Author Topic: BETA: SPSwitch, Testers needed.  (Read 991 times)

Offline Book

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BETA: SPSwitch, Testers needed.
« on: August 19, 2007, 07:28:54 PM »
This is a little mod I'd had swimming around in my head for awhile, pretty much what it does is allow you to change your SP ships and or bridge with a simple change of 4 lines in a script instead of that silly renaming, or having to edit 'all' the mission files, what I really need right now though is some folks willing to test the gameplay of each mission (not balancing, but making sure there are no related errors with this mod and the SP missions) and transitions between missions for bugs. If you would be willing to do so, just reply below letting me know which missions/transitions you are testing, as well as the results after you do, I'd greatly appreciate it.

README:
==========
This mod makes small changes in the mission scripts to allow for future changes
of the single players's ship and bridge that is used throughout the game.

Using Scripts\Maelstrom\SPSwitch.py you can now change your SP ship and/or Bridge
in the entire SP campaign by changing just four lines.

Bugs:
==========
-Pathing issues when you use custom bridges and people are scripted to walk around in the missions. (ie. Picard.)





Requirements:
==========
-None


Todo:
==========
A lot.
-Bug Testing.
-Allow for multiple Campaigns.
-Allow for changing NPC ships?

Author:
==========
Book <BKBen3@gmail.com>


ChangeLog:
==========
# 0.1 Mod created by Book<08-19-07>


Legal:
==========

THIS MOD IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY Activision TM & (C) TOTALLY GAMES & PARAMOUNT PICTURES.

Copyright notices:

Star Trek, Bridge Commander, Star Trek: Deep Space Nine, Star Trek The Next Generation, Star Trek: Voyager
(and the various logos and devices used in them) are copyright Paramount Pictures, as are the characters, related images,
and sounds from the productions.

Offline MLeo

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Re: BETA: SPSwitch, Testers needed.
« Reply #1 on: August 20, 2007, 10:13:12 AM »
Right, I haven't looked at the code yet, but here are a couple of potential issue's you may or may not have thought of:
Mission E3M1, at some point your projectiles are replenished, the script at that point specificly reloads the stock photons and stock quantums scripts. This caused issue's with CG Sovereign when it was first released.
The same happens in E7, where you are given the phased plasma torpedoes.

And there are a couple of points in the game where additional quantums are given (scanning destroyed cargo ships in E5 if memory serves, and destroying additional kessok ships after being advised to leave when you overhear the conversation between the Cardasians and the Kessok in the asteroid field). But I don't think these caused crashes (not sure though).

Another potential problem are the Phased Plasma torpedoes, in SP they can cause your torpedo launcher to blow up randomly, but I think this feature is quite robust (so don't spend much time on it).

Bridge switching is completly unadvisable.
BC reacts badly at times for that (for example, an early bridge mod positions the captain camera behind the arch on the DBridge, the game would crash in SP when the mod was installed).
Aside from that issue, some animations are used that aren't aligned for any other bridge. There are a couple of other threads about switching Bridges in SP, so check with that for more detail (it's asked periodicly).


Also, it's maybe an idea to rename it to SP Ship Switcher, since there is a mod by SimRex that can switch the entire SP (used in SNS Galaxy for example).

And have you thought about using a UMM extension to allow selecting your ship?
I have a working QB Start up ship changer (and I'm working on a QB start bridge changer, though there is a small problem with that) and you could either use the code, or use the variable.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.

Offline Book

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Re: BETA: SPSwitch, Testers needed.
« Reply #2 on: August 20, 2007, 10:52:37 AM »
Right, I haven't looked at the code yet, but here are a couple of potential issue's you may or may not have thought of:
Mission E3M1, at some point your projectiles are replenished, the script at that point specificly reloads the stock photons and stock quantums scripts. This caused issue's with CG Sovereign when it was first released.
The same happens in E7, where you are given the phased plasma torpedoes.

Thats on the list of things to adjust, I'm sure I can just pick up which torpedoes the ship uses and reload those.

Quote
Bridge switching is completly unadvisable.
BC reacts badly at times for that (for example, an early bridge mod positions the captain camera behind the arch on the DBridge, the game would crash in SP when the mod was installed).
Aside from that issue, some animations are used that aren't aligned for any other bridge. There are a couple of other threads about switching Bridges in SP, so check with that for more detail (it's asked periodicly).

Probably right here as I don't care to mess with trying to add pathing to other bridges...

Quote
Also, it's maybe an idea to rename it to SP Ship Switcher, since there is a mod by SimRex that can switch the entire SP (used in SNS Galaxy for example).

Yeah, just a working title for now.

Quote
And have you thought about using a UMM extension to allow selecting your ship?
I have a working QB Start up ship changer (and I'm working on a QB start bridge changer, though there is a small problem with that) and you could either use the code, or use the variable.

I have, I just need to take a look at it, I've been away for awhile and a lot of this stuff is new to me.=P

~Book

Offline FekLeyr Targ

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Re: BETA: SPSwitch, Testers needed.
« Reply #3 on: August 24, 2007, 01:12:04 PM »
Before I install it: Is it compartible with the Lost dialog mod ( http://bridgecommander.filefront.com/file/BC_Lost_Dialog;7760 ) (it's featured in Kobayashi Maru)
TaH pagh, Tah be.

Offline MLeo

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Re: BETA: SPSwitch, Testers needed.
« Reply #4 on: August 25, 2007, 08:34:50 AM »
I'm afraid not, both are script based mods and will overwrite eachother.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

"It was filed under 'B' for blackmail." - Morse, Inspector Morse - The dead of Jericho.