Star Trek Armada II: Patch Project 1.2.4 released!
Talk about anything related to old versions of Armada.
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posted on September 16th, 2007, 11:18 am
Last edited by DOCa Cola on September 17th, 2007, 5:46 pm, edited 1 time in total.
1.2.4 (09/17/07)
Hotfix release
1.2.3 (09/16/07)
Fixes:
[align=center]>Download Star Trek Armada II: Patch Project here<[/align]
Readme:
Hotfix release
1.2.3 (09/16/07)
Fixes:
- Fixed a bug in "maxBuildableNumber" that could cause slowdowns on some systems.
- added a new command line parameter: /quick - skips the splash screen and intro video. Brings you directly to the main screen.
- Armada1-like modular base support (more specific: allows to build all classlabels as pods, including crafts and stations). See //www.fleetops.net/component/option,com_smf/Itemid,3/topic,3331.0/ for details.
[align=center]>Download Star Trek Armada II: Patch Project here<[/align]
Readme:
Star Trek Armada II Patch Project
Copyright (C) 2007 Fleet Operations Development Team
//www.fleetops.net/
What is it?
-----------
The Star Trek: Armada II Patch 1.2 Project is an unofficial patch made by the developers of the Fleet Operations total conversion for Star Trek Armada II.
It is meant as a patch for every Armada II installation, despite of it is stock or has been modded. It patches serveral bugs that were not fixed with the latest official 2002 release of Patch 1.1. More and more reports of people not being able to play Armada 2 coming up as today people are using much more enhanced software and hardware than 5 years ago. The developers of Armada 2 targeted Windows 98 and partly Windows 2000 as plattform.
What is it not?
---------------
The patch project does not provide new textures sounds or anything else that is related to change the game experience. Patch 1.2 is fully backwards compatible with Armada 2 Patch 1.1. That means, you will be able to play together with people still using patch 1.1
The "Roadmap"
-------------
The first releases of Patch 1.2 are intended to fix Armada 2's bugs. Later version will feature full widescreen support and new enhancements for mod developers.
Who should install Patch 1.2?
-----------------------------
Everyone playing Star Trek Armada II. Fleet Operations players do not require to install this patch. An enhanced version of that patch is included in Fleet Operations 3.0 final.
Changelog
---------
1.2.0 (07/06/07)
~~~~~~~~~~~~~~~~
Armada fixes:
- "Sorry, there is not enough memory to continue" - screen
- Crash to desktop right after splash screen related to an stack overflow
- Multiplayer/Online crash with Vista (could fix Wine multiplayer issues too. To be confirmed).
Features:
- enhanced exception catching engine (MadExcept by madshi)
1.2.1 (07/10/07)
~~~~~~~~~~~~~~~~
Armada fixes:
- Another possible crash fixed when hosting games. Thanks ambassador for reporting
Changes:
- NetworkManager.dll file is now left untouched
1.2.2 (08/14/07)
~~~~~~~~~~~~~~~~
Fixes:
- Hopefully fixed the Xfire detection bug. Thanks TParis for reporting.
- Graphics detail is not longer set to "high" by default, which caused some problems with disappearing grid lines. Delete your config files if the error still persists.
Modding additions
- Added "maxBuildableNumber" ODF command. See //www.fleetops.net/component/option,com_smf/Itemid,3/topic,3315.0/ for details.
1.2.3 (09/16/07)
~~~~~~~~~~~~~~~~
Fixes:
- Fixed a bug in "maxBuildableNumber" that could cause slowdowns on some systems.
Features:
- added a new command line parameter: /quick - skips the splash screen and intro video. Brings you directly to the main screen.
Modding additions
- Armada1-like modular base support (more specific: allows to build all classlabels as pods, including crafts and stations). See //www.fleetops.net/component/option,com_smf/Itemid,3/topic,3331.0/ for details.
1.2.4 (09/17/07)
~~~~~~~~~~~~~~~~
Fixes:
- Fixed a crash when trying to research Planetary Shields. Thanks Immortal (C.S.) for reporting.
- Fixed a bug with modular base support. Thanks Meredith for reporting.
posted on September 16th, 2007, 1:16 pm
bloody great work, any examples of using this modular classlabel?
i remember making stations in Max and giving them a Pod HP set, but i modded Armada 1 bloody years ago and can't remember how the whole thing works...
i remember making stations in Max and giving them a Pod HP set, but i modded Armada 1 bloody years ago and can't remember how the whole thing works...
posted on September 17th, 2007, 12:03 am
sweet yay I will make a mod for this soon[br]Posted on: September 16, 2007, 04:26:36 pm
ok here is an example for you for all of you try it out I will release a much better one soon I made this in like 4 min
ok here is an example for you for all of you try it out I will release a much better one soon I made this in like 4 min
Attachments
- My pod mod.zip
- (42.47 KiB) Downloaded 372 times
posted on September 17th, 2007, 2:04 am
I never thought I'd see the day when Modular stations would make their way to Armada 2..Awesome work...all i need now is widescreen support and I'll be happy
posted on September 17th, 2007, 2:07 am
I'm making a new Federation Turret as we speak...
nicely named... Orbital Defence Platform....
nicely named... Orbital Defence Platform....
posted on September 17th, 2007, 4:17 am
ok sad to report but I found an error already but if you make a modular station and build somthing with your pod than dissemble the pod that you built it starts making your enemy's ship and station type on the end of your modular station here
posted on September 17th, 2007, 5:05 am
eh...that's interesting...Doca must have some more bugs to work out..im messing with it now..but not having much luck
posted on September 17th, 2007, 7:17 am
Last edited by Shril on September 17th, 2007, 10:05 am, edited 1 time in total.
ok, thanks for reporting. we actually haven't played much with it yet. no worries guys, i am going to find out whats going on there, as soon as i am back on my computer.
So what gets enemy when you do what exactly?
So what gets enemy when you do what exactly?
posted on September 17th, 2007, 10:07 am
Good job on that...already installed! ^^ (and mistakes eliminated )
posted on September 17th, 2007, 5:47 pm
bumped the version to 1.2.4 with a hotfix release
posted on September 17th, 2007, 9:53 pm
Last edited by Anonymous on September 17th, 2007, 10:05 pm, edited 1 time in total.
well the ships seem to just spanw where ever your old pod was I did not try it with more than one enemy but I can to see if it just picks one or what it dose
ok umm... I dont even know if this is fixable or what or if this happens nomaly but if you build a pod on my modular station and take it apart than you can build on top the the station here
ok umm... I dont even know if this is fixable or what or if this happens nomaly but if you build a pod on my modular station and take it apart than you can build on top the the station here
posted on September 17th, 2007, 9:58 pm
Meredith wrote:well the ships seem to just spanw where ever your old pod was I did not try it with more than one enemy but I can to see if it just picks one or what it dose
it should be fixed. try 1.2.4 please
posted on September 18th, 2007, 2:56 am
Last edited by Lt.Cmdr Worf on September 18th, 2007, 3:45 am, edited 1 time in total.
It's weird Doca...I am attempting to give DS9 multiple repair points...but it will only allow me to build one and then it stops
Meaning I am trying to give the station multiple points where it can build ships and repair them...but i can build only one with the "shipyard" class label and then i can't go any further..they are listed in the tech tree and the buttons show up in the build list but i can select one of the four and thats it. if i change the classlabel to "pod" then i can build all four with no problem
Meaning I am trying to give the station multiple points where it can build ships and repair them...but i can build only one with the "shipyard" class label and then i can't go any further..they are listed in the tech tree and the buttons show up in the build list but i can select one of the four and thats it. if i change the classlabel to "pod" then i can build all four with no problem
posted on September 18th, 2007, 7:45 am
i have to be very careful to not break any stuff in game flow when integrating new modding features. i will take a look into it later today
posted on September 18th, 2007, 12:33 pm
Last edited by Lt.Cmdr Worf on September 18th, 2007, 2:06 pm, edited 1 time in total.
I understand...I'm going to try and give them a research classlabel and see if it works that way or see if I can give a "pod" classlabel repair properties...i dunno otherwise
i've also tried reaching you several times on MSN..i know you're probably busy..so...get at me if you want me to test stuff for you as my own mod is completely based on stock..
p.s. incidently I have not encountered the error of an enemy station building on mine after I decomission a pod. so either the bug is truly fixed or it never was there..idk.
i've also tried reaching you several times on MSN..i know you're probably busy..so...get at me if you want me to test stuff for you as my own mod is completely based on stock..
p.s. incidently I have not encountered the error of an enemy station building on mine after I decomission a pod. so either the bug is truly fixed or it never was there..idk.
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