Star Trek: Exploration * New Mod * -1 reply

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USS Sovereign

Programmer

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4th September 2005

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#21 13 years ago
I clearly explained that the whole point of KUU 3 BC 1.1 edition was to provide 1.1 fans with the benefits of NanoFX 2 in multiplayer mode without the draw backs of having to use someone elses ship packs. It preserves the gameplay of the orginal stock BC, while giving access to the advanced effects and upgraded physics of NanoFX 2. And yes, I did base it on the work made by the KM team, I also e-mailed them requesting certain soruce code items and explained my intentions.

That couldn't have taken a lot of time. Splitting KM into pieces.

Assumptions are terrible things, I don't think I said that there was just one man on the project.

Oh yes they are. But recently we had announcements on a few big mods. It's gonna be interesting to see how many of them will become reality.




Kenjar

BC Modder, Writer, 3D artist.

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30th December 2004

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#22 13 years ago
USS SovereignThat couldn't have taken a lot of time. Splitting KM into pieces.

Nope, all of an hour. But that's not the point is it? Rather then forcing my own views of what "Cannon" is, I gave one of the primary advantages of KM (NanoFX 2) to the 1.1 players. Chances are it will be ignored, but it was a simple idea aimed to produce a simple result. It was my original intention to have players download KM first and install it as an addon patch, rolling it back, but given that KUU 3 BC 1.1 edition was 50Mb and KM was well over 200Mb it seemed impractical.

But recently we had announcements on a few big mods. It's gonna be interesting to see how many of them will become reality.

Yep, also take into account if that person has released mods before. Granted most of mine have been simple, multiplayer ship packs, but I've also released a couple of Visual Basic based utilities. I hope that provides some credibility to my name. Granted as well, there have been projects I've abandoned, or at least put on hold, most notabily Star Trek: Trader which was an attempt at a BC Style game with a completely new graphics engine (I will be releasing the bit's I've done so someone else can learn from my mistakes, or take it from where I left off).

But while I am not going to give a clear release date, because I'm not getting paid for it and will work at my own pace and at the pace of others without feeling rushed. I would not have made this post if I didn't fully beleive that the mod was not only possible, but plusable.




Kenjar

BC Modder, Writer, 3D artist.

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30th December 2004

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#23 13 years ago

Sorry to double post. The website's been updated a bit, the address is http://www.gamersol.co.uk which should be easier to remember then a subdomain, once this project is more advanced, I'll consider forking out the cash for a proper .com domain name.




USS Sovereign

Programmer

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4th September 2005

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#24 13 years ago

Well of course you have to take in account if the person has made any mods before. But this ammount of work takes months, it took me sometime to make my big mod I'm currently making. And it's around 30 megs. Time will tell!




*Daedalus

A Phoenix from the ashes

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18th April 2006

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#25 13 years ago

The poly count wouldn't HAVE TO go up sky high if you flew through the atmospheres of planets. For low end systems you could just do moons or something with basic low poly mountains, for higher systems the same with small villages looped over the planet, and for the insanely high system, full on cities, New York style. It was done with Starwraith IV, and my PC could run it fine. 64mb graphics, 256 ram, 2.4 ghz processor. Of course, that was with only the small moon type thing I mentioned, but I'm sure most people could get to the small village stage. It would add a huge element to BC if it could be done. Daedalus




Kenjar

BC Modder, Writer, 3D artist.

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30th December 2004

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#26 13 years ago
The_DaedalusThe poly count wouldn't HAVE TO go up sky high if you flew through the atmospheres of planets. For low end systems you could just do moons or something with basic low poly mountains, for higher systems the same with small villages looped over the planet, and for the insanely high system, full on cities, New York style. It was done with Starwraith IV, and my PC could run it fine. 64mb graphics, 256 ram, 2.4 ghz processor. Of course, that was with only the small moon type thing I mentioned, but I'm sure most people could get to the small village stage. It would add a huge element to BC if it could be done. Daedalus

Reguardless, while it is a fine idea, the projects resources are finite, I would rather not produce planet models of several ten's of thousands of polygons when I could add a few more sella objects or a few extra starships.




Kenjar

BC Modder, Writer, 3D artist.

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30th December 2004

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#27 13 years ago

Website is now up and running at www.gamersol.co.uk and I've uploaded the final draft of the first story, stop by, read it, give me your thoughts!