Dynaverse.net
Taldrenites => General Starfleet Command Forum => Topic started by: IndyShark on December 18, 2004, 03:22:55 pm
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Chris, I've been playing UAW for a few days now, and I have a few questions.
1. Do Quantum torpedoes lose energy over distance? They look like seeking weapons.
2. I have noticed that some advanced ships never seem to lose speed even when heavily damaged. I assume you can't fix this due to how much energy their engines produce. Is that correct?
3. I can't seem to use batteries to charge weapons. I think that's because the engines are supplying energy so the batteries never have a chance. Is that correct?
4. They are a few background scenes that are "white outs". No detail, just white everything. I can't Tell which one or ones are broken. Do you have any way to identify backgrounds so we can fix them?
BTW, this is one cooool game!
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Answers..
1. Orion Pirates did not come with Quantum Torps because the original game is based on SFB. So I used an existing weapon, changed the graphic and audio, and changed the in-game name to Quantum Torpedo. It is really a Plasma X.
2. The high engine power is needed for all the weaponry. The side effect there is that a heavily damaged ship can sometimes still travel at speed 31.
3. In most cases yes - again that is because of the high engine power needed for the weaponry. You no doubt have noticed that late and advanced era UAW is an 'Overload everything, reinforce, and go full speed' situation most of the time. People are loving it.
4. I know about some of the whte outs and am working to correct them in a patch. SFC uses mod files for the space background, with certain textures applied to them. When I imported the space mod files from SFC3 some were too big for OP to use and I had to cut them down in size. It is a bit difficult, but not impossible. I narrowed down and fixed a major white-out culprit just yesterday, actually.
You might be able to help. When you see a white-out, make a note in your head of what other backgrounds you see in that map. After the game look in C:\Program Files\Taldren\Starfleet Command Orion Pirates\Assets\Models\Space, go to thumbnail view, and write down the name of the texture you saw in game that did show up properly. That would help.
There's another thread I'm starting showing screenshots of a Cardassian Total War. I can't stop playing this game, lol. My wife has noticed I can't stop as well. haha.
'Darling, are you still on that computer'? :-\ 'Yes, dear. Just one more Jem'Hadar to fry and I'll be off.' ;D
More word on a patch as we get closer to a release of it.
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Ok, thanks Chris. Can I suggest that you make the quantum torpedo a direct fire weapon instead of plasma? I think it's a cool weapon and graphics, but it out to get there as fast as a photon torpedo but with more damage.
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I quite like them as plasma - devastating at close range in numbers - unlike photon odds...
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What about useing Heavy Photons for Quantuams.
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I have gone back and forth on the Heavy Photon idea for Quantums and decided that they miss too much and don't have the damage power of a Plasma X. In beta testing for a long time we had Heavy Photons as Quantums and noone liked the Feds. At present we are unable to alter damage effects of weapons. I'd love to see a Quantum travel the speed of a photon and hit almost every time. Source code?
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I am sure I can get used to them. I have set up my hotkeys so they don't fire with the rest of the weapons. They are pretty cool when you have a ship coming towards you.
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I have gone back and forth on the Heavy Photon idea for Quantums and decided that they miss too much and don't have the damage power of a Plasma X. In beta testing for a long time we had Heavy Photons as Quantums and noone liked the Feds. At present we are unable to alter damage effects of weapons. I'd love to see a Quantum travel the speed of a photon and hit almost every time. Source code?
Where is the balance in that?
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I have gone back and forth on the Heavy Photon idea for Quantums and decided that they miss too much and don't have the damage power of a Plasma X. In beta testing for a long time we had Heavy Photons as Quantums and noone liked the Feds. At present we are unable to alter damage effects of weapons. I'd love to see a Quantum travel the speed of a photon and hit almost every time. Source code?
Where is the balance in that?
If Plasma X are set to speed 100 say, then any race that uses them will benefit, there's the balance.
I'm not saying I think its a good idea though, too specific a source modifciation (unless ini settable like PlasX=Quant...)
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Chris, I am having problems with the F-VEN. When I start a mission, the screen is blank. I can power the ship up and the game crashes to desktop after about 5 minutes. I suspect there is a problem with the model. Can you help, please?
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It's a missing model. My fault. I am addressing that and a lot of other things in a patch sometime around the New Year.
Quick Fix for this one.
Go to C:\Program Files\Taldren\Starfleet Command Orion Pirates\assets/models/tng/new802.
Copy the fgal folder to another directory and rename it to fvenxx. Within that folder are two mod files. Change galaxy.mod to venture.mod also change the galaxy_brk.mod. Copy your new fvenxx folder to assets/models/tng/new602. That will fix the F-VEN problem. by giving it a Galaxy class ship. The actual Venture class will be in the patch. Sorry.
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Where is the balance in that?
That is another reason I play 3.4.
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Thanks Chris!
I don't know if Santa has contacted you, but a UAW patch is on my Xmas list and there are only 3 shopping days left! LOL
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Chris, I gave the VEN the Galaxy class model as you suggested and it still does not work. I'll avoid using that ship until your patch comes out.
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Ok..
I'll consider releasing little fixes that don't change the shiplist to address issues like that = here's one..
I was in a Borg Mission with Indy Shark tonight and he was telling me of white backgrounds. In knowing that in Dynaverse specific backgrounds are called up and him and I both had the same scenery, and I had no white outs, it confirmed what I thought was the problem. Here's a download to fix it. It'll install to the correct directory
http://www.stcd.sgnonline.com/~cjones/downloads/UAWWhiteFix.exe
Let me know if you see any whites after this.. Smiley
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Thanks Chris! That's a HUGE fix. I really appreciate it. There is a hex on the UAW test server that always gave me whiteouts. I'll run a mission there just to check it out and let you know if it works.
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Chris the white out patch works fine. I have found another potential bug related to planet models.
I flew three planet assaults on 20.6. The first was a "planet assault" with no planet. When I killed the defenders, the mission ended. The second was a "planetary assault" and after the defenders died, I searched the entire map and could find no planet. I had to leave the map. The final mission (persistant, aren't I?) was another "planetary assault" and there was a HUGE Borg planet and moon. I was able to capture it easily, but it was so big it made seeing the range to the target almost impossible. I wonder if a darker color would make the range information easier to see?
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Those planet mission problems may be the result of the way the shiplist is setup. There'll be an entirely new shiplist in the patch that should fix the problems. I know the planet model you speak of. Darker would be better. I'll fix it up. You are persistant, and helpful..
:)
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Thanks Chris. I am glad I could help.
Now can you do SOMETHING about the damn photons? I fired 14 TNG Photons at a Borg ship and I swear they all missed( although they were quite pretty spinning off into the distance...) ! I am thinking about mounting bottle rockets to my ship. They might scare the Borg. You never know! ;D
We need magic photons! LOL (j/k)
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PROXIMITY!! all the time! lol...
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Proxy doesn 't work at range 4..........
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They missed at 4?!? Try turning back your ECCM, I've noticed with 2-4 points of energy in ECCM that things hit more than if I have the full 6 in ECCM
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That makes no sense at all............so I'll try it! ;D
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Chris, I ran the patch you made to fix the F-VEN model and I still can't see it. Do you have any ideas why?
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well gosh golly gee Batman - I'll look at it again. Maybe I have to drive to your house and put it there myself.. lol.
stay tuned.
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If you need directions, please let me know! LOL
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Chris, I have been flying Klingon for a while now and when I take F2 fighters, I keep getting an error message that says missiles are over the control limit. I can't find anything on my ship or the fighters that is launching missiles. I assume something is doing that but perhaps the SSD is not showing it or the missile control level is set to zero?
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major problem: none of the pirate conversion races are working for me. Quick fix? please?? :)
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Indy:
Are you getting a black screen when flying the F-VEN? Try a single player hostile skirmish with that ship and see what you get..
also, the Klingon F2 fighters have drones on them, and the ship that carries them might have 0 drone control. Those are late era fighters, and the drones will be gone in the patch thus fixing the problem. GOOD CATCH!
Max.
Define don't work if you will. Do those 8 races, - Andro, Aliens, Ferengi, Tholian, Lyran, Gorn, Hydran, and Mirak - not show up? Do the other 8 work alright?
I need specifics please..
- Chris
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sorry, I've only tried Hydran so far and it seems that none of the Hydran ships work, all I get is UI and blank screen. I kow Fed, Rom, ISC, and Klink works because I played a FS Battlefest+ 1.1 with them.... btw: never EVER think you can stand against an Advanced Galaxy LOL
EDIT: Confirmed, Pirate converted races are broken, but the Hydrans are the least broken, as it were. None of the others will show ships systems in the UI while the Hydrans do, even though each ship shows the same schematic. I even used a fresh install of OP with patches, still, no-go on former-pirates, but empires like ISC, Feds, and Borg (Breen too) work fine and blow up nicely ;D
...but I wanna fly Hydran lol
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Chris, I can nor see the VEN in the scirmish mode
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TRY THIS
http://www.stcd.sgnonline.com/~cjones/downloads/FVENFix.exe
The shiplist refers directly to this model. I don't know what else to do after this..
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Thanks, I'll get back to ya in about an hour after it downloads lol.... dial-up is just so sad it's funny lol
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I think I found the problem. I examined the shiplist to see where the models were that the shiplist is pointing to, and it seems that the Pirate races were pointing to the OPPLUS folder, but the mod did not provide an OPPLUS folder, so I copied the models from the other installation of OP I have (with OP+ installed) and made a folder called OPPLUS and put the entire contents of the other models folder in it. Odds are SOMETHING in there will work now lol, updates as I continue testing...
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:(
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Oh my - You have to have 3.4 installed first. The mod is designed to work alongside 3.4. It does provide you batch files to switch back and forth. The readme instructions mention that. Sorry - that didn't occur to me from your first post.
I think I found the problem. I examined the shiplist to see where the models were that the shiplist is pointing to, and it seems that the Pirate races were pointing to the OPPLUS folder, but the mod did not provide an OPPLUS folder, so I copied the models from the other installation of OP I have (with OP+ installed) and made a folder called OPPLUS and put the entire contents of the other models folder in it. Odds are SOMETHING in there will work now lol, updates as I continue testing...
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What's wrong Ravok? The F-VEN again?
:(
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:lol: No i never tyred to buy her ( rather save up BVP and get a Sov) I'M just bummed that we are putting you through all of this hassle.
It also was an attempt to show some empathy to Indy :) I know how frustrating it is to want a ship you can't get a ship you want (SCM?)
But please don't get me wrong I'm not bit*hing ,honestly :) You have no idea how greatfull i am you did this in the first place. This is what SFC3 was supposed to be and better.
Im also bummed i have no computer skills to give you a hand.
I'm a firm believer in good things come to those who wait. :)
Thanks for asking tho. you really are a nice guy. :thumbsup:
And trust me this is a good thing.
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Chris, thanks again for trying, but I still can't see it. I have 3.4 installed so I don't know what the problem might be. I'll avoid this ship in the game and hope it clears up in the patch.
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WOO HOO!!! it wooooorks itworksitworksitworks!!!!
Thanks a bunch for the help, and niiiice job!
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Maxillius do you have OP installed twice on your system as it sounded in one of your postings?Sorry for spelling your name wrong .
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why yes I do :) one copy is for normal servers and the other is expressly for UAW. All I have to do to switch is change the name of the game folder.
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You mean you just rename it something else from Taldren software inc. to say OP is this correct?
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actually, one layer in, the "Starfleet Command Orion Pirates" folder that is renamed. Although you could do it that way.
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Indy and all
Try this again - updated.
http://www.stcd.sgnonline.com/~cjones/downloads/FVENFix.exe
My excuse? This is a big mod and I miss things, lol. Actually Pesty ran some tests and the F-VEN showed up missing. The shiplist was pointing to the wrong folder.
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:lol: Thanks Chris Pestilence i figured you would get it cornered eventually. :thumbsup:
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LOL, thanks Chris! The VEN works fine now. That's a nice model by the way. I thought I was doing something wrong!!!
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Single player free-for-all skirmish around a blackhole
Earth, Qo'noS, Romulus, Unimatrix One, Concordia, and Ferenginar
LAGFEST!!! lol
The game engine really does not like 6 homeworlds, a blackhole, 4 defender ships for Earth, Unimatrix One and Romulus, and 24 fighters for the fighter races at the same time lol
either that or my Athlon 2400+ is too slow :P
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It's the Unimatrix One. A HUGE model. Have you seen its break model? :D