major mod im doing.... -1 reply

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jaydinator

Self-designated Neophyte

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9th July 2008

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#1 10 years ago

Well, I have quickly learned how to do certain mod types, im really good at hping, i can do a little 3d graphics, not well, but some, I can now create my own exe files, although only simple installers, I am quickly learning how to create plugins, and I have had a mod project in mind for a while. Its ambitious and I definitely can't do it on my own. Heck, I doubt I can do a lot of it, aside from organization, design and development (I've learned design code, aka pseudocode, the language used when first designing a program. Except I'm not good with commands involving count and step). What I intend to do (If I get the necessary help) is revamp the AI by a lot (This aspect of the mod I think will require a real power house of a computer to run on, something I don't exactly have, but I think I can get it to work still, add a couple of new ships that I am designing (design being the key word, I haven't actually modeled them, not good enough with 3d graphics really.) Also I still need to ask some people for permission to use their creations, such as the people who created the Excalibur originally, USS Frontier, a lot of the people who contributed to KM1.0, and many others. If you are one of the people I need to ask about using your mod and are interested in helping me make this one, thankyou, you are a godsend.:bows: Anyway, I need someone good at doing the hps for phasers (I have a short attention span so I quickly get angry at phaser hps and end up creating an abomination on purpose out of anger and frusteration), someone good at making 3d models based on pictures and more likely, text based descriptions, someone good at making an installer that installs things in a specific order (Or I can make many seperate installers and write which ones to use first, but man that is going to be annoying for people). I need someone with experience with era plugins, creating ships with MVAM capabilities, anyone with good talent at drawing (All you need is artistic talent and ability to draw or put the drawing on the computer, don't have to be able to hard core mods for this requirement), and thats it. Not a big request rofl... Anyway, if your interested, pm me or email me, I will soon be posting a description of the setting, the story setup for the mod so to speak. It also has some ship descriptions in it, a sort of preview for two of the showcase starships in the mod, the major stars of the mod so to speak. Also, anyone know if its possible to get BC or a modded BC to support multithreading or hyperthreading of some sort? This will help me make the AI less demanding on computer resources. And I'm telling ya, this AI is a monster, not as in hard, but as in it will use a lot of cpu. I'm worried that nothing but supercomputers will be able to run it even (Although I am pretty sure it would run fine on a server, as long as the server wasn't being used by someone as an actual game interface, or gaming computer, the server just runs the ai, like in a mmorpg or something like that. I've been vague on the details on purpose, if you want more info, contact me.




Jb06

Stargate Bridge Productions

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27th September 2006

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#2 10 years ago

So basically you want other people to do the work?

~Jb06




jaydinator

Self-designated Neophyte

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9th July 2008

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#3 10 years ago

No..... what I want is to get a mod team together. I'm doing some of the work already, some of its done even, (One of the ships I intend to put in is done, although I'm still refining it.) As I said, I'm good with hps, except for phasers, I'm crappy with 3d model making, although this should be relatively simple since a lot of the major ships are almost kitbashes, but very creative ones. I created the concept of the mod i'm making, but if anyone has any input its welcome. Again, I'm not making other people do the work, this is just something no one can do on their own. This mod is very ambitious.




jaydinator

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9th July 2008

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#4 10 years ago

No takers? I have a ship already created, just needs to be imported.... or one ship and one model without hps, to be more accurate.




jaydinator

Self-designated Neophyte

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9th July 2008

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#5 10 years ago

Ok, I now have one ship completely made, except for its menu file (right now it overwrites an existing file and replaces that in the menu, also needs description put in. I may need to tweak its hps also) I have another ship that I just need to put hps on, and put it in game, another ship that has a description written and nothing else, and thats about it. 1% done lol. The ship that needs hps also need texturing, but it should be fairly easy since it's a kitbash and just needs the textures from the original models to look good. Also, I'm looking for a projectile that is unguided and travels perfectly straight, at around 50% speed of light, and is the size of a Dodge truck. Basically a massive armour piercing shell (This is for a seperate mod I'm working on, the three ships i mentioned earlier are from a different one. PS: I'm looking for a good name for the first mod, I was thinking Infinite Frontier, but I think that might be taken, is it? If it is, another is Pax Federation, and I will also consider any suggestions that people make.




pathwayus

It is a good Day to Die

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13th January 2006

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#6 10 years ago

get a hold of me on msn i have a few people in -=IKF=- That might be willing to help as soon as i see them i will talk to them and see my msn is [email]pathwayus69@hotmail.com[/email]




jaydinator

Self-designated Neophyte

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9th July 2008

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#7 10 years ago

Ok an update on the mod: Although most of the ship concepts for the new ships in mod have been done, I never had figured out what new features this mod would have, a few here and there, but nothing complete, until now. Feature goals: a. Seamless integration of KM 1.0, Galaxy Charts, and Slipstream Framework (possibly some others, but right now this is enough of a challenge.) b. Mod compatibility checker: a logger that notes any conflicts an activated mod might have with another activated mod. c. Multiple target firing system: fire a spread of torpedoes and an equal amount of torpedoes will go after up to four targets. say you launch a spread of 16 torpedoes (theoretical) 4 would go after one target, and four would go after another, and so on and so fourth. I think this will be done by having the torpedo tubes target a ship for themselves. d. Strategic AI: using something derived from Galaxy Charts, AI will have factions moving and attacking logically based on numerical values. e. Planetary Assault, Space Station Takeover, and Territory Annexation: again using concepts from Galaxy Charts, allow changing of territory control. f. A construction mod integrated into Galaxy Charts to allow building of things like space stations. g. Exploration missions h. Near MMORPG game experience. i. Using Era plugins, create different genre universes, such as a seperate Stargate era plugin. These features will heavily utilize Galaxy Charts. I don't have much experience in writing scripts, I have some, but I am pretty sure that all of this is possible based on what I've seen. As I said earlier, this is a massive undertaking. Still don't know what to name the mod. On another front, one of my ships is almost near full functionality. It has no bugs, full loadout, performs well in game, and doesn't overwrite anything when installed. Just need to get technology plugins to work on it, having trouble there. Anyway, thats everything on the mod so far.




Mikey Über Admin

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13th June 2008

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#8 10 years ago

It's certainly ambitious, I'll give you that.


Mikey - GameFront.com - Lead Developer



jaydinator

Self-designated Neophyte

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9th July 2008

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#9 10 years ago

It is not only ambitious, but its possible. Its going to be hard, but if I can get a mod team together, especially with some people experienced in doing significant mods, I'm sure it can be done. With the way things are going, the ships will probably be done first, with the exception of one of the mod feature ships, it needs some of those features I mentioned. Also, I need permission from whoever made the Excalibur Class originally, because the ship is a wierd future version of the excalibur class. the model will end up very different, but in 3d modeling program the excalibur class is going to be what we start from. I have a 3d model pretty much finished for a 3rd ship I'm working on, but I don't know how to keep textures. Its a kitbash so I started out with the textures of the ships that its parts came from, looked good till I tried to look at it in NifScope. No textures. Model is there, but no textures. If anyone knows how to retain the textures of a ship made in a kitbash, I would appreciate you contacting me.




kirk2164

I want to be like Revenge

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11th October 2007

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#10 10 years ago

jaydinator;4733018get a mod team together, especially with some people experienced in doing significant mods[/quote] Tip: Everyone is busy right now. (No joke. All of the scripters are on excal, ds9fx, KM 1.1, or Galaxy Charts.)

jaydinator;4733018permission from whoever made the Excalibur Class originally

Not gonna happen. LC has closed the doors on editing any of his mods.

[quote=jaydinator;4733018]If anyone knows how to retain the textures of a ship made in a kitbash, I would appreciate you contacting me.

I could help there, but that excal-bash is going to be private use only I'm afraid.




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