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Author Topic: Trek Revived (2.0x Version)  (Read 2947 times)
NiteHawk
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« Reply #15 on: June 08, 2010, 06:16:24 AM »

Also if you can give me a example of an image with the ring and just the planet.
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« Reply #16 on: June 10, 2010, 01:22:05 PM »

Got transparency going...

Have to add it properly now was just a test but:

FROM

TO


Isn't that sexy now Tongue Though the image isn't sexy, originally it was 100% yellow and 100% blue opacity for all of it, despite transparency. Should make some interesting adds if need be Smiley
« Last Edit: June 10, 2010, 01:26:41 PM by NiteHawk » Report to moderator   Logged

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« Reply #17 on: June 10, 2010, 01:35:45 PM »

Alright, when I'm done the top layer stuff I'll probably upload it. Just working on a good way to create it.

Everything can use transparency except the background and the interface for now. I think this is good the way it is Wink
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« Reply #18 on: June 10, 2010, 03:26:52 PM »

This is a dual layer planet. It took a bit of tweaking because I had to edit the top layer piece so it 'vanishes' at a certain point, so it seems like it is going 'behind the planet'.

I'm not sure if its centered yet, I have a formula of POSITION OF TOPLAYER X = CURRENTX - (TopLayerWidth/2) + (PlanetWidth/2) .. But I think that is 'correct', though I'm not sure just yet.

Anyways... Here is the example image and the images I have used. The rings now use transparency and all that too Wink I had the planet change the 0/0/0 RGB to 2/2/2 to prevent it from vanishing as atm 0/0/0 will change to transparency still. We may go full PNG and use PNG transparency as the actual transparency, who knows though atm.

Let me know what you think:

PLANET:


RING:


IN GAME:


I do realize the RING IMAGE has a outline of the planet, that was my bad while I was modifying but it should not have much affect because it should overlay on top of the planet perfectly anyways.
« Last Edit: June 10, 2010, 03:29:07 PM by NiteHawk » Report to moderator   Logged

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« Reply #19 on: June 10, 2010, 05:25:35 PM »

That's just bloody brilliant....least you figured something that would work for now....

I can see that being a workable solution regarding those type of planets (we may have to do that for the moon Rhea)
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« Reply #20 on: June 11, 2010, 02:40:35 AM »

Yeah possibly. You'd have to have some knowledge of editing but it was very easy actually to do. You can also make some fun things with a top layer then just rings as well Wink  (Clouds/lights/etc that can be changed.)

I'm not going to be working on it 'much' more since I need to work on optimizing but it was a bit fun to add Smiley It works on any planet type right now.

I am still fixing zoomout with toplayer, as I'm having issues with the toplayer not being position properly, but other then that, it's almost done.
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« Reply #21 on: June 13, 2010, 01:59:18 PM »

Latest version of the mod's stats:

Code:
GameStateClass profile for  on frame 0
number of ships           =   200
number of planets         =   148
number of missiles        =   0
number of colonies        =   38
number of ship designs    =   107(150)
number of missile designs =   91(200)
number of modules         =   515(750)
number of loaded modules  =   0

I forgot how ANAL the game is with the robots file now....and because of that, when I wrote 72 new entries for the Borg (24 bots using 1 starship type  X3), they got the SHITLOAD of bots, which showed 76/20 in-game, and I unintentionally created a "Borg Massacre"...hilarity ensues...(nothing could stop them when they have 72 ships in one spot, and add to their "unintentional spawner")...

Basically they just kill a planet within 2 minutes and bases take even less time....and sometimes killing one of them crashes the game, otherwise they all gang up on you. My original intent was to make the game grab the list and "restock" the team with the next entries like in 1.2x but apparently not.  Lips sealed  Not that I want Nite to rewrite the damn Bot spawner AGAIN...

(adding about 15 more Fed starships didn't help, as the game just evenly distributed them to every race rather than giving them to the Feds)
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« Reply #22 on: June 13, 2010, 03:12:46 PM »

Latest version of the mod's stats:

Code:
GameStateClass profile for  on frame 0
number of ships           =   200
number of planets         =   148
number of missiles        =   0
number of colonies        =   38
number of ship designs    =   107(150)
number of missile designs =   91(200)
number of modules         =   515(750)
number of loaded modules  =   0

I forgot how ANAL the game is with the robots file now....and because of that, when I wrote 72 new entries for the Borg (24 bots using 1 starship type  X3), they got the SHITLOAD of bots, which showed 76/20 in-game, and I unintentionally created a "Borg Massacre"...hilarity ensues...(nothing could stop them when they have 72 ships in one spot, and add to their "unintentional spawner")...

Basically they just kill a planet within 2 minutes and bases take even less time....and sometimes killing one of them crashes the game, otherwise they all gang up on you. My original intent was to make the game grab the list and "restock" the team with the next entries like in 1.2x but apparently not.  Lips sealed  Not that I want Nite to rewrite the damn Bot spawner AGAIN...

(adding about 15 more Fed starships didn't help, as the game just evenly distributed them to every race rather than giving them to the Feds)

Hum show me your race files and your main dat file.
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« Reply #23 on: June 17, 2010, 11:21:56 PM »

New Project logo:

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« Reply #24 on: June 18, 2010, 04:08:11 AM »

I think the mix of colors is a bit too dramatic/too different in color. Green/Light Blue don't look good together.

I also think the bottom Stellar Frontier piece should be smaller then the main logo STAR TREK part. Kind of like a 'sublogo over a main logo'. Just says though Smiley Font is good.
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« Reply #25 on: June 18, 2010, 04:32:55 AM »

I think the mix of colors is a bit too dramatic/too different in color. Green/Light Blue don't look good together.

I also think the bottom Stellar Frontier piece should be smaller then the main logo STAR TREK part. Kind of like a 'sublogo over a main logo'. Just says though Smiley Font is good.

I was trying to aim for something that looked almost the same as the TNG logo, I might have to make it very much like that now.

Thanks  Smiley
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« Reply #26 on: June 18, 2010, 05:03:24 AM »

Code: ("trek_data_sounds.sec")
game         Terran     klaxon       STRTrek\sft-FAlert   100   9       n
game         Klingon    klaxon       STRTrek\sft-KAlert   100   9       n
game         Romulan    klaxon       STRTrek\sft-RAlert   100   9       n
game         Borg       klaxon       STRTrek\sft-BAlert   100   9       n

I was playing around with sf_data_sounds.sec yesterday and was not pleased to see that the game only takes one klaxon sound even if a race was "defined" (It grabs the Fed klaxon, and applies to every race)...its not like ATC would be like willing to make a unique ALERT sound for each SF race, now would he?

(This bit is very minor but gives some UNIQUENESS to the mod, even if its a damn SOUND EFFECT)
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« Reply #27 on: June 18, 2010, 06:50:14 AM »

Code: ("trek_data_sounds.sec")
game         Terran     klaxon       STRTrek\sft-FAlert   100   9       n
game         Klingon    klaxon       STRTrek\sft-KAlert   100   9       n
game         Romulan    klaxon       STRTrek\sft-RAlert   100   9       n
game         Borg       klaxon       STRTrek\sft-BAlert   100   9       n

I was playing around with sf_data_sounds.sec yesterday and was not pleased to see that the game only takes one klaxon sound even if a race was "defined" (It grabs the Fed klaxon, and applies to every race)...its not like ATC would be like willing to make a unique ALERT sound for each SF race, now would he?

(This bit is very minor but gives some UNIQUENESS to the mod, even if its a damn SOUND EFFECT)

Would have to take a look at this in t he future to see how this works, but it should be possible to make race defined sounds after I tinker with it Smiley But mindset on optimization atm.
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« Reply #28 on: July 13, 2010, 01:37:31 PM »

A small update:

Successfully separated the bitmaps into their own folders, so the main bitmap folder is not filled with Trek's files.
Code:
*  class  race    name            file                         nF nC  Sz         seqT  tcb
*  ---------------------------------------------------------------------------------------
Planet    all     A.CentauriA1     STRTrek\PLA\sftf-a-AC-A1     1  1  60   stationary   n

The game accepts the paths fine, like the .sec files in separate folders. The last count of files was 678 images (141 MB).
I have also separated the sound files, as they are in their own folders in the WAV directory.

Hardpointing is a slow process without a frontend editor, but I've managed to get some ships some proper weapons.
No new planets added since last update, many systems are still in incorrect positions (a frontend like hardpoints but for systems would be a great idea rather than trial & error).
Fixed an ERROR report (incorrect bitmap caller).

Code:
GameStateClass profile for  on frame 0
number of ships           =   30
number of planets         =   148
number of missiles        =   0
number of colonies        =   38
number of ship designs    =   117(150)
number of missile designs =   106(200)
number of modules         =   532(750)
number of loaded modules  =   0

Still getting a random crash.
« Last Edit: July 13, 2010, 01:41:53 PM by Sandtrooper » Report to moderator   Logged



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« Reply #29 on: July 13, 2010, 05:03:36 PM »

A small update:

Successfully separated the bitmaps into their own folders, so the main bitmap folder is not filled with Trek's files.
Code:
*  class  race    name            file                         nF nC  Sz         seqT  tcb
*  ---------------------------------------------------------------------------------------
Planet    all     A.CentauriA1     STRTrek\PLA\sftf-a-AC-A1     1  1  60   stationary   n

The game accepts the paths fine, like the .sec files in separate folders. The last count of files was 678 images (141 MB).
I have also separated the sound files, as they are in their own folders in the WAV directory.

Hardpointing is a slow process without a frontend editor, but I've managed to get some ships some proper weapons.
No new planets added since last update, many systems are still in incorrect positions (a frontend like hardpoints but for systems would be a great idea rather than trial & error).
Fixed an ERROR report (incorrect bitmap caller).

Code:
GameStateClass profile for  on frame 0
number of ships           =   30
number of planets         =   148
number of missiles        =   0
number of colonies        =   38
number of ship designs    =   117(150)
number of missile designs =   106(200)
number of modules         =   532(750)
number of loaded modules  =   0

Still getting a random crash.

If you are theres prob another weird issue.. Completely random?

Upload files and I can look, doesn't seem to happen with generic SF 2.0 files, but they don't test the game to the limit. I may have time to look at it this week. My move is pretty hellish, including my car now which decides it's going to shake like a mofo while driving. I believe my drive shaft has bent :<
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