One of the most difficult aspect of modding BC has always been the SP Campaign. There has been no SP total-overhaul in all of BC's years. SP scripts are so very unique and delicate, usually any slight changes to SP would result in crashes here and there, ships could be replaced sure but 95% of everything SP-related could never be. NanoFX and SP never did get along.
We have done that now finally - we have made NanoFX and SP (and QBA scripts and others) work together perfectly :)
Lurok91 (member at BCC) and I have created a total SP update to today's standards as far as BC mods go, all new better ships, brand new bridges, complete and total upgrade. Lurpk began this project waaaaaaay back in 2012 and he and I worked together very closely. It got to the point of being 99% done but then too many mods were scriptede in (my fault) which created some instability playing thru SP. He and I were the only ones who had master copies of everything. Some time went on and the project went dormant, and then I wanted to energize it again and continue working. At that point, Lurok couldn't find backups on his end and I couldn't find my last working updates also (was praying he had them) and that pretty much killed the entire project.
Which was mostly my fault. I felt so bad for many many months.
Just recently, I came across an old external HDD - and guess what was on it!
I found a complete working build with NanoFX and everything just fine together, dated from back in July 2012.
More than relieved!
So yeah - finally the single player campaign can be enjoyed again but not in 2002's standards but those of 10+ years later!
Because of NanoFX limmitations, the only thing we could just not fix was the ability to have NanoFX working perfectly and also have the ability to save/load SP missions. No one has been able to sort that, even Nano himself (I asked him about this of course). But then we came to realize that saving/loading a game specifically really isn't important - all missions and episodes could be launched from the menu individually.
That, and just to have SP working with NanoFX as the missions went from one to the next to the next - and have it be all stable, that has always been a huge feat to work through and no one has been able to understand or fix this - but finally now been sorted out :)
I realize some folks here at GF don't go to BCC, so I wanted to update here so everyone is in on the loop :)
So I would like to announce a brand new megamod for BC - one that has never been done and always deemed unlikely to do
There is an ongoing thread about the progress to this mod over at BCC located here:
Good question. Especially for any Trek fan/sane person. Well, simple answer is BC's SP (Single Player campaign mode aka Maelstrom Missions) was a product of its time with a few quality and canon problems: low quality first-gen stock character bots, TNG-era Rom bridge in PDW-era, etc. I doubt creators thought game would survive beyond initial curiosity period . Two-three years interest max. But almost a decade later (A DECADE :) ), game not only surviving but thriving. Building on successes of great BC modders (3rd Era Bridge Team, scripter USS Sovereign, mod creator Blackrook32, numerous ship creators), the plan is to update SP campaign game to 2011/2012 standards as if game being released now (though obviously with same graphic engine, lol).
Update/upgrade single-player campaign game with new and improved mods. Upgrading and replacing stock ships, planets etc been easy part to now; changing bridges, characters etc been more tricky due to script and animation issues. Aim of this WIP is to attempt to tackle those issues and provide single player with more choice and flexibility as well as improved gaming experience.
* replace stock bridges with new versions (and hopefully new more-canon Sovereign bridge by time of release).
* replacing all stock characters with EF2-style versions and improved bodies/textures where possible (i.e., new Klingon bodies; new UVW mapping to allow asymmetrical costumes such as Romulan and Klingon sashes)
* replacing viewscreen bridges & backgrounds with new/improved versions more canon to story era
STOCK BRIDGE CHANGES: stock Galaxy (Dauntless) changed to Galaxy Refit with modifications, and Sovereign to brand new Nemesis-style bridge model. Animation issues fixed. New Sovereign bridge also has Nemesis crew positions (Miguel/Science at helm console; standing Felix at tactical console to rear)
STOCK CHARACTER MODEL CHANGES: The EF2 Bridge Crew mod was a big breakthrough in 2007, bringing a better realistic quality and crew variety to BC. But as creators acknowledged, it was an alpha release (since abandoned) with known mesh bugs due to limitations of stock BC game biped and its animations, and didn't include alien races such as Klingons, etc outside of a few EF2 crew heads (Korban, Chell, etc).
Imported and adapted EF2 Klingon and Romulan bodies/heads, as well as missing EF2 heads such as Sydney, Jurot and Telsia.
STOCK VIEWSCREEN SET CHANGES: Slowly working through changing viewscreen sets so Klingons now on Rotarran bridge; Romulans on DS9-era Warbird; new office sets for FedStarbase, Haven, Geki, etc; and Fed captains on relevant bridges (MacCray on Akira, Haley on Nebula, etc)
Last edited by JimmyB76 6 months ago
Just a quick update as several people asked. SPMod v2 WIP is about 95 per cent done and just awaiting final tweaks/models before going out to testers.
These are some of major changes since first test version:
NEW SHIP CHANGES (several exclusive to SPMod)
* Wiley's Venture Refit Class Galaxy to replace stock USS Dauntless and Venture
* Wiley's new Akira to replace stock Akiras
* Wiley's CG Nebula to replace stock Nebulas
* Baz new Spacedock to replace stock FedStarbase
* Baz new Merchantman to replace Karoon
* Baz new Galor, Keldon, Hybrid and Kessok ships to replace stock
* Baz new SpaceFacility and FedOutpost to replace stock
* Baz Excelsior Refit as USS Khitomer
* Baz Bird Of Prey to replace stock
* Baz SFSY Freighter to replace stock
* DJ Curtis Orion to replace USS San Francisco
* DJ Ambassador Refit to replace USS Zhukov
* New Ferengi Marauder to replace stock
* cinqnic's Olympic Class to replace USS Nightingale
* FarShot's new Defiant to replace USS Devore
* Phoenix new Vorcha to replace stock
* Cy's new Transport to replace stock
* Cy's new CommArray/Satellite to replace stock
* Kophjaeger's Cardassian shipyard to replace Cardassian Station
* fixed stock Cardassian Freighter so now travels in right direction! :)
this update list needs to be updated itself (lol) as there are more changes, it is an old update list but the last one I could find
Last edited by JimmyB76 6 months ago
in all of BC's many years, surprisingly no one really has created new Kessok and Cardassian Hybrid ships - BCC member Baz1701 did for this mod
Last edited by JimmyB76 6 months ago
Modelled on bridge featured in Nemesis. Features new animated LCARS and animated red alert states.
Remodel and retexture of 3rd Era ‘Generations’ Galaxy bridge. Features new lightmaps, animated LCARS and animated red alert states.
Non-canon variant. Remodel of 3rd Era ‘Generations’ Galaxy bridge. Features new animated LCARS and animated red alert states.
Remodeled from Sean original mesh.
ONGOING BCC THREAD:
this mod needs beta testers..........
I'm spending a year dead for tax reasons.
15th December 2002
I'll try and give it a go soon :)
Danny King | Community Manager | GameFront.com