1.0.3 project
Moderator: thunderchero
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Yes, that looks great.
Means this rom/kling using exactly the same torpedoes?
If so I would suggest make klingons a bit smaller than romulans.
EDIT:
The torpedo mod programing drives me crasy.
Is there a way to influence wich gif-file will be recalled by a hob-file?
(Can't find called file names by hex-editing HOBs)
That would be fine in order to re-establish clarity of files.
Means this rom/kling using exactly the same torpedoes?
If so I would suggest make klingons a bit smaller than romulans.
EDIT:
The torpedo mod programing drives me crasy.
Is there a way to influence wich gif-file will be recalled by a hob-file?
(Can't find called file names by hex-editing HOBs)
That would be fine in order to re-establish clarity of files.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Spocks-cuddly-tribble wrote:Yes, that looks great.
Means this rom/kling using exactly the same torpedoes?
If so I would suggest make klingons a bit smaller than romulans.
EDIT:
The torpedo mod programing drives me crasy.
Is there a way to influence wich gif-file will be recalled by a hob-file?
(Can't find called file names by hex-editing HOBs)
That would be fine in order to re-establish clarity of files.
was thinking about darker green for romulans torpedoes
yes use UE and in graphics/hob files you can set them to what ever you want.
thunderchero
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That means if we modify hphoton.hob from mod in order to call->hpton.gif and rename ksboom.gif from mod to hpton.gif - then the palette conflict of the torpedo mod would be solved?
And the same with the following mod files:
fphoton.hob -> fton.gif and rename fgndexp.gif to fton.gif
The rest should then be quite easy:
cphoton.hob -> cpton.gif and rename fpton.gif to cpton.gif
The minor files of mod wouldn’t need any change and the rom/kling files you’ve already done.
Would it work this way or is there a logic error by me?
EDIT:
I've just finished testing of all multi-installers (both languages) and all of them work flawless so far.
As I wrote the break during installation could be misconceived as finish. Thus I suggest a note to wait for the finish wizard screen in order to avoid trouble.
About backup.res: Can I keep (moved to another folder) a backup.res in order to avoid two times 1.0.2 complete reinstallation if I install a mod update in two languages? Means only move the corresponding language backup.res to C:\botf; or wouldn't that work?
Also I noticed bop-german file is much smaller than all other 103 or bop files. Is there a better compression?
A last note 1.0.2 full installation on an older PC (tested 1.3 GHz) takes almost 25 minutes now (for information only).
And the same with the following mod files:
fphoton.hob -> fton.gif and rename fgndexp.gif to fton.gif
The rest should then be quite easy:
cphoton.hob -> cpton.gif and rename fpton.gif to cpton.gif
The minor files of mod wouldn’t need any change and the rom/kling files you’ve already done.
Would it work this way or is there a logic error by me?
EDIT:
I've just finished testing of all multi-installers (both languages) and all of them work flawless so far.
As I wrote the break during installation could be misconceived as finish. Thus I suggest a note to wait for the finish wizard screen in order to avoid trouble.
About backup.res: Can I keep (moved to another folder) a backup.res in order to avoid two times 1.0.2 complete reinstallation if I install a mod update in two languages? Means only move the corresponding language backup.res to C:\botf; or wouldn't that work?
Also I noticed bop-german file is much smaller than all other 103 or bop files. Is there a better compression?
A last note 1.0.2 full installation on an older PC (tested 1.3 GHz) takes almost 25 minutes now (for information only).
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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the fed's should be a little bit more orange, as you see at the beginning of this YT clip:
http://de.youtube.com/watch?v=1jrCOfNcWQc
i like your klingon torpedoes, they look good, they match good to the original:
http://de.youtube.com/watch?v=sPR4pNQGNYk
http://de.youtube.com/watch?v=1jrCOfNcWQc
i like your klingon torpedoes, they look good, they match good to the original:
http://de.youtube.com/watch?v=sPR4pNQGNYk
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I would not worry too much over torpedoe colours thunder as feds have white for quantum anyway and I have seen klingons fire red/orange and green torpedoes.
Hell Cardie ships dont even have torpedoes in ST world!!! Also always wondered whats with the purple thing for them???? Still thats the ST world for you sometimes.....
JBL
Hell Cardie ships dont even have torpedoes in ST world!!! Also always wondered whats with the purple thing for them???? Still thats the ST world for you sometimes.....
JBL
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here is what I have for torpedoes. Just add files to res on vanilla without any torpedo mod. (setting are differant)
http://www.4shared.com/file/71774692/e6 ... edoes.html
Also they still rotate
Has anyone ever seen this gif used by klingons or romulans?
Or was this one left out in rush to release game?
thunderchero
http://www.4shared.com/file/71774692/e6 ... edoes.html
Also they still rotate
Has anyone ever seen this gif used by klingons or romulans?
Or was this one left out in rush to release game?
thunderchero
Last edited by thunderchero on Sun Nov 16, 2008 6:11 pm, edited 1 time in total.
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they are the only races with kplasma.hob and rplasma.hob klingon uses right half of gif and romulans use left half. The gif name is plasma_2.gifSpocks-cuddly-tribble wrote:Why do you think they was planned for rom & kling?
If we consider weapon descriptions (and color defaults of vanilla) I would guess rom & ferengi, but never seen in use yet.
thunderchero
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- Site Administrator aka Fleet Admiral
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- Site Administrator aka Fleet Admiral
- Posts: 7972
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.