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Dynaverse.net  |  Taldrenites  |  General Starfleet Command Forum  |  Topic: SFC 4 Project 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: SFC 4 Project  (Read 17658 times)
AcePylut
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Re: SFC 4 Project
« Reply #30 on: May 21, 2008, 08:16:30 am »

I'd love to help, but I have zero programming skills.

I can help test it though!
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Re: SFC 4 Project
« Reply #31 on: May 21, 2008, 08:26:42 am »

I will be retiring from Nightsoft in a few months. I would be happy to assist in the design of the game, including ship designs and meshes. Just let me know if you would like my help.
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Re: SFC 4 Project
« Reply #32 on: May 21, 2008, 09:51:07 am »

I'd love to help, but I have zero programming skills.

I can help test it though!

Same here...whatever I may contribute... Grin
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Re: SFC 4 Project
« Reply #33 on: May 21, 2008, 10:15:33 am »

Glad I stumbled in here today...  Shocked

Need a PMI certified Project Manager (PMP)?  Wink

I kid, I kid...I'll be eagerly surfing the forums going forward.
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Re: SFC 4 Project
« Reply #34 on: May 21, 2008, 10:32:41 am »

I will be retiring from Nightsoft in a few months. I would be happy to assist in the design of the game, including ship designs and meshes. Just let me know if you would like my help.

Raven, Sorry to hear about Nightsoft... But i don't suppose i could grab you? Your skills and experience would be highly appreciated.
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Re: SFC 4 Project
« Reply #35 on: May 21, 2008, 01:53:05 pm »

I'd love to help, but I have zero programming skills.

I can help test it though!

Same here...whatever I may contribute... Grin


i will do what ever i can to help as well ... 


i have one question, will it have true 3D ship movement or will it still be in a 2D plane (please say 3D)
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Re: SFC 4 Project
« Reply #36 on: May 21, 2008, 01:56:00 pm »

I'd love to help, but I have zero programming skills.

I can help test it though!

Same here...whatever I may contribute... Grin



and same here. No programming skills (yet!) but I am an experienced writer.....


Kapact
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Re: SFC 4 Project
« Reply #37 on: May 21, 2008, 02:02:32 pm »

Starfleet Command 4 will continue to utilize the methodology that made the SFC series of games one of the best selling Star Trek games ever.

SFB provides the perfect background framework to handle the combat stuff, management, etc. IN regards to the GUI, we're going to offer the SFC3 style UI OR the EAW / OP UI.

Bottom line. It's the GUI. Please read the posts and don't start a SFB or nuthin crusade when we've just announced that we're going to do this.

Regards,
I wouldn't mind a bit of both of SFC3 and SFC2 and officers would be nice addition as well possibly refit in the era of when the ships come out.It would be nice as well to se it in windows format so you can minimise/maximise the screen or even close it.
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Re: SFC 4 Project
« Reply #38 on: May 21, 2008, 02:08:24 pm »

Starfleet Command 4 will continue to utilize the methodology that made the SFC series of games one of the best selling Star Trek games ever.

SFB provides the perfect background framework to handle the combat stuff, management, etc. IN regards to the GUI, we're going to offer the SFC3 style UI OR the EAW / OP UI.

Bottom line. It's the GUI. Please read the posts and don't start a SFB or nuthin crusade when we've just announced that we're going to do this.

Regards,

I have to agree the fully moding a ship wasn't a strong suit for me.  But being able to get the refits and conversions without having to buy a whole new ahip and selling the old would be nice.

But then depending on how complicated you want your code you could set a server side switch to pick SFC2/OP style or SFC3 style (as how ships are handlled for modifing).  It would add alot of code and testing, but would include more players under it's belt.  And who knows, with a new way of running, maybe both sides of this would like the others for a server or two (specially if you don't have to load different programs)

Quote from: FPF-DieHard
I'm not starting an SFB or nuthin crusade, I think it totally possible to make a great ST combat game that has nothing to do with SFB.   It's just that SFC3 (out of the box, some of the mods were actually pretty cool) wasn't it.  That's what I meant but embrace SFB or totally abandon SFB.  Taldren developed themselves into a corner by leaving in a lot of SFB element while taking away others that made the whole system "work."

There's a lot more to it than the GUI.   EW versus Angular velocity, how does the Cloak work, attrition units, seeking weapons, 4 shields versus 6, etc . . .  Starship Customization never sat well with me either, this is a Military Naval simulation, not "Pimp my Ride."  Starship CONVERSION however would be really cool!    Imagine buying an F-NCL and getting it converted to whatever variant you could afford after X amount of time.

The best bet, IMHO, is leave the game moddable enough so a server admin can make the call.

Modified to fix quotes
« Last Edit: May 21, 2008, 02:23:01 pm by Pestalence_XC » Logged

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marstone
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Re: SFC 4 Project
« Reply #39 on: May 21, 2008, 02:21:37 pm »

Starfleet Command 4 will continue to utilize the methodology that made the SFC series of games one of the best selling Star Trek games ever.

SFB provides the perfect background framework to handle the combat stuff, management, etc. IN regards to the GUI, we're going to offer the SFC3 style UI OR the EAW / OP UI.

Bottom line. It's the GUI. Please read the posts and don't start a SFB or nuthin crusade when we've just announced that we're going to do this.

Regards,
I wouldn't mind a bit of both of SFC3 and SFC2 and officers would be nice addition as well possibly refit in the era of when the ships come out.It would be nice as well to se it in windows format so you can minimise/maximise the screen or even close it.

Now adding crew and officer experience (that gets lost when you transfer ships, would give a bonus to those who stick with one ship for a long time.  As you work up to legendary officers, and expert crew.  If you refit or convert you get to keep them, but you change ships, you get a new crew with that ship.
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Re: SFC 4 Project
« Reply #40 on: May 21, 2008, 02:29:09 pm »

Great googly moogly. Time to plot shoving Hex out an air lock.
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F9thCenturus
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Re: SFC 4 Project
« Reply #41 on: May 21, 2008, 03:16:43 pm »

Starfleet Command 4 will continue to utilize the methodology that made the SFC series of games one of the best selling Star Trek games ever.

SFB provides the perfect background framework to handle the combat stuff, management, etc. IN regards to the GUI, we're going to offer the SFC3 style UI OR the EAW / OP UI.

Bottom line. It's the GUI. Please read the posts and don't start a SFB or nuthin crusade when we've just announced that we're going to do this.

Regards,
I wouldn't mind a bit of both of SFC3 and SFC2 and officers would be nice addition as well possibly refit in the era of when the ships come out.It would be nice as well to se it in windows format so you can minimise/maximise the screen or even close it.

I like the way you think.
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Re: SFC 4 Project
« Reply #42 on: May 21, 2008, 03:20:47 pm »

Starfleet Command 4 will continue to utilize the methodology that made the SFC series of games one of the best selling Star Trek games ever.

SFB provides the perfect background framework to handle the combat stuff, management, etc. IN regards to the GUI, we're going to offer the SFC3 style UI OR the EAW / OP UI.

Bottom line. It's the GUI. Please read the posts and don't start a SFB or nuthin crusade when we've just announced that we're going to do this.

Regards,

I have to agree the fully moding a ship wasn't a strong suit for me.  But being able to get the refits and conversions without having to buy a whole new ahip and selling the old would be nice.

But then depending on how complicated you want your code you could set a server side switch to pick SFC2/OP style or SFC3 style (as how ships are handlled for modifing).  It would add alot of code and testing, but would include more players under it's belt.  And who knows, with a new way of running, maybe both sides of this would like the others for a server or two (specially if you don't have to load different programs)


Ooohhhh, I like that alot.
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Re: SFC 4 Project
« Reply #43 on: May 21, 2008, 04:48:24 pm »

My heart has skipped a beat and I have been jumping for joy!

What a dream team you are gathering.

I can not wait to learn more and to help spread the great news. I hope you will consider us for press releases and interviews, etc.

-BEST OF LUCK!  GODSPEED !



SFC, EAW, OP   vs   SFC3
« Last Edit: May 22, 2008, 12:57:40 am by Kinneas » Logged

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Re: SFC 4 Project
« Reply #44 on: May 21, 2008, 04:56:00 pm »

SFB purist (Commander's Edition II) here,

Not to be negative or anything, but what's the legal/licensing status?  'Under-the-radar' abandonware?  Some kind of 'grandfathering' or extension clause of the previous license?  Some kind of o.k. from You Know Who in La La Land (official, verbal, or otherwise?)  How much of this is now in the public domain, how much do you own outright, etc.

Wishlist:

Call me a moron, but I never could get my numeric keypad to properly manipulate my shields, etc.  Better keyboard controls, and even the ability to remap every (really every) function.

I'd even vote for a hex-grid and 32 impulses, should anyone get real ambitious with this...

Chaos
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Re: SFC 4 Project
« Reply #45 on: May 21, 2008, 05:13:58 pm »

SFB purist (Commander's Edition II) here,

Not to be negative or anything, but what's the legal/licensing status? 'Under-the-radar' abandonware? Some kind of 'grandfathering' or extension clause of the previous license? Some kind of o.k. from You Know Who in La La Land (official, verbal, or otherwise?) How much of this is now in the public domain, how much do you own outright, etc.
Thank you for your inquiry in regards to the licensing for Starfleet Command 4.

Please contact Frey Petermeier at the following email:

frey@xenocorp.net

in regards to your question.

Thank you.


Quote
Wishlist:

Call me a moron, but I never could get my numeric keypad to properly manipulate my shields, etc. Better keyboard controls, and even the ability to remap every (really every) function.

I'd even vote for a hex-grid and 32 impulses, should anyone get real ambitious with this...

Chaos

As for your keypad.. First you have to launch your game from the correct EXE game file..

SFC 1 - Starfleet.exe

SFC 2 : EAW - Starfleet2.exe

SFC 2 : OP - StarfleetOP.exe

SFC3 - SFC3.exe

Keypads will have to be mapped in the Options Menu and make sure your numeric pad is locked for numbers.

Other than that the keypad should work correctly.. Running the game from the wrong EXE file will introduce bugs that have been fixed in the EXE files listed above.

It also depends on the OS you are running.. In Vista.. there are many things to do for a proper install.. XP is pretty easy.. main thing on any system is to not install or patch game with Anti-Virus running.. most AV systems will corrupt the game files.
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Re: SFC 4 Project
« Reply #46 on: May 21, 2008, 05:33:41 pm »

I know this is a stupid question, but is this really for real???  I'm not calling anybody a liar, but this sounds too good to be true.

 If it id true, I will be whipping out my check book, to do my part. ( No BS)

Just hold on to that checkbook, but yes, this is REALLY for real.

Like I said, we'll be making the "press release" soon.

Regards,

 Frey you are a god!!!!!! Smiley Not Worthy Not Worthy Not Worthy You don't know how long I have been wishing for this.

 Just let me know when to chip in my part. Smiley
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Re: SFC 4 Project
« Reply #47 on: May 21, 2008, 05:41:15 pm »

I agree with Lot of you refits, and officers, are a must!!!  It gives the game more depth. And gives you something to strive for, other than just blowing things up.

Also a side game like in SFB1 would be excellent. Where you get recruited into special units, would also be out standing.

It gives you a sense of accomplishment, and really gives the game depth.
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Re: SFC 4 Project
« Reply #48 on: May 21, 2008, 05:42:05 pm »

Biggest w00t in a while !

I want my plasma bolts
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Re: SFC 4 Project
« Reply #49 on: May 21, 2008, 05:48:08 pm »

I am a skilled artist I can provide ship designs/schematics i will be emailing u shortly with a few hand drawn and mspaint drawn samples, however i have no skill at all doing renders/3dmodeling and that sort of thing. i love star trek woot! XD
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Re: SFC 4 Project
« Reply #50 on: May 21, 2008, 05:58:58 pm »

Well, once i get a modelling program again, i can help...this sounds like what we've been waiting for Grin
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Re: SFC 4 Project
« Reply #51 on: May 21, 2008, 07:14:56 pm »

I am so happy to hear this news I'm gonna dig out my freaking red shirt and wear it to work tomorrow!!

I wish you all well on this project and can't wait to see what becomes of it.

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Re: SFC 4 Project
« Reply #52 on: May 21, 2008, 09:26:14 pm »

I can't say I have any major skills to contribute, but I am a quick study, and good with cleaning up typos and the like. Smiley
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Re: SFC 4 Project
« Reply #53 on: May 21, 2008, 10:50:29 pm »

I've worked as a journalist, and I'm a fiction writer.

If either is any use, send me a PM.

Oh...and I can deal Texas Hold 'Em and Omaha. Grin
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Re: SFC 4 Project
« Reply #54 on: May 22, 2008, 02:27:23 am »

Getting my check book out Grin

This is great news.  I also like the Idea of  refits, and officers. OMG  My Z-DWD with Legendary Officers and Crew. Just think of the Hate, Hell, and Discontent I could cause Deep Striking Grin
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Re: SFC 4 Project
« Reply #55 on: May 22, 2008, 02:38:18 am »

I wonder how much of the officer system is still in SFC:EAW from SFC1?  It might not be that hard to bring back online in the game.
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Re: SFC 4 Project
« Reply #56 on: May 22, 2008, 04:36:21 am »

If ya need another modeler, gimmie a shout ...

JM.
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Re: SFC 4 Project
« Reply #57 on: May 22, 2008, 05:03:43 am »

Going to give a push this weekend to see if I can finish up the Q3 breakout (still working on the graphic format).  It is about the most I can do ATM.  But willing to analyse other code areas or files to see if I can break them out also.

Maybe just a janitor right now, but an Electronic Warfare Analyst still rests in my heart (and a programmer is sleeping in there too).
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Re: SFC 4 Project
« Reply #58 on: May 22, 2008, 05:50:03 am »

Where do I sign up?

I already am working on a SFC4/ B5Wars type project.  Strip out the Babylon 5 stuff, add SFC resources and off we go.

See screenshots in the OP forum and in other games.

The Q3 breakout?  We can develop similar graphics with a new-tech engine, and reverse-engine SFB once again.  Programming is not the hard...

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Re: SFC 4 Project
« Reply #59 on: May 22, 2008, 07:00:12 am »

Where do I sign up?

I already am working on a SFC4/ B5Wars type project.  Strip out the Babylon 5 stuff, add SFC resources and off we go.

See screenshots in the OP forum and in other games.

The Q3 breakout?  We can develop similar graphics with a new-tech engine, and reverse-engine SFB once again.  Programming is not the hard...



SFC4 from my understanding isn't going to be a work from the ground up.  So the Q3 file will probably still be needed.  The main thing is why write your own code to do the Q3 stuff when it is there are works.  Write your own and you start a large debugging project to make sure it works perfect.

Only trouble with the Q3 is the format of the sprite data, header is readable but not in a format of any normal image file, and me not a graphics guy makes it a fun excercise, sort of like doing this. .  Bang Head
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