BCMM

Jul 12, 2024

Simulated Universe Intro

If you read regularly and have seen some of my blog posts or Discord messages, you will notice I've frequently mentioned the concept of a "Simulated Universe".

I've recently released a simple video showcasing nothing out of the ordinary:

This is all but ordinary. The mission itself and parameters were generated using a local large language model (LLM), passed onto the Bridge Commander (BC) via IPC, then dynamically inserted into the game. This alone isn't extraordinary either. But let's ask ourselves the question, "What am I getting at here?"

What is the point?

My ideal version of a BC game …

May 03, 2024

Apr 28, 2024

BCMM Voice Commands Intro

Yes, BC has a voice command profile already, which is old. And yes, it's possible to hack a way to send keystrokes via "user32.dll" and an external speech API to have voice command support.

What's the big deal?

  1. The BC voice command profile is very old and probably obsolete.
  2. Having an external application does offer limited support, where you can only support actions that have keybindings.

So what then?

Enter the IPC support, which we demonstrated and wrote about here.

Here's the demo in action.

What is different?

This directly talks to the game and passes on messages. With …

Author: Mario  ·  posted at 20:55  ·   ·  BCMM  ipc  voice  commands

Apr 28, 2024

Apr 02, 2024

BCMM IPC Intro

What is IPC?

IPC stands for inter-process communication. There are many uses and techniques for how one can go about doing IPC. But in short, it allows two separate processes to communicate with each other and exchange data. 

For example, we can have one process let another process know that an event has occurred. There are many ways one can go about exchanging data between each other:

  • Pipes
  • Sockets
  • Signals
  • Shared memory

And more.

What's this got to do with BC?

BC in multiplayer does have a way to communicate with other players, depending on how you look at it …

Author: Mario  ·  posted at 05:07  ·   ·  BCMM  ipc

Mar 29, 2024

BCMM Tools

Intro

As I've mentioned in one of the previous articles, BC tools are very old, and so is the game. With that in mind, we do plan to develop some new tools. Some of which have been previously showcased.

TGL Editor

This one is actually already done, and a version of it is floating around. I noticed some bugs with large TGL files, all of which are resolved in the dev version we're using.

TGLEditor

BC HP Editor

This tool was in early development last year and should have been a replacement for BCUT. At the moment, it fully supports editing …

Author: Mario  ·  posted at 22:00  ·   ·  BCMM  tools

Mar 29, 2024

BCMM Performance Goals

Intro

BC is an old game—a very old game. It uses a very old and defunct game engine called NetImmerse. The NIF format it uses for models is ancient as well, and most official tools don't even work if you want to port a new ship or model to the game. If you want to use official SDK plugins to play around with NIF models, you have to use an ancient 3D Studio Max 3.1 on a virtual machine running Windows XP. I hope this illustrates how old the game is.

Anyway, it's one of the most modded …

Author: Mario  ·  posted at 03:31  ·   ·  BCMM  performance

Mar 29, 2024

BCMM SFC3 Intro

What to Expect?

SFC 3 missions were short, and we have not really changed much on our end in that regard. The new campaign is a cinematic blend with BC, though.

We have reinterpreted some story elements, but mostly we try to follow the source material. For example, we cannot use voices from SFC 3 directly; therefore, we had to cut Picard's appearances in the missions.

You may also have noticed that for cutscenes, we use exterior view instead of showing the bridge or character faces. There is a reason for that as well. This is not due to limitations …

Author: Mario  ·  posted at 02:35  ·   ·  BCMM  sfc3

Mar 28, 2024

BCMM Origin

Note

This was originally written by bridge modder Lurok91 in 2011 to lay out the proof of concept behind what has become known as the Maelstrom Mod

Intro

As this is expanding from idea to ongoing long-term WIP thought be better to start dedicated thread. Even if total mod doesn't happen - and that would be long way down line - experiments may throw up new mods which could be released individually (e.g., new TOS-to-PDW/STO era crew mods; alien races) or incorporated into established mods like DS9FX.

WHY BOTHER?

Good question. Especially for any Trek fan/sane person. Well, simple …

Author: Lurok  ·  posted at 21:58  ·   ·  BCMM  origin

Feb 29, 2024