloaded phasers?
In X1-R.  in the section called.. well..  "Changes to the Advanced Technology Rules since module X1 was published"

Ahh. (still don't have X1r, so that explains that)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: ShadowDiver on January 19, 2011, 10:05:42 am
uh...yep....

explanation well received..  :)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Roychipoqua_Mace on January 19, 2011, 12:37:22 pm
I may have missed it earlier in the thread, but are you planning to include some of the weird ships like the LDR DFDD or the ISC CW? Ships like them are too good for their points, but it wasn't a fault of OP+ 4.0, it is just the fact that they were in SFB in the first place (like how the KHK has been in SFC since the beginning), and that SFC doesn't have a good way of limiting conjectural ships.

In a Dynaverse campaign, ships like that can be limited or erased from the shipyard, but from a Gamespy/skirmish perspective, there is nothing to keep players from flying those ships. For example, why use the regular Lyran CWLP or the ISC CLZ when better ships are just a couple points more? I wish I could think of a way to limit the cheese ships, but I can't think of anything that isn't used currently in Gamespy (like simply setting the BPV to avoid most of the cheesy ships). Is limiting cheese in a skirmish setting within the scope of 4.1?

Durn'd cheeze. ;)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on January 19, 2011, 08:30:15 pm
I may have missed it earlier in the thread, but are you planning to include some of the weird ships like the LDR DFDD or the ISC CW?

I-CW: yes. LDR? dunno. no. No room.

Quote
Ships like them are too good for their points, but it wasn't a fault of OP+ 4.0, it is just the fact that they were in SFB in the first place (like how the KHK has been in SFC since the beginning), and that SFC doesn't have a good way of limiting conjectural ships.

The players should agree to limit themselves when they play. I should not take away their fun from them.

Quote
In a Dynaverse campaign, ships like that can be limited or erased from the shipyard, but from a Gamespy/skirmish perspective, there is nothing to keep players from flying those ships. For example, why use the regular Lyran CWLP or the ISC CLZ when better ships are just a couple points more? I wish I could think of a way to limit the cheese ships, but I can't think of anything that isn't used currently in Gamespy (like simply setting the BPV to avoid most of the cheesy ships). Is limiting cheese in a skirmish setting within the scope of 4.1?

Not for standard multiplayer, no.

Quote
Durn'd cheeze. ;)

Yup.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on January 21, 2011, 12:40:09 pm
No....

Every other weapon that I have found has an X counter part........in some form or another whether it is actually called an X or Heavy weapon.....even plasmas got upgraded.....but not EGS's, Hellbores or Fusion's......that in and of itself unbalances the game when playing Hydran or Lyran against any other race....even the fracking ISC gets to benefit from the X refits...like the PPD's are not bad enough...

Is that from a SFC or SFB perspective, because G2s are so cheese.

Ok. Stop it right there!
The Ph-G2, the PLaE, PLaX, The "Heavy" phasers and "Heavy" Photons and "Heavy" Disruptors were all Taldren inventions, inaccurate SFB-wise and way overpowered. (especially the Ph-G2)

The PhX is.. close to the truth, but even it isn't right now-a-days: they removed the Overloading (1.5X damage) but kept something SFC doesn't have: the pulse.
ie: a Ph-1X can pulse as 2 Ph3s defensively.

.. and that's just the beginning. There's more.
I do use heavy photons with ph. type 1s in modded shiplist but never or hardly use overloads.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on February 03, 2011, 12:34:57 pm
Quick update: slow but steady. I kitbashed a few models to meet some SSD needs. and it looks like I have a few more to do. This annoys me because meshing and kitbashing takes forever.

In other news, I completed the Feds in R12.. I'm in the process of entering Klingon ships. I only do a couple of ship entries a night: (~30 minutes).


The biggest problem I'm facing is my own determination. I've been working on this for over 6 months. I want to do other things. ;> I've got Civ5 staring at me on my desktop, and soon my copy of Dragon Age 2 will arrive! .. I suppose it's ok if I take long long breaks from this, right? :)

-- FS

PS..
Dizzy: I still don't have your fixed planet meshes, or a proper description on how to fix it.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Keravnos on February 03, 2011, 04:38:49 pm
I have to say that I admire your work.
Everyone has a point that they say "Enough". "No more".
I know I have said it many times myself.
Still, I do think that everyone on this here little planet we call Earth, the most important one in the universe so far as we can tell (feel free to insert any pun or joke you want here, star trek or other), everyone has his niche, everyone can do some things better than anyone else. Not sure how or why this is, still, it's the truth. We 're all here for a little time and we don't know when that time is up. Therefore, however much you want to go play Civ 5, please take some time to finish your job with the OP+ 4.1

SFC II in its latest form is the single best game in which naval tactics and the evolution of technologies of the spaceships of many different races. Besides, if SFC 4 ever takes flight, they 'd be fools not to use your work as a foundation for their game.

SFC II is a great game. Easy to get into, but quite difficult to master. With your shiplist, and the various bugfixes over so many years, it has reached its limits and did everything that it was designed for and even more.

Why is your shiplist important? The obvious reason I can think of is that with the final patch and your shiplist installed, SFC II has amazing potential as a training platform not just for multiplayer scenario, its most amazing potential for me lies in what AI programmers can do with it. There are so many levels that this game can be imporved upon (AI wise) and so many ways that the job done already can be used (one of the things I 'd do with it, if I had the time, money or expertise) is to try to make a layer of strategy superimposing on the tactical ship fighting game we' ve all grown to play and love, with enough AI variations thrown in and with Fleet admiral AI's (leading the fleet) commanding Commodore AI's (leading flottilas), who 'd command Captain AI's into fighting under pre-programmed doctrines. The player would get to make the grand strategy decisions (what to build and distribute enough hulls at different fleets) and just point and click where the fleet should go. The Fleet admiral AI would take it from there.

Gotta admit, I love SFC ever since I first played it. You have been the guiding force for its continuing development for many years now. Just finish the job, if you can, so that it will be ready for anyone who might use what you have created to start using this game as both an experiment into AI development that can be useful for programming students as well as trying to make that layer that will control this.

Other than harpoon and the other games like it, there is quite nothing like SFC in terms of complexity, yet instant accessibility, that could hone tactics possibly useful elsewhere. I am pretty sure naval cadetts will enjoy this game, once they get to know it, much like many of those who actually did play SFB over the years were actual sailors, who played SFB during the little time that they had off duty. It takes a connoisseur to appreciate a game of this caliber and I am sure that many will. If only they get to know it.

Why is SFC important? Well, I have seen some games over in bluesnews where some friends projected a home brew piece of ... software on screen. They roleplayed, got to yell "Damn the torpedos, full speed ahead" and all that, and that 'd be fine, if it wasn't all just so fake, it was just a waste of time. They were just there to make a positive statement, speak up for tolerance, being PC, and whatever else their agenda might have been. THEY JUST DIDN'T GET IT. IT WASN'T A WARSHIP CREW THEY WERE TRYING TO ROLEPLAY, EVEN A FICTIONAL ONE EXISTING ONLY ON MOVIES, IT WAS LOVEBOAT. Don't get me wrong, their intentions were good, no doubt, still, they had no idea of ECM, ECCM, missile warfare, anti missiles, fighter/bomber launch, their recovery, CL, CA, DD, DN and every other piece of the alphabet soup that everyone of the, cadett, junior, active or retired navy personel would recognize and love just like they did in SFB. Because it does take one to know one. Because I, having played A LOT of sci fi in all its iterations (Proud owner of the original SFC and OP, saddly missed out on SFCII) not many others out there, if none can actually make a player feel that he 's in charge of a starship, albeit a completely fictional one, no doubt. I don't know how many kids went to navy because of SFC, I do believe they were many, however.

I know that what I say will automatically trigger the Get a life response
William Shatner SNL skit Get A Life 1986-12-20 (http://www.dailymotion.com/video/x930vt)
still, that's fine. You know that there's some actual tactics in SFC, I know it, so do those who care enough to try to find out. I do believe that there's a lot that can be done with this.

I always liked games that let me know something more or actually understand a concept without a need for that concept to be explained. There are some games out there that once you have played and understood them, you just know. For example, once you play a total war game, you can understand what hammer and anvil strategy consists of, why the horse archers were so dangerous and then, after asking the right questions, understand a lot more about how and why Rome got to be where it did. I think that 's the reason why I got into modding myself. To try to make others understand by playing something that took me literally years of book reading and I still didn't get it.

In the end, a good computer game for me is one that allows a child to be taught, giving direction and drive to his natural curiosity. For example, one of the posts of the Taldren forum that I remember, spoke of a PC gamer, like us, who had his young nephews play alongside him SFC. Once he got down to explain the basics, they picked them up and in literally minutes were into it, having fun, no doubt. At the same time, however, they learnt, without even knowing that they did, all the concepts mentioned earlier, about ECM, ECCM, missile warfare, antimissile warfare, etc.

Think, then, how much easier it would be for those kids, who have acquired a grasp of the basics of naval warfare (even if a sci fi, completely fictional setting) to play harpoon (now that Harpoon's developpers have graciously allowed for a fully functional demo that will last months instead of days). Then, with careful guiding, they 'd learn how to lead a fleet, in a few hours. Since kids minds are much more able to retain information, than us supposedly grown ups, a career in the navy, or the merchant marine, won't sound like such a bad thing, after all. (If only someone told me, when I was 18, what kind of career I could have if I'd went into the armed forces or the merchant marine capt. school, I'd be very thankful now.)

Recruting tool, you 'd ask? It could be used like that, I suppose, still, I'd rather use the term "Appreciation" instead. They 'd learn how to operate alongside eachother, chain of command, in the best way possible, being part of a crew that will have them, under the stern guidance of their captain, learning and understanding exactly what the stations of a naval vessel are, weapons, etc. When I was young, all we had were toy planes and ships, nowadays, for those kids that are lucky enough, they can get to drive a ship, albeit fictional through their computer screens, using the ship simulators that are out there. SFC, through a fictional setting, can be a route to that, a way to let them get the basics, while having fun at the same time.

You see, The army, Marines and Air Force have it easy in this regard. They have first person shooters, very realistic ones at that, Air Force has simulators from the WWI up to present day, however the navy has, well, I don't know, what, harpoon? If that is the case, harpoon is very hard to get into and not many kids will have the attention span to actually want to play it. SFC can help there, I think, making some basic concepts easily accesible. Then they can play harpoon and actually understand and appreciate it as well. Then, who knows, maybe they 'll have a career in the navy, somewhere down the line and be thankful they got to understand what they did, when they did and in the way that they did.

Before getting off my wooden box and allowing you to keep my .02 cents, do it for us, the old geezers, who have enjoyed SFC so much, they got to lose potential girlfriends over it. (Nope, not telling who that schmuck was).

Your job is appreciated, in ways I can't even begin to express. You have earned the unwavering respect of everyone who has played SFC, liked it and then googled "SFC II Orion Pirates" even once to see what was going on. There is nothing you need to prove now. Please, try to find the energy and effort to finish this, because it IS very important.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on February 03, 2011, 11:20:35 pm
wow.. that was.. wow.

.. Ok. I wanna hear more about the lost potential.. !
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Astarte on February 03, 2011, 11:26:13 pm
Oh..he'll get back into it I'm sure...just taking breaks before the burn out sets in.

Also..I am a selfish wife.  I want to spend time with my husband some nights.  *winks*
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on February 03, 2011, 11:36:16 pm
Now THAT was cool, Keravnos
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on February 03, 2011, 11:53:04 pm
I am speechless. I can't really respond to that properly..

.. except to start up the VM and try to get a couple of those F6 variants done.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on February 03, 2011, 11:55:00 pm
I am speechless. I can't really respond to that properly..

.. except to start up the VM and try to get a couple of those F6 variants done.


Seriously, let me know how I can help :)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on February 04, 2011, 12:18:50 am
I am speechless. I can't really respond to that properly..

.. except to start up the VM and try to get a couple of those F6 variants done.



Seriously, let me know how I can help :)


Got R12? I got a list of ships to cover..
http://pet.dhs.org/mediawiki/index.php/Implementing_Module_R12 (http://pet.dhs.org/mediawiki/index.php/Implementing_Module_R12)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Keravnos on February 04, 2011, 02:06:04 am
wow.. that was.. wow.

.. Ok. I wanna hear more about the lost potential.. !

No, you don't. It 's been so long, still it bugs me like you wouldn't believe.
Still trying to come to grips with it. Still I know now what NOT to do, next time around.

Really appreciative for holding the fort, or should I say, the helm. SFC (OP+ was the final installment of SFB, SFC3, well, no thanks)
was one of those games that are really worth the time invested in them, even if, at times it almost feels like a job, like actually running the ship.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Czar Mohab on February 04, 2011, 03:04:54 am
You see, The army, Marines and Air Force have it easy in this regard. They have first person shooters, very realistic ones at that, Air Force has simulators from the WWI up to present day, however the navy has, well, I don't know, what, harpoon? If that is the case, harpoon is very hard to get into and not many kids will have the attention span to actually want to play it. ...


688(I) Hunter/Killer in 1997 and later Sub Command around 2001. Also available around the same time period was Jane's Fleet Command. Never really got into that one for some reason. Being a proud Bubble Head, I am a firm believer that what floats above water is merely another target for what lies beneath; and there is nothing that a sub and her motivated crew can't do, such as the only ground combat operation on the Japanese homeland (http://yellowairplane.com/34th/True_WW2_Stories/USS_Barb_SS-220_Submarine_Story.html) during WWII, sinking the largest vessel ever sunk by submarine (http://en.wikipedia.org/wiki/Japanese_aircraft_carrier_Shinano) and, for a more modern twist, putting "warheads on foreheads (http://www.navy.mil/navydata/cno/n87/usw/fall_winter07/GlobalPresence.html)". Guess with all that awesome power, I never felt the need for fleets.

In 688(I) Hunter/Killer you play out a series of campaigns from the point of view of a commanding officer of one of the US Navy's Los Angeles (Improved) class submarines. Every aspect of acquiring, tracking, and eventually killing (or not, sometimes there were friendlies you had to distinguish between) contacts was surprisingly accurate. Considering I wasn't on a 688 or 688(I), it was still very easily carried over to a 726 class sub. As for ship's operating speeds and/or depths, I simply do not know how accurate those are/were, as I was stationed on a different class entirely.

Sub Command added an Akula attack sub and a Seawolf class to the base 688(I) game, with missions specific to those vessels. While the basics carried over to the two new classes, it was still a learning curve to adjust to the Akula; the Seawolf was a breeze to figure out.

Sure, they are video games, but when the time came for me to step up to the plate and assist in tracking targets, real or simulated, I had more experience in what was going on than the average Joe. So your point is quite valid.

Let me put it another way: Based on experience from the game, having the ability to correct the OOD's (Officer Of the Deck, in this particular case, the Weapons Officer) orders and be able to recommend the proper course of action, and be 100% correct = priceless. Having him disregard the recommendation, miss the shot and then be told at the simulation debrief "You should have listened to him..." = more priceless.

So, to get back on track, finish enhancing our futuristic space navy sim at your own pace, we'll be patient. Maybe, just maybe, the future of whatever real life Starfleet we earthers come up with will have been trained from it. Or not; we'll have fun with it either way.

P.S. Rumor of the time was that 688(I) was used as a training tool by the Navy for submariners. Never could find out if it was true or not.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Klingon Fanatic on February 25, 2011, 08:50:28 pm
Update please...
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on February 25, 2011, 08:55:23 pm
Update please...


For day-to-day updates see:
http://pet.dhs.org/mediawiki/index.php/OPPLus_Project_Blog (http://pet.dhs.org/mediawiki/index.php/OPPLus_Project_Blog)

Note: I certainly don't work on this every day. I have a full time job with increasing responsibilities. I have a family, and I've decided that instead of getting sick of working on SFC stuff that I'd play other things in the mean time if I felt like it. ;>

-- FS
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Klingon Fanatic on February 25, 2011, 09:49:12 pm
Update please...


For day-to-day updates see:
[url]http://pet.dhs.org/mediawiki/index.php/OPPLus_Project_Blog[/url] ([url]http://pet.dhs.org/mediawiki/index.php/OPPLus_Project_Blog[/url])

Note: I certainly don't work on this every day. I have a full time job with increasing responsibilities. I have a family, and I've decided that instead of getting sick of working on SFC stuff that I'd play other things in the mean time if I felt like it. ;>

-- FS


Firesoul,

Forum writing can never convey the true tone or nuiance of a conversation. I had questions about whether or not OP+ 4.1 will fit into (or not) SFC: EAW CE. My inquiry was poorly written after I read the Update threads that were posted recently in the general forum.

Most everyone here, understands that family and real life come first. I have a similar situation to yours in that regard. No intent of 'get on with it' was ever meant to be imparted in my poorly written update request. I understand about the non-SFC games part too. I am also anxiously awaiting the release of a Star Wars: EAW/FOC Clone Wars mod called Republic at War. I have a new laptop myself that I am using to help contribute to the ongoing development of  Wagic: The Home Brew (basically, Magic the Gathering card game for PSP), playing Mechwarrior IV Mercenaries (from Mektek.net), Crysis and the Mechwarrior Living Legends Mod for it, until the next version of OP+ gets released. At that time I expect to install SFC: OP. Sorry about any misunderstanding.

Thanks for your continued support of the SFC community.

P. S.

I have a retexture of the FNT you might be interested in having a look at. I can't find the CV program anywhere to take a quick picture of it.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on February 25, 2011, 11:27:10 pm
Update please...


For day-to-day updates see:
[url]http://pet.dhs.org/mediawiki/index.php/OPPLus_Project_Blog[/url] ([url]http://pet.dhs.org/mediawiki/index.php/OPPLus_Project_Blog[/url])

Note: I certainly don't work on this every day. I have a full time job with increasing responsibilities. I have a family, and I've decided that instead of getting sick of working on SFC stuff that I'd play other things in the mean time if I felt like it. ;>

-- FS


Firesoul,

Forum writing can never convey the true tone or nuiance of a conversation. I had questions about whether or not OP+ 4.1 will fit into (or not) SFC: EAW CE. My inquiry was poorly written after I read the Update threads that were posted recently in the general forum.

Most everyone here, understands that family and real life come first. I have a similar situation to yours in that regard. No intent of 'get on with it' was ever meant to be imparted in my poorly written update request. I understand about the non-SFC games part too. I am also anxiously awaiting the release of a Star Wars: EAW/FOC Clone Wars mod called Republic at War. I have a new laptop myself that I am using to help contribute to the ongoing development of  Wagic: The Home Brew (basically, Magic the Gathering card game for PSP), playing Mechwarrior IV Mercenaries (from Mektek.net), Crysis and the Mechwarrior Living Legends Mod for it, until the next version of OP+ gets released. At that time I expect to install SFC: OP. Sorry about any misunderstanding.

Thanks for your continued support of the SFC community.

P. S.

I have a retexture of the FNT you might be interested in having a look at. I can't find the CV program anywhere to take a quick picture of it.


Re: SFC:EAW .. I don't know. I've chosen to focus on getting a good shiplist for OP out, as originally planned. I, or others, can then redo the shiplist to match EAW's needs afterwards. Besides, NW is having fun moving the game's guts around a bit, so I think it's best to wait till he's done adding/removing/changing the shiplist's columns before any shiplist for EAW is reworked.

Re: other games.. Dragon Age 2! My 2-copies (both my wife and I) pre-order from early January should arrive within a few weeks! :)

Re: real life, and SFC support..   uhh.. I sucked there. I did nothing for about 5 years. sorry about that..  But having worked a on SFC ships (a little bit at a time) for a few months now I do want to take breaks and recuperate.

Re model: sure, I can look. No promises tho!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tulwar on February 26, 2011, 12:26:09 am
Since NW was mentioned, I'm wondering whether new items are being added to match new scripts, like race specific asteroid bases, different spacedocks for different eras, and that sort of thing.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on February 26, 2011, 10:13:12 am
Aww shucks. I could do that even before the SFC:EAW project..

.. but seriously, I can't discuss WHAT NW is doing. Sorry.  Divulging that information is not up to me.

Since NW was mentioned, I'm wondering whether new items are being added to match new scripts, like race specific asteroid bases, different spacedocks for different eras, and that sort of thing.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Keravnos on March 09, 2011, 03:31:59 pm
I just played a skirmish game on OP with your latest installment Firesoul. Single player.
I have to say, I just love this game. Brings out the admiral in all of us. I do need to take a refresher course though. I flew the ship. If you know how to handle subsystems you can fight the ship. Subsystems' is what this game is about.
What can I say, it's a rotten shame that this game wasn't the best seller it ought to be. Still, you breathed new life to the old ship and for this, I for one, am grateful. Enormously so.

I understand that you have other preoccupations in life and I respect that. Family first. No arguments there. Still, whenever you do have the time, do spare some effort to keep working on your project, that, I think I speak for everyone here, really has made what was a good game, great.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: JZoro on March 11, 2011, 03:40:23 pm
This mod has always left a dry taste in my mouth. I tried it several times and it's just "meh" whatever. Why you people bow down and suck up to this arrogant, egoistic, clown that created this mod is beyond me and many others. Oh well, some people just went ahead and got a life after SFC and some people didn't. 
Title: Re: FYI: work in progress: OP+ 4.1
Post by: knightstorm on March 11, 2011, 03:46:09 pm
If you "got a life after SFC," then why are you bothering posting on a SFC forum?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on March 11, 2011, 03:47:47 pm
This mod has always left a dry taste in my mouth. I tried it several times and it's just "meh" whatever. Why you people bow down and suck up to this arrogant, egoistic, clown that created this mod is beyond me and many others. Oh well, some people just went ahead and got a life after SFC and some people didn't. 

1- Yes, I have an ego. Deal with it. Has nothing to do with the mod.
2- I don't particularly want to be sucked up to either! lol .. but I secretly enjoy it. (not so secretly now, I suppose)
3- Yes I am arrogant.
4- No, I'm not a clown.
5- If you don't like it, don't play it.

I don't have a problem about you not liking the mod. Make your own.

-- FS

PS. My original response, which I backspaced and started over, would have probably gotten me banned from these forums.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: JZoro on March 11, 2011, 03:52:51 pm
If you "got a life after SFC," then why are you bothering posting on a SFC forum?

Ooooh, a firesoul contingent. Maybe I'm just checking into see what has been going on all these years? eh? I may or may not have a life but I'm not the one down on my knees sucking off the kitty.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: JZoro on March 11, 2011, 03:58:37 pm
This mod has always left a dry taste in my mouth. I tried it several times and it's just "meh" whatever. Why you people bow down and suck up to this arrogant, egoistic, clown that created this mod is beyond me and many others. Oh well, some people just went ahead and got a life after SFC and some people didn't. 

1- Yes, I have an ego. Deal with it. Has nothing to do with the mod.
2- I don't particularly want to be sucked up to either! lol .. but I secretly enjoy it. (not so secretly now, I suppose)
3- Yes I am arrogant.
4- No, I'm not a clown.
5- If you don't like it, don't play it.

I don't have a problem about you not liking the mod. Make your own.

-- FS

PS. My original response, which I backspaced and started over, would have probably gotten me banned from these forums.

Wait a minute! Didn't you just post that you have all these limited time issues, yet it took minutes for you to post a response. Here is a piece of advice, Kitty. Shut the hell up and get back to work on the mod. You have a dead game to support.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on March 11, 2011, 04:06:16 pm
This mod has always left a dry taste in my mouth. I tried it several times and it's just "meh" whatever. Why you people bow down and suck up to this arrogant, egoistic, clown that created this mod is beyond me and many others. Oh well, some people just went ahead and got a life after SFC and some people didn't. 

1- Yes, I have an ego. Deal with it. Has nothing to do with the mod.
2- I don't particularly want to be sucked up to either! lol .. but I secretly enjoy it. (not so secretly now, I suppose)
3- Yes I am arrogant.
4- No, I'm not a clown.
5- If you don't like it, don't play it.

I don't have a problem about you not liking the mod. Make your own.

-- FS

PS. My original response, which I backspaced and started over, would have probably gotten me banned from these forums.

Wait a minute! Didn't you just post that you have all these limited time issues, yet it took minutes for you to post a response. Here is a piece of advice, Kitty. Shut the hell up and get back to work on the mod. You have a dead game to support.

I have this thread on email watch, and I *am* at work.

You know what? You're right: I have work to do which is more important that dealing with you. I'll flame you back tonight.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: marstone on March 11, 2011, 04:16:57 pm
seems someone came back with a new nic so they can flame.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Astarte on March 11, 2011, 04:37:54 pm
At least FireSoul can legitimately claim he gets laid regularly.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: LordSaxon on March 11, 2011, 04:55:00 pm
This guy took the time to make an account just to make a personal attack on someone; sounds like he took too much viagra for his e-penis. If you don't care for the mod don't use it, or better yet make a better one. Either way, shut the fuk up.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: marstone on March 11, 2011, 05:05:24 pm
actually he will end up attacking most of the community from what I am figuring.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tus-XC on March 11, 2011, 05:08:14 pm
Wonder which troll this person is....
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FCM_SFHQ_XC on March 11, 2011, 05:52:50 pm
 
Wait a minute! Didn't you just post that you have all these limited time issues, yet it took minutes for you to post a response. Here is a piece of advice, Kitty. Shut the hell up and get back to work on the mod. You have a dead game to support.
Good-Bye then, Banned for trolling, baiting, not maintaining a civil manner, and disruptive behavior.. simple as that.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Sirgod on March 11, 2011, 06:14:49 pm
Good riddance to bad rubbish.

what an ass hat.

Stephen
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on March 11, 2011, 07:17:17 pm
He/she/it probably had an interesting reason to be pissed with me. I'm kinda curious what it is, in fact.

... But that's okay: I can take having people pissed at me.   8)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Sirgod on March 11, 2011, 08:30:34 pm
Nah Firesoul. There is no reason at all for a person with 5 posts to their name to come in and bash people in every single post.  we don't like our honored guests being treated that way.

This is your guys home as much as it is ours, and I know I speak for all of us, when I say, we won't let our family be talked to that way.

Stephen
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Czar Mohab on March 11, 2011, 09:45:09 pm
PS. My original response, which I backspaced and started over, would have probably gotten me banned from these forums.

Ctrl+a, then delete, is faster. Possibly more efficient. Depends on what your end goal is. 'Cause appearantly you have limited time issues. Or at least I may have read that somewhere...  :D

I may or may not have a life but I'm not the one down on my knees sucking off the kitty.

You gotta graduate from the goats, first, bucko.

You have a dead game to support.

It didn't die...

I'll flame you back tonight.

Going out on a limb - that's what she said...? I don't know - that one's a little akward and hard to get a grip on.

... THAT's what she said. :D I knew I had one in there somewhere.

... wow I just can't seem to stop after just one.

...

Good-Bye then, Banned for trolling, baiting, not maintaining a civil manner, and disruptive behavior.. simple as that.

Definately was not a master of at least one of those... or was he...??

---------------------------------------------------------------------------------

Hopefully that was taken as intended, and made you all laugh a little. I've been sans internet all day and totally missed this until now.

FS, and all the other providers - your stuff is the poo (slang for awesome)! I mean it. You work a full time job, some, if not most, have families on top of that, and then, squeezed in between sales reports, soccer practice, dinner and a school play, you find the time to bring imagination to life and give us not-quite-as-hard-working peeps something purdy to look at and nifty to play with.

... i'll let that go ...

Well, ultimately this is our house. I don't know about you, but I generally try to keep the poo (slang for poo) out of my house. Sometimes you just don't notice after you've stepped in it and taken a step or two inside. I think that that's all that happened here; someone stepped in poo that spread around the house a bit. Thankfully we caught it before it spread too far.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on March 11, 2011, 10:09:13 pm
Nah Firesoul. There is no reason at all for a person with 5 posts to their name to come in and bash people in every single post.  we don't like our honored guests being treated that way.

This is your guys home as much as it is ours, and I know I speak for all of us, when I say, we won't let our family be talked to that way.

Stephen

Though he/she/it makes a good point: I shouldn't be an honoured guest. I think all SFC players should be honoured guest at this point on, many more than I since I was away from this community for about 5 years or so.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Lieutenant_Q on March 11, 2011, 10:45:21 pm
Nah Firesoul. There is no reason at all for a person with 5 posts to their name to come in and bash people in every single post.  we don't like our honored guests being treated that way.

This is your guys home as much as it is ours, and I know I speak for all of us, when I say, we won't let our family be talked to that way.

Stephen

Though he/she/it makes a good point: I shouldn't be an honoured guest. I think all SFC players should be honoured guest at this point on, many more than I since I was away from this community for about 5 years or so.

We all take breaks, some longer than others.  Your work is very appreciated regardless.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: knightstorm on March 11, 2011, 11:00:51 pm


I may or may not have a life but I'm not the one down on my knees sucking off the kitty.


You gotta graduate from the goats, first, bucko.




He strikes me as being more the type of person that's into gerbiling.
(http://images.wikia.com/southpark/images/2/26/Lemmiwinks.JPG)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: ShadowDiver on March 12, 2011, 01:16:09 am
hehehe...hahaha..hohohoh.hehehe
 :laugh: :laugh: :laugh: :laugh: :laugh: :laugh:
 :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:
:dance: :dance: :dance: :dance: :dance:
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Sirgod on March 12, 2011, 12:30:03 pm
Nah Firesoul. There is no reason at all for a person with 5 posts to their name to come in and bash people in every single post.  we don't like our honored guests being treated that way.

This is your guys home as much as it is ours, and I know I speak for all of us, when I say, we won't let our family be talked to that way.

Stephen

Though he/she/it makes a good point: I shouldn't be an honoured guest. I think all SFC players should be honoured guest at this point on, many more than I since I was away from this community for about 5 years or so.
Shoot dude, I think all of you guys are honored guests. From the standbys of Dizzy and Age, to those who don't post that often like Indyshark, and Ravok.

This is your home man.

Stephen
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Julin Eurthyr on March 13, 2011, 11:37:26 am
You have a dead game to support.

The scene - some little village in video game land...

Trauma Center WII:  Bring out your dead...
Call of Duty: Got one here
flops Starfleet Command: Empires at War onto cart
EAW: I'm not dead yet
TC: here you go, 9 pence...


I'm sure we know how the rest of the scene will go, when EAW gets off the cart after being throughly modded and blows CoD out of the skies... :)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Keravnos on March 13, 2011, 06:40:47 pm
SFC (in every version therof) will only die when we allow it to die. This forum is proof enough that we care enough for SFC not to let this happen.
Truth is there aren't many games out there that can even come close.

Title: Re: FYI: work in progress: OP+ 4.1
Post by: Lieutenant_Q on March 13, 2011, 09:02:59 pm
You have a dead game to support.

The scene - some little village in video game land...

Trauma Center WII:  Bring out your dead...
Call of Duty: Got one here
flops Starfleet Command: Empires at War onto cart
EAW: I'm not dead yet
TC: here you go, 9 pence...


I'm sure we know how the rest of the scene will go, when EAW gets off the cart after being throughly modded and blows CoD out of the skies... :)

Well, I mean, seriously, what does call of duty have?  A couple of tanks?  Even a "dead" starship usually still has one Phaser left, and I'll take one Phaser bank over a company of tanks any day.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Czar Mohab on March 14, 2011, 12:19:49 am
Well, I mean, seriously, what does call of duty have?  A couple of tanks?  Even a "dead" starship usually still has one Phaser left, and I'll take one Phaser bank over a company of tanks any day.


Even if the "tanks" are a Qari T-80 command cruiser and two BM1 destroyers?

OOoo.. what if it is a phaser on a Qari "tank"?

Now there's a thought for the next enh. package...  ;)

EDIT: Can't believe I forgot this earlier:

(http://www.threadbombing.com/data/media/13/toughguy.jpg)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FA Frey XC on March 16, 2011, 12:14:22 am
It amazes me that this game is so awesome people have to come back under different logins just to try to prove it isn't.

 :smitten: :smitten: :smitten: :smitten:

You guys and gals all rock too, join us on Facebook!

Regards,
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FA Frey XC on March 16, 2011, 12:17:57 am
At least FireSoul can legitimately claim he gets laid regularly.

Pffft, pics or it's lies.

Regards,
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on March 16, 2011, 01:47:41 am
At least FireSoul can legitimately claim he gets laid regularly.


Pffft, pics or it's lies.

Regards,


(http://pet.dhs.org/~firesoul/pics/20100806_IMVU_picnic/DSC_7625.jpg)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Czar Mohab on March 16, 2011, 02:08:32 am
FireSoul FTW!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Bonk on March 16, 2011, 09:03:48 am
Holy crap... it has been that long?  :o  Seems like yesterday. Wow.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FPF-DieHard on April 05, 2011, 09:43:59 am
What's your plan for Partial X refits?  Before I gave up we were going to add them to the SGO mod but all it was going to be wasw the additional power from XPR generators and converting Ph-2 to Ph-1.  Everything else was either impossible to impement or OTT.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on April 05, 2011, 08:10:49 pm
What's your plan for Partial X refits?  Before I gave up we were going to add them to the SGO mod but all it was going to be wasw the additional power from XPR generators and converting Ph-2 to Ph-1.  Everything else was either impossible to impement or OTT.


It's mostly automated through code I wrote.
I tell it "here's a ship! find it in the shiplist and add a refit version of it that's partial X!". It then creates the ship and I check it out. I also get output that I put up on my wiki.

So. The script does a lot of dronerack upgrades, ph1,2 -> phX upgrades, XPR, XBatteries, ...
Plasmas with my own conversion adjustments.. (ie: S->R since there's no M, +10 BPV for the extra damage balances right).. I leave shoulder (LP/RP) PLaFs alone since they have a stasis and that helps a lot.
It does some disruptor range upgrades too.

It's a big question. Is there something specific you wanted to know?
See: http://pet.dhs.org/mediawiki/index.php/Partial_X_Refit_Rules (http://pet.dhs.org/mediawiki/index.php/Partial_X_Refit_Rules) .. I typed a lot of it out already.

-- FS


Title: Re: FYI: work in progress: OP+ 4.1
Post by: Magnum357 on April 06, 2011, 06:40:55 pm
Hey Firesoul, good luck with your 4.1 mod.  I can't really play SFC anymore (Tron, and other situations) I hope you guys can keep this community alive.  I tried playing Space Empires to alieviate my "fun" cravings but that is a logistics nightmare. 

If anyone wants a copy of BAM (which is basically a "lighter" version of Firesouls shiplist) let me know.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on April 10, 2011, 09:33:18 pm
Ok.. That should be the last of the playable ships from R12..

I just uploaded an OP+ Pre-alpha 3 installer.  (why 'pre-alpha' and not 'beta'? It's because it's not just testing, but I'm still developping it and changing things, adding things)

Download: http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110410185624.exe (http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110410185624.exe)
More Details: http://pet.dhs.org/mediawiki/index.php/OPPlus_4.1_project_wiki#Pre_Alpha_3 (http://pet.dhs.org/mediawiki/index.php/OPPlus_4.1_project_wiki#Pre_Alpha_3)

# of shiplist entries so far.. 8250.


-- FS
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Keravnos on April 11, 2011, 12:03:09 pm
No more to add, or if they are, they can't be really important.
(http://1.bp.blogspot.com/_0bZF5x85JBI/TT2trcKAnDI/AAAAAAAABJI/MBf-FOM1DPA/s1600/thank-you.jpg)

A question.
Quote
Z-CVAx
Z-CVAR : is size class 2
Z-CVAR : 1*DroB upgraded to 1*DroB for 11BPV.
increased the number of ADD12 from GX racks from 0 to 1.
Z-CVAR : 2*DroB upgraded to 2*DroB for 22BPV.
increased the number of ADD12 from GX racks from 1 to 3.
Z-CVAR : 2*ADD12 upgraded to 2*DroB for 22BPV.
increased the number of ADD12 from GX racks from 3 to 5.
Z-CVAR : 1*DroB upgraded to 1*DroB for 11BPV.
increased the number of ADD12 from GX racks from 5 to 6.
Z-CVAR : 2*Ph1 upgraded to 2*PhX for 2BPV.
Z-CVAR : 3*Ph1 upgraded to 3*PhX for 3BPV.
Z-CVAR : 2*Ph1 upgraded to 2*PhX for 2BPV.
There are 6 ADD12 to set up
NOT ENOUGH ROOM. won't allocate add12 (6): not enough mountpoints (0) available!
now allocating to non-mountpoints. Fix it later!
Z-CVAR: batteries increased from 7 to 19 for 18 BPV.
Z-CVAR: APR increased from 5 to 10 for 12.5 BPV.
Z-CVAR: BPV increased from 252 to 356


when you say
Quote
NOT ENOUGH ROOM. won't allocate add12 (6): not enough mountpoints (0) available!
now allocating to non-mountpoints. Fix it later!


What do you mean? How can there be not enough room? Are there fixed limits? Is there a limit to how many hardpoints a ship can have?
And if that is the case, what do you propose to do about it, now that the code is accessible? Is there a way out of this ?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Klingon Fanatic on April 11, 2011, 08:32:39 pm
Ok.. That should be the last of the playable ships from R12..

I just uploaded an OP+ Pre-alpha 3 installer.  (why 'pre-alpha' and not 'beta'? It's because it's not just testing, but I'm still developping it and changing things, adding things)

Download: [url]http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110410185624.exe[/url] ([url]http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110410185624.exe[/url])
More Details: [url]http://pet.dhs.org/mediawiki/index.php/OPPlus_4.1_project_wiki#Pre_Alpha_3[/url] ([url]http://pet.dhs.org/mediawiki/index.php/OPPlus_4.1_project_wiki#Pre_Alpha_3[/url])

# of shiplist entries so far.. 8250.


-- FS


Thank you Firesoul!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on April 11, 2011, 11:46:52 pm
Quote
NOT ENOUGH ROOM. won't allocate add12 (6): not enough mountpoints (0) available!
now allocating to non-mountpoints. Fix it later!

What do you mean? How can there be not enough room? Are there fixed limits? Is there a limit to how many hardpoints a ship can have?
And if that is the case, what do you propose to do about it, now that the code is accessible? Is there a way out of this ?

That was my Partial X converter script. It basically told me I ran out of mountpoints so it didn't know where to put ADDs. I had to fix up the ship manually, essentially removing some GX-style racks in favour of a lower BPV until it could fit.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Keravnos on April 12, 2011, 05:54:34 am
Now I got it. Thx. I can be a little slow sometimes.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on April 14, 2011, 02:17:01 am

FYI:

I am trying to contact Anduril regarding Andro models he's made: I would like to both use them and modify them. (ie: you can see through some parts of the break mod and I'd like to fix those up, create LODs, etc. Just some housekeeping on the models).

From a file that came along with Andro models made by him:
Code: [Select]
***Credits***

Mesh, textures, Illums, Break mod, hp's and dp's by Anduril

(...)

****comments****
IF YOU WISH TO REPOST, RE-TEXTURE OR REWORK THE MESH
I would ask you seek prior approval BEFORE RELEASING ANY SUCH
RE-MODELS.

I will leave him a message via the forums here, but if anyone knows how to reach him or can reach him for me let me know.

-- FS
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on April 15, 2011, 10:51:58 am
For the record, I received a very nice email:

Quote
On 4/15/2011 5:56 AM:
> Sure, go ahead and use them.  Thanks for asking!
>
> Take care
> Anduril

Title: Re: FYI: work in progress: OP+ 4.1
Post by: KBF-Crim on April 15, 2011, 08:46:01 pm
D77 you bastage!!!!!

 ;D

P.S. some of those Conjectoral klink carriers too! :spam:
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on April 15, 2011, 08:53:30 pm
Over my dead Andro X-ship. ;p

D77 you bastage!!!!!

 ;D

P.S. some of those Conjectoral klink carriers too! :spam:
Title: Re: FYI: work in progress: OP+ 4.1
Post by: 762_XC on April 15, 2011, 11:05:34 pm
Crimmy. Step AWAY from the cheese.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on April 15, 2011, 11:42:58 pm

From: http://www.starfleetgames.com/sfb/sft/scary_ship_1.htm (http://www.starfleetgames.com/sfb/sft/scary_ship_1.htm)

(R3.J5) KLINGON D77 BULLET CRUISER: Legend has it that the Klingon Galactic Bureau actually managed to convince the Federation’s Galactic Intelligence Agency that this ship existed. As the SSD shows, this variant of the D7 has an extra pair of engines mounted on wings extending up from the main hull. This provided more firepower (four extra disruptors) not to mention more raw power for movement, reinforcing shields, electronic warfare, etc. (this ship can move speed 31 while normally arming and firing all weapons, or 24 overloading). Presumably the boom would have required some revisions to clear the firing arcs for the upper disruptors, and note the change to the arcs for the waist phasers.

Other data: Same as D7 except Year in Service Y174, Docking Points 9, Explosion Strength 31, Notes CJ.
Design by Stephen V. Cole.

Fed and Emp Data: Does not exist and cannot be built.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on April 15, 2011, 11:44:05 pm
ps:  :crazy2:  :P  ;D  ;)  ::)  :laugh:
... and  :knuppel2:
Title: Re: FYI: work in progress: OP+ 4.1
Post by: KBF-Crim on April 16, 2011, 04:47:58 pm
You really hate me dont you.... :'(

What purpose is an SSD if not to be used to Play with the ship?

;D

PS...the Federation LIES....here is a picture of the "non existant ship"

(http://sfc.battleclinic.com/docks/images/f/f896ceaadb5a2ca334d0310db7194439.JPG)


 :coolsmiley:
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on April 16, 2011, 05:44:11 pm
WARNING!

FYI.. shalafi's doing much of the 'Andros As Monsters' work.
See: http://pet.dhs.org/mediawiki/index.php/Andros_as_Monsters (http://pet.dhs.org/mediawiki/index.php/Andros_as_Monsters)

Queue music: powerhouse (http://www.youtube.com/watch?v=N9-7uLg-DZU#)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Shalafi on April 16, 2011, 05:47:06 pm
Anyone who knows some of my ship modding knows to be scared   :rwoot:

MUAHAHAHHAHAAH :D
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on April 16, 2011, 06:22:00 pm
Firesoul. I would poke WickedZombie45 - he has a full on fleet of Antromedans on his site.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Magnum357 on April 16, 2011, 09:19:37 pm
I have heard of the D77.  There is no way that design would ever be included in BAM.  Steve must consider the ship a really bad joke is all I can say.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on April 16, 2011, 11:34:43 pm
Firesoul. I would poke WickedZombie45 - he has a full on fleet of Antromedans on his site.

You are correct. WZ45's andro models are very nice indeed.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: KBF-Crim on April 17, 2011, 12:12:17 am
I have heard of the D77.  There is no way that design would ever be included in BAM.  Steve must consider the ship a really bad joke is all I can say.


Man...you guys are harsh...

I've only be asking for...*looks at watch*...12 years...

Just slap an R on it and tuck it in somewhere...at least I could play with it without having to swap out the shiplist...

Bullet Cruisers ARE in the official SFB online ship list:

http://www.sfbonline.com/ships.jsp (http://www.sfbonline.com/ships.jsp)

As is the DV7...heavy carrier...

Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on April 17, 2011, 12:20:29 am
Ah, that just means you can download the SSD :-P
Title: Re: FYI: work in progress: OP+ 4.1
Post by: KBF-Crim on April 17, 2011, 12:32:30 am
Ah, that just means you can download the SSD :-P

Which means it exists just as much as any other FANTASY ship....

NONE of these ships "exist".... :coolsmiley:

There is no damn spoon.... ;D
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on April 17, 2011, 02:39:38 am
Crim.. I could only add that ship in if it was in as a MONSTER.

..... hmmm................................    :angel:
Title: Re: FYI: work in progress: OP+ 4.1
Post by: 762_XC on April 17, 2011, 09:36:07 am
Crimmy would just start flying Beastriders.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: KBF-Crim on April 17, 2011, 12:25:51 pm
Crimmy would just start flying Beastriders.


(http://i.imgur.com/VepFB.jpg)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on April 29, 2011, 08:21:41 pm
Crim stick to your D5W.

What are these ships like?

Code: [Select]
Federation WFF Terran Warp-Refitted Frigate
Federation WNF Andorian Warp-Refitted Frigate
Federation WRF Rigellian Warp-Refitted Frigate
Federation WRL Rigellian Warp-Refitted Light Cruiser
Federation WSR Warp-Refitted Survey Cruiser
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on April 29, 2011, 11:52:30 pm
Not worth having in OP+: can't do limited range tractors, transporters, etc. There's a question of shiplist space as well.

Crim stick to your D5W.

What are these ships like?

Code: [Select]
Federation WFF Terran Warp-Refitted Frigate
Federation WNF Andorian Warp-Refitted Frigate
Federation WRF Rigellian Warp-Refitted Frigate
Federation WRL Rigellian Warp-Refitted Light Cruiser
Federation WSR Warp-Refitted Survey Cruiser
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Czar Mohab on April 30, 2011, 12:31:46 am
Not worth having in OP+: can't do limited range tractors, transporters, etc. There's a question of shiplist space as well.

For ship list space, I got nothin.
[NERD MODE]
For your tractors & transporters comment, set these ship's first year avail. date to SFC equivalent of Y140, or same as F-CL; see YG7.65 and YG8.14; see also YR2.2 (F-WCL) for precedence.

However, please note that I'm NOT saying "Firesoul please add these" :knuppel2: but I am saying "You could if you wanted to due to SFC's early years being a bit later than SFB's early years". :smitten:

Also, see also Module R8: section R1.0 paragraph 5, "National Guard Ships"; R2.116, R2.117, R2.118, R2.119 and R2.120.
[/NERD MODE]
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on April 30, 2011, 12:41:36 am
Not worth having in OP+: can't do limited range tractors, transporters, etc. There's a question of shiplist space as well.

For ship list space, I got nothin.
[NERD MODE]
For your tractors & transporters comment, set these ship's first year avail. date to SFC equivalent of Y140, or same as F-CL; see YG7.65 and YG8.14; see also YR2.2 (F-WCL) for precedence.

However, please note that I'm NOT saying "Firesoul please add these" :knuppel2: but I am saying "You could if you wanted to due to SFC's early years being a bit later than SFB's early years". :smitten:

Also, see also Module R8: section R1.0 paragraph 5, "National Guard Ships"; R2.116, R2.117, R2.118, R2.119 and R2.120.
[/NERD MODE]

I understand. Note that I actually do have National Guard ships since OP+ 4.0: these appeared in General War years and beyond as colony defense ships.
They appear rarely (probably would need a special mission for them, etc) and are slow as heck. ;)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on April 30, 2011, 08:26:27 pm
Not worth having in OP+: can't do limited range tractors, transporters, etc. There's a question of shiplist space as well.

Crim stick to your D5W.

What are these ships like?

Code: [Select]
Federation WFF Terran Warp-Refitted Frigate
Federation WNF Andorian Warp-Refitted Frigate
Federation WRF Rigellian Warp-Refitted Frigate
Federation WRL Rigellian Warp-Refitted Light Cruiser
Federation WSR Warp-Refitted Survey Cruiser
What does it actually mean though?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on April 30, 2011, 10:07:22 pm
I tend to think of it like this: different era's are represented by different "letters". In order from earliest to latest: W = Warp-Refit, where ships have been refitted from tactical sublight drives to have tactical warp engines. Y = Pre-Normal era - first ships built from the keel out as warp-tactical-capable ships. The normal era isn't represented as a letter. X = well, its the X-era. There are exceptions to this, like the Roms had tactical sublight ships a good deal longer than other empires did. For the feds, the various member races had seperate ships for the W-era, it wasn't until the Y era that they had a unified fleet. The National Guard ships are Y-era ships refitted to be more modern, but they still pale in comparison to proper modern ships.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 01, 2011, 04:54:16 pm

Ok folks. This is it!
Release Candidate 1.  If no one can find flaws, this will become the installer and shiplist. I'll give it a week or 2 for people to play with it.
Note: I *DEPEND* on you to tell me if I did something wrong.. something that I missed.


Details:
http://pet.dhs.org/mediawiki/index.php/OP%2B_Installer_Download#OP.2B_4.1_RC_1 (http://pet.dhs.org/mediawiki/index.php/OP%2B_Installer_Download#OP.2B_4.1_RC_1)

Installer download:
http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110501131722.exe (http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110501131722.exe)


Important: (to you?)
It includes an 'Andros!' multiplayer mission. It is coop-ace like, but there's no customizer. The team you select decides the difficulty of the game! The details are in the text of the mission.

Title: Re: FYI: work in progress: OP+ 4.1
Post by: ShadowDiver on May 01, 2011, 08:19:02 pm
Firesoul.......

THANK YOU!!!!!



 :smitten: :smitten: :smitten: :smitten: :smitten: :smitten: :smitten:
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on May 01, 2011, 09:58:14 pm
SWEET!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 03, 2011, 01:18:09 pm
It's been a couple of days. Any news/feedback?

--FS

PS: I've been setting up a wiki for the OP+ documentation. It'll take a bit of time to get it all together, but it'll look way better than the flatfile site that I had before.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on May 03, 2011, 01:19:02 pm
I, myself, haven't had much of a chance to play with it, yet. Don't worry, I intend on picking it apart ;)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 03, 2011, 08:46:19 pm
Just admiring the changes...some big...some small.....like the wildfire CL BR2..it went from 120 to 160? that's a big jump, played a game last night everyone took the BR2, I could not ...(out of BVP range....had my arse handed to me..)

Disclaimer: the pirates have all be RECREATED. If you had a favourite.. my Apologies! It's gone.


The pirates are now accurate, complete and are far closer to accurate SFB rules. The majority of them are better than they used to be.

Title: Re: FYI: work in progress: OP+ 4.1
Post by: ShadowDiver on May 03, 2011, 09:09:23 pm
That's great.....

Like I said, I was admiring the changes so far.....no complaint's yet, no faults yet... :smitten:
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 03, 2011, 09:17:39 pm
That's great.....

Like I said, I was admiring the changes so far.....no complaint's yet, no faults yet... :smitten:


FYI:
I transfered the related documentation regarding the pirate templating to the new wiki:
  http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B:_Orion_Pirate_template_and_generation_of_ships (http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B:_Orion_Pirate_template_and_generation_of_ships)

note: there will more much more documentation to add to this site..
Title: Re: FYI: work in progress: OP+ 4.1
Post by: ShadowDiver on May 03, 2011, 11:13:57 pm
Great!

with your permission may I pass this around GR?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 03, 2011, 11:16:12 pm
Great!

with your permission may I pass this around GR?

.. Please wait before distribution: this is just a release candidate.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 04, 2011, 10:18:07 am
Id like to get the rehardpointed planet meshes thrown in too to correct the oldest and laziest bug out there if we can do that, FS. And glad to see u messing with SFC.

Hey Dizzy!

FYI: I never got these from you. They never made it into OP+.

-- FS
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 06, 2011, 01:43:22 am
New wiki's up. TONS of crap. Took a while to put it all together too.
http://klingon.pet.dhs.org/ (http://klingon.pet.dhs.org/)

You will find my SFB->SFC conversion rules, tools, downloads, etc. It's my SFC site, updated.

Also, Big thanks for my wife for helping me make the banners. I rendered 'em, she photoshopped to glory.
(http://klingon.pet.dhs.org/TopBanner1.png)

-- FS
Title: Re: FYI: work in progress: OP+ 4.1
Post by: IndyShark on May 06, 2011, 08:24:36 am
Excellent web site Firesoul!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: ShadowDiver on May 06, 2011, 08:26:18 am
once again...



A BIG THANK YOU!!!

Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on May 06, 2011, 08:24:48 pm
Thanks again and your wife does great banners.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Astarte on May 06, 2011, 09:03:16 pm
Thanks Age!

Although I realize looking at it here that I should have blurred the ships in the background a bit for perception accuracy..but FS doesn't want me to mess with it anymore.  *chuckles*
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 06, 2011, 10:38:05 pm
No you should not have blurred them. They are just right: there's no air in space to cause blurring.

Thanks Age!

Although I realize looking at it here that I should have blurred the ships in the background a bit for perception accuracy..but FS doesn't want me to mess with it anymore.  *chuckles*
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 06, 2011, 10:40:47 pm
FYI: I am working on a Release Candidate 2.

Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 06, 2011, 10:58:35 pm
Thanks Age!

Although I realize looking at it here that I should have blurred the ships in the background a bit for perception accuracy..but FS doesn't want me to mess with it anymore.  *chuckles*

Wow...you did those....(read..I'm floored!)...

I had asked FoaS a few months back if he could do a sig for me, but he has been super busy....
Would you have time to do one? If yes just tell me what you want / need to get started...

Paul.

We cooperated.

I did the rendering for the chosen models. I picked which models I wanted, all made them point the exact same way with the same lighting and gave her the saved image. Note: the background was BRIGHT GREEN.

She loaded those images up into photoshop, tossed out the green and resized the ships. Created a banner of a certain size, found a nice background, created the text and placed the ships.


So!
For a good banner, we need to know what it should look like. What ship? What's it doing? (don't make it fire! lol)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 06, 2011, 11:13:37 pm
may I say....IMHO...don't do that.......if you, myself and most other players want to see this thru......make it go thru...if you make a mod to flip back and forth the BAK files...your still going to have this problem of players not wanting to switch...

I know a lot of players that won't play 4.1, simply because it is 4.1....I myself will not play 4.0 just because you put this effort into 4.1, I believe we should play 4.1, I'm not going to bounce back to 4.0 because they are being stubborn about change...

I strongly urge you to stand your ground and fight for what you have worked so hard on to achieve, Firesoul you really have done a fantastic job..and I truly appreciate it..

It'll be okay. I don't mind them switching back and forth. The REAL issue is that in the last 5 years people have customized their OPPlus 4.0 release. They'll lose all the customizations with this installation.

Besides, if they choose to play 4.0 no matter what, then it's an indication that I didn't give them what they wanted... to which I don't CARE! :)
I'll play it and love it anyway.

-- FS
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 07, 2011, 12:36:01 am
Well that is your decision, but personally it is a poor excuse....I've been modding the crap out of EAW, then I just copied and pasted my mods to your OP files... I completely re-did the textures folders, shuttles folders, monsters folders and a few others...and I'm the noob at this...they could do it way easier/faster than what it took me...(if they wanted too, that is.)


It's okay. I'll be clear the 4.1 is better, every step of the way.

Besides, I've already got this:
(http://pet.dhs.org/~firesoul/sfc2/opplus41/opplus_41_shiplist_swapper.png)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on May 07, 2011, 02:38:12 am
FYI: I am working on a Release Candidate 2.

  • There's been enough resistance from people. They want this to co-exist with OP+ 4.0.  ... Can do.
    • I may include a OP+ 4.0/OP+ 4.1 shiplist swapper.
  • Something silly from the OP+ 4.0 corrections thread: a missing PF Variant. A .. Lyran phaser PF Leader
  • Last chance for Dizzy's planet models.
This would be hard if using the SFC OP Shiplist Chooser as you have to uninstall OP+4.0 to install 4.1 as it will identify it as the same.It is in Pestalence's E Pack 5.1.I use it to swap mods to stock 2552 and OP+4.1.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 07, 2011, 08:05:04 am
ok, so how do we fix the planets? noone wants to rehardpoint them?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 07, 2011, 01:45:54 pm
ok, so how do we fix the planets? noone wants to rehardpoint them?

You haven't provided a clear description of what the hardpoints fixes are. You also said you were going to look for the models. I understand what the problem is, but I don't want to re-invent the wheel.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 08, 2011, 06:47:59 am
It's a sweeping fix. What is involved is that the shiplist for all the planets with weapons are redone and then the models themselves will have to be rehardpointed. The hardpoints are currently located anywhere from 5 to 7 range above and below the equator on the physical planet model itself, which obviously causes point defense weapons not to fire because if a ship approaches the equator, the point defense weapons are too far away to fire.

Make note that any weapon that ignores a fire arc should not be used on a planet as firing through the planet mesh occurs and the resulting sound collision from that fire is quite annoying. Below you will see the planet fire arc where HW1 is the front of the ship. HW1 stands for heavy weapon hardpoint 1 and is the 1st heavy weapon column in the shiplist. PH11 stands for the 11th phaser hardpoint and corresponds to the 11th weapon column in the shiplist.

The Yellow arcs should be Ph3 hardpoints which should be present on ALL planets. The Blue are the Ph4's which should be standard on all armed planets. The Red should be heavy weapon hardpoints that should be on all armed planets. The Orange should be optional heavy weapon hardpoints. The rest shaded grey should be only used for homeworlds. Ph1's should not be used on planets as it would give the planet too many defensive phasers.

I do not remember testing to see if a planet can make use of defensive tractors vs drones. I think they do, and I would give all planets 6 and homeworlds 12.

I am fuzzy on the artifex program and do not remember specifically which planets are referred to as colony world, core world and homeworld. If there are other designations artifex uses that the scripts and the map match up, it would be easy to simply use the existing planets as a reference and arm them from the stock taldren template using the fixes I have made.

Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 08, 2011, 06:59:46 am
FS, I'm not sure who can rehardpoint these planet meshes, but brezgonne tested them for me once and sent me a model. The Harddrive it is on is inaccessible atm. But all he did was move the hardpoints to the equator of the planet mesh spread out in 15 degree arcs using the new fields of fire. I tested it and was SHOCKED when ph3 fire wiped out some incoming drones, something that has never before happened in any planet assault mission.

Question, doesnt OP have better planet models than EAW? As in more polys? And I'm not even sure you want to use the OP or EAW planet models. I have seen some planted meshes using the latest tricks in transparency and colored lighting effects and they are stellar. Using them would REALLY polish the game. I know FoaS is an experienced modeler and could whip out a fantastic planet, but I dont know if he or anyone else would be interested in updating this part of the game... It sure needs it. The very least the hardpoint should be redone and the shiplist redone to match.

Diz

Edit: interesting, I found an old post by modelsplease where he also made a test mesh with rehardpoints. However, these hardpoint correspond to a different arc map. see below. Here is the link to his post where he includes his download link for the test planet: http://www.dynaverse.net/forum/index.php/topic,163369003.msg1122733290.html#msg1122733290 (http://www.dynaverse.net/forum/index.php/topic,163369003.msg1122733290.html#msg1122733290)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tus-XC on May 08, 2011, 08:58:46 am
That sounds easy enough.  I can modify the original planets quickly once a hp template is made.

edit:  Is that picture there the reference for the hps that sfc would use?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on May 08, 2011, 09:38:05 am
If you want new planet textures/models from me you might have to give me a day or two - I'm knee deep in updating Robinomicon.com
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tus-XC on May 08, 2011, 10:34:07 am
Ok, attached are the stock planets with new hardpoints that follow Dizzy's layout (not mps).  please note there are no texture files in here as the only thing changed are the .mod files.  I placed the hps slightly off the planets surface so they shouldn't shoot the planet when the fire.  I haven't test them in game though.

Edit:  see newer post
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Klingon Fanatic on May 08, 2011, 02:34:49 pm
I have been waiting for the revised hardpointed planets to be added to OP+ I can't wait to try themin game!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tus-XC on May 08, 2011, 07:00:41 pm
Just realized the LODs are jacked up w/ those files... you have to zoom in way to far to get the high poly model... arg... i'm guessing that LOD transition numbers don't exactly corrispond to in game distance do it... I hate LODs

Edit:  Fixed... i think.  New files in previous post
Title: Re: FYI: work in progress: OP+ 4.1
Post by: knightstorm on May 08, 2011, 07:56:19 pm


I know a lot of players that won't play 4.1, simply because it is 4.1....I myself will not play 4.0 just because you put this effort into 4.1, I believe we should play 4.1, I'm not going to bounce back to 4.0 because they are being stubborn about change...



Its not so much that as it is the fact that noone wants to have 4.1 loaded when everyone else is using 4.0.  So of course noone uses 4.1, and as a result everyone still uses 4.0.  Typical catch 22.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 08, 2011, 10:41:25 pm


I know a lot of players that won't play 4.1, simply because it is 4.1....I myself will not play 4.0 just because you put this effort into 4.1, I believe we should play 4.1, I'm not going to bounce back to 4.0 because they are being stubborn about change...



Its not so much that as it is the fact that noone wants to have 4.1 loaded when everyone else is using 4.0.  So of course noone uses 4.1, and as a result everyone still uses 4.0.  Typical catch 22.

Well I'm late to the argument on this. But I know as everyone else does that fractured community assets split the playerbase and lead to ill will. That cannot be argued against. FS deciding to offer to please everyone is sticky business and I'm glad I'm not in his shoes because he is in a tight spot, but everyone knows what I'd have done. Forward progress! Out with the old in with the new. You don't like it piss off! You could always backup those model folders and reload them into 4.1, hehe. No better way to change than to kill everything you are used to.



Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 08, 2011, 10:45:02 pm
Just realized the LODs are jacked up w/ those files... you have to zoom in way to far to get the high poly model... arg... i'm guessing that LOD transition numbers don't exactly corrispond to in game distance do it... I hate LODs

Edit:  Fixed... i think.  New files in previous post

So that is it? You updated the OP (EAW meshes are far less quality) planet meshes with WHICH hardpoint diagram? The color coded one or the black and white older version?

If it was that easy, sheesh why havent we fixed this earlier? Thanks Tus.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tus-XC on May 08, 2011, 11:24:50 pm
yours.  It was pretty straight forward though.  make a hp, set its 'center' to 0,0,0 , then do an 'array' clone at 15 degree intervals with 24 total hps as the end result.  Then it was simply import planet, skip the old hps when it asks and then export planet
Title: Re: FYI: work in progress: OP+ 4.1
Post by: DIFJosh on May 08, 2011, 11:27:28 pm
hey Dizzy
you and Diehard should look me up
our teamspeak3 info is located at www.cugs.org (http://www.cugs.org)
we still are around playing 4.0 and are considering trying 4.1 when Firesoul get it all finished
nice seeing you alive my old friend

DIFJosh CUGS
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 09, 2011, 02:23:48 am


I know a lot of players that won't play 4.1, simply because it is 4.1....I myself will not play 4.0 just because you put this effort into 4.1, I believe we should play 4.1, I'm not going to bounce back to 4.0 because they are being stubborn about change...



Its not so much that as it is the fact that noone wants to have 4.1 loaded when everyone else is using 4.0.  So of course noone uses 4.1, and as a result everyone still uses 4.0.  Typical catch 22.

Well I'm late to the argument on this. But I know as everyone else does that fractured community assets split the playerbase and lead to ill will. That cannot be argued against. FS deciding to offer to please everyone is sticky business and I'm glad I'm not in his shoes because he is in a tight spot, but everyone knows what I'd have done. Forward progress! Out with the old in with the new. You don't like it piss off! You could always backup those model folders and reload them into 4.1, hehe. No better way to change than to kill everything you are used to.

OP+ 4.1 RC2:
- does not need 4.1 to be uninstalled
- comes with a tool to flip the installation back and forth, quickly, between 4.0 and 4.1

.. in other words, I eliminated the excuse.

.. as for pissing someone off, I won't be able to help with that. it WILL happen. I will however TRY to listen at least once and see it their way. .. I'll make my own decision afterwards if I want to say no to it, or not.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 09, 2011, 02:27:35 am
Ok, attached are the stock planets with new hardpoints that follow Dizzy's layout (not mps).  please note there are no texture files in here as the only thing changed are the .mod files.  I placed the hps slightly off the planets surface so they shouldn't shoot the planet when the fire.  I haven't test them in game though.

Edit:  Fixed, I think...

Thank you Tus. I'll take a look at these soon. I'm taking a short step back from SFC: it's actually gotten to me emotionally this weekend, while talking to some players.

My current Todo list, as it is:
- review of my pirates. Some of my pirates suck ass: powercurves shot.
  - I was actually warned on this. oops.
- review and inclusion of the planets models.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Astarte on May 09, 2011, 02:35:08 am
Thanks Age!

Although I realize looking at it here that I should have blurred the ships in the background a bit for perception accuracy..but FS doesn't want me to mess with it anymore.  *chuckles*

Wow...you did those....(read..I'm floored!)...

I had asked FoaS a few months back if he could do a sig for me, but he has been super busy....
Would you have time to do one? If yes just tell me what you want / need to get started...

Paul.

If FoaS doesn't mind me taking a stab at it, I can give it a go at least.

FS' banner is pretty much a copy/paste job, but I don't mind exploring my photoshop.  It's fun!

I would basically need to know what size, colours, theme, font if you have it, any ships...stuff like that.

Oh!  And so as not to derail this thread...where should I post the product for you afterwards (ie.  Community Art and Renderings or dnet signatures)?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 09, 2011, 02:36:34 am
Thanks Age!

Although I realize looking at it here that I should have blurred the ships in the background a bit for perception accuracy..but FS doesn't want me to mess with it anymore.  *chuckles*

Wow...you did those....(read..I'm floored!)...

I had asked FoaS a few months back if he could do a sig for me, but he has been super busy....
Would you have time to do one? If yes just tell me what you want / need to get started...

Paul.

If FoaS doesn't mind me taking a stab at it, I can give it a go at least.

FS' banner is pretty much a copy/paste job, but I don't mind exploring my photoshop.  It's fun!

I would basically need to know what size, colours, theme, font if you have it, any ships...stuff like that.

Oh!  And so as not to derail this thread...where should I post the product for you afterwards (ie.  Community Art and Renderings or dnet signatures)?

Start your own thread, dear.

Love,
-- FS
Title: Re: FYI: work in progress: OP+ 4.1
Post by: knightstorm on May 09, 2011, 08:59:23 am


I know a lot of players that won't play 4.1, simply because it is 4.1....I myself will not play 4.0 just because you put this effort into 4.1, I believe we should play 4.1, I'm not going to bounce back to 4.0 because they are being stubborn about change...



Its not so much that as it is the fact that noone wants to have 4.1 loaded when everyone else is using 4.0.  So of course noone uses 4.1, and as a result everyone still uses 4.0.  Typical catch 22.

Well I'm late to the argument on this. But I know as everyone else does that fractured community assets split the playerbase and lead to ill will. That cannot be argued against. FS deciding to offer to please everyone is sticky business and I'm glad I'm not in his shoes because he is in a tight spot, but everyone knows what I'd have done. Forward progress! Out with the old in with the new. You don't like it piss off! You could always backup those model folders and reload them into 4.1, hehe. No better way to change than to kill everything you are used to.

OP+ 4.1 RC2:
- does not need 4.1 to be uninstalled
- comes with a tool to flip the installation back and forth, quickly, between 4.0 and 4.1

.. in other words, I eliminated the excuse.

.. as for pissing someone off, I won't be able to help with that. it WILL happen. I will however TRY to listen at least once and see it their way. .. I'll make my own decision afterwards if I want to say no to it, or not.

Great!!! :notworthy: :notworthy: :notworthy:
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 09, 2011, 12:32:20 pm

Thank you Tus. I'll take a look at these soon. I'm taking a short step back from SFC: it's actually gotten to me emotionally this weekend, while talking to some players.

My current Todo list, as it is:
- review of my pirates. Some of my pirates suck ass: powercurves shot.
  - I was actually warned on this. oops.
- review and inclusion of the planets models.

Loved chatting with you on this Firesoul, I really hope my emotional input was positive and productive, please keep up the great work and we have been playtesting 4.1 and some polished up 6.0 already, over at GameRanger with the CUGS fellers.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tus-XC on May 09, 2011, 06:31:22 pm
Question for FS and any who care: What would you like the upper limit for a hi rez planet to be? keep in mind that the current planets are 1k each at lod1
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 09, 2011, 08:34:20 pm
Gentlemen! Be advised that I am not looking for hires meshes or textures to include in the distribution of this mod.

-- FS

Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tus-XC on May 09, 2011, 09:07:46 pm
cool, then they'll be compatable standalones
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 09, 2011, 09:33:11 pm
WHICH hardpoint map did you use? The colored version or the one I found in Modelsplease's planet hardpoint DL test? Note that BOTH hardpoint maps are mine. The grayscale version is simply older and had been lost to me.

About planet maps, the OP planet meshes that have been revised with new hardpoints should be the only ones used from now on for planets. Custom texture alternatives with lighting tricks would be a great add on. The lod's and hardpoints need to be left intact if the mesh is altered.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 09, 2011, 10:29:20 pm
FS, the pirates in OP and EAW for that matter were always underpowered... The engine doubling made up for that... for a time, but wrecks your ship. Iirc, EAW doesnt have engine doubling. I had thought that an earlier EAW mod of a SG server saw the engines of pirates boosted a tad to compensate... I think one of those servers a few people actually flew pirates on the server... hehe
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tus-XC on May 10, 2011, 01:48:22 am
WHICH hardpoint map did you use? The colored version or the one I found in Modelsplease's planet hardpoint DL test? Note that BOTH hardpoint maps are mine. The grayscale version is simply older and had been lost to me.

About planet maps, the OP planet meshes that have been revised with new hardpoints should be the only ones used from now on for planets. Custom texture alternatives with lighting tricks would be a great add on. The lod's and hardpoints need to be left intact if the mesh is altered.

colored
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 10, 2011, 10:46:38 am
hey Dizzy
you and Diehard should look me up
our teamspeak3 info is located at [url=http://www.cugs.org]www.cugs.org[/url] ([url]http://www.cugs.org[/url])
we still are around playing 4.0 and are considering trying 4.1 when Firesoul get it all finished
nice seeing you alive my old friend

DIFJosh CUGS


Good to see ya too. Glad cugs is trying 4.1. If you like it, it would be nice to see cugs adopt it as the new standard.

Miss the old matches! Fun times, man. Fun friends. I'll see about getting on ts3 later. Wanna do some sfceaw stuff 1st.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: DIFJosh on May 10, 2011, 01:08:03 pm
trying it but it still has alot of problems ie: powercurve on pirates, probes on pirate races they have none, drone control on ships such as Fed DNM ( 7 drone racks yet can only control 6 drones doesn't make sense) these are just a few to name. also how about the continuing refits minus X technology on ship list .

there is more but this is a start hope FS is feeling better
DIFJoshCUGS
your friendly SFC Community Angel 8)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 10, 2011, 03:33:38 pm
Is there a single updated post that lists all the bugs for 4.1? I agree that 6 drone control on a ship with 7 racks is annoying. Forces you to split fire and manage single rack firing... Even if it is SFB spec'd at control 6 it needs to be boosted to 7, imo, just to avoid the micromanagement necessary when playing the ship. I think Pirates should have probes even if they normally shouldnt have them. Too many missions have too much real estate to not have them. As for the powercurves of the pirates, they have ALWAYS sucked, but OP has engine doubling. I dont remember if EAW has it... A small boost in power so they dont suck so awfully bad would be nice... but thats sticky stuff.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FPF-Tobin Dax on May 10, 2011, 05:06:52 pm
Pirates weren't playable in EAW? Any ship with 6 drones or more should have 12 drone control.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Corbomite on May 10, 2011, 06:35:50 pm
Pirates weren't playable in EAW? Any ship with 6 drones or more should have 12 drone control.

It's been a long while since I played, but I'm pretty sure I don't wholly agree with that.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 10, 2011, 08:57:29 pm
trying it but it still has alot of problems ie: powercurve on pirates, probes on pirate races they have none, drone control on ships such as Fed DNM ( 7 drone racks yet can only control 6 drones doesn't make sense) these are just a few to name. also how about the continuing refits minus X technology on ship list .

there is more but this is a start hope FS is feeling better
DIFJoshCUGS
your friendly SFC Community Angel 8)

- powercurve on pirates is more a question of changing weapon loadouts. I acknowledge I made poor choices for some loadouts. This needs a lenghty review.
- pirates not having probes: not a bug, unless you want to sacrifice a weapon for one.
- Fed DNM with drone control of 6: there's no mention of double-drone control on the SSD. Nor are there any erratas for R2.124 F-DNM. The bug's in the ship design, not the data entry.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: DIFJosh on May 10, 2011, 08:58:14 pm
Such anger shadow  I dont know what went on yet but I will very soon. Peeps do get emotional over stuff but usually not me, I try to keep on truckin. CUGS has been here and while I'm still around it shall be. I do say CUGS is not a Joke thou and we are tryin 4.1 and do still play 4.0 amongst other 4.0 variations. Im sure someone did take offense to something you said, did or printed and kicked you from team speak for that I'll investigate and hope you'll understand their angst but for now we'll still try to be a constructive member of the SFC Community and a friend to all

DIFJoshCUGS
your Friendly SFC Community Angel  8)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 10, 2011, 09:02:07 pm
WOW......

I just got banned for life from Cugs......for what? I don't know no-one will tell me....for stating an opinion online, for the privet PM I sent to FS......Voidwar was my teammate, he asked what version I was playing, I told him 4.1..he left the TS3 room joined Whippet in another room and in 20 seconds I was banned..hehehe.....

Got news for you fellas......I've lived my whole life without Cugs, ban me I don't care...make rooms like "Firetrolls new bitchen shizz"
I don't care!  there are so many VoiP out there...it's a joke....your a joke.

I see... 
My sympathies, Shadow.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: ShadowDiver on May 10, 2011, 09:10:21 pm
Firesoul...

I'm sorry for everything!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FCM_SFHQ_XC on May 10, 2011, 09:15:18 pm
Very nice work Firesoul, and interesting 16 pages of readings too, I finally have some time on my hands this weekend so I'll explore the Release Candidate this weekend and let you know if I see anything in my day-long reuniting with OP lol.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 10, 2011, 09:26:17 pm
trying it but it still has alot of problems ie: powercurve on pirates, probes on pirate races they have none, drone control on ships such as Fed DNM ( 7 drone racks yet can only control 6 drones doesn't make sense) these are just a few to name. also how about the continuing refits minus X technology on ship list .

there is more but this is a start hope FS is feeling better
DIFJoshCUGS
your friendly SFC Community Angel 8)

- powercurve on pirates is more a question of changing weapon loadouts. I acknowledge I made poor choices for some loadouts. This needs a lenghty review.
- pirates not having probes: not a bug, unless you want to sacrifice a weapon for one.
- Fed DNM with drone control of 6: there's no mention of double-drone control on the SSD. Nor are there any erratas for R2.124 F-DNM. The bug's in the ship design, not the data entry.

Re: drone control. I've written some detection code:
# ship F-DNM: drone control (6) is less than # drones. (7)
# ship F-DNMx: drone control (6) is less than # drones. (7)
# ship K-C10K: drone control (6) is less than # drones. (8)
# ship K-C10x: drone control (6) is less than # drones. (9)
# ship K-C8x: drone control (6) is less than # drones. (7)
# ship K-WD5x: drone control (6) is less than # drones. (8)

So... I've been giving it some thought:
The K-C8x and the K-WD5x: I can remove the extra drones, and just leave them as ADD on the refitted ship. The partial X refit does not upgrade the drone control rating. The end result would be a cheaper ship.
The K-C10 and F-DNM: Both ships have a DC of 6.

Based on Grognar's somewhat inaccurate but useful BPV page, I could increase the BPV by 3 and make it DC of 12.  I think I will do that.

Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 10, 2011, 09:26:54 pm
Very nice work Firesoul, and interesting 16 pages of readings too, I finally have some time on my hands this weekend so I'll explore the Release Candidate this weekend and let you know if I see anything in my day-long reuniting with OP lol.

You read ALL my notes? ;p
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 10, 2011, 10:13:01 pm
Do what you want for the drone control, FS, the Slave Girl shiplists change things around a little for playbalance considering how 3v3 pvp matches are setup. Your shiplists are always as true to sfb as they can be and while that is great in many aspects, that isnt always the best thing for server play.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 11, 2011, 10:51:10 am

So... I've been giving it some thought:
The K-C8x and the K-WD5x: I can remove the extra drones, and just leave them as ADD on the refitted ship. The partial X refit does not upgrade the drone control rating. The end result would be a cheaper ship.
The K-C10 and F-DNM: Both ships have a DC of 6.

Based on Grognar's somewhat inaccurate but useful BPV page, I could increase the BPV by 3 and make it DC of 12.  I think I will do that.

This trouble is systemic, and if fixed, the fix probably needs to be applied systemically to the whole shiplist.

All ships, need to have control channels at least equal to their racks, plus six, to control a scatter.

The Fed DNM is probably just the most glaring example, but it is only one example of the systemic problem.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 11, 2011, 12:01:07 pm

So... I've been giving it some thought:
The K-C8x and the K-WD5x: I can remove the extra drones, and just leave them as ADD on the refitted ship. The partial X refit does not upgrade the drone control rating. The end result would be a cheaper ship.
The K-C10 and F-DNM: Both ships have a DC of 6.

Based on Grognar's somewhat inaccurate but useful BPV page, I could increase the BPV by 3 and make it DC of 12.  I think I will do that.

This trouble is systemic, and if fixed, the fix probably needs to be applied systemically to the whole shiplist.

All ships, need to have control channels at least equal to their racks, plus six, to control a scatter.

The Fed DNM is probably just the most glaring example, but it is only one example of the systemic problem.

The added test that generated that output was systematic.
Ships with drones will have either 6 or 12 DC. There are now no ships with more than 6 drones with a DC of 6 (yet unreleased). There are no ships with a DC higher then 12 in SFB anyway, so that's a given automatic loss.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 11, 2011, 12:09:47 pm
The added test that generated that output was systematic.

Was that list complete ?  If that is all the ships that have more racks than channels, I understand.

I think channels must equal racks plus six for scatter use.

I say this in the interest of a fun workable COMPUTER game, and with no regard for whether SFB likes it or not.

This aint a board game.  I aint rollin dice.  We are playing a real time computer game, and having ships, able to make scatters, that will invariably waste drones is silly and makes no sense.

The proper number of channels, to improve our computer game, is racks plus six, NO MATTER WHAT SFB SAYS on the topic.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: knightstorm on May 11, 2011, 12:17:51 pm
Actually, its quite useful.  For instance, you could use a spread of drones from your rack to tie up their phasers, and then nail them with a SP faster than your drone racks can reload, or you could make a few scatterpacks as preparation for later in the match where some of your racks will be destroyed.  Personally, I'd prefer to see ships like the DNM lose their extra racks as opposed to gaining more drone control since that wouldn't substantially alter their level of combat effectiveness, but would make it so you don't get the annoying missile losing lock on message whenever you fire a full spread.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 11, 2011, 12:34:13 pm
The added test that generated that output was systematic.

Was that list complete ?  If that is all the ships that have more racks than channels, I understand.

I think channels must equal racks plus six for scatter use.

I say this in the interest of a fun workable COMPUTER game, and with no regard for whether SFB likes it or not.

This aint a board game.  I aint rollin dice.  We are playing a real time computer game, and having ships, able to make scatters, that will invariably waste drones is silly and makes no sense.

The proper number of channels, to improve our computer game, is racks plus six, NO MATTER WHAT SFB SAYS on the topic.

I completely disagree. OP+ will remain as it is.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Corbomite on May 11, 2011, 12:34:21 pm
We are playing a real time computer game, and having ships, able to make scatters, that will invariably waste drones is silly and makes no sense.

The ships aren't wasting the drones. Players are.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: 762_XC on May 11, 2011, 12:50:32 pm
SFC does not (yet) allow for transfer of drone control between ships. Having single drone control on a dreadnought is far less of an issue in SFB, since a dreadnought always has other ships with it that can take up drone control as needed.

If SFB intended for dreadnoughts to fight duels as they do in SFC pickup games, I have no doubt whatsoever those ships would all have double drone control.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 11, 2011, 01:01:41 pm
I completely disagree. OP+ will remain as it is.

As it is ?  I thought it was a beta being playtested right now.

Your "disagreement" doesn't have much in the way of specific detail, does it ?

If you don't want to fix things, make improvements, or take input from players, then what is this all about ?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 11, 2011, 03:08:23 pm
I completely disagree. OP+ will remain as it is.

As it is ?  I thought it was a beta being playtested right now.

Your "disagreement" doesn't have much in the way of specific detail, does it ?

If you don't want to fix things, make improvements, or take input from players, then what is this all about ?

Ok. Well. Let's take that over then, since you're doing a good job of being a f*ing troll.  >:(

At the risk at estranging myself from the player community, I will not be applying your suggested change. It's not that I don't care, it's that I actually enjoy people having to play within the limits of their ships.
It's called tactics.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 11, 2011, 03:10:49 pm
SFC does not (yet) allow for transfer of drone control between ships. Having single drone control on a dreadnought is far less of an issue in SFB, since a dreadnought always has other ships with it that can take up drone control as needed.

If SFB intended for dreadnoughts to fight duels as they do in SFC pickup games, I have no doubt whatsoever those ships would all have double drone control.

I agree that drone transfers would be nice to see in SFC. I am not, however, going to compensate for its lack: I actually like the limits.

Similarly, I wish stuff like fleet Control Ratings would work in SFC too. ;)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 11, 2011, 03:20:01 pm
Ok. Well. Let's take that over then, since you're doing a good job of being a f*ing troll.  >:(

Who is calling who names ?

I stated a well thought out opinion on the overall drone control problem, with detailed reasoning, and you unilaterally dismissed it, with no counter-reasoning.

I mentioned this lack of detail, and now I'm a troll ?

You are blowing up at me, and calling me a troll, for feedback and input.

Your behavior is inappropriate.

At the risk at estranging myself from the player community, I will not be applying your suggested change. It's not that I don't care, it's that I actually enjoy people having to play within the limits of their ships.
It's called tactics.

Is this some attempt to question my skills as a pilot ?

If it is, it is a really good way for you to let the community know you got no idea what you are talking about.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: 762_XC on May 11, 2011, 03:43:25 pm
Gentlemen. Keep it civil please.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Astarte on May 11, 2011, 03:46:25 pm
If you have been following the development of this mod, you will have realized that it is closely based on SFB material.

The books of which are sitting not three feet from me.

So for you to come in and claim changes based on a personal opinion and state that you do not care for what SFB has to say on the topic indicates a disrespect for the basis of this mod.

These modifications and limits are not just pulled out of thin air.  They are documented.  There are limitations in the game itself that were explained to you and you were told why your suggestion would not work.  It was already rejected.

You came back with an inflamed response that called into question the merits of everything the mod is built on.  You really think you didn't deserve being called a troll? (I will grant that the expletive might have been excessive)

--------

You asked if your skills were questioned, I would turn that around on you.

The question remains, do YOU question your skills as a pilot?

Is this change so daunting to you that you cannot overcome the challenge it poses to you?  Can you not master this ship in its pure design and make it your bitch?

Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 11, 2011, 03:58:43 pm
Gentlemen. Keep it civil please.


Awwwwwww...

.. okay.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: LordSaxon on May 11, 2011, 04:01:46 pm
A fresh reminder of why this community has about 10 people playing the game.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 11, 2011, 04:02:48 pm
So for you to come in and claim changes based on a personal opinion and state that you do not care for what SFB has to say on the topic indicates a disrespect for the basis of this mod.

What did SFB say about the DNM ?  6 or 7 ?  If sfb said 6, then why is firesoul saying he plans to bump it ?

Don't tell me that some people's ideas can depart from sfb and other people's can't, as that answer won't hold water.

These modifications and limits are not just pulled out of thin air.  They are documented.  There are limitations in the game itself that were explained to you and you were told why your suggestion would not work.  It was already rejected.

Vague hogwash.  12 control channels on a DNH WILL work.  Don't choose to leave something broken, and then try to get me to believe it was unfixable.

You came back with an inflamed response that called into question the merits of everything the mod is built on.  You really think you didn't deserve being called a troll? (I will grant that the expletive might have been excessive)

Claiming "this is the way it was in sfb" is not some trump card that ends all discussion.  IF it was, then what about that DNM ?  Was sfb wrong or was firesoul ?  SFB and this computer game are two different things.  If you want to make this computer game, into a decades old board game, then roll your computer down the stairs and if it comes out right side up, call it a six.

Drone control should be racks plus six, for the obvious, in game, real, gaming-experience reasons I stated.  Oh, are you all sad because I ignored your SFB trump card ?  Tuff.  I play the game online allatime.  If you want players, then fix stuff.  Don't look down your snooty nose and tell me your boardgame reasons for choosing not to fix it.  I'll laugh and tell you my real gaming reasons why it was uninstalled.

You asked if your skills were questioned, I would turn that around on you.

You can do that, by playing me online.

Is this change so daunting

Change ?  I think we are talking about a refusal to change, aren't we ?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 11, 2011, 04:19:55 pm
oi.


Quote
What did SFB say about the DNM ?  6 or 7 ?  If sfb said 6, then why is firesoul saying he plans to bump it ?


C10K and DNM: I made acknowledged that their SFB design was .. indeed.. stupid. These will be the only 2 ships (and their refits) that will get more drone control for +3 BPV. I am taking full responsibility for this exception and in no way should be applied to other ships.


Quote
Vague hogwash.  12 control channels on a DNH WILL work.  Don't choose to leave something broken, and then try to get me to believe it was unfixable.


It's not broken. I don't even need to explain further, but I am typing this extra text because you like explanations in detail.


Quote
Claiming "this is the way it was in sfb" is not some trump card that ends all discussion.


Please refer to the 10-year old quote.. motto really, for OP+:
http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B_Introduction (http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B_Introduction)

"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."

If anything, I am following THAT guideline.



VoidWar, the answer is 'no'.







Title: Re: FYI: work in progress: OP+ 4.1
Post by: Corbomite on May 11, 2011, 04:20:11 pm
Void, Firesoul stated many years ago that the OP+ project was specifically designed and intended to place into the shiplist as many SFB ships as could be placed using the limitations and parameters of SFB as a guide. He is not interested in "fixing" anything or being swayed by anyone's view of what the shiplist should look like. He uses the one and only actual source for information pertaining to the ships he ports: SFB. He does this because he knows there are racial and playstyle differences that have caused much strife in the past and led to many people leaving the game and flat out hatred between many people - over a game. Anything he does to appease one group will cause ire in some other(s). He has also given permission to modify his work any way people please, to make the ships what they would like them to be and play how they like. All he asks is that it is not called OP+. Over all this philosophy works and is appreciated by players who see what he is trying to do.

Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 11, 2011, 04:30:14 pm
C10K and DNM: I made acknowledged that their SFB design was .. indeed.. stupid. These will be the only 2 ships (and their refits) that will get more drone control for +3 BPV. I am taking full responsibility for this exception and in no way should be applied to other ships.

This reveals it all.

SFB might be wrong, but only in the places firesoul says, and if lowly Voidwar says sfb is wrong, sfb resumes its role as an unassailable trump card.

Inconsistancy.

It's not broken. I don't even need to explain further, but I am typing this extra text because you like explanations in detail.

Your god complex is showing.  ( your extra text didn't contain any relevant details btw )

VoidWar, the answer is 'no'.

I say "no" to your mod then, don't need to play it , don't need to continue play-testin it, or helping anyone else test it.

I was trying to help, talking with you, and firetroll, and adding ideas to an ongoing beta.

You started calling me names.

Go ahead, draw your line in the sand,  you will find it is a circle around your feet.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 11, 2011, 04:35:03 pm
Void, Firesoul stated many years ago that the OP+ project was specifically designed and intended to place into the shiplist as many SFB ships as could be placed using the limitations and parameters of SFB as a guide. He is not interested in "fixing" anything

What he just stated about the FED DNM, completely undoes your argument.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: knightstorm on May 11, 2011, 04:37:44 pm
C10K and DNM: I made acknowledged that their SFB design was .. indeed.. stupid. These will be the only 2 ships (and their refits) that will get more drone control for +3 BPV. I am taking full responsibility for this exception and in no way should be applied to other ships.

This reveals it all.

SFB might be wrong, but only in the places firesoul says, and if lowly Voidwar says sfb is wrong, sfb resumes its role as an unassailable trump card.

Inconsistancy.


Void, he's talking about ships that are incapable of using their full armament due to a feature of SFB that never made it to SFC.  Its completely different than what you're asking for.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 11, 2011, 04:39:58 pm
Voidwar, the answer is still 'no'.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Corbomite on May 11, 2011, 04:40:51 pm
Void, Firesoul stated many years ago that the OP+ project was specifically designed and intended to place into the shiplist as many SFB ships as could be placed using the limitations and parameters of SFB as a guide. He is not interested in "fixing" anything

What he just stated about the FED DNM, completely undoes your argument.

Void, he's talking about ships that are incapable of using their full armament due to a feature of SFB that never made it to SFC.  Its completely different than what you're asking for.


^^^ This.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 11, 2011, 04:42:21 pm
Void, he's talking about ships that are incapable of using their full armament due to a feature of SFB that never made it to SFC.  Its completely different than what you're asking for.

No, its not.  SFB had 6 channels for 7 racks, and firesoul just admitted that was stupid, and he's going to change it.

So, if firesoul thinks its stupid, that puts it up for grabs, but if someone else thinks its stupid, then they have disagreed with SFB and are instantly wrong.

Inconsistancy, just like I said.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Corbomite on May 11, 2011, 04:48:56 pm
Void, he's talking about ships that are incapable of using their full armament due to a feature of SFB that never made it to SFC.  Its completely different than what you're asking for.

No, its not.  SFB had 6 channels for 7 racks, and firesoul just admitted that was stupid, and he's going to change it.

So, if firesoul thinks its stupid, that puts it up for grabs, but if someone else thinks its stupid, then they have disagreed with SFB and are instantly wrong.

Inconsistancy, just like I said.


No, you are asking for double drone control for all ships with 6 or less Racks:

All ships, need to have control channels at least equal to their racks, plus six, to control a scatter.


If I understand FS right, he will give certain ships with 7+ Racks 7 DC etc....
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 11, 2011, 05:05:30 pm
If I understand FS right, he will give certain ships with 7+ Racks 7 DC etc....

Do you think this makes a difference ?

If he changes one thing, this means changes are allowed, and this whole "SFB is always right" crap, is out the window.

If SFB is always right, why wasn't it right about the DNM ?

Title: Re: FYI: work in progress: OP+ 4.1
Post by: knightstorm on May 11, 2011, 05:07:19 pm
If I understand FS right, he will give certain ships with 7+ Racks 7 DC etc....

Do you think this makes a difference ?

If he changes one thing, this means changes are allowed, and this whole "SFB is always right" crap, is out the window.

If SFB is always right, why wasn't it right about the DNM ?

Because the DNM relies on the feature of SFB that allows it to transfer drones to its escort's control channels.  A feature that SFC can't replicate.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 11, 2011, 05:15:29 pm
Void, he's talking about ships that are incapable of using their full armament due to a feature of SFB that never made it to SFC.  Its completely different than what you're asking for.

No, its not.  SFB had 6 channels for 7 racks, and firesoul just admitted that was stupid, and he's going to change it.

So, if firesoul thinks its stupid, that puts it up for grabs, but if someone else thinks its stupid, then they have disagreed with SFB and are instantly wrong.

Inconsistancy, just like I said.


No, you are asking for double drone control for all ships with 6 or less Racks:

All ships, need to have control channels at least equal to their racks, plus six, to control a scatter.


If I understand FS right, he will give certain ships with 7+ Racks 7 DC etc....

I gave the following ships 12 DC, double drone control. Note: I increased the BPV by 3. This is in an unreleased shiplist revision. It was my choice to do so, after having written a 'systematic' check to detect all issues.

# ship F-DNM: drone control (6) is less than # drones. ( 7 )
# ship F-DNMx: drone control (6) is less than # drones. ( 7 )
# ship K-C10K: drone control (6) is less than # drones. ( 8 )
# ship K-C10x: drone control (6) is less than # drones. ( 9 )

It's not like this is the first time I've taken steps to resolve an annoyance. The Planets' weapons loadouts is a good example. I can even provide multiple other instances of my ... inconsistency.

wait! that means I'm consistent!


Now, please please drop the matter of the drone control!

-- FS
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 11, 2011, 05:48:04 pm
Because the DNM relies on the feature of SFB that allows it to transfer drones to its escort's control channels.  A feature that SFC can't replicate.

You know what SFC can do ?  Up the drone control channels and solve the problem.

Now that you realize that "solved", is better than "sfb", stop being stubborn and solve the rest.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 11, 2011, 06:00:33 pm
Because the DNM relies on the feature of SFB that allows it to transfer drones to its escort's control channels.  A feature that SFC can't replicate.

You know what SFC can do ?  Up the drone control channels and solve the problem.

Now that you realize that "solved", is better than "sfb", stop being stubborn and solve the rest.

Ok. Let's see.
*thinks*
No. I actually like it the way it is. I *want* people to be unable to launch drones when their fire control limits are reached.

This is not a problem.



Title: Re: FYI: work in progress: OP+ 4.1
Post by: Corbomite on May 11, 2011, 06:27:41 pm

I gave the following ships 12 DC, double drone control. Note: I increased the BPV by 3. This is in an unreleased shiplist revision. It was my choice to do so, after having written a 'systematic' check to detect all issues.

# ship F-DNM: drone control (6) is less than # drones. ( 7 )
# ship F-DNMx: drone control (6) is less than # drones. ( 7 )
# ship K-C10K: drone control (6) is less than # drones. ( 8 )
# ship K-C10x: drone control (6) is less than # drones. ( 9 )

It's not like this is the first time I've taken steps to resolve an annoyance. The Planets' weapons loadouts is a good example. I can even provide multiple other instances of my ... inconsistency.

wait! that means I'm consistent!


Now, please please drop the matter of the drone control!

-- FS


I don't agree with this. I think they should have DC equal to their rack numbers, but it's your mod and easily changed in my own shiplist.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FPF-Tobin Dax on May 11, 2011, 07:06:20 pm
It's a problem (DC)if you want other people to play your version and for this to be the new standard. It's not a problem if this is just for yourself. At the end of the day, Corbo's answer will do. He and any server admin can change it if and when we get back to a position of having campaigns again.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Corbomite on May 11, 2011, 07:31:12 pm
It's a problem (DC)if you want other people to play your version and for this to be the new standard. It's not a problem if this is just for yourself. At the end of the day, Corbo's answer will do. He and any server admin can change it if and when we get back to a position of having campaigns again.

Exactly. I've changed many things to compensate for the non-pure SFB world of SFC. I think they are fair and balanced as they can be given our play environment, but I have no desire to argue about it until we get a game we all can play again.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 11, 2011, 08:33:05 pm
It's a problem (DC)if you want other people to play your version and for this to be the new standard. It's not a problem if this is just for yourself. At the end of the day, Corbo's answer will do. He and any server admin can change it if and when we get back to a position of having campaigns again.

It's not a new standard if it's basically what OP+ 4.0 already has. It certainly has not been a problem.

There's hardly any change at all to gameplay compared to 4.0.. and what I was being proposed IS a change. I said no.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 11, 2011, 08:38:21 pm
Ok. Let's see.
*thinks*
No. I actually like it the way it is. I *want* people to be unable to launch drones when their fire control limits are reached.

This is not a problem.

What you have stated is a mischaracterization of my position.

I want the drone control to be sufficient for the ship to use its systems.  Control should equal racks plus six for a scatter, period.

If people launch more drones than that, then I want the oldest drone to disappear, as it does now.  I do not know what you mean by "unable to launch".
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 11, 2011, 09:44:04 pm
Voidwar argues like I used to, hehe.

FS, I agree with Corbo that ships that are not designed to be drone chuckers shouldnt have a DC of 12, but should have enough DC to launch all their drones in one salvo. Still maintains balance, but stops it from being annoying as hell. Do what you want, but SG shiplisty will see to it that if a ship has 7 racks it will have a DC of 7.

Voidwar, your argument doesnt take into account ships with 1, 2, 3, 4 or 5 racks PLUS a scatter. We'd need DC of anywhere from 7 to 11 in your case. I dont follow your logic and I dont see any sense in your argument. What you are suggesting is to make ships drone bombardment ships when they are not designed as such. What precedent are you using for your argument and how are you proposing to balance it?

@ Lord Saxon: Dude, heh, we have ALWAYS been at disagreement of the stupidest sh*t and make mountains of stink out of it. It's the nature of the way things work in games. I play a tabletop game called warhammer 40k and the codex rules that are released sometimes lead to different interpretations just because of the way they are written that cause fist fights at matches. I'm gonna start calling you Captain Obvious, LS.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FoaS_XC on May 11, 2011, 10:35:47 pm
*pokes head in thread* have I heard yelling going on here?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Corbomite on May 11, 2011, 10:40:21 pm
*pokes head in thread* have I heard yelling going on here?

No, just the muffled cry of shattered dreams.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 12, 2011, 12:11:59 am
Voidwar, your argument doesnt take into account ships with 1, 2, 3, 4 or 5 racks PLUS a scatter. We'd need DC of anywhere from 7 to 11 in your case.

What makes you think that what I have said, "channels should equal racks plus six", does not fit what you have said there?

Yes , I know, yes they all need them.

I dont follow your logic and I dont see any sense in your argument.

I find that hard to believe.

Ships being able to launch and control all of their drones, plus control a scatterpack's worth of drones ( thats 6 dizzy  :P ), allows all the ship's systems to function at once, and can still be defeated, by one well timed T-bomb.  Its so obvious and apparent, that I don't see how you can claim not to follow it.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 12, 2011, 03:08:44 am
Voidwar, your argument doesnt take into account ships with 1, 2, 3, 4 or 5 racks PLUS a scatter. We'd need DC of anywhere from 7 to 11 in your case.

What makes you think that what I have said, "channels should equal racks plus six", does not fit what you have said there?

Yes , I know, yes they all need them.

Well, lol, that wont ever happen... lmao.

I dont follow your logic and I dont see any sense in your argument.

I find that hard to believe.

Ships being able to launch and control all of their drones, plus control a scatterpack's worth of drones ( thats 6 dizzy  :P ), allows all the ship's systems to function at once, and can still be defeated, by one well timed T-bomb.  Its so obvious and apparent, that I don't see how you can claim not to follow it.

I follow it. I'm just not following you.  ;)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 12, 2011, 10:39:27 am
Well, lol, that wont ever happen... lmao.

LOL YOU won't ever happen.

I follow it. I'm just not following you.  ;)

Then you like things broken, so you should roll your computer down the stairs, and if it comes out right side up call it a six and play the old board game.

You know Dizzy, it might just happen and leave you and yours in the dust.  I am a very active player. 
If drones aren't fixed on this effort, I see very little reason for me to load it up, or play it with others.
If someone else releases another mod, where the drones are fixed, I'd play that, all things being equal.

Making the game better, would be much more awesome, than throwing in a bunch of randomly gernerated pirates that don't work, and also much better, than adding over a hundred useless unusable tugs to the game . . .
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Corbomite on May 12, 2011, 12:21:56 pm
Void, if you put half as much effort into doing it yourself as you do badgering others to do it, it'd be done already. I have never met two people, let alone the whole player base, who totally agree with anything done to mod this game. To each his own. You can make this shiplist what you would like it to be and play it with all who agree with you. Why do you continue to berate the ones who don't?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 12, 2011, 12:30:39 pm
Void, if you put half as much effort into doing it yourself

Yawn.

I provided feedback.  I never said I was going to do it myself.

If the penalty for providing feedback, is to be challenged to make my own, why should anyone participate in testing or provide feedback ?

As far as effort goes, it took a lot of effort to make firesoul admit the DNM was "stupid", and to shatter that "SFB is always right" garbage, but now that it is shattered, it seems my work has just begun.  Now that he himself has shown that SFB can be departed from, the dike has finally cracked, and now we can get some real progress.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Corbomite on May 12, 2011, 12:37:56 pm
Void, if you put half as much effort into doing it yourself

Yawn.

I provided feedback.  I never said I was going to do it myself.

If the penalty for providing feedback, is to be challenged to make my own, why should anyone participate in testing or provide feedback ?

As far as effort goes, it took a lot of effort to make firesoul admit the DNM was "stupid", and to shatter that "SFB is always right" garbage, but now that it is shattered, it seems my work has just begun.  Now that he himself has shown that SFB can be departed from, the dike has finally cracked, and now we can get some real progress.


Hmmm, a superiority complex mixed with total ignorance, lack of respect for others efforts and no desire to take on the task for yourself. People are right to ignore you and I will now join them. Have fun!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: 762_XC on May 12, 2011, 12:40:19 pm
Uh, Corb...that was over the top. 7 days for a personal attack.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 12, 2011, 12:40:38 pm
Hmmm, a superiority complex mixed with total ignorance, lack of respect for others

This sounds a lot like firesoul.

efforts and no desire to take on the task for yourself. People are right to ignore you and I will now join them. Have fun!

Ahh, so your attempt to attack me personally has ended in failure, you didn't have much to contribute to the topic, and now you are going to ignore me ?  Good riddance to bad rubbish.

Further, where do you get your "ignorance" angle ?  What is it you think I don't know ?

Or was that just part of your ad hominem namecalling ?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: 762_XC on May 12, 2011, 12:43:29 pm
I suggest you walk away Void. You've made your opinion here plain. Beating it to death serves no useful purpose.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 12, 2011, 12:47:14 pm
Are you asking me to leave ?  Stop participating ?

I don't know what you are implying.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 12, 2011, 12:50:58 pm
Beating it to death

What you are calling "beating to death", I would characterize as "defending from critique".

No more critiques, and no more defenses will be necessary :)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: 762_XC on May 12, 2011, 12:55:03 pm
I'm saying stop throwing fuel onto the fire. Ultimately it's Firesoul's mod and his choice what to do with it, no matter who agrees with it or not. Your posting style here, for whatever reason, is confrontational to say the least.

Discussion is fine. Flame-baiting is not. If you can't resolve the situation without doing the latter, then just walk away, or take it to PM's.

Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 12, 2011, 01:16:03 pm
Discussion is fine. Flame-baiting is not.

I agree.  I came in with my two cents about drones, and got flamed by 4 people.

Ok. Well. Let's take that over then, since you're doing a good job of being a f*ing troll.  >:(

At the risk at estranging myself from the player community, I will not be applying your suggested change. It's not that I don't care, it's that I actually enjoy people having to play within the limits of their ships.
It's called tactics.
The question remains, do YOU question your skills as a pilot?

Is this change so daunting to you that you cannot overcome the challenge it poses to you?  Can you not master this ship in its pure design and make it your bitch?
I dont follow your logic and I dont see any sense in your argument.
Hmmm, a superiority complex mixed with total ignorance, lack of respect for others efforts and no desire to take on the task for yourself. People are right to ignore you and I will now join them. Have fun!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: 762_XC on May 12, 2011, 01:46:15 pm
And FireSoul dialed it back after I asked him to, Corb got temp-banned, and Dizzy's wasn't a flame at all (he attacked your argument, which is exactly what he is supposed to do).

Now I'm talking to you. When I say "keep it civil", I don't mean this:

Quote from: Voidwar
Your god complex is showing.

Quote from: Voidwar
stop being stubborn.

Hmmm, a superiority complex mixed with total ignorance, lack of respect for others

This sounds a lot like firesoul.

Quote from: Voidwar
Good riddance to bad rubbish.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: LordSaxon on May 12, 2011, 04:30:05 pm
. I'm gonna start calling you Captain Obvious, LS.
It's obvious to me we need someone to develop a shiplist based on computer gameplay, not SFB. No one gives a crap anymore (that still actually plays this game with others online) if the SDS says 99% of the pirates don't have a probe. For in-game play thats pretty dumb. We could also use the deletion of about 40% of the ships on the list for online play. I have to scroll for 3 minutes past useless crap just to find my C7.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 13, 2011, 01:43:11 am
. I'm gonna start calling you Captain Obvious, LS.
It's obvious to me we need someone to develop a shiplist based on computer gameplay, not SFB. No one gives a crap anymore (that still actually plays this game with others online) if the SDS says 99% of the pirates don't have a probe. For in-game play thats pretty dumb. We could also use the deletion of about 40% of the ships on the list for online play. I have to scroll for 3 minutes past useless crap just to find my C7.

I agree. That is what FS is doing, but afaik, Bonk just throws OPPlus4.0 unto a server w/o modification. That doesnt work for campaign games. Slave Girl lists take those 40% of the sucky ships out so your allies in mission arnt scouts and commando ships and sublights.

Also, I dont understand FS's statement where Pirates need to lose a weapon in order to add a probe. Probes in SFC are gameplay aids to find ships beyond 100k. They aid in tactical info and are sometimes used as a very lousy close range weapon... I dont see why giving every pirate 5 probes would be so bad and require them to lose weapons.

For ship purchasing, I think we are movong away from ships listed in the yards to ships that are listed online via the OCI (Online Campaign Interface) where they would be made available immediately and instantly for purchase. In addition we have already enabled one account usage where you can change your race to any allied race and purchase any ship to use for them, thus maximising your prestige bank without restriction.  (Insert tactical deceptive play) where your name and color on the campaign map is green as romulan but you are flying a Klink ship.

EDIT: If you are scrolling thru the OCI already for a C7 and it takes 3 minutes, then the OCI isnt optimized properly. Your characters race, prestige, stats, ship, stores, location and everything else should be laid out plainly and a list by ship class should enable instant and immediate ship purchase. Havent seen the OCI in a long while so I dont know what eaxtly you are complaining about.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: KBF-Crim on May 13, 2011, 01:54:04 am
Pretty sure he means the stock in game ship selection screens for PvP on game ranger...not the OCI used for the DV...
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 13, 2011, 02:17:48 am
oh, yeah... well, be nice if there was a tag line description for ships that could be implemented into the interface such that certain type ships would be able to be filtered out. Kindalike how khoromags fleeat attack whatnot script is like. Whats name of that one?

Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 13, 2011, 03:20:37 am
sorry for being quiet: been extremely busy at work. Just did a 16 hour and 10 hour days, just these last 2 days.

Bottom line, looks like most things have been answered for themselves.


Re. pirates and probes:

Many of the pirate ships in stock SFC-OP are artwork. .. and I don't mean that in a good way: they are put together by someone who thought it'd be 'cool' to have them do stuff they really aren't even designed to do. The BPVs are wrong. Many weapon loadouts, and arcs,  are simply.. impossible.

It peeves me. So I decided to do something about it and did a total reboot.



I tossed out almost everything that is a recognizable SFB fighting ship, and recreated it. I have done this by entering a template ship, and then generating ships for all races from this template.
See: http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B_Contents_and_Changes#Orion_Pirates:_TOTAL_REBOOT (http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B_Contents_and_Changes#Orion_Pirates:_TOTAL_REBOOT)

It turns out that very very few of them have a probe launcher on their ships. That's why there's none in OP+ 4.1 . All galactic races tend to equip their shis for science, but the pirates... well. It looks like they do not.



THAT SAID!
Probe launchers are available in one of the weapon option mounts. This is how the ship's generation works: by populating these 'mounts' with weapons, or even some systems.
ie: tractors, transporter, APR, .. probe launchers.

Therefore, to have a probe launcher, an option mount has to be used. That means having 1 less option mount available for weaponry.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 13, 2011, 03:26:10 am
oh, yeah... well, be nice if there was a tag line description for ships that could be implemented into the interface such that certain type ships would be able to be filtered out. Kindalike how khoromags fleeat attack whatnot script is like. Whats name of that one?

You should load 4.0 or 4.1 into excel/openoffice and check out the last 5 columns to the far right. I added those back in 4.0. No one uses those, except for me: coopace 4.0, bfests+, etc.
Really! Do it right now.

You can use that data to make a quick sub-shiplist in no time. You can also use the modified shiplist api, available on my site for years now, to use those columns to generate interesting missions.
ie:
- a mission with just ships of the line? no problem.
- you want to see a carrier group? a carrier and 2 smaller escorts? no problem.
- you want to see a hunter pack? ie: a D5L and 2 normal warship D5s? .. but for any race, and autogenerated without any hardcoded ships in the mission? no problem.

.. For you, you can use that data to filter out the commando ships in seconds., remove those scout ships in no time, and toss out those pesky tugs too. It's real damn easy now. I made sure that data's accurate.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 13, 2011, 09:41:01 am
oh, yeah... well, be nice if there was a tag line description for ships that could be implemented into the interface such that certain type ships would be able to be filtered out. Kindalike how khoromags fleeat attack whatnot script is like. Whats name of that one?

 you can use that data to filter out the commando ships in seconds., remove those scout ships in no time, and toss out those pesky tugs too. It's real damn easy now. I made sure that data's accurate.

Well I hope we can do up a script with ED or someone that can take advantage of that feature. Nice feature, FS! That might actually make using the STOCK list in a slavegirls mod possible... If every script had a call for the types of ships in mission... then wow. We could have monitors and tugs only for a shipyard defense script... commando onlly type ships for a capture mission... these type missions wernt ever possible on D2 because all those kinda ships were taken out of the list. Mission variety is one way to ease the monotony of doing missions on the D2... and maybe we can use this in the future.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 13, 2011, 10:24:22 am
oh, yeah... well, be nice if there was a tag line description for ships that could be implemented into the interface such that certain type ships would be able to be filtered out. Kindalike how khoromags fleeat attack whatnot script is like. Whats name of that one?


 you can use that data to filter out the commando ships in seconds., remove those scout ships in no time, and toss out those pesky tugs too. It's real damn easy now. I made sure that data's accurate.


Well I hope we can do up a script with ED or someone that can take advantage of that feature. Nice feature, FS! That might actually make using the STOCK list in a slavegirls mod possible... If every script had a call for the types of ships in mission... then wow. We could have monitors and tugs only for a shipyard defense script... commando onlly type ships for a capture mission... these type missions wernt ever possible on D2 because all those kinda ships were taken out of the list. Mission variety is one way to ease the monotony of doing missions on the D2... and maybe we can use this in the future.


yes, missions can be made to do just that. You just need a volunteer to spend the time to make it.
Ever clicked on the 'enhanced shiplist options' of the coopace 4.0 customizer?

big image: http://pet.dhs.org/~firesoul/sfc2/coopace/coopace40/coopace_40_wip4.jpg (http://pet.dhs.org/~firesoul/sfc2/coopace/coopace40/coopace_40_wip4.jpg)

-- FS
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 13, 2011, 10:44:59 am
sample, edited code: "I want an armed freighter: auxiliary warship, carrier or PFT tender"

In this enhanced shiplist code tidbit:
- a quick test to see if it's actually an enhanced shiplist that the modified shiplist API loaded.
- an initial filter is done based on a given race
- ships with SPECIAL is filtered out.
- class type filter: narrow it down further using the enhanced shiplist code. Filter based on auxiliary class
- role type filter: we want that auxiliary to be a warship, pftender or carrier.

neat huh? This is a modified/simplified tidbit on something I did to make a better Convoy Escort mission. This is part of the qship code, mostly in case a qship failed to be picked. I modified NW's version of convoy escort mission.


Code: [Select]
if (gST.narrowed_sl.mIsEnhancedShiplist()) {

int32 fShiplistCount = 0;
ShipList aux_sl = gST.narrowed_sl;

tTeamInfo* freighterTeam = fMissionInfo->mGetTeamHandle( static_cast<eTeamID>( kFreighterTeam ) );
eRaceName freighterRace = freighterTeam->mGetRace();

std::list< eRace >  raceList;
raceList.push_back(freighterRace);
fShiplistCount = aux_sl.Subset(raceList);
gST.mDebug_fprintf("subset for race (%d) filter completed. ships: %d\n", freighterRace, fShiplistCount);

// Strip out ships with SPECIAL
std::list< eClassTypes >  classTypeList;
classTypeList.push_back(kClassSpecial);
fShiplistCount = aux_sl.Subset(classTypeList, false);
gST.mDebug_fprintf("subset for eClassTypes (no SPECIAL) completed. ships: %d\n", fShiplistCount);

fShiplistCount = aux_sl.Subset(auxClassTypeList, true);
std::list< eEnhancedClassTypes >  auxClassTypeList_take2;
auxClassTypeList_take2.push_back(kEClassSmallAuxiliary);
auxClassTypeList_take2.push_back(kEClassLargeAuxiliary);
fShiplistCount = aux_sl.Subset(auxClassTypeList_take2, true);
gST.mDebug_fprintf("subset for auxiliary filter completed. ships: %d\n", fShiplistCount);

// aux classes: warship, carrier, PFT
std::list< eEnhancedRoles >  auxRolesList;
auxRolesList.push_back(kWarShip);
auxRolesList.push_back(kCarrier);
auxRolesList.push_back(kPFTender);
fShiplistCount = aux_sl.Subset(auxRolesList, true);
gST.mDebug_fprintf("subset for auxiliary eEnhancedRoles completed. ships: %d\n", fShiplistCount);
}
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 13, 2011, 10:51:00 am
Here's another good one: I want just the new Andros, sifting them out from the other Monsters. (from new Andros! mission included in 4.1)

Code: [Select]
                // Andros are CustomRace1
                std::list< eEnhancedRoles >  androRolesList;
                androRolesList.push_back(kRoleCustomRace1);
                fShiplistCount = narrowed_sl.Subset(androRolesList, true);
                mDebug_fprintf("subset for andro list completed. ships: %d\n", fShiplistCount);
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 13, 2011, 05:42:19 pm
Man that is exactly what Im talking about! Very cool stuff. An OCI shipyard could also break down ships according to the hull class making choosing a ship a breeze. Now that is the kinda of mission interface we need for a GSA 6 position start. The mission would allow the host to be able to toggle what ships his entire game lobby would be able to choose from.

The standard Free for all GSA script everyone uses could be the template and just add this filtering thingy and then maybe adjust the starting positions so everyone is 10k distance further away than stock. Always ben annoying how close you start in a game.

Wonder if ED could whip something like that up?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 13, 2011, 05:57:56 pm
Man that is exactly what Im talking about! Very cool stuff. An OCI shipyard could also break down ships according to the hull class making choosing a ship a breeze. Now that is the kinda of mission interface we need for a GSA 6 position start. The mission would allow the host to be able to toggle what ships his entire game lobby would be able to choose from.

The standard Free for all GSA script everyone uses could be the template and just add this filtering thingy and then maybe adjust the starting positions so everyone is 10k distance further away than stock. Always ben annoying how close you start in a game.

Wonder if ED could whip something like that up?

Do you know C++, Dizzy? :)
You could learn it, maybe?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on May 13, 2011, 06:43:11 pm
Man that is exactly what Im talking about! Very cool stuff. An OCI shipyard could also break down ships according to the hull class making choosing a ship a breeze. Now that is the kinda of mission interface we need for a GSA 6 position start. The mission would allow the host to be able to toggle what ships his entire game lobby would be able to choose from.

The standard Free for all GSA script everyone uses could be the template and just add this filtering thingy and then maybe adjust the starting positions so everyone is 10k distance further away than stock. Always ben annoying how close you start in a game.

Wonder if ED could whip something like that up?

Do you know C++, Dizzy? :)
You could learn it, maybe?
I wished I could as well as afford it.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Klingon Fanatic on May 13, 2011, 10:14:01 pm
Are the new hard pointed planets going to be put out in the next release candidate or as an individual  download?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 14, 2011, 04:03:10 am
Are the new hard pointed planets going to be put out in the next release candidate or as an individual  download?

They'll be added. It'll take time to add them: remapping and redoing all the weapons is tedious. I've done the Feds and the Gorns, but then the needs of my job has kept me extremely busy for the last few days. (oncall)

I don't expect another release until a few weeks from now.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Klingon Fanatic on May 14, 2011, 04:45:22 am
Thanks Firesoul.

The fixed planets are going to make the game even better!

Best wishes.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on May 14, 2011, 06:08:42 pm
I would just make patch for the planets istead of a complete installer.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 14, 2011, 06:17:21 pm
I would just make patch for the planets istead of a complete installer.

I am going to add them right into OP+ and make everyone use them. Far less optional, and far easier for everyone.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 15, 2011, 11:53:19 pm
It's a sweeping fix. What is involved is that the shiplist for all the planets with weapons are redone and then the models themselves will have to be rehardpointed. The hardpoints are currently located anywhere from 5 to 7 range above and below the equator on the physical planet model itself, which obviously causes point defense weapons not to fire because if a ship approaches the equator, the point defense weapons are too far away to fire.

Make note that any weapon that ignores a fire arc should not be used on a planet as firing through the planet mesh occurs and the resulting sound collision from that fire is quite annoying. Below you will see the planet fire arc where HW1 is the front of the ship. HW1 stands for heavy weapon hardpoint 1 and is the 1st heavy weapon column in the shiplist. PH11 stands for the 11th phaser hardpoint and corresponds to the 11th weapon column in the shiplist.

The Yellow arcs should be Ph3 hardpoints which should be present on ALL planets. The Blue are the Ph4's which should be standard on all armed planets. The Red should be heavy weapon hardpoints that should be on all armed planets. The Orange should be optional heavy weapon hardpoints. The rest shaded grey should be only used for homeworlds. Ph1's should not be used on planets as it would give the planet too many defensive phasers.

I do not remember testing to see if a planet can make use of defensive tractors vs drones. I think they do, and I would give all planets 6 and homeworlds 12.

I am fuzzy on the artifex program and do not remember specifically which planets are referred to as colony world, core world and homeworld. If there are other designations artifex uses that the scripts and the map match up, it would be easy to simply use the existing planets as a reference and arm them from the stock taldren template using the fixes I have made.


I have implemented this fully, and as-is.

.. why? Because SFB-style planets are impossible. We can only make a close approximation.
In SFB, planets are not armed. They have ground bases, and these are independant units. Firing at a ground base unit only affects that unit, and not the whole planet  (unlike SFC). There's no sharing of power either between these ground units. (again, unlike SFC).

That leaves me with 2 alternatives: do nothing, or we do our own. .. and this rules are good enough as-is. It's detailed enough that I can programmatically detect problems if there any.

Note: I haven't changed any of the other systems, except for the tractors.
Note2: I haven't released an installer for this. I have more work to do before I am satisfied with some other stuff that needs to be redone. (ie: bad pirates powercurve)


-- FS


Code tidbit for the mount definitions:
Code: [Select]
  # defensive phasers only! 14, 17, 21, 24
  my $all_planets_mounts = {
    66 => { 'mount' => 14, 'arc' => 'RS' },
    75 => { 'mount' => 17, 'arc' => 'RH' },
    87 => { 'mount' => 21, 'arc' => 'LS' },
    96 => { 'mount' => 24, 'arc' => 'FH' },
  };
  # 3, 4, 8, 9 -- 11, 15, 18, 22
  my $armed_world_mounts = {
    33 => { 'mount' => 3, 'arc' => 'FRR' },
    36 => { 'mount' => 4, 'arc' => 'RRR' },
    48 => { 'mount' => 8, 'arc' => 'LLR' },
    51 => { 'mount' => 9, 'arc' => 'FLL' },
    57 => { 'mount' => 11, 'arc' => 'FH' },
    69 => { 'mount' => 15, 'arc' => 'RS' },
    78 => { 'mount' => 18, 'arc' => 'RH' },
    90 => { 'mount' => 22, 'arc' => 'LS' },
  };
  # 1, 2, 5, 6, 7, 10, 12, 13, 16, 19, 20, 23
  my $home_world_mounts = {
    27 => { 'mount' => 1, 'arc' => 'FA' },
    30 => { 'mount' => 2, 'arc' => 'FAR' },
    39 => { 'mount' => 5, 'arc' => 'RAR' },
    42 => { 'mount' => 6, 'arc' => 'RA' },
    45 => { 'mount' => 7, 'arc' => 'RAL' },
    54 => { 'mount' => 10, 'arc' => 'FAL' },
    60 => { 'mount' => 12, 'arc' => 'FAR' },
    63 => { 'mount' => 13, 'arc' => 'RS' },
    72 => { 'mount' => 16, 'arc' => 'RAR' },
    81 => { 'mount' => 19, 'arc' => 'RAL' },
    84 => { 'mount' => 20, 'arc' => 'LS' },
    93 => { 'mount' => 23, 'arc' => 'FAL' },
  };
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 16, 2011, 07:30:53 pm
It's a sweeping fix. What is involved is that the shiplist for all the planets with weapons are redone and then the models themselves will have to be rehardpointed. The hardpoints are currently located anywhere from 5 to 7 range above and below the equator on the physical planet model itself, which obviously causes point defense weapons not to fire because if a ship approaches the equator, the point defense weapons are too far away to fire.

Make note that any weapon that ignores a fire arc should not be used on a planet as firing through the planet mesh occurs and the resulting sound collision from that fire is quite annoying. Below you will see the planet fire arc where HW1 is the front of the ship. HW1 stands for heavy weapon hardpoint 1 and is the 1st heavy weapon column in the shiplist. PH11 stands for the 11th phaser hardpoint and corresponds to the 11th weapon column in the shiplist.

The Yellow arcs should be Ph3 hardpoints which should be present on ALL planets. The Blue are the Ph4's which should be standard on all armed planets. The Red should be heavy weapon hardpoints that should be on all armed planets. The Orange should be optional heavy weapon hardpoints. The rest shaded grey should be only used for homeworlds. Ph1's should not be used on planets as it would give the planet too many defensive phasers.

I do not remember testing to see if a planet can make use of defensive tractors vs drones. I think they do, and I would give all planets 6 and homeworlds 12.

I am fuzzy on the artifex program and do not remember specifically which planets are referred to as colony world, core world and homeworld. If there are other designations artifex uses that the scripts and the map match up, it would be easy to simply use the existing planets as a reference and arm them from the stock taldren template using the fixes I have made.


I have implemented this fully, and as-is.

.. why? Because SFB-style planets are impossible. We can only make a close approximation.
In SFB, planets are not armed. They have ground bases, and these are independant units. Firing at a ground base unit only affects that unit, and not the whole planet  (unlike SFC). There's no sharing of power either between these ground units. (again, unlike SFC).

That leaves me with 2 alternatives: do nothing, or we do our own. .. and this rules are good enough as-is. It's detailed enough that I can programmatically detect problems if there any.

Note: I haven't changed any of the other systems, except for the tractors.
Note2: I haven't released an installer for this. I have more work to do before I am satisfied with some other stuff that needs to be redone. (ie: bad pirates powercurve)


-- FS


Code tidbit for the mount definitions:
Code: [Select]
  # defensive phasers only! 14, 17, 21, 24
  my $all_planets_mounts = {
    66 => { 'mount' => 14, 'arc' => 'RS' },
    75 => { 'mount' => 17, 'arc' => 'RH' },
    87 => { 'mount' => 21, 'arc' => 'LS' },
    96 => { 'mount' => 24, 'arc' => 'FH' },
  };
  # 3, 4, 8, 9 -- 11, 15, 18, 22
  my $armed_world_mounts = {
    33 => { 'mount' => 3, 'arc' => 'FRR' },
    36 => { 'mount' => 4, 'arc' => 'RRR' },
    48 => { 'mount' => 8, 'arc' => 'LLR' },
    51 => { 'mount' => 9, 'arc' => 'FLL' },
    57 => { 'mount' => 11, 'arc' => 'FH' },
    69 => { 'mount' => 15, 'arc' => 'RS' },
    78 => { 'mount' => 18, 'arc' => 'RH' },
    90 => { 'mount' => 22, 'arc' => 'LS' },
  };
  # 1, 2, 5, 6, 7, 10, 12, 13, 16, 19, 20, 23
  my $home_world_mounts = {
    27 => { 'mount' => 1, 'arc' => 'FA' },
    30 => { 'mount' => 2, 'arc' => 'FAR' },
    39 => { 'mount' => 5, 'arc' => 'RAR' },
    42 => { 'mount' => 6, 'arc' => 'RA' },
    45 => { 'mount' => 7, 'arc' => 'RAL' },
    54 => { 'mount' => 10, 'arc' => 'FAL' },
    60 => { 'mount' => 12, 'arc' => 'FAR' },
    63 => { 'mount' => 13, 'arc' => 'RS' },
    72 => { 'mount' => 16, 'arc' => 'RAR' },
    81 => { 'mount' => 19, 'arc' => 'RAL' },
    84 => { 'mount' => 20, 'arc' => 'LS' },
    93 => { 'mount' => 23, 'arc' => 'FAL' },
  };

I understand. Dont sweat the small details like what exact type or number of hvy weapon you use. As long as all the arcs are there and there is something to fire out of it, I'll take a look at it when you are done and recommend any changes if any that I think are necessary before you are ready for a release version. But your best guess is always gonna be better than the way it was in this specific case.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Voidwar on May 19, 2011, 03:29:35 pm
Sure hope Corbomite is back online, was sorry he had to step out.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 20, 2011, 11:27:04 pm

What kind of sensitivity did you use for the LODs? The planets are visibly .. crappy.
Note: I'm re-downloading your Planets.zip. I may have fetched your earlier version.


Ok, attached are the stock planets with new hardpoints that follow Dizzy's layout (not mps).  please note there are no texture files in here as the only thing changed are the .mod files.  I placed the hps slightly off the planets surface so they shouldn't shoot the planet when the fire.  I haven't test them in game though.

Edit:  Fixed, I think...
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tus-XC on May 20, 2011, 11:37:10 pm
Not their settings (had to guess at it), let me go fiddle again
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tus-XC on May 21, 2011, 12:07:20 am
These ones have the lods set to change at 1800 and 5000 (should be the same as the stock ones now)

.... I hate lods
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 21, 2011, 03:21:05 am
These ones have the lods set to change at 1800 and 5000 (should be the same as the stock ones now)

.... I hate lods

Thanks Tus, I'll look at 'em in the morning. :)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tus-XC on May 21, 2011, 11:10:58 am
cool, just a reminder though, i set up the hardpoints to float a little bit above the planet, should be barely noticable in game, if that.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Shalafi on May 21, 2011, 11:48:58 am
as long as we don't constantly hear *THWUMP THUMP* every time the planet fires I think it'd be fine... *technobabblehandwaving* they're very low orbit sats ;)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 23, 2011, 01:17:11 am
RC3's up.

http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110522221827.exe (http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110522221827.exe)

New changes of note:

Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 23, 2011, 11:23:51 am
Some of the work you have done is mind boggling.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 23, 2011, 12:00:24 pm
Some of the work you have done is mind boggling.

:)

Any task is manageable, if broken down into smaller achievable tasks. Especially if there's enough time to do it.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 27, 2011, 05:24:46 pm
RC3's up.

[url]http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110522221827.exe[/url] ([url]http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110522221827.exe[/url])

New changes of note:
  • Planet hardpoint changes: [url]http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B_Contents_and_Changes#Planets_hardpoint_fixes[/url] ([url]http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B_Contents_and_Changes#Planets_hardpoint_fixes[/url])
  • Pirates get a power boost, similar to what Taldren did: [url]http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B_Contents_and_Changes#Power_Boost.2C_.C3.A0_la_Taldren[/url] ([url]http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B_Contents_and_Changes#Power_Boost.2C_.C3.A0_la_Taldren[/url])


I haven't heard back from anyone. Is this a good sign?  :-\
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on May 27, 2011, 06:14:28 pm
Keep your finger crossed.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 29, 2011, 01:07:33 pm
I've been doing my own playtesting. These are items I want to work on, delaying a release.

-- X FRDs? Could be added in now. Would be neat.
-- Enhanced Class MEDIUM_CRUISER to be used for HEAVY_WAR_CRUISER (movecost 0.75) position.
  -- some races, like Fed, actually call it the medium cruiser so it's accurate enough
-- Make ?-PE planets R(estricted) except for pirates and Federation.
  -- seriously, Earth appears everywhere on the D2's HomeWorld assault. Fix!

There might be more as I find them.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 30, 2011, 01:04:05 am
RC4 compiled. These are very subtle fixes, but made me happy. These fixes won't ever even affect PvP: they are entirely D2-related. I've discovered these issues while tweaking EvilDave D2 missions to do better ship selection when dealing with a OP+ shiplist. I don't expect to need anything else, but we never know.  :angel:


OP+ Site: http://klingon.pet.dhs.org/mediawiki/index.php?title=SFC:OP_Plus_Refit (http://klingon.pet.dhs.org/mediawiki/index.php?title=SFC:OP_Plus_Refit)
Release Candidate 4 Download: http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110529222800.exe (http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110529222800.exe)


ie: This is a Advanced Technology Fleet Repair Dock (FRX) in a modified EvilDave Homeworld Assault, advanced era.
(http://klingon.pet.dhs.org/Missions_Refit/FRX_during_adv_era_homeworld_assault.png)

-- FS
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 30, 2011, 03:00:26 am
FYI:

I just saw an armed planet fail at shooting disruptors. (kept shooting itself). It was L-PLPh8, using model OPPLUS41/models/planetfire/planetfire.mod  (from Tus's latest zip).
I was playing with a custom test campaign, geared for mission Met_NW16PlanetDefense.scr which I'm currently updating for better compatibility.


I'll investigate later, probably tomorrow morning. It's 1am and I've been doing SFC stuff off and on all day. Besides, I also saw an out-of-era Mirak with MIRV (m refit) so I want to look at that too.

-- FS


Assets\Scripts\Campaigns\TESTING.mct
Code: [Select]
Name="TESTING - rebuilt ED missions"
Description="Testing ED missions as a Lyran commander"

EarlyMapName="EarlyMap.mvm"
MidMapName="MiddleMap.mvm"
LateMapName="LateMap.mvm"
DifficultyLevel=2
Era=1
TriggerMission=""
TriggerPrestige=0
[Missions]
0="Met_NW16PlanetDefense.scr"
[Races]
0=3
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Tus-XC on May 30, 2011, 09:10:18 am
didnt' see any issues w/ the model, hp naming convention or hardpoint placement.  Might be a disrupter w/ a bad arc maybe?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: L0vetobowl on May 30, 2011, 12:07:42 pm
On a planetary assault I ran into Z-PL2 at range zero way before I hit the physical model if that make any sense. The planet had rings I think.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FA Frey XC on May 30, 2011, 12:54:07 pm
Just a little note - Firesoul's shiplist will =-not=- be used for SFC EAW : Community Edition or SFC4.

This is due to licensing issues, nothing else.

Great work Firesoul!

Regards,
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 30, 2011, 04:04:04 pm
didnt' see any issues w/ the model, hp naming convention or hardpoint placement.  Might be a disrupter w/ a bad arc maybe?

I think the hardpoints need to be rotated 90 degrees clockwise. ;)  I think I can handle that.

See attached image: "Front" view shows hardpoint 1 to the far right. (hardpoints distance from planet have been exaggerated)


Edit: I'll do the fix, not a problem. It's just a rotate of -90 degrees on the Z axis, in 3dsmax. Then re-export the model with LODs 1:0, 2:1800, 3:5000.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 30, 2011, 04:41:43 pm
Just a little note - Firesoul's shiplist will =-not=- be used for SFC EAW : Community Edition or SFC4.

This is due to licensing issues, nothing else.

Great work Firesoul!

Regards,

Interesting. I wonder what's not compatible.  *shrug*
It's not like I can't mod THAT too! :)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 30, 2011, 05:43:24 pm
Planet issue looks fixed now. I guess I'll release a RC5 today, so soon after RC4, after I review some refits.
Does anyone need an updated Planets.zip ?

-- FS

ie: op41_gorn_planet_POV__fixed_hardpoints.png  .... look! Plasma S!
(http://klingon.pet.dhs.org/OP_plusrefit/screenshots/op41_gorn_planet_POV__fixed_hardpoints.png)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 30, 2011, 05:56:03 pm
On a planetary assault I ran into Z-PL2 at range zero way before I hit the physical model if that make any sense. The planet had rings I think.

Yea, it makes sense. The rings are part of the model, and aren't fly-through.
Exception: there's a planet with rings where you can fly through the rings, but that's hardcoded in SFC's sourcecode, and not the model.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on May 30, 2011, 06:15:01 pm
I have been wondering will this ever play on the Dyna again or just IP?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 30, 2011, 06:45:37 pm
I have been wondering will this ever play on the Dyna again or just IP?

 :angel:
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 30, 2011, 11:38:00 pm
Release Candidate 5 is up: more planet hardpoint tweaks, some Advanced Era cleanup.

OP+ Site: http://klingon.pet.dhs.org/mediawiki/index.php?title=SFC:OP_Plus_Refit (http://klingon.pet.dhs.org/mediawiki/index.php?title=SFC:OP_Plus_Refit)
Release Candidate 4 Download: http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110530204744.exe (http://klingon.pet.dhs.org/OP_plusrefit/opplus_41_models_20110530204744.exe)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: EschelonOfJudgemnt on May 30, 2011, 11:45:24 pm
Just a little note - Firesoul's shiplist will =-not=- be used for SFC EAW : Community Edition or SFC4.

This is due to licensing issues, nothing else.

Great work Firesoul!

Regards,

Interesting. I wonder what's not compatible.  *shrug*
It's not like I can't mod THAT too! :)

If I had to guess, since licensing was mentioned, unless the additional SFB material is licensed through ADB, they can't use it in their update(s) to SFC.  What was already in the game is 'covered', any additional SFB ships are not.

What implications this may have for SFC4, I have no clue...

That being said, since you are doing a 'fan based' mod, and since people who care to will use your shiplist anyways, I don't see that there is a problem with having two or more choices r.e. the shiplist.

As for your planet mods, well I don't see any reason THOSE couldn't be used, seeing they aren't handled the same in SFB as they are in SFC.

I'm sure Frey will PM you or clarify what the issue is here shortly!

Keep up the good work Firesoul!
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on May 31, 2011, 01:04:17 am
On a planetary assault I ran into Z-PL2 at range zero way before I hit the physical model if that make any sense. The planet had rings I think.

Yea, it makes sense. The rings are part of the model, and aren't fly-through.
Exception: there's a planet with rings where you can fly through the rings, but that's hardcoded in SFC's sourcecode, and not the model.

These planets with rings are removed from the SG shiplist for just this reason. There are two in every race.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: D Boons Ghost on May 31, 2011, 09:59:10 am
Forgive me on not knowing the ins and outs of the shiplist (which is fantastic, by the way) -- but after applying the third release candidate for a (Gorn/Early Era) single-player game, I began to have the smallest monster 'ships' as allies in patrol missions.

I'd like to imagine that the Beast Raiders learned to harness the monsters, but I am not too sure that is the intent.  :)



Title: Re: FYI: work in progress: OP+ 4.1
Post by: FA Frey XC on May 31, 2011, 11:22:01 am
Just a little note - Firesoul's shiplist will =-not=- be used for SFC EAW : Community Edition or SFC4.

This is due to licensing issues, nothing else.

Great work Firesoul!

Regards,

Interesting. I wonder what's not compatible.  *shrug*
It's not like I can't mod THAT too! :)

Not sure what your talking about here.


If I had to guess, since licensing was mentioned, unless the additional SFB material is licensed through ADB, they can't use it in their update(s) to SFC.  What was already in the game is 'covered', any additional SFB ships are not.

What implications this may have for SFC4, I have no clue...

That being said, since you are doing a 'fan based' mod, and since people who care to will use your shiplist anyways, I don't see that there is a problem with having two or more choices r.e. the shiplist.

As for your planet mods, well I don't see any reason THOSE couldn't be used, seeing they aren't handled the same in SFB as they are in SFC.

I'm sure Frey will PM you or clarify what the issue is here shortly!

Keep up the good work Firesoul!

Exactly. Firesouls shiplists include current ships from current ADB modules that were not licensed to be used in SFC. Firesoul can continue to release his most excellent shiplist as a mod, and thus will be the sole individual that will have to deal with ADB if they decide to come after someone for not getting permission to use their work in a derivative.

:)

Regards,
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Starfox1701 on May 31, 2011, 12:38:27 pm
As this is a purely noprofit venture that puts it squarly in the fair use part of copy right law and should shield him from a red tape attack from lawyers ;D
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 31, 2011, 01:13:51 pm
As this is a purely noprofit venture that puts it squarly in the fair use part of copy right law and should shield him from a red tape attack from lawyers ;D

My argument is simply this: I've added exposure to ADB. I hope I helped them increase their sales, beyond my purchasing stuff from them myself. I really do not see how my work can be any problem: it's basically free advertisement and endorsement.

-- FS
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on May 31, 2011, 01:24:31 pm
Forgive me on not knowing the ins and outs of the shiplist (which is fantastic, by the way) -- but after applying the third release candidate for a (Gorn/Early Era) single-player game, I began to have the smallest monster 'ships' as allies in patrol missions.

I'd like to imagine that the Beast Raiders learned to harness the monsters, but I am not too sure that is the intent.  :)

I understand. What mission(s) were you flying?

Who is allied to whom is decided else.
ie:
- mission script
- internal game .gf files.

I've just looked in MetaAssets\ServerProfiles\SinglePlayer\MetaMap.gf , and found that BeastRaiders are indeed quite friendly to Gorns. they're the next friendliest pas tthe Federation. If it bothers you, you can change these values a bit (0-1000, 0 == allied, 1000 == war) and set up a different secondary ally. ;)

Code: [Select]
[PoliticalTension/StartingTensions/Gorn]
Federation=0
Klingon=900
Romulan=1000
Lyran=900
Hydran=100
Gorn=0
ISC=800
Mirak=200
Orion=200
OrionOrion=400
OrionKorgath=300
OrionPrime=1000
OrionTigerHeart=200
OrionBeastRaiders=100
OrionSyndicate=900
OrionWyldeFire=500
OrionCamboro=200
Monster=200


Title: Re: FYI: work in progress: OP+ 4.1
Post by: D Boons Ghost on May 31, 2011, 07:18:15 pm
Thank you very much, Firesoul.

I am flying the Evil Dave 'vs. ISC' campaign missions, if that matters.  But now that you clarified the situation, I wish to keep the Beast Raider relationship as is.  :)  Oddly enough, I have never once seen a monster used as an ally before. 

I found another oddity in the third release candidate I am running (Single Player, Gorn, Early Era, Evil Dave) ... when left-clicking the Prime Trader ships (PT1 and PT3) in the shipyard, the ship outline is blank (though the weapon layouts do appear) and it classifies as a 'Battle Station'. 

Much appreciation. 
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on May 31, 2011, 08:55:32 pm
It seems to be working fine as for the missions it depends on were you got them from as I got mine from Pestalence's Enhancement Pack but they are ED.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on June 01, 2011, 12:49:29 am
Thank you very much, Firesoul.

I am flying the Evil Dave 'vs. ISC' campaign missions, if that matters.  But now that you clarified the situation, I wish to keep the Beast Raider relationship as is.  :)  Oddly enough, I have never once seen a monster used as an ally before. 

I found another oddity in the third release candidate I am running (Single Player, Gorn, Early Era, Evil Dave) ... when left-clicking the Prime Trader ships (PT1 and PT3) in the shipyard, the ship outline is blank (though the weapon layouts do appear) and it classifies as a 'Battle Station'. 

Much appreciation.

In the shipyard? .. hm. interesting. I wonder if this can be reproduced on my end. I'll research soon.

-- FS
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FA Frey XC on June 01, 2011, 09:47:47 am

My argument is simply this: I've added exposure to ADB. I hope I helped them increase their sales, beyond my purchasing stuff from them myself. I really do not see how my work can be any problem: it's basically free advertisement and endorsement.

-- FS

Your argument fails.

How have you increased their sales? Where is your proof? You have none, unfortunately, that I've seen. ADB seems to feel the same way.

Ask ADB. I already did.

Your just not making any money off this, which is why they haven't come after you. This isn't fantasy, and ADB is not in business for doing good things, which I've found out several years ago. They are still quite pissed at the entire SFC series, as they feel they didn't get their fair share of money from the licensing, and have expressed their position that if anything is added that is based upon current / past modules, they will ensure it's licensed , or removed.

The bottom line is it'd cost more money than it's worth right now to come after you, because they'd have to show certain things in a Civil Court, loss of use, copyright infrigements, etc... which you'd not be able to fight and would likely just cave in and remove everything. 

That would change if we included it in our CE and SFC4. CE is not a worry as we've already decided what we're going to use in regards to the shiplist (stock Taldren, obviously), but SFC4 is something we're going to work on and doing so means trying to resolve the bad blood there and work it out so we can use new stuff, or the stuff that was already there but never finished and is based upon ADB stuff.

This is why coders usually don't run businesses ;) And please Firesoul, before your ego blows the back of your head off, take a couple moments to breath and think about what I'm saying. While you may wish your argument was enough, I'm confident you'll see the truth if you really want to and anything you may suddenly desire to do (read: react) in regards to ADB would likely simply make the matter worse for the future of SFC.

So please, simply continue your great work on your MOD, and I think the community knows we'll be using it as a standard for the length of the life of SFC, as it's already established itself. Leave the rest to the people who've dealt with it before, and have experience with it.

Regards,
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FPF-DieHard on June 01, 2011, 03:44:12 pm
As this is a purely noprofit venture that puts it squarly in the fair use part of copy right law and should shield him from a red tape attack from lawyers ;D

My argument is simply this: I've added exposure to ADB. I hope I helped them increase their sales, beyond my purchasing stuff from them myself. I really do not see how my work can be any problem: it's basically free advertisement and endorsement.

-- FS

Steve Cole is a greedy jackass so don't be shocked if he tries to squeeze a few nickles out of you sometime in the future.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FPF-DieHard on June 01, 2011, 03:47:33 pm
So what did you finally do for XP refits?  The only thing that I didn't think would be too cheezy won't be the XPR power refit can conversion of Phaser 2 to Phaser 1, everything else would be absurdly un-balanced.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Klingon Fanatic on June 01, 2011, 08:44:17 pm
Firesoul, the Andros! mission was a blast. Thank you very much for that.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on June 01, 2011, 09:10:46 pm

My argument is simply this: I've added exposure to ADB. I hope I helped them increase their sales, beyond my purchasing stuff from them myself. I really do not see how my work can be any problem: it's basically free advertisement and endorsement.

-- FS


Your argument fails.

How have you increased their sales? Where is your proof? You have none, unfortunately, that I've seen. ADB seems to feel the same way.

Ask ADB. I already did.

Your just not making any money off this, which is why they haven't come after you. This isn't fantasy, and ADB is not in business for doing good things, which I've found out several years ago. They are still quite pissed at the entire SFC series, as they feel they didn't get their fair share of money from the licensing, and have expressed their position that if anything is added that is based upon current / past modules, they will ensure it's licensed , or removed.

The bottom line is it'd cost more money than it's worth right now to come after you, because they'd have to show certain things in a Civil Court, loss of use, copyright infrigements, etc... which you'd not be able to fight and would likely just cave in and remove everything. 

That would change if we included it in our CE and SFC4. CE is not a worry as we've already decided what we're going to use in regards to the shiplist (stock Taldren, obviously), but SFC4 is something we're going to work on and doing so means trying to resolve the bad blood there and work it out so we can use new stuff, or the stuff that was already there but never finished and is based upon ADB stuff.

This is why coders usually don't run businesses ;) And please Firesoul, before your ego blows the back of your head off, take a couple moments to breath and think about what I'm saying. While you may wish your argument was enough, I'm confident you'll see the truth if you really want to and anything you may suddenly desire to do (read: react) in regards to ADB would likely simply make the matter worse for the future of SFC.

So please, simply continue your great work on your MOD, and I think the community knows we'll be using it as a standard for the length of the life of SFC, as it's already established itself. Leave the rest to the people who've dealt with it before, and have experience with it.

Regards,



I am currently reviewing the following and taking time to make a decision.

http://starfleetgames.com/web_policy.shtml (http://starfleetgames.com/web_policy.shtml)
http://www.templetons.com/brad/copymyths.html (http://www.templetons.com/brad/copymyths.html)


Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on June 01, 2011, 09:14:28 pm
So what did you finally do for XP refits?  The only thing that I didn't think would be too cheezy won't be the XPR power refit can conversion of Phaser 2 to Phaser 1, everything else would be absurdly un-balanced.


Hey DH,
Your questions can be answered here: http://klingon.pet.dhs.org/mediawiki/index.php?title=X-Ships:_SFB_to_SFC_rules (http://klingon.pet.dhs.org/mediawiki/index.php?title=X-Ships:_SFB_to_SFC_rules)
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Magnum357 on June 01, 2011, 10:36:10 pm
Hey Firesoul, take your time on what you decide for your mod and SFC.  I remember years ago that the whole deal on how they created SFC (legally) was weird and amazing back in the late 90's.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Dizzy on June 01, 2011, 11:49:35 pm
Firesoul, the Andros! mission was a blast. Thank you very much for that.

eh?
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on June 02, 2011, 12:36:33 am
Firesoul, the Andros! mission was a blast. Thank you very much for that.


eh?


woops! I had incomplete documentation! Fixed.

http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B_Contents_and_Changes#Andros_as_Monsters (http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B_Contents_and_Changes#Andros_as_Monsters)
http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B_Contents_and_Changes#Mutiplayer_Mission_included:_Andros.21 (http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B_Contents_and_Changes#Mutiplayer_Mission_included:_Andros.21)


( tl;dr for Dizzy: I added a few Andros as Monsters and included a multiplayer mission much like coopace to take them on. Try it! )
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on June 02, 2011, 12:39:24 am
Hey Firesoul, take your time on what you decide for your mod and SFC.  I remember years ago that the whole deal on how they created SFC (legally) was weird and amazing back in the late 90's.

I will definitely take my time on this one.

My legal advisor (wife) suggests I not only let it sit for me to think about, but to wait to at least till or after the weekend to decide on what to do. I will research, ponder and make an educated decision.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: Starfox1701 on June 02, 2011, 09:45:50 am
I think FA Frey XC is right just keeo doing what you are doing and you will be fine. Since ADB isn't activly pursuing new video games at this time they couldn't reasonably claim any damages which would make going after you not only not profiable but give a very public appearince of being mean spirited and that would hurt themselves and their sells. For them in this economic climate that would be very counter productive so baring a real run of insanity over there you should be safe right FA Frey XC?

Title: Re: FYI: work in progress: OP+ 4.1
Post by: Klingon Fanatic on June 02, 2011, 07:42:21 pm
Firesoul,

I hope ABD/Mr. Cole can appreciate that your mod is a labor of love and nothing more than an homage to a super complex game that you have a tremendous amount of respect for.

If ABD/Mr. Cole do not appreciate your work, I say move it to the TMP setting where they do not have rights from the current Star Trek Intellectual property owners. Then replace the Andromedans with TMP era Borg or TOS Kelvins, rename the ship classes (e.g. D5W to say Klingon Light War Cruiser variant 1) and then go with the canon races and weapon names. There are more than enough non-ABD ships out there to make something totally different should it become necessary.

SFC will never be SFB for the PC.

There are too many limitations in the exisiting SFC games to allow for a total 100% conversion any way.

As much as I am NOT a huge fan of TOS/SFB Firesoul, I have been willing to play your mod without torpedo armed and cloaking Klingon warships.

On the otherhand, if you decide to depart the SFB ruleset, the TMP setting offers a multitude of options as well, including using Trek canon, torpedo armed and cloaking Klingon warships...


Best wishes, respect and honor to you for your continued work on this amazing project.

Qapla'

KF
Title: Re: FYI: work in progress: OP+ 4.1
Post by: EschelonOfJudgemnt on June 03, 2011, 01:25:48 am
The main point is that while the Dynaverse team can't do this mod (due to licensing agreements), Firesoul is not bound to those same licensing agreements (unless he signs on for the SFC:EAW revision that is underway).  Until a cease and desist letter appears, and due to the fact that there is no SSD in SFC (it is abstracted, however), Firesoul isn't really copying anything verbatim.  Plus, he is having to make adjustments for SFC versions, and use non-ADB models (I've yet to see an ADB guy do any modeling here, is there even one?).  So his shiplist is really it's own thing.

That being said, if Firesoul were to post SSDs from modules on this forum, THEN we'd have a clear infringement.  He has not done so, and hopefully never does.  Plus, damage works somewhat differently in SFC (two hits for systems intead of one, for example), so it isn't really the same thing.  As long as he is not profiting from his OP+ shiplist, I think Frey has it right - it isn't worth the hassle.  Plus, Firesoul is generating interest in these new modules, which is a good thing as he pointed out.  While I don't play SFB anymore, if I ever hit the lottery I wouldn't mind purchasing some new modules...

I can also argue this the other way, but the fact that nothing is word for word I think gives a little wiggle room.

Models are another story.  Fortunately, many of the SFC models for the 'non-movie/tv' ships are not direct copies of something that is licensed.  But that's a topic for another thread I think.

Also, keep in mind that Frey and the boys have been selling digital copies of EAW (last I checked anyways), so they are definitely subject to the licensing terms which they've worked out - I'd imagine ADB is getting a little more cash from these sales, miniscule as it might be.
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FA Frey XC on June 03, 2011, 01:40:15 pm
I would like to give some praise to Firesoul in his very professional response to this, as well as the discussion we had on Dynaverse Teamspeak last night.

It's refreshing (while not surprising considering it's Firesoul and our past together) to have someone do their due diligence, then have the professional courtesy to step up and discuss what they discovered. Firesoul did so in a way that was professional, courteous and above and beyond. Grats to you, Sir, for your respect in YOURSELF.

I said it last night, and I'll say it here for all to see: D.Net will -ALWAYS- support Firesouls OP Plus as the PREMIER shiplist for SFC. His work speaks for itself, and I believe we are on the same page now in regards to not simply ensuring our reflective works are protected, but to work together to ensure BOTH works are protected, and the best they can be.

Again, thank you Firesoul. I genuinelly appreciate the respect and honour you have shown.

<S>

Regards,
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FA Frey XC on June 03, 2011, 01:41:42 pm
I think FA Frey XC is right just keeo doing what you are doing and you will be fine. Since ADB isn't activly pursuing new video games at this time they couldn't reasonably claim any damages which would make going after you not only not profiable but give a very public appearince of being mean spirited and that would hurt themselves and their sells. For them in this economic climate that would be very counter productive so baring a real run of insanity over there you should be safe right FA Frey XC?

Steve Cole @ ADB seems to care less for public opinion and more for dollar signs. It's disappointing, but I really don't want to go into more detail our of respect for our mutual conversation, and the privacy thereun (and quite honestly some of his replies I could not show here anyway, due to the language and what not :( ).

The proof of my statement is there, in their forums, and on the webs. I need say nothing more.

Regards,
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FA Frey XC on June 03, 2011, 01:48:13 pm
Also, keep in mind that Frey and the boys have been selling digital copies of EAW (last I checked anyways), so they are definitely subject to the licensing terms which they've worked out - I'd imagine ADB is getting a little more cash from these sales, miniscule as it might be.

ADB is getting nothing from the sales of EAW, as they refused to even enter into licensing discussions with D.Net. We are operating under the "Fair-Use" concept - the "sales" are actually only for the processing / handling of the order and what not - we are -not- charging money for the actual game. Now we could, because I have a legal chain of ownership that shows I have the rights to EAW / OP  at this time, but:

1.) It wouldn't be right, it would violate our charter
2.) I wouldn't feel right about trying to make money off someone elses hard work.

That's why we're fixing EAW, getting it to run on Vista / Win 7 (BETA ANYONE), then getting EAW up to OP standards in regards to patch levels, functionality (sans the cartel layer in the Dynaverse campaigns) and polishing our scripted missions.

We might even add a small XenoCorp campaign :P

Then we look at SFC4 :D

But the point is, we're allowed to do that as long as we are operating in a non-profit status (which we are) and we're not making any money. D.Net hasn't made money since it's been UP - I'm constantly running a loss in this business venture.

If ADB wishes to engage in civil, realistic discussions about including other materials, then I'd be 100% up for it. However, based upon the discussions I had with Mr. Cole a couple years ago ... unless somethings changed, we'll hear the same "You've got to pay us for the licensing for EAW / OP / SFC3 AND this new thing before we even get any further".

That's not my issue, Mr. Cole. That's yours.

Regards,
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FPF-DieHard on June 03, 2011, 02:05:01 pm


Then we look at SFC4 :D

Space Navy Control?  You might as well divorce it.  The combat engine is what makes this game amazing regardless of the IP used for it.

Title: Re: FYI: work in progress: OP+ 4.1
Post by: Age on June 03, 2011, 05:58:31 pm
Firesoul,

I hope ABD/Mr. Cole can appreciate that your mod is a labor of love and nothing more than an homage to a super complex game that you have a tremendous amount of respect for.

If ABD/Mr. Cole do not appreciate your work, I say move it to the TMP setting where they do not have rights from the current Star Trek Intellectual property owners. Then replace the Andromedans with TMP era Borg or TOS Kelvins, rename the ship classes (e.g. D5W to say Klingon Light War Cruiser variant 1) and then go with the canon races and weapon names. There are more than enough non-ABD ships out there to make something totally different should it become necessary.

SFC will never be SFB for the PC.

There are too many limitations in the exisiting SFC games to allow for a total 100% conversion any way.

As much as I am NOT a huge fan of TOS/SFB Firesoul, I have been willing to play your mod without torpedo armed and cloaking Klingon warships.

On the otherhand, if you decide to depart the SFB ruleset, the TMP setting offers a multitude of options as well, including using Trek canon, torpedo armed and cloaking Klingon warships...


Best wishes, respect and honor to you for your continued work on this amazing project.

Qapla'

KF
I like some of your Ideas here as I am more of pure Star Trek fan not an ADB fan and give all Fed CAs 6 Transporters as that is what they have.

What rule sets have been discussed with ragards to SFC4 will there be from SFC3 any time frame?

 
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on June 04, 2011, 01:29:16 am
Well, Frey half-spilled the beans, but here's the bottom line:

1- I won't joke about the legal issues behind the mod anymore. ie: "oh, I'll just make a mod for that too." I can't just take it for granted that it'll be okay. I need to take time to evaluate due diligence for every project I work on.

2- I have reviewed ADB's posts and opinions on comments regarding SFC, licensing, etc. I have also read their On-Line Policy. OP+'s site and its downloadable content counts as an unauthorized site within their own definition but is not hosting any copyright materials owned by ADB.

3- I have reviewed the online-available documents and looked into where I stand in regards to OP+ and the website it is hosted on.
Of interest:

4- I have determined that OP+ is a transformative derivative work and constitutes a 'Fair Use' of the ADB materials it was based on.

5- I have written up a Fair Use page for my wiki. (link: http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B_Fair_Use (http://klingon.pet.dhs.org/mediawiki/index.php?title=OP%2B_Fair_Use))
Here is the current text:
Quote
Fair Use Notice

This site and game modification may contain copyrighted materials. The materials available on this site with regards to StarFleet Command and StarFleet Battles are considered Transformative works, and are publicly available, are non-commercial in nature and with no profit to ourselves.


We believe this constitutes a 'fair use' of any such copyrighted material as provided for in section 107 of the US Copyright Law.


Copyrights

STAR TREK: Starfleet Command (R) Volume II - Orion Pirates Software (C) 2001 Interplay Entertainment Corp. All Rights Reserved. TM, (R), and (C) 2001 Paramount Pictures. STAR TREK (R) and related elements are trademarks of Paramount Pictures. All Rights Reserved. Some elements are based upon the board games created by Amarillo Design Bureau (C) 1977-2001. Taldren and the Taldren logo are trademarks of Taldren Inc. Exclusively licensed and distributed by Interplay Entertainment Corp. All other trademarks and copyrights are the property of their respective owners.


For more information, see:

    [url]http://www.copyright.gov/title17/92chap1.html[/url] ([url]http://www.copyright.gov/title17/92chap1.html[/url])
    [url]http://ilt.eff.org/index.php/Copyright:_Fair_Use#Transformativeness[/url] ([url]http://ilt.eff.org/index.php/Copyright:_Fair_Use#Transformativeness[/url])



6- I will include a variant of this text in the "license" file/readme included with OP+.



I firmly believe I am doing the right thing. I respect ADB. I like their material, and I am updating a Mod that the community will likely enjoy. I hope that community members recognizes that ADB did fine work too and should consider visiting their site, look at their products and see if there's anything of interest to him/her/it.

However, at the same time, I want to clearly state that I have indeed reviewed the issues at hand and I think this mod is beneficial to ADB. It's not costing anyone a cent, not taking away any customers, and it is increasing awareness to ADB's products.


-- FireSoul
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on June 04, 2011, 11:09:51 pm
Last Call for RC5!


I may decide to release tomorrow if RC5 looks good. Please take a look at it and let me know.


-- FS
Title: Re: FYI: work in progress: OP+ 4.1
Post by: D Boons Ghost on June 05, 2011, 10:30:20 am
I've been playing with the RC5 rather extensively the past couple of days.  Everything is fantastic on my end.

The planet hardpoint fixes are pretty darned evil.  :)

Great job (as always).
Title: Re: FYI: work in progress: OP+ 4.1
Post by: FireSoul on June 05, 2011, 03:15:41 pm
All right, everyone. I am currently uploading a repack of RC5 (Fair Use update) to my server.

Please consider this thread closed. I will post a new thread for the release. Thanks for your help, attention and everything else. ;)

-- FS