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Star Trek Fan Games - View topic - Information about demo or release read here. *Update Feb 07*
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 Information about demo or release read here. *Update Feb 07* 
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19 Feb 2006, 11:36
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19 Feb 2006, 14:49
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19 Feb 2006, 17:36
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19 Feb 2006, 17:49
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Great! It'll be gorgeous when you added that in Jig. ;)

...

I have noticed some tiny glitches in the popup menu that i've (Mostly) managed to sort out, but there is one <pedantic> thing that I noticed about the pictures - the background picture on the icons doesn't match up!

Instead of looking like the full Starfleet logo, the bottom-right corner is on the bottom-left, so it looks a bit like this:



You can see the mistake easiest in the Diplomacy and Menu buttons:



To sort it out Jig, you either need to change the pictures, or you need to reorder them, so instead of it being Intel, Menu, Science, the order should be Science, Intel, Menu.

*Edit - i've cleaned up the final glitches that you can see in the "columns" on the sides of Popup menu. If anyone wants the files, just ask. ;)


19 Feb 2006, 21:01
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slaps moe with a month old dead fish.
i have been fixing the buttons as i add stuff to them :lol: although i must admit i had not noticed they were in the wrong order :oops: i have fixed that now as i am doing some work on the science screen and adding buttons to show ships and stuff.


20 Feb 2006, 01:18
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Matress doesn't like fish...i'm Romulan, not Cardassian... :P :lol:

...

Does that mean we're having another update then, Jig? :mrgreen:

If you're sorting out the "problems", you obviously don't need my files. The offer is open to everyone else until the *next* update though... :P


21 Feb 2006, 22:04
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22 Feb 2006, 11:36
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You're right, Centurion, the same thing happens to me when I try it.

I've also noticed that if you put the cursor over the quit game button when you first enter the game WITHOUT clicking, the game closes/crashes anyway.

This is more of an annoyance than an urgently-needing-attention random crash or something though.

I did mod the texture file for the button *slightly* though, so that might also have something to do with it... :oops:


22 Feb 2006, 18:03
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i know i need to add the continue button :lol: the game quits if you go over the quit button cos i used mouse_over instead of if mouse_left ==1 i shall fix that soon enough.


22 Feb 2006, 22:02
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Question: the map size on the GUI. Would that be a system size or a galaxy sized map or even quadrant map (rememba in interview there would be different quadrants, eg, alpha etc).
Looks pretty big cos of scrolling in and out, I know its not finnished but just little curious.

Thx

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24 Feb 2006, 09:46
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that is the small galactic map, it is 32x32 squares. the large map is so big you won`t see the end of it, so i`m adding a minimap for quicker navigation around it.


24 Feb 2006, 14:16
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Btw i see a sorta boxed room on map screen with rotation. Instead of cube shape why not try a low poly sphere, be better for when mapping a star system in with a starfield texture map. Unless you were going another way with starfield.

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24 Feb 2006, 22:16
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i`m thinkof of loseing the bounding box ya, a sphere would look better, as for stars, i`m going to use a particle generator to fill the background with nice twinkly stars :D


24 Feb 2006, 22:35
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25 Feb 2006, 00:42
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25 Feb 2006, 01:48
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26 Feb 2006, 19:00
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wow, i did it ^^ thx moe!


27 Feb 2006, 09:34
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10 Mar 2006, 08:12
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To be completely honest with you, fearless, 99.99999999% of the people on the site will probably agree with you - including the devs themselves!

Gavin hasn't been seen in months. There's been no word from him, no meetings, no emails, ziltch. For all we know, he could be off sunning himself somewhere, saving the world, or he could be dead.

No-one knows what's happened to him.

Because of this, Jigalypuff has set up his own team, and he's in the process of making a new game from scratch.

Now when you said that there's a "couple of other little things", I assume you mean the GUI? (Graphical User Interface)

This program is a demo of the screens in Jigalypuff's game, and you have to admit, for only a month or so's work, it's really impressive what he's done.

If you downloaded the GUI when it first came out, then you might want to redownload it - Jig has since updated it with a few more screens. If you've already read his message in the news section though, don't bother coz you'll be downloading the same version.

I've been made a beta-tester for his program, and I have an even better version of the program at the moment. I'm not gonna hand it out like I did with Iwulff's database, because it is up to Jig when he decides to release new versions.

I have to say though, that he's making leaps and bounds in his progress.

There is no release date as of yet for obvious reasons - make a release date, and people expect you to stick to it. There can be no room for new features, delays, etc. without dissappointing people. By not having a release date until more of the game is done, they won't be woprking under pressure.

Now, if you check out the "New Beginnings" forum, you'll see screenshots and JOBS for people, so if you have any game making skills, (Graphics, programming, sound, etc.) them offer them. If you don't, then offer your opinions on the progress.



Jigalypuff has done more in a month than Gavin did in a year, so we should be greatful for his time and dedication to the project. He has put all his other projects - including BOTF mods - on hold until he completes this game.

He has even forked out the money to pay for the engine that he is using, so please, don't criticise him without reason.

To speed things along, we have decided to make the game based on the same decisions that were made for Gavin's project - so all the good ideas that have come up in these forums over the last year-and-a-half will be used where/if possible.

Obviously the game is still many months away from completion though.

Sorry for the long post, but someone has to explain what the hell is going on, before this turns into another bloodbath of flame threads.

The game is coming out in one form or another, so please, just be patient.


10 Mar 2006, 11:55
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oh i see. Gavin has basicly ditched the whole project or has died? lol. Im just starting a web development course working towards a diploma, once iv learned a little more about website design id be happy to share my skills :) i didnt mean to criticise jigalpuff I was talking more about the whole project in general. Now that Jigalpuff has taken over I wish him best of luck and hope he takes it more seriously than Gavin, he certainly has my support! I think BOTF2 can be created much more quickly and efficiently with a team of skilled voluntary people rather than one man going solo.

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11 Mar 2006, 08:07
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Exactly. And the more people that help, the faster the game will be made.

Gavin decided to go it alone when he was making the game. He did all the programming stuff, but left the models, graphics, and whatnot to Jig, Iwulff, and later on, Dafedz and Skeeter as well.

However, this time round, Jig is working on the code by himself, but is accepting help where it is given. The graphics side is being done by many more people, especially since I have been given the job of recruiting people to our cause.

I have made the ship modelling and Minor Race Special Structure Pictures totally open to anyone that wants to have a go, and no doubt there will be more stuff soon.

Jig is one of the most respected and prolific BOTF modders that there has ever been, and he is absolutely determined to get this game out. It will be coming out - maybe not this year - but fingers crossed - and chances are it might be out next year.


11 Mar 2006, 11:15
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14 Apr 2006, 15:48
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Legacy is now here! Buy the XBOX 360 version!


14 Apr 2006, 16:49
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14 Apr 2006, 19:21
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I'm sorry it didn't work out with Gavin all. Good luck on continuing with the project. I know everyone's persistance will pay off!


15 Apr 2006, 22:54
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Sorry to hear about Gavin.
Thanks for the heads up on the game.


18 Apr 2006, 12:33
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S'ok, that's what this thread is for.

If anyone else has any questions, let us know, and we'll let you know the answer - or discuss it then let you know. :wink: :lol:


19 Apr 2006, 23:51
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04 May 2006, 23:25
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We're aiming for them to be exactly the same as BOTF - so 99.9999999999999999999% of the world's computers should be able to cope with the "strain". :lol:

The game really isn't power-intensive when you think about it. All it needs is a bit of RAM to remember the various bits of text, a little bit of processing power for the end-of-turn calculations, and some graphics power for the battles. :twisted:

Just like with BOTF, the battles will be the only time where the game will require any real amount of power. And even then it's wholy dependant on the number of ships and/or stations there are and the number of races involved.

Unlike with BOTF though, the game will be programmed decently - there won't be any stupid little mistakes or memory leaks to sap the power of your computer. :mrgreen:

We've put limits on the number of polies per ship/station that the modellers can have as well, to minimise the strain on peoples computers. The fewer ploies, the uglier they'll look, but the more of them you can have in a battle. :wink:

The limit is about 2000 polies for ships, and 3000 polies for stations.


05 May 2006, 00:10
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