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Star Wars: A Galaxy in Chaos (Mod by Rifraf and Majestic)

Knight

"What? Too flashy?"
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Very excited by the prospect of this mod, great work so far guys :)
 

MrVulcan

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Great progress guys :) Liking everything in the screenies. Awesome bits of modding there
 

Rifraf

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Thanks everyone. Progressing a little slowly the last 2-3 weeks. Like Majestic I too have taken a bit of a break. Been playing Civ 5 some and doing small bits of work on the mod.

I have to implement the weapon turrets for each side then make a couple ODF's to use some FO miners/mining stations and shipyards then I will have a rough playable mod to send to Majestic to see what he thinks of the basic look/play. I'm really trying to get this to him by end of my evening tonite so we'll see. :)
 

Rifraf

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I am doing some game play testing and notice something strange. Every ship/station shows the word error that rotates around on top of the model whenever I hover the mouse on it. Even the ships/stations that I'm using from FO like the Fed construction ship, miner and storage dock for instance. I just made the odf and am using the "basename =" command.

They all display the model and texture properly it's just that word "error" appearing when I mouse over an object? Does anyone know what could be causing this?
 

CABAL

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If it's only on mouseover, the selection SOD is probably invalid. It looks like the game picks them automatically based on their name and the name of the faction, as defined by the 'name =' line in the race's odf. For instance, FO's Federation selection SOD is labeled select_UnitedFederation.sod and the Klingon one is labeled select_KlingonEmpire.sod.
 

Rifraf

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I completely forgot about the selection SOD. AGAIN :) Thank you for the info Cabal. I'll add that in
 

Majestic

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Glad to hear you're making progress I unfortunately haven't done much lately. I will look at seeing what models I do have complete and haven't sent you and send them your way. I know there are a few Rebel units.
 

Rifraf

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Yeah, finally making some. :) Got into a little slump there for a bit.

No problem with things on your end either. I have nothing but time to work on it and learn more about FO and such to hopefully start other parts of the mod on my own and get better with modding it all. I got the new stuff you sent over. Anything else just when ever you have availability to work on it.
 

Rifraf

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Can someone tell me which station the Borg use to auto generate resources? I'm not sure which one it is or if it's the collective connections thing at their starbase?
 

Rifraf

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So started back to work on the mod and have a question. The Rebel turrets will be based on the FO Fed turrets so you build the base platform and then select which weapon platform to transform to. In studying the Fed platforms in FO I don't understand why they set it up like they did?

For example in FO you build fed-platformY which then has 4 weapon platforms to choose from-pulse, phaser, torpedo, and sensor. If you click fed-platform-pulseR it takes you to a replace weapon that says if fed-platformY then go to fed-platformP. This takes you to another file whose only weapon "fed-platform-pulsePR" takes you to another replace weapon file that says if fed-platform-pulseP then finally go to fed-platform-pulse which is the actual file that has all the stats and weapons etc assigned to it.

I'm confused as to why when you click the first weapon platform to transform to it doesn't just replace it with that platform and be done? Do you have to go through 2 separate replace weapon odf's just to get there? Can't you just do like the Rom-Talon refit and just have 1 replace weapon file go to the final odf?
 

Majestic

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Can someone tell me which station the Borg use to auto generate resources? I'm not sure which one it is or if it's the collective connections thing at their starbase?

Sorry I never saw this. They have a special station (look in the constructor) which has a weapon called auto generate or something. This is the weapon that auto generates the supplies.

Actually scratch that I added in a file that I used to test this feature for the Federation but won't be using it in-game, not for the Federation at least. It's the attachment at the bottom of the post.

Just remember to add it into the techtrees and assign it to the station of your choosing. If they can use weapons they can use this.

So started back to work on the mod and have a question. The Rebel turrets will be based on the FO Fed turrets so you build the base platform and then select which weapon platform to transform to. In studying the Fed platforms in FO I don't understand why they set it up like they did?

For example in FO you build fed-platformY which then has 4 weapon platforms to choose from-pulse, phaser, torpedo, and sensor. If you click fed-platform-pulseR it takes you to a replace weapon that says if fed-platformY then go to fed-platformP. This takes you to another file whose only weapon "fed-platform-pulsePR" takes you to another replace weapon file that says if fed-platform-pulseP then finally go to fed-platform-pulse which is the actual file that has all the stats and weapons etc assigned to it.

I'm confused as to why when you click the first weapon platform to transform to it doesn't just replace it with that platform and be done? Do you have to go through 2 separate replace weapon odf's just to get there? Can't you just do like the Rom-Talon refit and just have 1 replace weapon file go to the final odf?

You'll need to ask @Dominus_Noctis about that one. It probably has something to do with the engine or DLL files. Otherwise if it could work as you suggested I am sure the FO Dev's would have done it. They seem to look at the easiest way for modders.
 

Attachments

  • fedW_generate_supply.7z
    268 bytes · Views: 4

Rifraf

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I haven't really modded much since last December either, but getting back into it.

Imperials:
All ships including launchable fighters in place and functional
Starting base (platform) in place and functional
Have/need to install research stations, mining station and weapon/sensor platforms
Awaiting models for main starbase and shipyards

Rebels:
Quasar Frigate and all Corvettes in place and functional
All launchable fighters in place and functional
Have "most" of the remaining Frigates/Cruisers ships to install. Awaiting the larger Mon Clamari ones
Have/need to install weapon/sensor platforms
Awaiting models for all remaining stations (research/mining/shipyards)

Then just balancing and playability testing. Hashing out many ideas with Majestic through PM for gameplay
 

Sqweloookle

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I hate not knowing how to mod at your levels guys, otherwise I would help. Maybe if you're both willing to teach me, via email or youtube (visual learner lol) I can help out.
 

Majestic

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I haven't really modded much since last December either, but getting back into it.

Imperials:
All ships including launchable fighters in place and functional
Starting base (platform) in place and functional
Have/need to install research stations, mining station and weapon/sensor platforms
Awaiting models for main starbase and shipyards

Rebels:
Quasar Frigate and all Corvettes in place and functional
All launchable fighters in place and functional
Have "most" of the remaining Frigates/Cruisers ships to install. Awaiting the larger Mon Clamari ones
Have/need to install weapon/sensor platforms
Awaiting models for all remaining stations (research/mining/shipyards)

Then just balancing and playability testing. Hashing out many ideas with Majestic through PM for gameplay

Thanks that helps me too. The Imperial Base I plan to work on completing soon, maybe over the weekend.

I thought I sent you the Mon Calamari ships, I'll re-send them for you along with the Imperial Starbase and Rebel stations I recently done. Probably be either on the weekend or early next week.
 

Rifraf

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I'm sorry about that Majestic. I spoke incorrectly. You did send me the Rebel Dreadnought, Gallofree, MC30, MC40, MC80a, MC80b, and transport. :oops:
 

Majestic

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I'm sorry about that Majestic. I spoke incorrectly. You did send me the Rebel Dreadnought, Gallofree, MC30, MC40, MC80a, MC80b, and transport. :oops:

No problem mate. ;)
 

Rifraf

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Making progress. Have the Imperial and Rebel turrets in and functional. Will update the list by end of weekend with what else I've done.
 

Majestic

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I also wanted to make a note about the models, due to the low interest in them (indicated by the amount of downloads in the resource section) I won't be releasing them singularly anymore, that means they'll only be available in the mod.

This is due to the amount of time it takes to prepare them for download really isn't worth my time (nor Jetfreak's with the images/screenshots) when only 2 or 3 people actually download them.
 

Rifraf

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That is a shame, but completely understand. The number of community members is not what it used to be nor the number of modders. I'm grateful that I get to work with you on this and put your works into the game even if it will be for a limited number of us here. :salute:
 

Majestic

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Thanks mate, they'll all be available in then mod anyway, so it's no big loss, just means a longer wait for anyone who wants access to the models.

When FO-NX comes out I expect a pretty big boost in players and modders, I can see many mods being converted to the NX platform.
 

Rifraf

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I hate not knowing how to mod at your levels guys, otherwise I would help. Maybe if you're both willing to teach me, via email or youtube (visual learner lol) I can help out.
I meant to reply earlier Darklight so sorry about that. I don't think you can really "teach" someone to mod. We can certainly offer help, tips, pointers, and guidance, but all you really need to do is grab a mod from somewhere and follow it's instructions to put it in game. That will give you the foundation you need to mod.

All you are basically doing is adding/removing words/numbers from odf files, build lists, techtrees and so on and adding .SOD and .TGA files to folders so the ship/station has a model and texture.

All you can really do is jump in and get your hands dirty. Try adding a ship to a game or a station. Or make the ship have stronger or different weapons. Yes, it does go deeper than that and the modding guide over at FO will be of great help, but until you actually do it there isn't much to teach per say.
 

Rifraf

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Looking to see if anyone can assist with something. I followed the guide over at FO to have rotating turrets, but they won't rotate at all so they look like they are firing backwards if a ship is behind them and the torpedo turret won't even fire unless a ship is in front of it.

Here's what's posted in the guide, am I missing something? I put only the info listed below from the quide. Do I need other parameters in there too? I did change the classLabel to "craft" as well.


Making a Rotating Turret
When creating a turret that you want to turn to engage an enemy unit there are two things to keep in mind. First, the classlabel of the unit's ODF should be set to "craft".

Secondly, the physics file(s) that the unit's ODF references should have the impulse speed set to zero so that no forward movement is incurred, and the various accelerations set so that the turret can still turn.

physics = "smooth"
combatSpeed = 20 // Used to make the station turn
impulseSpeed = 0
warpSpeed = 0

// How fast it accelerates forward, normal is 1
forwardAccel = 0.3;
// How fast it decelerates, fraction of forwardAccel
backwardAccel = 0.3;

// Maximum turn rate, normalized to 1
turnOmega = 0.01;
// Maximum turn acceleration/deceleration, normalized to 1, scales with turnOmega
// scales with turnOmega
turnAlpha = 0.12;

Note that the location and number of hardpoints do not matter - the turret will still try to "face" the hostile unit.
 

Majestic

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Did you set the weapon arc to be very small? So it will force the turret to turn to face the target to fire.
 

Sqweloookle

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Won't weapon range also be a factor? So the turret will rotate once the target is in range?
But then how do you get a turret to use the weapons on it's other side when the side facing the enemy already is firing?
 

CABAL

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Did you set the weapon arc to be very small? So it will force the turret to turn to face the target to fire.
Limited fire-arc may help. It would at least prevent it from firing backward.

I'd try fiddling with turnAlpha and turnOmega. The guide says that a value of 1 is 360 degrees per second. There's also turnOmegaFractionAtRest and turnAlphaFractionAtRest. The guide looks like it's not sure it works, but setting them to 1 may help.

If that still doesn't do it, then maybe copy the physics file used for the Sovereign or something and drop the relevant values in it. Your file could be missing something and I'm not familiar enough with the physics to know.

EDIT: I just tried my last suggestion and it seems to be working. Well, for the ship I dropped it on. Did you make sure that you set both the physicsfile and trekphysicsfile to the new one in the ship ODF?
 

Attachments

  • turret_spin_phys.zip
    415 bytes · Views: 2
Last edited:

Rifraf

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Ran a bunch of test and still no turret rotation. I am using the same file for physicsfile and trekphysicsfile. (I also plugged in your values from your posted zip Cabal.) Classlabel is set to craft. I tried restricting fire arc and and using 1.61, .1, .61, .75 and still no rotation. In the station file I set engineshitpoints = 1 and also left it at 0.

Could it be because I'm placing the turret with the map editor, changing it to team two and then placing my ship on team one and starting that way? Maybe it has to actually be in an instant action game where the construction ship builds the turret then it might work properly? That should matter though?
 

Rifraf

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So, it actually does work. :sweat: If you just park a ship behind the turret it won't "automatically" turn to fire even if your set alert status to red and it's being fired upon. You have to give the turret an order to fire which it will then turn to fire.

I'll have to test and have the AI build a turret in an instant action game and see if the turret will then turn to fire. So you'll have to tell the turret to fire on every ship you want otherwise it'll just sit there doing nothing apparently. Anyone know why it won't automatically turn on its own to fire on a ship?
 

CABAL

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I've never heard of a ship failing to pick a target before. I have no idea what is causing that.
 
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