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Author Topic: Sandtrooper's Star Trek Mod  (Read 3301 times)
NiteHawk
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« Reply #15 on: December 06, 2008, 01:32:29 PM »

I think I know why bmps are failing to load.

I'll give it a change in 1.3 and hope for the best for you.

But otherwise the mods crashing in 1.2 and 1.3, I can't figure it out much to well, something missing or something.

But I'm also not sure why the bots don't move around, won't be until I can get a mod that examples this to work. Overall 1.3 should work with 1.2 mods, with some ship adjustments (else you have ships flying super fast)

You can view more then 11 races now however. We'll see about the rest. When I release 1.3 if you can get it working then we can adjust to fix these other problems AI are having in 1.31 if there not solved with a few things ill be trying.
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« Reply #16 on: December 06, 2008, 05:15:04 PM »

Did you just delete my last post :?

Are you mad cause I told you it wasn't cool that you killed me... You need to lighten up and know that I love joking around like that... And not only did I have to leave... But you are too sensitive to even joke around with.

Relentless is one of my friends... and I make fun of his fleet.. yet he doesn't get mad... So stop taking this game so serious and grow up.

QFT - Private mods aren't cool. I don't plan to log in to any mods that keep private. That's how Skillet got the attention that he wanted and look where all that got him. Not cool. I hope the "behind closed doors" doesn't imply that you'll be like that. 

Looks like a nice mod Sandtrooper. Just try to remember you weren't the first to come out with such a mod Wink I saw many people come out with their own such Star Trek mods, first one that I noticed was Skillet's which he didn't exactly seem to keen on sharing and then I saw other folks create theirs.

If you don't want to share it just figure you should know anyone can do it. It's best to be remembered for your charity than your possesiveness. If that's what it is. If it isn't then there's no reason to respond to my interpretation with frusteration is there?

And there should be no reason to delete it.
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« Reply #17 on: December 06, 2008, 06:04:00 PM »

Blegh...

Who wants a public Alpha, huh?

I've been depressed lately, and reading your "QFT" post makes me think I'm a big asshole (no really, I am in RL, world's caving in on me), and I don't wanna be remembered as a rogue player. So....I want to patch the big gapping holes I've dented into people by offering the (unfinished) mod to players.
« Last Edit: December 06, 2008, 06:07:12 PM by Sandtrooper » Report to moderator   Logged



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« Reply #18 on: December 06, 2008, 10:06:54 PM »

Blegh...

Who wants a public Alpha, huh?

I've been depressed lately, and reading your "QFT" post makes me think I'm a big asshole (no really, I am in RL, world's caving in on me), and I don't wanna be remembered as a rogue player. So....I want to patch the big gapping holes I've dented into people by offering the (unfinished) mod to players.

So does that mean I can still joke around with you :? Or we going back to um... Plan B... Which is still in progress XD
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« Reply #19 on: December 06, 2008, 10:14:02 PM »

Joke all ye want, make sure I can _tell_ if you're joking (its hard to tell online if you are or not)....I dunno about how the alpha should go, the last person I sent it to didn't want to run on his install.
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« Reply #20 on: December 07, 2008, 01:10:08 AM »

Blegh...

Who wants a public Alpha, huh?

I've been depressed lately, and reading your "QFT" post makes me think I'm a big asshole (no really, I am in RL, world's caving in on me), and I don't wanna be remembered as a rogue player. So....I want to patch the big gapping holes I've dented into people by offering the (unfinished) mod to players.
LOL I don't want to know where you dented "big gapeing holes" into folks Tongue

I simply interpreted your statement as a snub tot he community. No offence but I don't want to log in to private mods. I won't consciously have a problem with logging into someone who hosts such a mod while you can get it anyway because then you know that person isn't attempting to flag down attention to himself/herself in a ADHD sort of way.

Doesn't seem like you'r like that so don't take my posts the wrong way Smiley I'm just being a bit of a pain, looking out for my fellow SFer in my own strange way.
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« Reply #21 on: December 07, 2008, 11:19:00 AM »

In 1.3 you shouldn't have to change much, just ship speed in your data ship file, because boosts are now acting as boosts and not the main part of the engine (as it should be.) I'll try to fix a few things when 1.3 is out and work with you Sandtrooper, we discussed a bit in e-mails already but we got to get it working. Your mod is a good test too, since it puts SF to its limits...

As for this conversation of weither he will release it or not, he can do what he wants. If he wishes to release it, then he does, if not, then he does not. If you have an issue with this, you can create your own mod. I'm sure if you wished to help and prooved you aren't someone who doesn't know how to mod at all, they would let you help as well, (Didn't he state he was looking for help in previous messages? But yeah, I do know its 'halted' for now.) If you don't want to play it, then don't, if you do, then do. Alot of work alot of people don't wish to release because it's something they worked hard for months, and then someone comes along and takes that work, slaps a couple things, and makes it his own. I respect his decision weither it be to release it or not, as long as he makes a good impact on the game and gets players to play. If you see otherwise, then I suppose you may.. I hate open source, very deeply, but nothing I can do about it. Though limited on mods, open source games lead to huge expliots, can be very tough to deal with.

As for skillet, he didn't earn his reputation because of not releasing a "mod", he earned his reputation because he destroyed online SF for most people, unfortunatly. Though lately he's been pretty good, and I have no issues with him, he seems like a good guy.

I'm not on anyones side here, but neutral, so im not picking on anyone, but let's get back onto discussion, no apologies and no worries now. The topic is about this mod, any post from thereforth will be zapped, let's try to make this more positive, eh?

I'd like to see this mod working, I know it's having some limitation issues, which I'm trying to increase. It cannot be 'unlimited' right now, simply because the engine doesn't like unlimited, but we can make it to normal standards of computers today, and not in 99. For now I'll try to increase the limit 5x on most things. As for the mod you sent, I couldn't get it working just yet, but I haven't taken much look since I've been coding, if you want, you can try sending it again full package with everything.
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« Reply #22 on: December 31, 2008, 03:16:24 PM »

Apologies for all that "crap" that occured earlier this month, but I  will hopefully get a beta working online soon, but it'll be a really stripped down version of the mod for online play.

Work has resumed but I still encounter bitmap failure, as Nitehawk told me its a memory issue, I will have to beg my folks for 3 more gigabytes of RAM (Win XP only supports 4 GB).

Changes:
  • Currently 6 races exist in the 1.3.1.1 version of the mod, I imported everything from 1.2x with major changes to ship loadouts which include MORE than 4-5 tubes (it was very restricting in 1.2x).
  • Proper weapons for 4 races
  • Planets are unchanged
  • Starbases/Battlestations are VERY tough, but killable.

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« Reply #23 on: January 08, 2009, 07:18:22 AM »

Apologies for all that "crap" that occured earlier this month, but I  will hopefully get a beta working online soon, but it'll be a really stripped down version of the mod for online play.

Work has resumed but I still encounter bitmap failure, as Nitehawk told me its a memory issue, I will have to beg my folks for 3 more gigabytes of RAM (Win XP only supports 4 GB).

Changes:
  • Currently 6 races exist in the 1.3.1.1 version of the mod, I imported everything from 1.2x with major changes to ship loadouts which include MORE than 4-5 tubes (it was very restricting in 1.2x).
  • Proper weapons for 4 races
  • Planets are unchanged
  • Starbases/Battlestations are VERY tough, but killable.



Yeah sorry mate, and I don't think it's much to solve. I'll try a few things here and there, but I'm guessing each takes up a bit of resources.. Pretend trying to open up 500 bitmaps in a game, theres no supression or limiting, no engine, etc. So what ends up happening is the game doesn't pick it up because it's an issue to do with memory. Maybe I'll see if I can figure out.. To see if I can at least state that it wouldn't load due to memory.

On my end the mod looked simply amazing. Everything worked. In time we'll figure out something to lower the standards so we can have mods with at least 1000+ bmps.

That's my worrysome too going from bmp to PNG in the future. BMPS are better because there already uncompressed. Going to PNG, the computer will have to uncompress them too, thus resulting in more memory loss, I believe. Though the images will be smaller, the client has to work more because there 'smaller/compressed' to get them to a uncompressed state to use quickly and efficantly without having to load each picture slowly.
« Last Edit: January 08, 2009, 07:19:54 AM by NiteHawk » Report to moderator   Logged

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