STA1_Classic Mod Idea (Yes, Star Trek Armada1)
Talk about anything related to old versions of Armada.
posted on March 4th, 2013, 8:52 pm
Some time ago i had an idea to bring stock Star Trek Armada I into FleetOps as its own mod for the Mods Directory. it of course crashed but unlike itger crashes I have had, it actually produced a bug report. i havent in many ways given up on this idea of an STA1_Classic Mod but right now I'm currently trying to complete my STA2_Generational Mod for bith stock A2 and as a mod for FleetOps via the Mods Directory. i figured id post this thread and idea if anyone wanted to try it out on their own. Please note that this mod idea might just be "dead on conception of thought".
The STA1_Classic Mod idea I had which I ran as an experiment, I have an idea for that just not going to try it yet. Lets just say that will be in its own thread someday, but it uses STA2 ships, stations and weapons (renamed if needed to fit the A1 AI and maps), the STA2 GUI for each race. It's only real difference would be the STA2 maps, missions and all needed for those will be from STA1. Just think of it as an STA2_Classic Mod but instead called STA1_Classic.
Here is a bug report's stackdump section for trying this idea without most of the STA2_Classic Mod's main directory but using stock STA1's main directory...
The STA1_Classic Mod idea I had which I ran as an experiment, I have an idea for that just not going to try it yet. Lets just say that will be in its own thread someday, but it uses STA2 ships, stations and weapons (renamed if needed to fit the A1 AI and maps), the STA2 GUI for each race. It's only real difference would be the STA2 maps, missions and all needed for those will be from STA1. Just think of it as an STA2_Classic Mod but instead called STA1_Classic.
Here is a bug report's stackdump section for trying this idea without most of the STA2_Classic Mod's main directory but using stock STA1's main directory...
- Code: Select all
stack dump:
0018f678 74 5f 71 76 20 03 00 00 - a4 f6 18 00 19 9f 9c 5a t_qv...........Z
0018f688 50 a1 9c 5a 00 00 00 00 - 00 00 00 00 20 1c 00 00 P..Z............
0018f698 ab aa aa 3f 00 00 80 3f - 00 00 00 00 b0 f6 18 00 ...?...?........
0018f6a8 31 9e 9c 5a 20 03 00 00 - 70 fe 18 00 11 44 48 00 1..Z....p....DH.
0018f6b8 20 03 00 00 00 00 00 00 - 7d 45 89 00 00 00 00 00 ........}E......
0018f6c8 00 00 89 00 38 59 8f 00 - ac f7 18 00 94 3c 86 77 ....8Y.......<.w
0018f6d8 c3 3c 86 77 52 b3 79 76 - 14 fb 18 00 ac 03 89 00 .<.wR.yv........
0018f6e8 00 00 89 00 50 01 89 00 - c5 00 00 00 d3 01 00 00 ....P...........
0018f6f8 88 50 89 00 53 02 00 51 - b8 50 89 00 00 e0 fd ff .P..S..Q.P......
0018f708 b4 00 00 00 00 f7 18 00 - 88 50 89 00 79 00 00 00 .........P..y...
0018f718 c8 83 8f 00 00 00 00 00 - f9 00 00 00 ec 1e 19 00 ................
0018f728 ed fd 84 77 26 ef 8a 77 - 1c 00 00 00 00 00 00 00 ...w&..w........
0018f738 00 00 00 00 00 00 00 00 - 64 f7 18 00 28 00 09 00 ........d...(...
0018f748 00 00 00 00 00 00 00 00 - 00 00 00 00 00 00 00 00 ................
0018f758 58 f8 18 00 00 00 00 00 - 00 45 8f 00 00 00 00 00 X........E......
0018f768 02 00 00 00 80 f7 18 00 - 10 5f 88 77 48 41 89 00 ........._.wHA..
0018f778 58 f8 18 00 30 41 89 00 - 24 f8 18 00 b2 e1 85 77 X...0A..$......w
0018f788 fb a5 86 77 da bc 79 76 - 14 fb 18 00 08 02 00 00 ...w..yv........
0018f798 40 59 8f 00 50 fc 18 00 - d5 71 8a 77 00 00 00 00 @Y..P....q.w....
0018f7a8 fe ff ff ff 1d 00 00 00 - 3a 00 3c 00 00 45 8f 00 ........:.<..E..
Attachments
- exceptArmada2_STA1_Classic1&2.txt
- Bug Report for attempts 1 & 2 @ the STA1_Classic Mod Idea(s)
- (52.57 KiB) Downloaded 361 times
posted on April 18th, 2013, 3:05 am
Sometimes lately with free time, I've been looking at Armada I and incorporating it into a mod in the FleetOps Mods Directory I've come to wonder about somethings that have given rise to the following two questions:
(1) In the Textures Folder in A1, there are textures and apparently other files in a folder called "Index8" as well as the "RGB" folder, but all of the textures for other FleetOps mods in the Mods Directory as well as FleetOps its self just use the Textures Folder. Is it safe to combine the files in the Index8 and RGB folders into one folder (AKA: the Textures folder)?
(2) Unlike my other mods, I am willing to try this one using the STA2_Classic Mod as a Parent Mod. Has anyone else tried making/turning Armada I into a FleetOps mod that works and taken this route?
I'd still like to hear what others think about making an A1 mod within FleetOps and from others that have attempted to try doing such a mod. Was it even possible?
(1) In the Textures Folder in A1, there are textures and apparently other files in a folder called "Index8" as well as the "RGB" folder, but all of the textures for other FleetOps mods in the Mods Directory as well as FleetOps its self just use the Textures Folder. Is it safe to combine the files in the Index8 and RGB folders into one folder (AKA: the Textures folder)?
(2) Unlike my other mods, I am willing to try this one using the STA2_Classic Mod as a Parent Mod. Has anyone else tried making/turning Armada I into a FleetOps mod that works and taken this route?
I'd still like to hear what others think about making an A1 mod within FleetOps and from others that have attempted to try doing such a mod. Was it even possible?
posted on April 18th, 2013, 6:13 pm
would this not just be a downgraded version of the stock a2 mod because as far as i know the officer upgrade thing does not work in a2 or fo also converting the missions will require complete map remakes and MMM coding
posted on April 19th, 2013, 3:20 am
@Blade: Logically, that wouldn't be the case because it has its own purpose and one purpose alone that the stock A2 Mod doesn't do. Like the STA2_Classic Mod brings the stock campaign missions into FleetOps which I'm highly guessing that whom ever actually plays that mod most likely plays it for the campaigns.
Thus this wouldn't be a downgrade of the stock A2 Mod because it is to do the exact same thing if A1 was a mod for FleetOps thus giving the player the option of finally playing the A1 campaign missions through the FleetOps engine, that is the reason behind this mods idea.
I believe that anyone who has been wanting to try this with A1 as a mod in FleetOps had attempted to do so because they wanted to have the unique abilities from FleetOps.
Thus this wouldn't be a downgrade of the stock A2 Mod because it is to do the exact same thing if A1 was a mod for FleetOps thus giving the player the option of finally playing the A1 campaign missions through the FleetOps engine, that is the reason behind this mods idea.
I believe that anyone who has been wanting to try this with A1 as a mod in FleetOps had attempted to do so because they wanted to have the unique abilities from FleetOps.
posted on April 19th, 2013, 5:08 am
You will not be able to play the A1 campaign through FleetOps without recreating the campaign through MMM.
It is not possible in general to convert A1 to FO without remaking the GUI. ODFs will also have to be altered for faction files, physics, and officer quarters, as well as a few special weapons. There may be some other ODF types that I have forgotten.
It is not possible in general to convert A1 to FO without remaking the GUI. ODFs will also have to be altered for faction files, physics, and officer quarters, as well as a few special weapons. There may be some other ODF types that I have forgotten.
posted on April 19th, 2013, 6:30 am
@Dominus_Noctis: I was already planning on switching the GUI to the A2 version, along with changing the ODF files to the stock A2 files (using the ones in the STA2_Classic Mod). This way the colonizing aspect of A2 would still be there which actually gives the game a more Star Trek feel since you do see and know about the Federation and other races starting colonies on different planets. The same can be said for mining planets for metal.
Both of which I don't know why planet mining and colonization isn't in FleetOps, without both if them, it just doesn't feel like Star Trek and it seems a major aspect of the entire Star Trek Universe was totally removed from FleetOps because of it. I would really suggest bringing back colonization and planet mining back in FleetOps especially since Tritanium isn't something on a moon but is actually a metal and metals are mined from planets and moons, but not the types of moons that they are in FleetOps.
Plus, here is proof from the Star Trek Universe that Tritanium is actually found on planets:
http://en.memory-alpha.org/wiki/Tritanium
http://en.wikipedia.org/wiki/List_of_Star_Trek_materials
For my mods, I attempt to stay very close to the traditional and true Star Trek Universe.
Both of which I don't know why planet mining and colonization isn't in FleetOps, without both if them, it just doesn't feel like Star Trek and it seems a major aspect of the entire Star Trek Universe was totally removed from FleetOps because of it. I would really suggest bringing back colonization and planet mining back in FleetOps especially since Tritanium isn't something on a moon but is actually a metal and metals are mined from planets and moons, but not the types of moons that they are in FleetOps.
Plus, here is proof from the Star Trek Universe that Tritanium is actually found on planets:
http://en.memory-alpha.org/wiki/Tritanium
http://en.wikipedia.org/wiki/List_of_Star_Trek_materials
For my mods, I attempt to stay very close to the traditional and true Star Trek Universe.
posted on April 19th, 2013, 8:52 am
Honestly you post some complete tripe with long stories without truly understanding what you are talking about...
If you wanted to mod Flops to be like Armada 1 then it is completely possible! No you can't just grab A1 and shove it in to A2 and hope it works, or easily convert A1 to be Flops compatiable but if you were willing to put the time in instead of posting stories of shite than you could do it.
You'd need to basically write the odfs from the ground up and the tech tree, recreate some of the weapons, especially the super weapons. And to be fair all of that is the easiest and fasted bit as you could use the physical flops models for the ships, and where some are missing get them of A2files for nicer looking ones. You'd probably need to add some sprites if you wanted the classic flares when an engine is knocked out, but again you'd also need to HP mod the models for that so probably best to leave those out...
In fact the longest and by far the hardest part out be recreating all the missions using MMM, just open up the MMM premonitions missions script and look at how complicated it is and you will see what I mean... I've been working on my own missions and trying to get my head round MMM and i can assure you it is no easy task!
And based on what i know of you understanding of modding, this is where YOU would get stuck and end up posting a million and one question/story threads about what does this mean in the guide and that mean so i would rather you just didn't attempt this at all
If you wanted to mod Flops to be like Armada 1 then it is completely possible! No you can't just grab A1 and shove it in to A2 and hope it works, or easily convert A1 to be Flops compatiable but if you were willing to put the time in instead of posting stories of shite than you could do it.
You'd need to basically write the odfs from the ground up and the tech tree, recreate some of the weapons, especially the super weapons. And to be fair all of that is the easiest and fasted bit as you could use the physical flops models for the ships, and where some are missing get them of A2files for nicer looking ones. You'd probably need to add some sprites if you wanted the classic flares when an engine is knocked out, but again you'd also need to HP mod the models for that so probably best to leave those out...
In fact the longest and by far the hardest part out be recreating all the missions using MMM, just open up the MMM premonitions missions script and look at how complicated it is and you will see what I mean... I've been working on my own missions and trying to get my head round MMM and i can assure you it is no easy task!
And based on what i know of you understanding of modding, this is where YOU would get stuck and end up posting a million and one question/story threads about what does this mean in the guide and that mean so i would rather you just didn't attempt this at all
posted on April 21st, 2013, 12:06 pm
@redmanmark86: You are wrongI actually read everything I post and everything I post includes any and all pages I link to, and I also understand what I am talking about, it sounds more like you don't understand what I am saying or fail to comprehend it.
For your information, I got the idea for converting A1 into FleetOps through the mods directory from other s that play both games and they have had some luck in getting it to work but that was for their own personal use. I'm only asking for those that actually might want to have such a mod released.
And for your information, I am not posting stories and not doing any work. I am always doing work on all the mods I've been asking questions about and that's because questions make the work go easier and actually take mod progression on a better track. I'm actually taking a lot of time into modding especially throughout each day if some assignments or computer work for Youth Ministry, church and college get to be to exasperating and I need a break, so I'd like it if you'd stop making accusations and assuming things that you don't know, that would be the polite thing to do.
I am not ever going to use the FleetOps models in any mod, they are way to much on causing my laptop and desktop to lag severely and the process of elimination proves that its the FleetOps models because it doesn't do it with any of the mods I have in my Mods Directory but when ever I run plain old FleetOps version 3.2.7 its a major lag that I hope version 4.0.0 will fix. After all, its only FleetOps that does this and none of my other computer games do it. So if anything, an STA1_Classic Mod will be using the ODF files in the STA2_Classic Mod and that goes for the SODs, GUI and Textures as well.
Also, I've heard about people getting the missions to work without using MMM so honestly, I think that might end up being a waste of time. From experience, I've learned that just because one thing like MMM is used by others and works better for them doesn't mean someone else has to use it, there are other coding sources.
Plus obviously since you don't understand how I post questions, my method for posting questions, you assume that its long questions/stories, but I actually have a method to everything that I post here and elsewhere, so I'll do what ever modding project I want or think of and post questions if I need to. You redmark86 after are not my boss, my number one boss's is God and I have to get ready for church and worship now.
For your information, I got the idea for converting A1 into FleetOps through the mods directory from other s that play both games and they have had some luck in getting it to work but that was for their own personal use. I'm only asking for those that actually might want to have such a mod released.
And for your information, I am not posting stories and not doing any work. I am always doing work on all the mods I've been asking questions about and that's because questions make the work go easier and actually take mod progression on a better track. I'm actually taking a lot of time into modding especially throughout each day if some assignments or computer work for Youth Ministry, church and college get to be to exasperating and I need a break, so I'd like it if you'd stop making accusations and assuming things that you don't know, that would be the polite thing to do.
I am not ever going to use the FleetOps models in any mod, they are way to much on causing my laptop and desktop to lag severely and the process of elimination proves that its the FleetOps models because it doesn't do it with any of the mods I have in my Mods Directory but when ever I run plain old FleetOps version 3.2.7 its a major lag that I hope version 4.0.0 will fix. After all, its only FleetOps that does this and none of my other computer games do it. So if anything, an STA1_Classic Mod will be using the ODF files in the STA2_Classic Mod and that goes for the SODs, GUI and Textures as well.
Also, I've heard about people getting the missions to work without using MMM so honestly, I think that might end up being a waste of time. From experience, I've learned that just because one thing like MMM is used by others and works better for them doesn't mean someone else has to use it, there are other coding sources.
Plus obviously since you don't understand how I post questions, my method for posting questions, you assume that its long questions/stories, but I actually have a method to everything that I post here and elsewhere, so I'll do what ever modding project I want or think of and post questions if I need to. You redmark86 after are not my boss, my number one boss's is God and I have to get ready for church and worship now.
posted on April 22nd, 2013, 12:52 am
I never claimed to be your boss and to be fair I wouldn't want to be your boss, you would instantly talk shit and I would want to fire you...
I know exactly what you do, you post a long reply or a long post with lots of information or links and ramble on till someone's brain is fried as you feel doing this proves your opinion or what you are saying is right or helpful... People who know what they are talking about can post short concise replies like dominus... I know exactly what I am talking, I've read many of your posts throughout the months and all I haver ever thought is troll troll troll!!!
So you can't use fleetops models because your machine is rubbish and can't handle the polies, how do you believe 4.0 will fix this when it will have more redone and detailed models in it exactly? You really don't understand anything at all...
Also feel free to name these people who have managed to just drop Armada 1 in to flops with some modding and get it working as I don't know of anyone??? And there is away of getting around MMM to extent but it is just as messy and complicated, the maps would still need to be remade, the mission scripts adapted to...
Basically YOU don't have the skills to do this mod so just don't or try to build a team of experienced modders who know what they are doing like blade and so on
I know exactly what you do, you post a long reply or a long post with lots of information or links and ramble on till someone's brain is fried as you feel doing this proves your opinion or what you are saying is right or helpful... People who know what they are talking about can post short concise replies like dominus... I know exactly what I am talking, I've read many of your posts throughout the months and all I haver ever thought is troll troll troll!!!
So you can't use fleetops models because your machine is rubbish and can't handle the polies, how do you believe 4.0 will fix this when it will have more redone and detailed models in it exactly? You really don't understand anything at all...
Also feel free to name these people who have managed to just drop Armada 1 in to flops with some modding and get it working as I don't know of anyone??? And there is away of getting around MMM to extent but it is just as messy and complicated, the maps would still need to be remade, the mission scripts adapted to...
Basically YOU don't have the skills to do this mod so just don't or try to build a team of experienced modders who know what they are doing like blade and so on
posted on April 22nd, 2013, 7:11 am
@Redmanmark86: You are totally confused by the way I post and everything that I post. Plus in many if your posts to me, your replies border on disrespectful, and I personally hate especially since I am not trolling, I am only and always posting important relevant information and I can actually prove that.
Plus, I don't think Dominius knows everything he is posting because half the time I've tried what he has suggested and it failed and actually caused problems that I ended up having to revert back the changes that he suggested, thus why I keep having more and more questions.
My laptop isn't rubbish, its actually a very top notch computer and as I've said it's only gaming problem is one game, FleetOps itself so as I've said more than once the process of elimination has more than once proved that the FleetOps models are either too high in poly count or to extensive in textures. Plus from reading other posts at different times, I've noticed that I'm not the only one having problems with FleetOps lagging, in fact it sounds pretty common, thus logic would suggest its one thing that the Devs should fix in the next version of FleetOps. Some people may not care about the lag but I personally hate it for the fact it interferes with every strategy I've come up with to even try to win a match against the AI and human players, when selecting a vessel, a group of vessels, a station, or try to call in Warp-Ins at important moments, the game severely lags.
So Redmanmark86, you yet again fail to see what I am trying to say and don't get the context if anything that I say, so I'm asking you nicely, please don't reply to any of my posts if you can't offer any relevant information or answers to what ever I post because you are seriously wasting my time.
You want me to name names who've gotten A1 to work with FleetOps, and since I was finding the information here on FleetOps' forums, do it yourself, I'm not wasting my time to appease you (and that's putting it nicely).
Plus for your information, I know how to do a lot of things when it comes to modding, I've actually gotten something's to work within mods using FleetOps that was said to be impossible with tweaking different files. What I don't get is the things I've always been asking questions about and posting bug reports for because they involve things that I've tried to do that everyone says to turn to the guide for but it isn't helping and the same is the case when trying to use other mods as an example.
Now again, I'm going to restate this part Redmanmark86: Dint reply if you can't offer any help, are going to be disrespectful/rude to me about what I have to say. Now please respect my wishes.
Plus, I don't think Dominius knows everything he is posting because half the time I've tried what he has suggested and it failed and actually caused problems that I ended up having to revert back the changes that he suggested, thus why I keep having more and more questions.
My laptop isn't rubbish, its actually a very top notch computer and as I've said it's only gaming problem is one game, FleetOps itself so as I've said more than once the process of elimination has more than once proved that the FleetOps models are either too high in poly count or to extensive in textures. Plus from reading other posts at different times, I've noticed that I'm not the only one having problems with FleetOps lagging, in fact it sounds pretty common, thus logic would suggest its one thing that the Devs should fix in the next version of FleetOps. Some people may not care about the lag but I personally hate it for the fact it interferes with every strategy I've come up with to even try to win a match against the AI and human players, when selecting a vessel, a group of vessels, a station, or try to call in Warp-Ins at important moments, the game severely lags.
So Redmanmark86, you yet again fail to see what I am trying to say and don't get the context if anything that I say, so I'm asking you nicely, please don't reply to any of my posts if you can't offer any relevant information or answers to what ever I post because you are seriously wasting my time.
You want me to name names who've gotten A1 to work with FleetOps, and since I was finding the information here on FleetOps' forums, do it yourself, I'm not wasting my time to appease you (and that's putting it nicely).
Plus for your information, I know how to do a lot of things when it comes to modding, I've actually gotten something's to work within mods using FleetOps that was said to be impossible with tweaking different files. What I don't get is the things I've always been asking questions about and posting bug reports for because they involve things that I've tried to do that everyone says to turn to the guide for but it isn't helping and the same is the case when trying to use other mods as an example.
Now again, I'm going to restate this part Redmanmark86: Dint reply if you can't offer any help, are going to be disrespectful/rude to me about what I have to say. Now please respect my wishes.
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