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TOS Canon Mod Pack (TCMP) -- Updated 4/26/08
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What should the registry number be for the USS Daedalus?
NCC-01
3%
 3%  [ 2 ]
NCC-001
5%
 5%  [ 3 ]
NCC-100
45%
 45%  [ 25 ]
NCC-150
41%
 41%  [ 23 ]
Other (Please Specify)
3%
 3%  [ 2 ]
Total Votes : 55

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Phaser

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Post Posted: 08-26-2006 06:51 PM Post subject:

New Tactical Display Icons



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Post Posted: 08-26-2006 06:52 PM Post subject:

Something I was doing while waiting for starforce2 to convert those ships:

Constitution Variant -- "The Cage" (1st Pilot Episode)





Modifications (from the production version):

Textures:
Window layout, bussard collector, impulse engine housing, pylon "squares", the inner side of the nacelles, the bridge dome, saucer hull, and modified the hull textures so the hull lines are gone (they were added after the 2nd pilot episode).

Model:
Bridge dome height increased, spikes added to the bussard domes, saucer and aft nav lights removed, removed the mesh between the intercoolers (those fins at the back of the nacelles) and the nacelle hull, changed the aft ends of the nacelles, increased the size of the deflector, and slightly changed the ventral sensor array of the saucer.


Constitution Variant -- "Where No Man Has Gone Before" (2nd Pilot Episode)





Modifications (from the previous pilot):

Textures:
Window layout, lighted windows (in the first pilot the ship wasn't lit), impulse engine housing color and exhaust ports, bridge dome, saucer hull, and pylon squares.

Model:
Intercooler mesh added, saucer nav lights added, aft end of the nacelles changed (again).


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Post Posted: 08-26-2006 07:13 PM Post subject:

Cool Icons Phaser, they look good and It can be difficult getting the Icons to look exactly right sometimes. I also admire your attention to detail with the TOS Connie, good job!! Smile


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Post Posted: 08-27-2006 09:26 PM Post subject:

that's so sweet!

Are you also going to do a federation-class?


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Post Posted: 08-28-2006 04:52 PM Post subject:

Thanks, Elgy!

No, Freakazoid, I've decided not to include the Federation Class in this release.


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Post Posted: 08-28-2006 07:42 PM Post subject: love it!

it is looking better everytime you update us...I can't wait to try out this ship.

It is great that you managed to avoid the damage problems of other connie releases...that is my favorite feature

Please give us some sort of preview...you know...just one ship or something...pretty please?

Mike


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Post Posted: 08-29-2006 10:40 AM Post subject:

Wow phaser, these r really cool. Soon I will be able to use good ships with 3rd era's TOS bridges.

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Post Posted: 09-06-2006 03:10 PM Post subject:

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No, Freakazoid, I've decided not to include the Federation Class in this release.


Ok, what about the USS Bonaventure 10283NCC?



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Post Posted: 09-06-2006 11:22 PM Post subject:

You want to make Phaser to make that ship from TAS? I don't think that would be "Canon"...


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Post Posted: 09-07-2006 08:46 PM Post subject:

Well I consider it canon (go to [url]memory-alpha.org[/url]-search for USS Bonaventure).

Another idea: how about a TOS Oberth?

Technically canon, due to their weird NCC-600+ registries.


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Post Posted: 09-08-2006 12:27 PM Post subject:

Sandtrooper wrote:
You want to make Phaser to make that ship from TAS? I don't think that would be "Canon"...


It Is a part of TREK history, whether some Like it or not


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Post Posted: 09-08-2006 10:03 PM Post subject:

Probably best to wait for Phaser to respond before arguing about it... Smile


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Post Posted: 09-09-2006 02:40 AM Post subject:

Wow Phaser, those are unequivically the best looking TOS textures/meshes I've ever seen. Keep it up! You're really doing TOS justice : D


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Post Posted: 09-09-2006 09:36 PM Post subject:

Thanks for the comments, guys. Officially, The Animated Series is not canon. However, the lack of starships from that era tends to put the status of the ships of TAS in limbo.

Regardless, no Freakazoid, I will not be including the Bonaventure in TCMP v.1.0. Perhaps in a later version. We'll see.


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Post Posted: 09-10-2006 07:50 PM Post subject:

General Update:

Mark is currently helping me convert ships, so the project is finally starting to move forward again. Also, yesterday I completely revamped the Readme file--it hadn't been updated since the original one that was posted on the first page!

ChiefBrex and I have collaborated to come up with a shuttle for K7 Station. While the name of K7's shuttle is officially unknown, ChiefBrex generously gave me the honor of naming her! I chose 'Pan', the Greek God of shepards and flocks--think of the shuttle as a shepard, and ships docking at K7 as its flock. Even more appropriate, Pan was also considered the cause of sudden fear that sometimes comes for no reason, especially in lonely places. That's why it's called "panic" (Pan-ic). Why is this appropriate? Well, the plan is that when K7 is about to be destroyed, about half the time it will launch the Pan as a sort of last-resort, abandon-ship thing. I came up with the idea after recalling that something in KM does something similar to this.

I'll have to come up with a way to make TCMP's included Type 1 Shuttle launch from the station, but have that overriden by ChiefBrex's Pan shuttlecraft once with Shuttle Pack is released. I imagine this'll take some creative scripting, so: Scripters wanted!

EDIT:
According to Nebula, the Borg Cube in KM does something similar to this with a Sphere when the Cube is about to be destroyed. I thought there was something else that it did with multiple ships (like a lot of escape pods or something), but this is even better, considering that I only want one ship to launch.

I need to know where this code is located in the KM mod. I've looked through my KM install, but so far I've been unable to locate this bit of code. Any help would be appreciated.


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Post Posted: 09-12-2006 11:17 PM Post subject:

hi, i want to say this mod looks great, the tos universe is awesome. i was wondering if u were goin to add the I.S.S. Enterprise. i havent seen one anywhere and it would be cool if u included it. cant wait till its released.

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Post Posted: 09-13-2006 01:55 AM Post subject:

Hi, Erk (I love your username, btw)! Thanks for the complement, and welcome to BCU!

Unfortunately, no, I'm not planning on adding the ISS Enterprise to v.1.0. As far as I'm aware, the only difference between that ship and the USS Enterprise is the registry, anyway, so there's not much point. If there is something else different about that ship (weapons or manuverability, perhaps?) and I just don't know about it, please, let me know! I'll happy to consider adding it if there's something besides the registry that made it unique.


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Post Posted: 09-13-2006 04:27 AM Post subject:

honestly, i dont think there is a difference other than the registry. the only thing i can think of doing with it, is looking at that Enterprise episode "A mirror darkly" and building it on that. In that episode they got the defiant nearly a hundred years or so early, so in kirks time, their constitution classes might pack a major punch. There is no hard proof of that, but thats just how i see it.


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Post Posted: 09-24-2006 12:07 AM Post subject:

Its a shame that Paramount wont consider TAS' canonicity. It added a lot of new elements to the STU.

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Post Posted: 10-14-2006 06:54 PM Post subject:

General Update
Wow, it's been a while since I last gave a general update! Here's where TCMP currently stands:

Completed:
-All models.
-All mapping*.
-All textures (+ or - a few tweaks).
-All ships are in-game and fully-functional*.
-All TDE files are complete (did that in about an hour yesterday).
-All Ptolemy Class ships** separate through use of MVAM.
-All shuttle-launching scripts (including the special one for K7) are complete.
-All hardpoints (overall).


*Excluding Deep Space Station K7. This starbase still has that major problem I talked about earlier.
**Excluding Ptolemy+LifePod


WIP:
-Hardpoint tweaks. I just need to do a little bit more balancing.
-The Ptolemy+Variants TGL files.
-Ptolemy+LifePod MVAM file needs to be made.
-MVAM Reintegration sequences.
Sneaker98, your MVAM instructions are very detailed (great work), however I'm having a bit of trouble understanding how to get the positions of the ships for the reintegration sequences (for those of you on MSN/WLM, this is what my 'Personal Message' is talking about). If you or anyone else can offer assistance, please contact me on MSN/WLM. Thanks.

Of course, it wouldn't be a general update without these:
Problems:
-K7 Station is missing one texture in-game.
This drastically reduces the FPS, making it unplayable. This is the only serious problem remaining. Adonis and myself are completely out of ideas. Experienced modelers/mappers, please help!
-The USS Daedalus icon is a Klingon Bird of Prey in Quickbattle (in the menu it appears as it should). This one is just plain annoying. Especially because the USS Essex's icon appears just fine, and its files (scripts/ships and scripts/ships/hardpoints) were made directly from the USS Daedalus! A second set of eyes would be appreciated.
-Ptolemy+TwoPods won't reintegrate. This is almost certainly a problem with the MVAM file, but I've looked over it quite a few times and I can't figure out what's wrong. Again, a second set of eyes would be appreciated. Just contact me over MSN/WLM.
-USS Ptolemy appears under the Ptolemy+One Pod sub-submenu (which is under the Ptolemy Class submenu). I'm sure this is a result of MLeo's submenu code, which is just wonderful (except for this little snag Wink). MLeo, could you help me with this?

Once everything on this list is green, TCMP will ready for Beta-testing (We'll just consider that first round of tests a few months ago the Alpha-testing phase. Razz).


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Post Posted: 10-16-2006 06:30 PM Post subject:

nice to see that things are continuing along with this mod pack, i CANT WAIT for it to be released for beta


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Post Posted: 10-18-2006 02:26 AM Post subject:

The beta is only going to be released to a few selected beta-testers. But don't worry; beta versions are only used to find any bugs in the mod and get suggestions for improvement. The final version will likely be released soon after the beta-testing period. Wink


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Post Posted: 10-18-2006 08:05 PM Post subject:

gotta another idea:

What about saucer seperation for the connie?


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Post Posted: 10-19-2006 12:08 AM Post subject:

Ambassador wrote:

What about saucer seperation for the connie?


I agree with this, Probert had production sketches of the refit seperating...


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Post Posted: 10-23-2006 04:59 PM Post subject:

REMEMBER PYC's always overwrite py's!
problems that cant be found in any of the py scripts usually have something to do with the pyc files, delete all of the ones related to your problems.

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Post Posted: 11-27-2006 03:14 AM Post subject:

Thanks, KirkNCC1701. I know about that.

No, the Constitution will not be able to separate. At least, not in v1.0. If I decide to make a v2.0, I'll consider including it.

Anyway,

General Update

Sorry for the lack of updates. No, TCMP is most definitely not dead! Since the last update, a couple of things have gotten fixed, while other things have gotten tweaked. Here's the low-down on stuff that was in orange and red last time:

-K7 station now works perfectly in game!! Many of you already know this, due to a little party impromptu I held on WLM (heehee). This was the last thing that I had some serious concerns about. I'm really thrilled that it works properly.
-The Ptolemy+Variants TGL files are complete. Those and the rest of the TGL files are what I've been concentrating on recently (I'm really just trying to avoid finishing K7's textures; it's a real pain lol. It'll be worth it in the end, though).
-The USS Daedalus icon is no longer a Klingon Bird of Prey in Quickbattle.
-USS Ptolemy no longer appears under the Ptolemy+One Pod sub-submenu
Credits go to MLeo for this one. Thanks a lot!

WIP:
-Hardpoint tweaks.
I still want to do a little bit more balancing.
-MVAM Reintegration sequences. I haven't made any progress on this because I've been waiting on Mark to get back to me with an MVAM file. I can't continue with this until I get that file (just a friendly reminder, Mark).
-Textures for Deep Space Station K7. Sorry, I forgot to mention this last time.

Problems:
-Ptolemy+TwoPods won't reintegrate.
Again, I haven't worked on this since the last update for the previously stated reason. I'll get to it, though.


As you can see, we're getting down there! I'm aiming to get this mod at least into the beta-testing stage by the end of the year, so stayed tuned!


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Post Posted: 11-27-2006 02:35 PM Post subject:

I have only seen a few clips of the remastered TOS series and noticed that the blue photons torpedo balls have been changed to orangy cylinder type torpedos with a different sound. Will you be implementing this in your pack in any way?


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Post Posted: 11-27-2006 11:43 PM Post subject:

Phaser wrote:

-The USS Daedalus icon is no longer a Klingon Bird of Prey in Quickbattle.


Somebody really needs to write a guide on how to fix a ship with that problem...I have alota ships that do this


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Post Posted: 11-28-2006 12:50 AM Post subject:

SuperSmeg wrote:
I have only seen a few clips of the remastered TOS series and noticed that the blue photons torpedo balls have been changed to orangy cylinder type torpedos with a different sound. Will you be implementing this in your pack in any way?


ah I've been watching it from the start and I haven't seen that.


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Post Posted: 11-29-2006 04:22 AM Post subject:

Nebula wrote:
SuperSmeg wrote:
I have only seen a few clips of the remastered TOS series and noticed that the blue photons torpedo balls have been changed to orangy cylinder type torpedos with a different sound. Will you be implementing this in your pack in any way?


ah I've been watching it from the start and I haven't seen that.
Glad to hear that. Supersmeg, I doubt they've made a change that drastic. It would be completely contrary to what they're trying to accomplish.

Sandtrooper: It was a while ago, so I don't recall exactly how I fixed it! I'd have to look around again, but I'm pretty sure it had to do with the TGL file. Try updating all your tgl files in BCMP. Also, make sure both TGL options are commented out (i.e., have a pound symbol # before them) in the scripts/Custom/Ships files.


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