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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Thu Aug 23, 2007 7:24 pm Post subject: BSG Mod Available at FileFront |
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http://files.filefront.com//;8385749;;/ will get you the file.
I have already started a bug list for the mod and it includes the following:
Cylon Organic Armor regenerates too fast
Inventory slots require updating (this I knew, just cut that corner, just eye candy)
FTL drive is notional due to Warp Point Closing script not operational (Malfador Machinations thing, they have to patch the CloseWarpPoint function)
Have already started corrections and other changes, if there are changes or additions (possibly deletions) please let me know.
I went this route because of my mod team seems to have vanished, lack of play testers really limited the bug hunt. I'm relying on the fan base to help out as much as they can.
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mrWHO Space Emperor

Joined: Jul 28, 2007
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Posted: Thu Aug 23, 2007 7:39 pm Post subject: |
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D-loading now - I'll post report tommor as it's night here.
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john_stamos64 Space Emperor

Joined: Sep 26, 2006
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Posted: Thu Aug 23, 2007 10:03 pm Post subject: |
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I am glad that you finished the beta. I mentioned that I was willing to beta test in an earlier thread. I'll let you know about bugs in this release.
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Thu Aug 23, 2007 11:30 pm Post subject: |
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appreciate the support, It's been a long wait and allot of singular work to pump out mods. I give allot of credit to those modelers, modders and AI script writers. Makes you appreciate Kwok's, SJ, and Atrocitie's work (to name a few).
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lion_of_judah Space Emperor

Joined: Feb 24, 2007
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Posted: Fri Aug 24, 2007 1:32 am Post subject: |
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| isopsyco wrote: | | appreciate the support, It's been a long wait and allot of singular work to pump out mods. I give allot of credit to those modelers, modders and AI script writers. Makes you appreciate Kwok's, SJ, and Atrocitie's work (to name a few). |
I have a question, where are the weapons in the technology section when your first setting up and wondering if there was going to be a guide on what kinds of technology to give each race? I was setting up the colonial race and i did not see fighters or fighter, troop or any other weapons for that matter.
One more thing i thought there was going to be B5 music to go along with this or was i mistaken, thanks
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Fri Aug 24, 2007 2:27 am Post subject: |
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| lion_of_judah wrote: | | isopsyco wrote: | | appreciate the support, It's been a long wait and allot of singular work to pump out mods. I give allot of credit to those modelers, modders and AI script writers. Makes you appreciate Kwok's, SJ, and Atrocitie's work (to name a few). |
I have a question, where are the weapons in the technology section when your first setting up and wondering if there was going to be a guide on what kinds of technology to give each race? I was setting up the colonial race and i did not see fighters or fighter, troop or any other weapons for that matter.
One more thing i thought there was going to be B5 music to go along with this or was i mistaken, thanks |
The fighters can be researched through aeronautics. I didn't want a specific research area called fighter or troop, just a more general technical specialty that would produce the required equipment or item.
As for the music, I was turned down by Bear McGregor to use any of his work in the mod. I will have some theme music for Battlestar (but not B5) in a later release (still working a negotiation and it looks good).
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lion_of_judah Space Emperor

Joined: Feb 24, 2007
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Posted: Fri Aug 24, 2007 3:27 am Post subject: |
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| isopsyco wrote: | | lion_of_judah wrote: | | isopsyco wrote: | | appreciate the support, It's been a long wait and allot of singular work to pump out mods. I give allot of credit to those modelers, modders and AI script writers. Makes you appreciate Kwok's, SJ, and Atrocitie's work (to name a few). |
I have a question, where are the weapons in the technology section when your first setting up and wondering if there was going to be a guide on what kinds of technology to give each race? I was setting up the colonial race and i did not see fighters or fighter, troop or any other weapons for that matter.
One more thing i thought there was going to be B5 music to go along with this or was i mistaken, thanks |
The fighters can be researched through aeronautics. I didn't want a specific research area called fighter or troop, just a more general technical specialty that would produce the required equipment or item.
As for the music, I was turned down by Bear McGregor to use any of his work in the mod. I will have some theme music for Battlestar (but not B5) in a later release (still working a negotiation and it looks good). |
thanks for replying, another question. i think there should be a guide on which types of research each race should have and what they should research, because now i do not see what i should research in order to get missiles and other such weapons.
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mrWHO Space Emperor

Joined: Jul 28, 2007
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Posted: Fri Aug 24, 2007 9:31 am Post subject: |
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I just mannaged to play a bit of mod, unfortunately I have some work so I won't be able to test the game for now.
I did a quick ship design run and found that some ships like Raptors have capships weapons selection in equipment pocket which make a bit of mess (they don't have enough tonnage to mount them anyway).
Some equipment have too many versions - for example I found 4 types of space shipsyards modules - if they are diffrend they need to have clear description what do they do.
When I will have some I'll check all equipment and post any bugs.
It would be good to have separated Bug/compains/advices topic.
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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mrWHO Space Emperor

Joined: Jul 28, 2007
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Posted: Sun Aug 26, 2007 1:43 pm Post subject: |
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D-loading.
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Fyron Galactic Guru

Joined: Aug 04, 2003 Location: CA, USA
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Posted: Sun Aug 26, 2007 5:35 pm Post subject: |
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Now its 91 MB instead of 54? Yeargh! If it contains a whole bunch of (original) facilities and components and such, it might be a good idea to submit them to the Multimedia Pack, so that people don't have to redownload so many files every time there is a new version.
Smarter than your average Texrak.
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Fyron Galactic Guru

Joined: Aug 04, 2003 Location: CA, USA
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Posted: Sun Aug 26, 2007 5:58 pm Post subject: |
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Ah, I see that much of the space is Music and Empires folders. I should probably move some more of the images from FQM proper into the Multimedia Pack...
In the interests of paring things down a bit... There are thumbs.db files all over the place that could stand removal. Deleting them took the mod from 91.0 MB to 89.0 MB.
In the Data folder, you do not need to include files that were not altered. This probably won't save very much file size though, since text files compress really well. There is a "components.bak" file that isn't strictly necessary in here though.
There is a readme for a Design Names Pack, but I don't see any extra design names in the mod?
I'd recommend making the music a separate download, so that it doesn't have to be redownloaded for each version. Since you have simply replaced existing track names, the mod will still work in the event someone neglects to download the music pack.
Using WinRar's solid compression option shaves the 89.0 MB down to 85.0 MB.
Smarter than your average Texrak.
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Mon Aug 27, 2007 2:47 pm Post subject: |
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I'll trim it down and take out all those unnecessary files (will help in knowing just which ones I altered anyway).
I'll pull the music as a separate download also.
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Sun Sep 02, 2007 1:43 pm Post subject: |
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I'm in the process of uploading all my current shipset updates, mod updates and new shipsets (Tauri aka SG-1)
Will have it posted on filefront as soon as it finishes uploading.
I'll be submitting an upload request to here after I get URL links (and I did trim down the Mod files, removed the music, its now a separate download from filefront, so I won;t take up too much of Fyron's bandwidth).
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Fyron Galactic Guru

Joined: Aug 04, 2003 Location: CA, USA
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Posted: Sun Sep 02, 2007 5:06 pm Post subject: |
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It wasn't about my bandwidth, so much as the bandwidth of everyone downloading the mod. Its much nicer to be able to download an updated mod version without having to redownload big, identical files. Where is the music download? You didn't include it in the submissions.
For reference, with the new hosting bandwidth shouldn't be a concern for a long, long time. The web host just doubled the bandwidth limits of all the account types, even.
Edit:
It generally looks better when portraits are all rendered at the same viewing angle used by the stock sets. Also, are the 1024x1024 textures necessary? They increase the resource requirements of playing with the shipset, but do they improve visual quality at the small size of ships rendered in-game most of the time?
Smarter than your average Texrak.
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Sun Sep 02, 2007 5:33 pm Post subject: |
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| Fyron wrote: | It wasn't about my bandwidth, so much as the bandwidth of everyone downloading the mod. Its much nicer to be able to download an updated mod version without having to redownload big, identical files.
For reference, with the new hosting bandwidth shouldn't be a concern for a long, long time. The web host just doubled the bandwidth limits of all the account types, even.
Edit:
It generally looks better when portraits are all rendered at the same viewing angle used by the stock sets. Also, are the 1024x1024 textures necessary? They increase the resource requirements of playing with the shipset, but do they improve visual quality at the small size of ships rendered in-game most of the time? |
The large ships do have better textures mainly because the poly counts where too high on those ships and increased the x.file size to dangerous limits (found the game crashing and locking up with files over 4-5 megs). I get a visually better ship without the need to detail via physical objects, textures cover the rough spots up.
I'll try dropping the texture file pixel dimensions and see how the quality drops off.
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Fyron Galactic Guru

Joined: Aug 04, 2003 Location: CA, USA
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Posted: Sun Sep 02, 2007 6:12 pm Post subject: |
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Where is the music download? I didn't see it in the submissions.
Smarter than your average Texrak.
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Sun Sep 02, 2007 9:20 pm Post subject: |
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Filefront upload service seems to be overloaded or in some server maintenance downtime...it cut my last upload file off which happened to be the music files.
I'll get it in when there back up.
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Fyron Galactic Guru

Joined: Aug 04, 2003 Location: CA, USA
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Posted: Mon Sep 03, 2007 12:24 am Post subject: |
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The mod and shipsets are now in the downloads section. I also created a torrent for the mod, and added the shipsets to the shipset megapack.
Smarter than your average Texrak.
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mrWHO Space Emperor

Joined: Jul 28, 2007
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Posted: Mon Sep 03, 2007 8:15 am Post subject: |
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Colonial stand alone shipset bugreport:
-baseship use starbase top-view icon
-light carrier model position in space combat is bugged - it face up (looks like standing on it's engine section).
you could upload quick fix, not whole shipset agian.
I'm D-loading main mod now.
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mrWHO Space Emperor

Joined: Jul 28, 2007
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Posted: Mon Sep 03, 2007 8:26 am Post subject: |
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I can't get 3.82 to load, it shows me a "stellar objects formula" error - something about null ratiation on planet or planet's temperature.
Anyway I'm movig out and it looks like I won't have a stable internet connection for whole september or longer - I might step by from time to time but I won't be able to D-load and test anything bigger till I install internet in my new flat.
SO for moth or two you'll have one less beta tester.
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Atanax Space Emperor

Joined: Sep 18, 2007
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Posted: Tue Sep 18, 2007 9:42 am Post subject: Battlestar Galactica - german/deutsch |
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Übersetzungsprojekt:
Battlestar Galactica - DE Version.
Erweiterte Gafik, deutsche Screens, Tooltips etc.
/edit
Subject: Battlestar Galactica - german/deutsch
Last edited by Atanax on Wed Sep 19, 2007 6:12 pm; edited 1 time in total
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Praetorian_Dust Space Emperor

Joined: Feb 28, 2006 Location: Texas, USA
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Posted: Tue Sep 18, 2007 10:31 am Post subject: |
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What language is that? German? Dutch?
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ColonialAdmiral Space Emperor

Joined: Feb 12, 2007 Location: On Giant dreadnaught preparing to glass phong homeworld...
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Posted: Tue Sep 18, 2007 7:40 pm Post subject: |
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I guess it is a german version of the mod?
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