New Mod: Fleet Operations 3 - Stock A2: Alpha

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posted on September 30th, 2009, 8:52 am
yh i guess this is the 1st beta there will be one more beta at least as i've already found 2 errors (one is that i accidently forgot to allow freighters to mine from the tritanium moons and the second is that there is at least one broken map. if any one else finds an error please let me know

@ the devs:
if you decide that this is either the best way or only way for stock a2 to get all of the fo codes could you release a patch for it fixing some of the issues stopping it from allowing most a2 mods from being (almost) just plug and play. this mainly just includes changing credits back to officers (and making default 0 instead of 1) tritanium back to latinum and supply back into biomatter thx.
posted on September 30th, 2009, 10:02 am
well if you want to use armada2 mods, its best to use armada2 :D if they are not designed for Fleet Operations, they won't use anything special from it either way
posted on September 30th, 2009, 10:14 am
Optec wrote:well if you want to use armada2 mods, its best to use armada2 :D if they are not designed for Fleet Operations, they won't use anything special from it either way


but his trying to give a good foundation for the A2 community by using the flops engine upgrades whilst maintaining past compatablity...

Basically so peple can forget A2 altogether and just use flops from here on out, would bring some life back to A2 and also some new life to flops itself... :sweatdrop:
posted on September 30th, 2009, 12:23 pm
future patches will bring more switches to retain stock functionality. basically nothing has been disabled from stock just some minor functions have been altered. there were however some additions that require some files to be present in order that the game doesn't crash, if you have such a problem you can contact me with an crash report (please with a subject that tells me that this is not just an 'ordinary' crash report). my target is to remove all unnecessary modifications like renamed functions and command names (that are still a relict from 1.0-3.0pr) and provide switches that allow to retain stock armada functionality where necessary.
posted on September 30th, 2009, 12:55 pm
kool thx for the info
posted on October 3rd, 2009, 9:16 pm
Last edited by Anonymous on October 3rd, 2009, 9:20 pm, edited 1 time in total.
I noticed that when evolving as 8472, at least as the active embryo, the game crashes..  I think I was trying to create a destroyer, but I will double check just to be sure.

EDIT: It was the destroyer, but it seems to crash when evolving into anything.
posted on October 3rd, 2009, 9:24 pm
ok i'll look into it it works ok for me (altho the behemoth dse not work)
posted on October 3rd, 2009, 11:35 pm
Last edited by Anonymous on October 4th, 2009, 1:38 am, edited 1 time in total.
OK after careful looking the only problem i found with 8472 was with the behemoth so here is a fix hopefully it will solve the problem

also a bug was found when you dnt have enough bio matter the game crashes this has been fixed

Attachments

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Dynamic_Localized_Strings.h
(141.89 KiB) Downloaded 320 times
posted on October 4th, 2009, 5:47 am
That was the problem.


Here are some more, small glitches I found, but over all, it is very well done, and it a great Idea.

1, the pod is off centered
2 and 3, the formations are incorrectly labled
4, the special weapon cursior glitches out when placed over the mini map.

Attachments

FOScreenShot_091004_010510.png
FOScreenShot_091004_010827.png
FOScreenShot_091004_010832.png
posted on October 4th, 2009, 9:00 am
the labels no problem the other stuff i'll look into but cnt promis anything
posted on October 4th, 2009, 4:59 pm
right here are the fixes for the special weapon cursor and the formation buttons however there is still an error with the resources when 8472 run out of biomatter/supplies see bug report attached

Attachments

Curs_SpecWp.tga
Curs_SpecWp.tga (27.04 KiB) Viewed 497 times
gbform1.tga
gbform1.tga (16.04 KiB) Viewed 496 times
gbform2.tga
gbform2.tga (16.04 KiB) Viewed 496 times
gbform3.tga
gbform3.tga (16.04 KiB) Viewed 495 times
gbform4.tga
gbform4.tga (16.04 KiB) Viewed 496 times
not enough resources (biomatter).txt
(22.82 KiB) Downloaded 309 times
posted on October 6th, 2009, 11:50 am
@RCIX
Hey, where did you get that neat retex? I've been searching over A2files for sometime and I could never find a working planets pack (they wouldn't use the textures that they come with)!
posted on October 8th, 2009, 2:03 am
??? i don't remember posting anything about retextures...
posted on October 8th, 2009, 8:17 am
lol u havent yet unless u want to

all the retextures in the mod come from project upgrade or charlesb924
posted on October 8th, 2009, 11:25 am
Last edited by Anonymous on October 8th, 2009, 7:56 pm, edited 1 time in total.
right i've got the beta ready and here it is

[ DOWNLOAD ] 349MB

right known issues
- 8472 crash if they use to many resources dunno why but i think ive sent a crash report so hopefully it should be fixed soon

- the game crashes randomly wen starting (strange but true) to get it not crashing use the fleetOps.exe then go back to the armada2.exe this normally allows you to play it

ok well unfortunately this is the last version until the 2 known issues are fixed. if there are any other errors let me know and i will try and post the fixes.

credits

- revamped textures belong to the project upgrade mod for star trek armada 2
- revamped 8472 textures belong to charlesb924
- edits to maps, textures, odfs and any other thing was done by me
- fed registries were done by k_merse
- Original Fleet Operations 3 was done by the FleetOps team
- Original Star Trek Armada 2 material was done by Mad Doc and Activision
- if i forgot anyone i'm sorry but let me know and i will add you

EDIT
credits to
- jetfreak for his galaxy/nebula texture
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