Bastard Sword of the Stars 3.0.2

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Alpha Centauri
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Re: Bastard Sword of the Stars 2.0a! (updated)

Post by Alpha Centauri » Wed Feb 24, 2016 3:44 am

Thanks for the various well-wishes. I hope so too!

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BlueTemplar
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Re: Bastard Sword of the Stars 2.0a! (updated)

Post by BlueTemplar » Thu Feb 25, 2016 10:20 pm

Alpha Centauri wrote:damn - I didn't think of shields ... how to deal with those for double DE or double CR? prolly can't :(

R2dical did manage to have them in his mod, didn't he? I don't remember them having any issues (but I haven't played Twilight that much...)

Warcat
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Re: Bastard Sword of the Stars 2.0a! (updated)

Post by Warcat » Fri Feb 26, 2016 7:44 am

drages wrote:Alpha,

is there a way to change section weapons without 3d programs? To erase some slots and add another's? To reposition them? What do you use for this?

Yes, by changing the shipsection files. Of course you need a 3d program to move mounts' position and/or direction (hey you may always try to change them by text editing, but it's faster and easier to learn 3d modeling...), but if you want to test how a DN may play with less light and medium mounts, here's a way to go.
Open with a text viewer (Notepad++ is what I use) a .shipsection file
Every weapon is grouped into banks

Code: Select all

      bank
   {
      turretclass standard
      turretsize medium

      mount
      {
         node MediumGunNode01
         min_azimuth -120
         max_azimuth 30
         min_inclination -15
         max_inclination 90
      }

      mount
      {
         node MediumGunNode02
         min_azimuth -30
         max_azimuth 120
         min_inclination -15
         max_inclination 90
      }

      mount
      {
         node MediumGunNode03
         min_azimuth -70
         max_azimuth 70
         min_inclination -15
         max_inclination 90
      }
   }

The "node" line points to the unique 3d model hardpoint (named "dummy" in 3DSMax or "empty" in Blender) where the turret will be attached (you need to keep the name as it is, otherwise that turret will not show in game unless you edit the .x file too). So you can freely modify the bank by changing the turretsize (small, medium, large) and the turretclass (standard, projector, beam, torpedo...) entries. You may also merge, change or add new banks by editing the mounts organization inside them.

Warcat
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Re: Bastard Sword of the Stars 2.0a! (updated)

Post by Warcat » Fri Feb 26, 2016 11:05 am

Sometimes I'm struggling myself because of issues I didn't understand yet, and of course I cannot give you the basics of Blender, but anyway I'll try to explain how I usually do.

First of all, be sure to have Blender (you can download it at http://www.blender.org). I'm currently using the last version (2.76b) but you need a .x importer because that version cannot manage .x files directly. So grab fragMOTION (http://www.fragmosoft.com), which is free to use if you don't mind an annoying pop up: it can import .x files in binary format and export to other format like Wavefront (.obj).
Install fragMOTION and Blender, then open the former and import a ship section (you'll find them under Species/(race)/art/section). Then export it as Wavefront file (.obj). Then close fragMOTION (to prevent the banner to pop up randomly) and open Blender. You need the DirectX exporter and the Wavefront importer. Press "Ctrl + Alt + U" then select Add-ons, then import-export and enable import-export: DirectX format and import-export: Wavefront OBJ format. Then click Save user settings before exit.
Import the .obj file (File->Import->Wavefront (.obj)) et voilà, you have the model, the UV texture and the materials. You have to set to 0 every rotation: right click on the model to select it; press "N" while hovering your cursor over the 3d model; set to 0 the x rotation (which should be 90).
Then you need to add the textures to your UV map.
In the right part of the screen you should see two windows (Outliner in the top and Properties): switch the former to UV Image Editor by selecting the leftmost icon (it opens a top/down menu where the UV Image Editor can be selected). The properties must be selected as Material (select the little sphere - the fourth from the right). move your mouse over the 3d model and press TAB (it switches the model to Mesh Mode) and deselect every selection by pressing "A" (if the model is highlighted). Go to the Material window and select the first of them (it may have strange names like mrigi_sub_4356 or the like) and press "select" which is under the material list (you'll see every face with this material highlighted).
In the UV Image Editor you should see a list of textures in the image browser which refers to the model: you have to "guess" which texture is linked to that material. You may use the SotS engine game itself. Anyway move your mouse over the UV Image Editor window and press "Alt+O", then browse the texture your searching for (it's usually under the Species/(race)/art folder) and open it. You should see nothing happened. Go to the main screen and search for a white sphere in the bottom menu: switch it to a checker icon. You should see a pink model with the texture you opened linked to the faces highlighted. You have linked the texture to the model. Repeat for every material of the model and you should texture it all. Then press TAB again (the mouse is over the model...) and return to Object mode. You need to add a Vertex color layer: in the Properties menu select the triangle (Data window) and scroll down until you see Vertex colors (you should see even UV Maps with an UVMap layer active: do not delete it!!), then click on the plus icon to add the Vertex color layer.
You are ready for adding Empties (which are the link SotS use to attach models, like shipsections, turrets, barrels and effects) to each other. Go over your model (which should be in object mode) and press "Shift + A": a pop up menu will appear. Select Empty then Arrow and a small new icon with the three axes will appear where the "cursor" (i.e. the red/white little circle) is placed. You can rename the Empty as needed (its name is in the left panel, under "Item"). For instance HeavyGunNode## or Bugs Bunny: it matters that the names must match those in the shipsection file. However you must name "CommandNode" and "EngineNode" the two nodes which links command sections to mission sections and mission sections to engine sections. See my blender files for reference.
When you added all the Empties you need (BTW every name must be unique), you need to parent them to the model. Select an Empty, then the model, and press "Ctrl + P" then select Object (you'll see a little dotted line starting from the Empty and linking it to the model).
Then you need to export the model to DirectX: File->export->DirectX (.x). In the new window check this selection (you may test other selection if you want):
uncheck Export Selected Objects Only
set Right-Handed Coordinate system
set Up Axis as Z
check Export Meshes, Export normals, Export UV coord, Export materials, Reference Active images... and Export Vertex color
Name the new .x file and click Export

As it is it should be playable by SotS even if you'll find that all your materials will be messed up (it's an issue of the Blender exporter). You'll need to correct them via text editing, but this is just a graphical issue, which can be ignored for balance tests. I'll try to set up a more detailed tutorial with this final chapter too in :)

Hope it helps (I know it's not a great tutorial this one so feel free to ask me for any helo I may give you)

Warcat
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Re: Bastard Sword of the Stars 2.0a! (updated)

Post by Warcat » Fri Feb 26, 2016 1:35 pm

I forgot to tell you that you have to click DESELECT once you assigned a texture and before you start working on the next material

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Slashman
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Re: Bastard Sword of the Stars 2.0a! (updated)

Post by Slashman » Sun Feb 28, 2016 2:08 am

So I guess 2.0b is a no-go for now?
If you want a different perspective, stand on your head.

Alpha Centauri
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Re: Bastard Sword of the Stars 2.0a! (updated)

Post by Alpha Centauri » Sun Feb 28, 2016 1:56 pm

Slashman wrote:So I guess 2.0b is a no-go for now?

My surgery is in the morning. I'm testing 2.0b's latest changes. If it's good, then I'll post it this evening.

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Slashman
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Re: Bastard Sword of the Stars 2.0a! (updated)

Post by Slashman » Sun Feb 28, 2016 4:28 pm

Alpha Centauri wrote:My surgery is in the morning. I'm testing 2.0b's latest changes. If it's good, then I'll post it this evening.


No worries at all. It was mostly just me wondering if I should start a new game or wait. I'll just hang on for the update and if you happen to not release it then I'll start a new 2.0a game.

Good luck again with the surgery.
If you want a different perspective, stand on your head.

Alpha Centauri
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Re: Bastard Sword of the Stars 2.0b! (updated)

Post by Alpha Centauri » Mon Feb 29, 2016 4:18 am

Okay - 2.0b is hopefully fully working!

I wasn't able to test everything - but all that I was able to get to worked great!

Here's the change-list:

^ Added Warcat's new Bomber Drones for Hiver, Human, Liir, Tarkas, and Zuul
^ Added Warcat's new triple-barrel super-heavy ballistic mounts
^ Added many new tech icons from Drages
^ Fixed color effects for heavy plasma cannon (green->orange)
^ Fixed icon color for plasma torpedo (green->orange)
^ Moved x-ray level of tech (including HCLs) to fusion era
^ Moved phasers to antimatter era
^ Moved expert systems to fusion age
^ Predictive gunnery now requires expert systems
^ Tripled $ cost of dual mount weapons (other than missiles which were already correct)
^ Slowed reload times of all dual mount weapons (except missiles) by 1.33x which translates to making dual mounts 1.5x damage / second over a single barrel version (instead of the previous 2x damage) to better balance out your technology choices
^ Doubled health of all NPC aliens & ships
^ Fixed NPC armor and reflectives to conform to BSOTS 2.0 redesign
^ Fixed VN Mom ships missing topredo weapon (added new NPC torpedo for this)
^ Renamed some sections to try for something more consistent:
Barrage -> Combat
Battle Bridge / Heavy Combat / Blazer -> Assault
Torpedo -> Barrage
Point Defense -> Escort
Extended Range -> Scout
So now:
Assault - Hosts multiple assault beam weapons, such as the HCL
Barrage - Hosts multiple torpedo weapon mounts, for a barrage of long-range ordinance
Battle - General purpose mix of small, medium, and large weapons for multiple roles
Combat - Mixture of Assault and Barrage to offer both assault beams and torpedo launchers
Escort - Maximizes point defense weapons to operate in a fleet escort (or screen) role
Impactor - Specialized rail gun turrets at expense of all other turrets
Projector - Specialized projector turrets at expense of all other turrets
Scout - With extra fuel capacity is able to scout far greater distances than others
War - Maximizes large turrets at the expense of medium and small mounts

Not mentioned in the update notes, but I'll add here:
^ Added Dual-mount versions of all most large beam weapons (Neutron & above)

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BlueTemplar
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Re: Bastard Sword of the Stars 2.0b! (updated)

Post by BlueTemplar » Tue Mar 01, 2016 1:37 pm

Thanks a lot for squeezing in the update before your surgery! I hope it went well?

Alpha Centauri wrote:^ Fixed color effects for heavy plasma cannon (green->orange)
^ Fixed icon color for plasma torpedo (green->orange)
^ Moved x-ray level of tech (including HCLs) to fusion era
^ Fixed VN Mom ships missing topredo weapon (added new NPC torpedo for this)
^ Renamed some sections to try for something more consistent:
Barrage -> Combat
Torpedo -> Barrage
Extended Range -> Scout

Hm, but I already have (at least) these changes in 2.0a... including x-ray beamers (but not HCL) showing as requiring Fusion on the tech tree .png...
Or is that the list of updates from 2.0 rather than from 2.0a?

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BlueTemplar
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Re: Bastard Sword of the Stars 2.0b! (updated)

Post by BlueTemplar » Fri Mar 04, 2016 3:59 pm

I've started a new game with the release of 2.0b, I'm uploading the (unedited) videos and save games of it, and I made a thread in T.A.R.:
viewtopic.php?f=12&t=55412

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BlueTemplar
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Re: Bastard Sword of the Stars 2.0b! (updated)

Post by BlueTemplar » Fri Mar 04, 2016 9:50 pm

I'm going to post some bug reports on that thread too (as I run into them, because otherwise I know I'm going to forget about them), but I wouldn't want you to feel that you have an obligation to answer them right now or something like that, considering the surgery you just had...
Take care of yourself and get better!

Warcat
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Re: Bastard Sword of the Stars 2.0b! (updated)

Post by Warcat » Mon Mar 14, 2016 9:34 am

I've found a little bug in the double barreled beam weapon files (they require the single barreled tech instead of the proper double barreled one).
Here's a quick patch to fix them: simply overwrite the current ones with these new ones.

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BlueTemplar
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Re: Bastard Sword of the Stars 2.0b! (updated)

Post by BlueTemplar » Sat Mar 26, 2016 5:45 pm

5. Yeah, the Deflection/Health Points/Reflective lvl 1 and 2 are perhaps too close together.
Also, having such expensive requirements for these techs is an issue - in practice, there's still no real alternative between getting CR first or getting instead Deflection/Reflective and especially HP for DE's to make them competitive with CR.

In the same vein, Hardened Electronics is as expensive as DN's. Considering that DN's are a counter to emitters too, why would anyone bother to research HE first?

IMHO these (or at least lvl1 of these) should be available to research from the start of the game (or almost).

Alpha Centauri
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Re: Bastard Sword of the Stars 2.0b! (updated)

Post by Alpha Centauri » Sun Mar 27, 2016 2:41 pm

Hi all - yes, I'm well. :)

Glad to see some feedback!

The shotgun PD sucks?! bummer! I thought it might be great against drones - but perhaps not?

Not sure what you mean by lack of heavy missiles? There are dual mount heavy missiles and dual heavy fast missiles...

Armor: yeah, it feels a bit off to me too. Same experiences - when I get one, the other is just too easy and available - so the few times I've gotten one, I get the second before deploying it (unless it's a really tight / tough game).

HE too expensive? Maybe. Worth considering...

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