Development journal / Page 4

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Performance

BCMM Performance Goals

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…
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SFC3

BCMM SFC3 Intro

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…
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Origin

BCMM Origin

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 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…
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