State of BC after 6 months 3 replies

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tufkal

I'm too cool to Post

50 XP

18th March 2004

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#1 15 years ago

Hello all :) When i last played BC i also got into the modding and fun python scripting that was available. I believe the cutting edge was the Foundation classes and a GUI to load a proprietary mod into the class. From the looks of theses forums there is no shortage of new things to catch up on. What's the current best way to add mods to my BC? Is there a standard class like Foundation still being used? Is there a standard mod structure and implimentation? Unofficial patches, or game-altering mods? I'd love to spend a week going through these forums, but I';d much rather enjoy playing BC :) Thanks in advance!




MilleauRekiir

I follow teh Moo!

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4th November 2003

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#2 15 years ago

BCMP and BCMI.NET are the new standard ways of adding mods. The latest versions will auto-install the latest foundation onto your system - though there are some issues about loading empty trigger files...

Then, simply cut and paste your new mod into home directory and run BCMP to add a plugin. This will add the ship to the game with no additional file altering.

The more modern mods will be in .bcmod format. Double click on one of these and BCMI.NET will install the mod automatically, informing you of any overwrites (which you will authorise or not depending on what they are).

Some mods also install as .exe's. The romulan dreadnought warbird is one example of these.




scottpkeene

Its Me

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20th September 2003

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#3 15 years ago

Hint get nanofx2beta first its just the best thing at the moment




Jdiplock

Deep Space Nine Expert

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16th December 2003

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#4 15 years ago

I have to agree with you scott, plus get all of P81 and C2 ships they are the best hint, hint! Jdiplock