Another Update:
1. The Trinity is now finally in the game with an (admittedly hurried) sailorspoint file for it. I also redid the walk files using the tool that is on these forums after removing some redundant and old walk files that no longer have a working path. Still working on expanding the brig description in the common.ini file, but overall the ship descriptions are improved... The type name is a short and sweet version of what it is, while the description actually tells you the classification/Full Name with some historical information.
2. In terms of the main menu, there are two options before us the way I see it.. The main menu including models and textures was made for a 2x3 aspect ratio. With some code, the entire menu can be stretched to fit a more common 16x9 display, but the fear is the stretching will distort the look of the game for the menu. The other option is to force a 640x480 resolution on the main menu only so that it will be in it's native resolution and everything shows...
3. Occasionally there is a dialog background glitch and sky/horizon glitch that happens at random... Probably fixable, but the cause of this issue hasn't been found.
4. There is a more prevalent 'reverse lighting bug in this game' because the models have inaccurate vertex definitions for light sources.
5. The more prevalent particle-related bugs are related more to direct x and how it interprets light source vertex definitions on the ship models. The lack of direct x knowledge from both of us will be a limiting factor of being able to ever fix this...
Out of all these bugs and other problems two of them will be highly unlikely to be fixed ('reverse lighting' and 'direct x particles') unless someone has experience with editing light source vertex definitions and direct x coding.
Overall, in its current state, the game is much more stable than the original AOP:CT ever was. Once the game hits beta testing for the new mod I hope you will enjoy the journey as much as I have with this game...
Notice:
If there is anyone in this community that has some modeling experience when dealing with light source vertex definitions and/or people that have experience coding for Direct X please let me know now or forever hold your peace. I will add you to the conversation between me and ChezJeffrey in order for us to consolidate the resources we have at hand in order to defeat the bugs that we can't seem to fix...
1. The Trinity is now finally in the game with an (admittedly hurried) sailorspoint file for it. I also redid the walk files using the tool that is on these forums after removing some redundant and old walk files that no longer have a working path. Still working on expanding the brig description in the common.ini file, but overall the ship descriptions are improved... The type name is a short and sweet version of what it is, while the description actually tells you the classification/Full Name with some historical information.
2. In terms of the main menu, there are two options before us the way I see it.. The main menu including models and textures was made for a 2x3 aspect ratio. With some code, the entire menu can be stretched to fit a more common 16x9 display, but the fear is the stretching will distort the look of the game for the menu. The other option is to force a 640x480 resolution on the main menu only so that it will be in it's native resolution and everything shows...
3. Occasionally there is a dialog background glitch and sky/horizon glitch that happens at random... Probably fixable, but the cause of this issue hasn't been found.
4. There is a more prevalent 'reverse lighting bug in this game' because the models have inaccurate vertex definitions for light sources.
5. The more prevalent particle-related bugs are related more to direct x and how it interprets light source vertex definitions on the ship models. The lack of direct x knowledge from both of us will be a limiting factor of being able to ever fix this...
Out of all these bugs and other problems two of them will be highly unlikely to be fixed ('reverse lighting' and 'direct x particles') unless someone has experience with editing light source vertex definitions and direct x coding.
Overall, in its current state, the game is much more stable than the original AOP:CT ever was. Once the game hits beta testing for the new mod I hope you will enjoy the journey as much as I have with this game...
Notice:
If there is anyone in this community that has some modeling experience when dealing with light source vertex definitions and/or people that have experience coding for Direct X please let me know now or forever hold your peace. I will add you to the conversation between me and ChezJeffrey in order for us to consolidate the resources we have at hand in order to defeat the bugs that we can't seem to fix...