BC Supermod 2

This new BC supermod will improve ship quality, or replace ships with improved community amde versions. Additionally, weapons have been impr...

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This new BC supermod will improve ship quality, or replace ships with improved community amde versions. Additionally, weapons have been improved, along with special effects, missions, crew dialog and much more.

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Mod Name:	Bridge Commander Super Modification V2.0 [BETA]

Programmer:	CaptainBryan(CaptainCook/CaptainRussell)

Game Requirements:
-Bridge Commander(fresh install with no other mods installed)
-Bridge Commander Patch V1.1
-BCMI
-BCMP
-Submenu Modification(included)
-Skinning & Damaging Tool(included)
-Advanced Technologies Pack(included)

Minimum System Specifications:
-2.4GHz Pentium 4 or equivalent Athlon processor
-1024MB of system memory(with 496MB heapsize)
-256MB Radeon X700PRO or 256MB GeForce 6800GT graphics accelerator
-1.33GB of uncompressed hard disk space

Recommended System Specifications:
-3.4GHz Pentium 4 or equivalent Athlon processor
-2048MB of system memory(with 992MB heapsize)
-256MB Radeon X850XT or 256MB GeForce 7800GTX graphics accelerator
-1.33GB of uncompressed hard disk space

Information:
	This pack contains Version 2.0 [BETA] of the Bridge Commander Super Mod, this time substituting much better looking starships in every possible area; new explosion, damage, phaser, shield, torpedo, starship, starbase, and warp flash textures are also included.  Scotch & Soda Akira- and Galaxy-class starships, Chronocidal Guy's Sovereign-class, and LC Amaral's Ambassador-classes along with Starforce Production Team's D'Kora-class add a much richer environment to the game than did the ships included with Version 1.0 of this mod; all-new modified BC Lost Dialogue scripts are also included that include the same brutal battles of V1.0 but this time with more dialogue and new dialogue which was omitted from the original game.
	Version 1.0's weapons I admit were not very attractive: large, super-accurate torpedoes and disruptor pulses and really thick beam weapons that could fire on long, low-powered discharges - this is NOT the case in V2.0.
	Version 2.0's battles are quick and brutal just like in the regular episodes; you should avoid combat unless you're very skilled at piloting or are in a very powerful starship; all ships in the game now fire phasers on short, high-powered bursts with quick recharge rates; disruptor pulses are less accurate and are faster as well, and torpedoes are much less accurate and very fast and powerful.
	As with V1.0, all ships in the game have been re-hardpointed or had their textures enhanced or redone; all of the ships from my CG Sovereign and SNS Akira packs are also included for the player's enjoyment in Quickbattle, and a total of 31 SNS Galaxy-class starships are also included for further enjoyment in Quickbattle; the SNS Galaxy Dreadnoughts USS Pegasus, USS Typhoon, and USS Steel Talon are also included.
	Ships are also faster and more maneuverable, and collisions are much more deadly - ships have all had their masses and inertial moments re-scaled so that they all have correct masses in relation to each other.
	Speculars for all ships are also included, even for the new and old SNS Galaxy registries so that the registry information doesn't disppear when a blank specular that hasn't been replaced via SDT activates.
	The ships included in the pack are the:
	
	SNS Akira
	SNS Galaxy
	SNS Galaxy Dreadnought
	CG Sovereign
	LC Ambassador
	P81 New Orleans
	P81 Nebula
	P81 Intrepid
	P81 B'Rel
	P81 K'Vort
	DX Negh'Var(w/custom HP)
	9 of 9 Defiant
	9 of 9 Galor
	9 of 9 Keldon
	C2X D'Deridex
	C2X Scimitar
	C2X Voyager Cube
	Red Dragon's Norexan
	Zambie Zan's Melak
	SPT Marauder
	Dark Drone's Tactical Cube
	Collective Alliance Borg Scout
	Unimatrix 1 Sphere
	Unimatrix 1 Diamond
	Unimatrix 1 Prometheus
	USS Salem Fed Starbase
	All of my stuff(ships, re-textures, re-hardpoints, etc.)

	All ships and bases in this mod have been extensively re-hardpointed to balance them with the television shows; every ugly ship and base that came with the game and that did not have superior replacement mods available has been re-textured or had its textures enhanced and has also had high-detail specular Targas created for it.
	I would advise against tampering with any seemingly-meaningless ship files like "SlowShuttle.py" or "USSBerkeley2.py" or "CGNXSovereign2.py" as these are crucial to the new Maelstrom scripts and will prohibit progress through the game if deleted or re-scaled in the slightest!
	Major re-textures of the Melak- and Norexan-class Romulan Warbirds are also included, as well as extreme hardpoints for all Borg vessels in the pack.
	The skinning and damaging tool and submenu modifications are also included and are absolutely necessary in order to see registries on any SNS or CG starships when in Quickbattle.
	Other miscellaneous mods that are included are:
	
	MDamamge 1.0
	WarpFlash FC
	Explosion Pack
	My uniform, character head, shield, and phaser textures
	CTU Sovereign-class bridge re-texture
	CTU Galaxy-class bridge re-texture(w/my Targa corruption fixes and additions/Targa replacements)
	Advanded Technologies Pack 1
	Skinning & Damaging Tool
	Submenu Modification
	
	Anyway I believe that everyone will like this version much better than the first.
	I'm also very sorry to inform all of you that this beta version of the modification suffers from save-game reloading problems in all episodes after Episode 3: Mission 1(episodes 1 and 2 and E3M1 all reload fine - don't ask me why) in much the same way that results when NanoFX 2.0 BETA is installed; I'll try hard to fix this problem and have a patch or another version of this modification available soon.  I advise using Test Mode to play missions 3-8 in the same way that you would if you had NanoFX 2.0 Beta installed; anyway enjoy!!!

Installation:
	If you haven't already, uninstall Bridge Commander off of your computer and then in "C:Program FilesActivision" delete the folder entitled, "Bridge Commander".
	Now install Bridge Commander onto your computer, and then install the Bridge Commander Mod-Installer(readily-available off of BC Files) INTO your "Bridge Commander" folder and then run it and install the Foundation program.
	Next install the Bridge Commander Mod-Packager into your "Bridge Commander" folder.
	Now you need to enter "Bridge Commander/data/Models" and delete the folders "Ships", "Bases", and "SharedTextures" (you read correctly).
	Next enter "data/Models/Misc" and delete the folders, "KessokMissleLauncher", "CommLight", "CommArray", and "SunBuster".
	Now enter "Bridge Commander/scripts" and delete the folders, "Maelstrom" and "ships" before entering "scripts/Tactical" and deleting the "Projectiles" folder out of here.  Then go to "scripts/Quickbattle" and delete "Quickbattle.pyc", and in "scripts", delete "Foundation.pyc" and "FoundationMenu.pyc".
	Now enter "Bridge Commander/sfx" and delete the entire "Weapons" folder out of here.
	
	NOW YOU'RE READY TO INSTALL THE MOD!!!
	
	Now extract this mod's RAR archive to a temporary folder somewhere and then double-click on "BCSuperMod2.exe" and follow the instructions to install the mod, making sure to install it to "C:Program FilesActivisionBridge Commander" unless you just want to pick stuff out of it, then you can install it to a temporary folder.
	The mod is now installed and fully-capable of being played; however you'll likely want to have the TGL files for your new ships.
	Extract the "Ship TGLs" folder that came with this mod and place it into your "BC-Mod Packager" folder and then use BCMP to update all TGLs into the game.
	You'll receive error messages for every TGL that is meant to replace the stock TGLs that came with the game - this is okay, as you will deal with these shortly.
	Once BCMP has finished updating TGLs, exit BCMP and then open it back up, select the TGLs that had errors, and then click the "Update TGL" button and BCMP will successfully update them into your game and overwrite the old TGLs (i.e. for the Galaxy- and Sovereign-classes, etc.).

Performance:
	To have the game set as it is in the screenshots with 6X FSAA, 16X FSAF, and 32-bit textures, you'll need a graphics card with no less than 256MB of memory and and fast processor - an old FX5200 likely won't do it.  To have the game set as it is in the screenshots along with speculars enabled (speculars are not toggled on in many of the screenshots but are included for persons with ultra-high-end systems), you'll need a very powerful 256MB graphics card, preferably a card that utilizes GDDR3 memory and that has a processor speed of above the 400 MHz of the X700PRO - an X850XT or 7800GT or 7800GTX would do nicely, or even dual 128MB 6600GTs or 256MB 6800GTs.
	Also, in order to increase performance, it is possible to allocate more system memory to the game via adding a memory heap size to the end of the command line.  I have heard from Collective Alliance members that this technique works; it goes as follows:
	In the properties window for Bridge Commander(you can find this by right-clicking on "Star Trek Bridge Commander" in the Start Menu and then selecting "Properties" with the left mouse button) will be a modifiable command line parameter, which can have extra shit typed into it to affect various applications; for example, typing " /developer" (no quotations) at then end of either Max Payne games' command line parameters will enable cheats in-game via pressing the tilde key and entering codes.
	Anyway, any application, especially a demanding game like Half-Life 2, Far Cry, Doom 3, or Bridge Commander now that you have this mod installed, can utilize a memory heapsize in order to allocate more system memory to the application and therefore increase performance when the application is running.
	To do this, go to the "Properties" window, and in the box next to "Target:" is the route to "stbc.exe", the program responsible for making Bridge Commander work; the line should say something like: "C:Program FilesActivisionBridge Commanderstbc.exe".
	Now you can and should heap just below half of your system memory to Bridge Commander; if you have 512MB of system memory then 248MB would be a decent heapsize for the game; you would set the heapsize like this:
	
	"C:Program FilesActivisionBridge Commanderstbc.exe" -heapsize 253952
	
where the heapsize is measured in kilobytes(kB) and is written exactly as the example above; recall that byte prefixes do not follow standard base 10 SI rules and are in base 2, so one kB is precisely 1024B and one GB is precisely 1024MB or 1048576kB or 1073741824B; for a system with the recommended 2GB of system memory, a good heapsize would be 992MB and look like this:
	
	"C:Program FilesActivisionBridge Commanderstbc.exe" -heapsize 1015808
	
	You absolutely CANNOT be at or above one half of your total system memory because if you are then your computer will automatically restart when you attempt to run Bridge Commander, and you won't be able to run Bridge Commander until your heapsize is re-adjusted to below half of your system memory.
	
	Be sure to check out the "Extras" RAR archive as well........





* * * * * * * * * * * * * * * *		CREDITS		* * * * * * * * * * * * * * * * * * * * *

#################################################################################################
#												#
#	SPECIAL THANKS TO RICK KNOX								#
#	SPECIAL THANKS TO LC AMARAL								#
#	SPECIAL THANKS TO SCOTCHY								#
#	SPECIAL THANKS TO C2EXTREME								#
#	SPECIAL THANKS TO ZAMBIE ZAN								#
#	SPECIAL THANKS TO UNIMATRIX 1								#
#	SPECIAL THANKS TO STARFORCE PRODUCTIONS TEAM						#
#	SPECIAL THANKS TO CHRONOCIDAL GUY							#
#	SPECIAL THANKS TO 9 OF 9								#
#	SPECIAL THANKS TO DARK DRONE								#
#	SPECIAL THANKS TO COLLECTIVE ALLIANCE							#
#	SPECIAL THANKS TO EVERYONE ELSE WHO HELPED MAKE THIS MOD WORTH HAVING!!!!!!		#
#												#
#################################################################################################

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Captain Bryan


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Registered 19th July 2005

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