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AI-Ships (Bots) in Multiplayer
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Dragon

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Post Posted: 11-29-2004 06:17 PM Post subject:

Sorry, here the script file. We also have issues with the Borg Cube. Only the Host can see Borg Cube AI as an actual cube. Everyone else sees it as a Keldon?. But if a HUMAN is the Cube, then everyone can see the cube


Its really strange


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Thunder

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Post Posted: 11-29-2004 06:45 PM Post subject:

Dragon i dont think you need to send every ship that has a problem.

Great you fixed the warp FX problem, i think DS is still havin problems with it i dunno. Im glad your releasing seperate ones, we can pick what mods we want that way.

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Defiant

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Post Posted: 11-30-2004 07:04 AM Post subject:

Dragon wrote:
Sorry, here the script file. We also have issues with the Borg Cube. Only the Host can see Borg Cube AI as an actual cube. Everyone else sees it as a Keldon?. But if a HUMAN is the Cube, then everyone can see the cube

ok, here we have your problem:
In this file we have
Code:

def GetShipStats():
   kShipStats = {
      "FilenameHigh": "data/Models/Ships/MPneghvar/MPneghvar.nif",
      "FilenameMed": "data/Models/Ships/MPneghvar/MPneghvar.nif",
      "FilenameLow": "data/Models/Ships/MPneghvar/MPneghvar.nif",
      "Name": "MPneghvar",
      "HardpointFile": "MPneghvar",
      "Species": Multiplayer.SpeciesToShip.GALAXY <---!
       }

-so no wonder you see a Galaxy. To make it looking like a Neghvar you have to point to the right entry in SpecesToShip.py (The one with Caps)


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Dragon

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Post Posted: 11-30-2004 11:44 AM Post subject:

Ok thanks alot Defiant. I will look into all of the scripts. But how do you explain why usually only the Akira ship works as an AI Fed ship. I will look into it more. Then report back to you. Thank alot Defiant.

I really do love this Mod.


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Post Posted: 11-30-2004 09:11 PM Post subject:

Whats left to do now defiant?

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Dragon

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Post Posted: 11-30-2004 10:35 PM Post subject:

Good News Defiant. You were correct. Now ALL ships work ingame. Thanks to Neb. And of course you!

Its excellant. Me and Neb just had a Borg Cube battle, we won of course. But not before Neb crashed the Enterprise into the Borg Cube... lol
Mr. Green


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Post Posted: 12-01-2004 12:00 AM Post subject:

Well, that is really a good one Defiant... We never supposed that this could be the problem... Dragon and Neb are working now in a patch...
We really like this little MP mod, but whiout your help, it could be never released...


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Defiant

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Post Posted: 12-01-2004 07:26 AM Post subject:

Dragon wrote:
Ok thanks alot Defiant. I will look into all of the scripts. But how do you explain why usually only the Akira ship works as an AI Fed ship.

Because the "Species" Entry in scripts/ships/akira.py already point to Multiplayer.SpeciesToShip.AKIRA.

Thunder wrote:
Whats left to do now defiant?

Some minor - and major - bugfixes.

Here is a little beta release:
http://defiant.homedns.org/~erik/STBC/FBCMP/Mission4/FBCMP-Mission4Module-07-rc1.zip
The biggest known bug is that you can start the Turkey Shoot Mission only once, you have to complete restart Bridge Commander if you want to load it multiple times.


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Thunder

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Post Posted: 12-01-2004 05:31 PM Post subject:

hmm all i get is a black screen. I have 1.1 the founation, nano fx 2 and turkey shoot of course

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Defiant

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Post Posted: 12-01-2004 06:28 PM Post subject:

...console?


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Post Posted: 12-01-2004 06:33 PM Post subject:

hmm it wont let me, it loads up and then the screen goes black.

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Defiant

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Post Posted: 12-01-2004 08:02 PM Post subject:

try to press escape.


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Post Posted: 12-01-2004 08:59 PM Post subject:

defiant add me on msn so i can send you a screenshot, its a screendump.

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Defiant

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Post Posted: 12-02-2004 07:46 AM Post subject:

can't you add it here?


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Post Posted: 12-02-2004 03:42 PM Post subject:

nah it wont let me

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Defiant

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Post Posted: 12-02-2004 06:11 PM Post subject:

how about mail?
mail@defiant.homedns.org


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Post Posted: 12-04-2004 12:56 PM Post subject:

ok got the mail:
Looks like TG made a nice little fault in their original SpeciesToShip.py:
The line
Code:

("CardFreighter", "Cardassian Freighter" , App.SPECIES_CARDFREIGHTER, "Cardassian", 1),

should look like this:
Code:

("CardFreighter" , App.SPECIES_CARDFREIGHTER, "Cardassian", 1),



I'll see if I can do a workaround for this from the Mission4 file.


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Post Posted: 12-04-2004 02:33 PM Post subject:

Thats the reason its not working. Cant you just change the SpeciesToShip.py.

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Post Posted: 12-04-2004 02:36 PM Post subject:

of course the file can be changed but I want Mission4 also work on stock installations.


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Post Posted: 12-04-2004 02:58 PM Post subject:

Yes i just changed the speciestoship.py and its working, gonna test it out properly now.

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Defiant

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Post Posted: 12-04-2004 05:34 PM Post subject:

ok new Version of the Mission4 V. 07 prerelease which should now ignore the SpeciesToShip error:
http://defiant.homedns.org/~erik/STBC/FBCMP/Mission4/FBCMP-Mission4Module-07-rc5.zip


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Post Posted: 12-04-2004 06:24 PM Post subject:

Cool. What exactly does this do? Change?


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Post Posted: 12-04-2004 06:30 PM Post subject:

WOW! I havnt tested this fully but this is amazing! GOOD WORK defiant!

It adds Menus for AI ships
Ability to use the bridge

Thats all i found so far. I didnt get to play yet


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Thunder

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Post Posted: 12-04-2004 08:07 PM Post subject:

It worked apart from mods. Engineering extension mods didnt workin mp, sleight 42 multi target worked in mp but not in qb. ATP failed to workin MP, but worked in qb. Nano FX worked apart from warp.

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Post Posted: 12-04-2004 08:40 PM Post subject:

Thunder wrote:
It worked apart from mods. Engineering extension mods didnt workin mp,

What QBautostart Version?

Thunder wrote:

sleight 42 multi target worked in mp but not in qb. ATP failed to workin MP,

It does need ATP 3

Thunder wrote:

Nano FX worked apart from warp.

NanoFX Warp does need a little Warp Fix.


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Post Posted: 12-05-2004 12:10 AM Post subject:

We have done a test of this mod. And ive found a bug.

1) When the Host selects bridges OFF. The human players can still chose to have the bridge ingame. BUT, if they ALSO turn it OFF. The bridge is still loaded, along with all that it includes etc. when they press SPACE.

2) Is SD supposed to be disabled for other ships except the host?

Also, I was wondering, when were you planning on releasing a version that enabled ship additions during a battle? without the host SD.


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Defiant

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Post Posted: 12-05-2004 10:30 AM Post subject:

Dragon wrote:

1) When the Host selects bridges OFF. The human players can still chose to have the bridge ingame. BUT, if they ALSO turn it OFF. The bridge is still loaded, along with all that it includes etc. when they press SPACE.

uhm...I guess I will just leave the option to disable the Bridge out.

Dragon wrote:

2) Is SD supposed to be disabled for other ships except the host?

a Bug. The Game just doesn't seem to get the right ship to destruct yet.

Dragon wrote:

Also, I was wondering, when were you planning on releasing a version that enabled ship additions during a battle? without the host SD.

latet with a QBautostart plugin.


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Post Posted: 12-07-2004 12:40 AM Post subject:

Ok, sounds good. I know your never supposed to ask this, but any idea when the new autostart file is coming out. I just cant wait. Mr. Green Good work Defiant. I also think its best to leave the bridge option. Our tests have revealed that its kinda anoying.


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Post Posted: 12-07-2004 05:29 AM Post subject:

True


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Defiant

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Post Posted: 12-07-2004 03:56 PM Post subject:

Dragon wrote:
Ok, sounds good. I know your never supposed to ask this, but any idea when the new autostart file is coming out. I just cant wait.

http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?t=17446


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