Nexus Modding > Mod Development / Released Mods
CEP mod for Nexus
The Old Dragon:
Unfortunately, that's quite typical when it comes to modders and modding. When a new idea comes up there's an initial excited buzz which then dies away... and sometimes it takes the idea with it.
I'm still up for this though, I was thinking that maybe we should start with the background things like improving the scenery and better descriptions...
The Old Dragon:
Looks like the 'buzz and excitement' has gone out of the idea.
Well, I've now made a plan of action on how I think we should go about it; so have a read and if you think you can help out along the way, please let us know.
--- Quote ---Nexus:TJI CEP Overall Plan
=========================
This plan is subject to change at any point dependant on what issues we run into... as I don't know what to expect, nothing is 'set in stone'.
Deployment
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All going well, what I'm thinking of doing packing this up into a .dap file like the Nexus:TJI patch 1.01 is (also including the patch itself). Although if someone with more knowledge can make a self-extractor to overwrite the various files, I'm more than happy to go down that route.
Phase One
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Phase one will be improve the scenery (backdrops, starmaps, celestials). Look into adding new lighting tweaks.
Things to do...
1) Look into adding Geomodder's planetary descriptions.Possibly increase descriptions for all systems in Nexus.
2) Look into getting all appropriate celestial models to rotate.
3) Work through the Nexus systems to improve their overall 'look' (Place background things like nebulae, comets and asteroid belts).
4) Look into adding the Dynamic lighting Mod.
Phase Two
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Here we can look into improving the model/ texture quality, possibly weapons effects too.
1) As there is a lot of models and textures (not just the ships, everything from small fighters to the largest capships, asteroids to celestials) to possibly work on, we'll keep it to this single task.
Asteroids already revamped by DreamorCZ.
Phase Three
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Adding new models and weapons.
1) Design and build new models as well as import from other mods (seek authors permission first!!!!) to improve variance. Have a general conflab to discuss model concepts and other things related to modelling.
2) Do the same with weapons.
Phase Four
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Bug hunting phase. Open threads in several Nexus forums to ask players for any problems they've run into while playing the vanilla game. See if we can fix some of them.
Phase Five
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Optional here, look into adding new missions and content to the game. These would probably be side/behind the scenes missions as matching the original character voices would be problematic.
Phase Six
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Look at adding demo versions of the mods currently out/in depvelopment as well as Arparso's Skirmisher. Talk with the various mods authors to arrange when the time's right.
As stated earlier, this plan is subject to change as options, ideas and problems arise.
--- End quote ---
I've started on getting things ready, so that we can all work from the same source the starting files have been uploaded to a dropbox folder. Anyone seriously interested in helping, please pm me and I can give you the details.
@GeoModder
If you don't mind, I'd like to include your newer descriptions mod. Out of curiosity, does your work cover all of the text entries for the various celestials, models and such?
@DreamorCZ & JStubbles
You guys seem to be the most knoweldable about getting the planets to rotate, again, this is something I'd like to include. Would it be possible for one (or both) to work on these?
@JStubbles
I read somewhere (may have been here or ModDB) that you'd improved the planet textures? Was that all of them and would you allow us the use of?
The Dynamic Lighting patch... not sure exactly who created it, but I'd like to include it.
Kindest regards,
The Old Dragon
Arparso:
The overall plan sounds good to me. Just keep in mind, that any changes to the stock game will also affect installed mods using these changed assets like effect textures, icons, ship models or revamped systems. Changes to the tacticstypes.ini are particularly "dangerous" for mods not having their own tacticstypes (and thus relying on the default one). "SAMPLE 01 A Complete Mission" and "NEXUS Skirmisher SP Settings" are two such cases.
For those mods, the Skirmisher doesn't read the actual default tacticstypes.ini, but falls back on some other default file included with the Skirmisher. This would need to be changed accordingly as well and could be provided with the installer or the mod archive.
--- Quote from: The Old Dragon ---All going well, what I'm thinking of doing packing this up into a .dap file like the Nexus:TJI patch 1.01
--- End quote ---
Yeah, that'd make the most sense as well as make uninstallation easy - just remove the .dap and the mod is gone.
--- Quote from: The Old Dragon on February 24, 2011, 15:07:05 ---The Dynamic Lighting patch... not sure exactly who created it, but I'd like to include it.
--- End quote ---
I'm fairly certain Mularac created the patch, based on this discussion mostly between jstubbles, GeoModder and me. I don't believe anyone will object to including this patch. ;)
Mularac:
--- Quote ---The Dynamic Lighting patch... not sure exactly who created it, but I'd like to include it.
--- End quote ---
Yeah, that was me. The patch is insanely simple, I just added
--- Code: ---CELESTIAL
Name ""
Radius 0.00001
Type 1
Mass 0.00001
Gravity 0.00001
Color 0.00001
Size 0.00001
END
--- End code ---
At the end of every .system file.
If it's ok with you, I'd deal with the last two points of the phase one.
Also, since this is going to be a big project made by many people we should agree on some method of version control.
I'd recommend SVN or Dropbox. Any ideas?
The Old Dragon:
Hi Mul,
Dropbox already set up, looks like you can only link to one dropbox at a time though (unless I'm missing something). And having to download the contents of a box everytime you link to it isn't practical. So for some (i.e. me and yourself at least) we'll have to manually sync with dropbox.
Sent you a pm with the dropbox details. By all means on point 4, I may well tinker with some of the systems as well.
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