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Powering Down the ship
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USS Sovereign

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Post Posted: 11-03-2005 05:23 AM Post subject:

I'm flattered Jimmy, we are flattered Jimmy Grin


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Madon

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Post Posted: 11-09-2005 10:31 AM Post subject:

Right, I've got my BC installed again, and picked up the script, I'm going to try and get a new release pushed out in the next few days after I get some beta feedback privately first.


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lost_jedi

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Post Posted: 11-09-2005 10:52 AM Post subject:

Well if you want a tester Wink


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Madon

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Post Posted: 11-26-2005 11:57 PM Post subject:

Ok folks, got a new beta coming up within a month or so.

Consider it a Christmas present Razz

Due to previous events, the public beta will be PYC files only, with PY releases being restricted to a limited number of closed testers who I know personally.

This will not prevent you from making your own hardpoints for stations other than the stock ones, or from adding any of the other features to your ship plugin files, and full documentation will be released this time, to allow people to take full advantage of the beta.

More information to follow over the next couple of days regarding exact changes and updates.


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Cube

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Post Posted: 11-27-2005 10:44 AM Post subject:

Sounds ace. Can't wait.


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CaptAidy1701

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Post Posted: 11-29-2005 06:18 PM Post subject:

Just a suggestion it would be interesting to see a stage by stage power up sequence like in ST:TMP which can be set from an interface in the engineering section and set to power up each set of lights in sequence with a time delay or a keybinding to trigger the lights in sequence.

This is stuff for much further down the line really but i thought id offer my 5 cents.


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Phaser

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Post Posted: 11-29-2005 08:00 PM Post subject:

That wouldn't be hard to do, though it might be taxing on some people's computers.

Cool idea. I can help pull it off, if Madon and/or Soverign001 is interested. Wink

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Madon

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Post Posted: 11-30-2005 01:02 AM Post subject:

Yeah, it's definitely possible, it'll mean adding some extra stuff to the ship plugin file, and some extra work on the texture maps to make it look good, but it wouldn't be hard to do from my side of things.


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Madon

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Post Posted: 02-26-2006 04:08 PM Post subject:

Ok folks, update on this, I'm working on a new public beta release (pyc files only for the public I'm afraid) slated to include the timed power-up sequence as requested by CaptAidy1701 and also to link the external appearance of the ship to the actual power levels as set in Brex's menu.

May also include some code from my secret big project which for now I'll refer to as the "MD-Plugins"


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Madon

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Post Posted: 02-12-2007 07:03 AM Post subject:

Wow, how time flies!

A lots happened since I last posted, this projects been through a lot, people initially saying it couldn't be done, later people copying the code and claiming it as their own uncredited and many other problems.

I have done some work on this since I last posted, although I'm still not happy with it at all yet (I'm sure Jimmy would tell you it was fine to start with, but he knows what I'm like Razz)

It does now include some of the MDPlugin code which is allowing me to throw a few nice extras in.

A large part of this mod is due to be assimilated by a much bigger project, but I do intend to provide the core functionality as an independant mod as well. again PYC files only however (and a quick tip to people (not naming names, and if you ask me, I still won't tell you), when I pick a non-standard abbreviation or something as part of a function name, and you copy it - try changing it before uploading it for the world to see Wink)

As far as the docking goes, repair and rearm options both work now, next up for scripting will probably be enumerating all ships docked in the current starbase to provide a list of ships to transfer to, and probably cosmetic stuff like adding workerbees and shuttles to the starbase when you dock to perform repairs etc, I'll see how the mood takes me.


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USS Vortex

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Post Posted: 02-12-2007 10:15 AM Post subject:

Good Luck, and it'll be cool if you see worker bees pulling warp nacelles around and stuff to build new ships Grin


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JimmyB76

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Post Posted: 02-12-2007 10:14 PM Post subject:

awesome news mon ami!! glad to see ya back around!!
*jumps up and dances around*


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Nebula

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Post Posted: 02-13-2007 12:58 AM Post subject:

WOOOT great news Smile

hmm does this mean I should revive my post about impulse speed glows/texture??


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Madon

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Post Posted: 02-15-2007 05:06 AM Post subject:

Which post was that? Razz

If it refers to changing maps according to system status's it can be done (to varying degrees of difficulty) depending on the ship and how it was originally mapped.

Also as an update, I just fixed a major bug in the repair code, so you can now actually repair and rearm when you use it. Now I just need to fix it so you can open and close the starbase menu as often as you want whilst docked, and it'll have it's basic functionality in, in a useful form Smile


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Nebula

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Post Posted: 02-16-2007 12:14 AM Post subject:

hehe well here is the link to that thread

http://bridgecommander.3dactionplanet.gamespy.com/phpBB/viewtopic.php?t=17958&start=0&sid=fc0351a2a598add7a6f6ce0816514c36


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Madon

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Post Posted: 02-16-2007 01:29 AM Post subject:

After digging through the flames etc and immature people, I can say that the code for what you want is effectively already done, I've already used it to change certain external parts of the ship when you power down, it's merely a combination of that, and the original LCARs mod for the Enterprise A bridge that I worked on with Mark/Ignis.

Frankly, the amount of bickering as to whether or not it can be done is stupid after we already proved such stuff is easily possible.


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JimmyB76

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Post Posted: 02-16-2007 05:52 AM Post subject:

jeez, neb, got any other ideas to push? Razz


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