Author Topic: Star trek mods or Ships?  (Read 5353 times)

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Star trek mods or Ships?
Hi all,

Can anyone in the Community tell me if there are any Star Trek mods or Ships available  for Freespace?

many thanks

 

Offline MatthTheGeek

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Re: Star trek mods or Ships?
I know there's a pack hiding domewhere in FSMods, but that's all I know. I'm sure the other guys can point you in the right direction.
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Offline starlord

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Re: Star trek mods or Ships?
Actually, there are many packs on sectorgame I believe!

 

Offline headdie

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Re: Star trek mods or Ships?
there have been one or two projects to bring star trek to FSO but to date i think they are either inactive or working off the radar at the moment. 

Recent improvement to the FSO engine in regards to capships make a ST based mod more practical than it was a year ago.  I think there is or was a defiant class inspired model in the user ships section of the wiki but that is about the limit of my knowledge at this time
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Re: Star trek mods or Ships?
I grabbed the Star trek mod off fsmods, the ships look great in fred but when i fire up the game i get multiple errors about table files, as i don't tend to mess with them not sure what to do.

 

Offline headdie

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Re: Star trek mods or Ships?
If you want to attach them I will take a look and see if I can fix them, they are probably 3.6.9-10 era and there have been a lot of bugs and ad-hock implementations fixed since then with the error catching greatly tightened up so that is probably the cause.
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Re: Star trek mods or Ships?
Thanks, ok how do i do that? sorry about the dumb question

 

Offline headdie

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Re: Star trek mods or Ships?
you are looking either ships.tbl or files ending -shp.tbm.  these will either be in [mod folder]/data/tables or in a file ending .vp inside the mod.  If they are in VP format you will need VPView from FSmods to look for the files inside and extract the files i mentioned.  When you have done that create a new reply to this thread and use the attach options under the reply text box.
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Offline Dragon

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Re: Star trek mods or Ships?
What you downloaded is most likely Omniscapper's attempt at a Star Trek mod. It's quite large, but needs a lot of fixes. And it doesn't let you fly capships.

 

Offline headdie

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Re: Star trek mods or Ships?
shouldn't take too much to amend the tables
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Re: Star trek mods or Ships?
It is quite a large mod, 40 ships in it i think? but i was hoping to just cherry pick out the few ships i wanted to use and leave the rest. really suprised nothing came of it as Star Trek is huge and the mod contains a few Fighters (playable ships including the USS Defiant).

 

Offline headdie

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Re: Star trek mods or Ships?
The trick is to find a person who is able to drive the project through thick and thin over a period of years and a stable core team, especially on a mod of that size.
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Re: Star trek mods or Ships?
Hi headdie,
here are the ship.tbl files for the Star Trek mod that you wanted to look at.

[attachment deleted by a basterd]

 

Offline headdie

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Re: Star trek mods or Ships?
hmmm, looking through it it might be easier to look at the whole mod.  have you got a link to the download? because i couldn't find it earlier.
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Re: Star trek mods or Ships?
Yeah here is the link to the mod pack...... http://www.freespacemods.net/download.php?view.678

 

Offline headdie

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Re: Star trek mods or Ships?
What you downloaded is most likely Omniscapper's attempt at a Star Trek mod. It's quite large, but needs a lot of fixes. And it doesn't let you fly capships.

your not joking lol

a single 552mb VP and Just from loading everything into the tech room it looks like all ships are missing MoI with a number of other PCS2 level errors and some missing textures.  This one is going to be fun :D  I also might be able to drop the size a little by hitting the PCX textures with the dds plugin for Gimp but that might be undone by including the cache files for the ships.

on the plus side the models and textures are pretty impressive and i cant see a great deal wrong with the tables though one weapon did ctd in the techroom, ahh well.

Edit apart from Danube and Raider who's models are serious screwed up and gaps in the textures for the Galaxy(x)  class i have now implemented fixes for all Starfleet ships which puts me over half way done on ship related fixes :)
« Last Edit: November 28, 2011, 06:41:37 pm by headdie »
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Re: Star trek mods or Ships?
They are impressive models, it's a shame they've been sitting around untouched!.  I didn't go through all of the ship models but i did notice the Galaxy Class had missing textures, is the mod salvageable?

 

Offline headdie

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Re: Star trek mods or Ships?
the issue with the galaxy ships seems to be a pcs2 as reloading them in techroom doesn't show the problem.  the borked ship models seem to load ok in FS2 but cause strange errors with calculating MoI and they dont export to dae properly so I cant try and fix it along with a strange bounding box issue in blender.

as for how salvageable aside from the ships mentioned + the Jem' attack cract which has the same issue I think I have the ships working now under 3.6.14RC1 debug and I am now looking at a small number of weapons related issues.  The MoI issue might cause some unexpected movement behaviour in mission but as ST doesn't have a lot in the way of kinetic weapons it shouldn't be balance breaking though shock waves might cause weirdness.

After that I will put together a test mission in Fred and run it through a few times, if that is all OK then I think the mod is fit to be worked on
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Re: Star trek mods or Ships?
A lot of Star Trek weapons have a kinetic effect headdie :<
Inertial Stabilisers and general engine power are what keeps things in place..

Things that definitely have a kinetic impact;
TNG and onwards generation standard phasers.
Photon Torpedoes (any time period).
Quantum Torpedoes.
Klingon Disruptors.
Breen and Cardassian Disruptors.
Pulse Cannons (On the NX lines of ships, that is to say Defiant etc)
Jem'hadar weapons (Phased Polaron Cannons was it?).
Gravimetric torpedoes (Borg Torps - though iirc these are designed more to rip the ship apart than knock it around).

There are some others but generally not used.

I tried to rank them in the order of the kinetic kick they give the target too.

*If you meant projectile rather than kinetic then feel free to ignore :P
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Offline headdie

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Re: Star trek mods or Ships?
fair enough then,  would this be a good time to mention i haven't watched an episode in about 6 months lol.

edit

in other news with commenting out some missing techroom anis in the weapons they now all load in the techroom.  time to fire up a debug of FRED and seeing what hits me there :D

edit

Got a few errors but nothing serious.  time to play spot the ship


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« Last Edit: November 29, 2011, 06:19:21 am by headdie »
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