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| BOTF 1 - Phaser on new ships SORTED! http://bote2.square7.ch/forum/viewtopic.php?f=5&t=1146 |
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| Author: | skeeter [ 06 Jun 2006, 20:38 ] |
| Post subject: | BOTF 1 - Phaser on new ships SORTED! |
| Author: | Matress_of_evil [ 07 Jun 2006, 08:51 ] |
| Post subject: | Re: New weapons on ships in botf 1 |
Seven years...all it took was seven years... Fingers crossed this can be implemented in ALL the modded ships now. Well done Jig, Dafedz, and DCER. Your years of hard work have finally paid off... |
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| Author: | Ashur [ 07 Jun 2006, 17:07 ] |
| Post subject: | Re: New weapons on ships in botf 1 |
| Author: | Lotte [ 07 Jun 2006, 19:41 ] |
| Post subject: | Re: New weapons on ships in botf 1 |
Great stuff...now all we need is voyager! |
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| Author: | skeeter [ 07 Jun 2006, 20:24 ] |
| Post subject: | Re: New weapons on ships in botf 1 |
After thinking more about this news im woundering, is it "just" that ships can fire now, as in new models ones. As i thought which i dunno why, that, new ships had new weapon effects as in each ship can have its own weapons effects now. Jig or anyone comment? |
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| Author: | ZDarby [ 07 Jun 2006, 21:59 ] |
| Post subject: | Re: New weapons on ships in botf 1 |
@Skeeter: First I wish to be sure you understand we're talking about the original BotF and not the sequil we're all here to support. In the original BotF you had two basic types of weapons: beams and torpedoes. Each model could use a different effect for their beam or torpedo weapon and could be called anything you want, but it was still either a beam or a torpedo. As I understand it, it has been possible to change the effects on these weapons for quite some time. More recently, putting into the game models not originally included became possible. Soon afterwards it was possible to make those new ships fire torpedoes. But for quite some time, getting these new ships to fire beam weapons was a major wall to anyone wanting to make a complete mod. This new developement means that a modder can put into the game any ship they wish and have it act as if it were meant to be there: topedoes, beams and all. (Thanks to DCER for this new development!) This is my understanding, anyway. I reserve the right to be completely wrong on my history or conclusions, or anything else. Comments? |
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| Author: | skeeter [ 07 Jun 2006, 22:12 ] |
| Post subject: | Re: New weapons on ships in botf 1 |
Yeah i was a bit confused at first but jig explained it all. What DCER did was just allow beam weapons to fire on new ships ingame. Still very nice and much praise to him. Obviously i knew it was for BOTF 1 Also knew about phaser and torpedo mods which changed the colours but it still was same old beam and same old torps just diff colours. What i was hoping was more cooler and more animated phasers and torps. Well if DCER can enable phasers maybe he can let every ship have its own unique weapons so there not all alike in the future. |
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| Author: | Captain_Billy_Bacon [ 08 Jun 2006, 22:02 ] |
| Post subject: | Re: BOTF 1 - Phaser on new ships SORTED! |
| Author: | Matress_of_evil [ 08 Jun 2006, 23:10 ] |
| Post subject: | Re: BOTF 1 - Phaser on new ships SORTED! |
| Author: | Azhdeen [ 09 Jun 2006, 14:40 ] |
| Post subject: | Re: BOTF 1 - Phaser on new ships SORTED! |
Is it actually the source code that people are using? Or are they just decompiling it (which would get ugly)? If it's source, I am most interested in taking a look at it. I'll do some searching around, but figured I'd ask the question first incase someone answers it before I find (or not find?) something. |
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| Author: | skeeter [ 09 Jun 2006, 14:57 ] |
| Post subject: | Re: BOTF 1 - Phaser on new ships SORTED! |
They are hex editing the .exe i think. |
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| Author: | Azhdeen [ 09 Jun 2006, 15:10 ] |
| Post subject: | Re: BOTF 1 - Phaser on new ships SORTED! |
Yeah, it's looking like it. Taking seven years to find something like the phasers isn't really that surprising. |
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| Author: | Matress_of_evil [ 09 Jun 2006, 19:22 ] |
| Post subject: | Re: BOTF 1 - Phaser on new ships SORTED! |
This might help you, Azhdeen: You should be able to work out which file(s) need to be worked on from that. It's all another language to me. |
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| Author: | Azhdeen [ 09 Jun 2006, 20:05 ] |
| Post subject: | Re: BOTF 1 - Phaser on new ships SORTED! |
Yeah, I checked out that file. They're using a hex-editor to change values in the executable. Which means... it's not source code (ie: something that human beings are capable of reading). |
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| Author: | Matress_of_evil [ 09 Jun 2006, 20:31 ] |
| Post subject: | Re: BOTF 1 - Phaser on new ships SORTED! |
So the reason that it's taken 7 years to add Phasers to ships is that we simply don't understand the game language?! Someone needs to take language lessons! |
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| Author: | Azhdeen [ 09 Jun 2006, 21:23 ] |
| Post subject: | Re: BOTF 1 - Phaser on new ships SORTED! |
Not quite. When you make a program, it's in a programming language, which I might add is a LOT easier to understand. If I type "int num1" then I am declaring a variable (container, whatever) which will be treated like an integer (whole number). But the computer doesn't know what int num1 is. The computer ONLY understands numbers. Numbers, numbers, numbers. The graphics you make? Converted into numbers. The data on this forum? Converted into numbers. Seriously. When someone makes a program, they "compile" the code. What this does is it takes the english-like programming language that humans can understand and converts it into something the computer can understand - numbers. But you can't just unconvert it. Hence in that link you posted, part of what you need to do to get the beam weapons working is tinkering around with numbers in that hex editor. It is actually changing some of the values stored in the executable - and it's about as close as you get to directly communicating with the program. I watched a friend of mine tinker around with FFXI. He wanted to create a minimap, so he ran a program that monitored his system RAM and then ran around the game a ton and just watched for which memory elements were changing. He eventually narrowed down where the coordinates are stored in memory, and wrote a small script to monitor the coordinates and display them in a seperate window. It was pretty neat - but it was all trial and error. Such is the life of reverse-engineering a program. |
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| Author: | Matress_of_evil [ 09 Jun 2006, 21:35 ] |
| Post subject: | Re: BOTF 1 - Phaser on new ships SORTED! |
Wow...I guess I wasn't a computer in a past life then! Maths was never my strong point... ... I've never played any of the Final Fantasy games. To be honest, I only heard of them recently coz my friends mentioned them. Now i'm off to play Tetris DS. |
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| Author: | ZDarby [ 16 Jun 2006, 21:34 ] |
| Post subject: | Re: BOTF 1 - Phaser on new ships SORTED! |
| Author: | mstrobel [ 16 Jun 2006, 21:42 ] |
| Post subject: | Re: BOTF 1 - Phaser on new ships SORTED! |
| Author: | SonOfMogh [ 26 Jun 2006, 00:14 ] |
| Post subject: | Re: BOTF 1 - Phaser on new ships SORTED! |
Wow, well done to all the dedicated peole involved in this. To say it's been a long time coming is an understatement! Nicely done! |
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| Author: | Ritter [ 28 Jun 2006, 00:28 ] |
| Post subject: | Re: BOTF 1 - Phaser on new ships SORTED! |
Any word on when the Ultimate mod with all the new Starfleet ships with working phasers will show up? It almost looks like it's supposed to be available now, but the Armada site only seems to have the previous "Ultimate Mod 2" available for download. |
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| Author: | jigalypuff [ 28 Jun 2006, 02:34 ] |
| Post subject: | Re: BOTF 1 - Phaser on new ships SORTED! |
ask dafedz it`s his mod, please move this topic to botf forums. it does not really belong here now. |
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