24.09.2019

Bridge Commander Mod Installer

Bridge Commander Mod Installer 3,6/5 4950 reviews
  1. Star Trek Bridge Commander Mod Installer
  2. Bridge Commander Download

Bridge commander free download - Star Trek Bridge Commander demo, Sound Bridge Commander, Bridge It, and many more programs. Star Trek Bridge Commander Enemies of Life Expansion Mod. Download free Bridge Commander Mod Installer mods for Star Trek: Bridge Commander. All mods, modifications, sound packs for free download for Star Trek: Bridge Commander. I have also tried with Star Trek Bridge Commander Mod Packager, but I don't know how to use it and I don't know if this is the right program to.

Posted on May 18, 2011, Bridge Commander Mod PackagerThis file may be almost a decade old, but if you’re new to the Star Trek: Bridge Commander mod scene, then it’s a must-have application. The Bridge Commander Mod Packager is essential to installing custom content and.Features:. Auto-Add your Ship files to the Packager File List. Double-Click on your File Lists to Add/Remove Files. Create and Extract BC-Mod Files from and to your game. Create and Extract BC-Mod Files for your Ships.

Make Custom Sound Plugin Paks. Ship Plugin Generation. Ship TGL Package Generation (Add/Edit/Delete).

Adding or Deleting ShipTGL Definitions into the Game. Managing the Plugins.py file by Enabling/Disabling or Deleting Ships.

Add/Delete new QB Group Menus. No More putting ships under the “Other Ships” Group Menu.

Ship File Structure Checker Helps you Pinpoint Incorrect File Names and FoldersDownload the now, or head over to our, where you can find this and other great mods, or join the community and contribute your own creations.

Star Trek Bridge Commander Mod Installer

What worksAlmost everything works.I was testing the kobayashi maru mod, and couldn't find faults with the mod itself. Mutators are all working properlyI did not experience random crashes on QuickBattle etc.What does notSome campaign episodes are broken and cause an immediate CTD E03M01 for example.Could this be the mod only problem? Did not test, need to get a clean copy of BC and will update ASAP.Note by Maintainer: This is a general BC problem on how save/load in the engine works. Result is that almost all mods do break the save/load feature.WorkaroundsWhat was not testedMultiplayer.Hardware testedGraphics:. GPU:. Driver:Additional CommentsI'm giving this one a Silver Rating, because, this is a modded game so the campaign shouldn't be of much influence, even if it CTDs on you.Silver Rating because the modded aspect of the game works without a hitch. Installing Bridge CommanderBridge Commander installs and updates to 1.1 without problems from original disc.The Black Screen of Death / Fatal ErrorsFor good or ill, the old Black Screen of Death will not normally come up, but will instead tend to crash the game entirely while in wine. It is thus a good idea to run the game from terminal, as this will prevent wine from closing immediately and allow you to better troubleshoot these types of issues.

Keep in mind that this may have odd effects on game play, depending on several factors such as distro, wine version, other programs running, modules loaded, etc. If you do get the Black Screen of Death though, it can be handled as usual.Installing ModsKeep in mind that you may come across case errors when installing or self-modifying mods, ships, or other mod content. Case errors will normally crash the game entirely in wine, and having Console Tracker in your install will allow you to more rapidly identify and correct such errors. Generally, case error issues are just a pain in the arse.

Keep an eye out during extraction and verify you aren't getting case duplicates.Helpful Debugging Tools, an abandoned project started by USS Sovereign. It's quite rough, and should be considered a program in beta., by USS Frontier. A must-have for all modded installs.Using the SDKIt is strongly advised to do the actual modding from a Windows machine, or at least a virtual machine such as VMware Player.

Most 3rd party modding tools do not work well in wine and for the exception of the AI tool (which can be run from a python console), the sdk is similarly affected. The game seems to have problems with ATI Radeon cards. I use theopensource driver, and have a very slow overall appearance of the game(The same appears with the proprietary driver). Even the mouse pointerdoes not move smoothly (As if the bug above is not resolved yet for ATIcards??) Apart from being very slow, everything works, even the videos.Because of, Intel video cards which are commonly used in Laptops will be too slow for this game.Nvidia cards with the closed source driver are working fine.If you have problems with Sound try the set Audio Quality to High: For this open options.cfg in a Text editor and changeProviderReserveList=LowQualitySoftware to ProviderReserveList=HighQualitySoftwareKobayashi Maru users can change this under Game Options. I know it crashes a lot, but I was seeing graphics that were really choppy. Adding the blend fix, though it has no effect on the actual graphics objects, seems to allow the DIBengine to take over some of the older styled calls for the graphics, and forward them properly on the mac.

While the NEW DIB does run some games, this one won't render properly after 1.4.1 (on the mac) due to many of the graphics conforming to older standard formats, which don't match new calls yet (support is under development), so they render improperly, but even with the older DIB, I was getting worse graphics chop than ever before. However, by setting the graphics medium on a 256 card, and using the vertex blending method on RC5, I was able to get rid of most of the chop (motion blur doesn't work right either way).I'm going to try the Maximum Warp Edition soon, to compare all of the modes. For most systems with 512 or greater, use medium settings (512) for graphics with limited opponents, and remember that this game was buggy to begin with. If you use XQUARTZ on mac, remember to install the package correctly and test small apps first. For Lion (10.7), you'll have a few issues. Just remember the screen needs to Override, then set to fullscreen, then set to current res, and force normal. You can do this with a custom exe to keep your setings palette at the ready, and set the wrapper to pull the XQUARTZ from the system, not the engine.

Let the system window manager handle windows, but turn off decorations. You can toggle between windowed and fullscreen modes with cmd opt A, so if you wish to have smaller res to accomodate your vid card, set it in game.

I suggest you don't as you won't be able to leave the window (only some systems); however at full current res, you can window it to leave the window temporarily to check other apps. Try adding it to the description that they are there together (you could just add that the Full Maximum Warp Edition is included). This isn't just another mod.KM isn't one mod, it's several that are classified as an upgrade when bundled together. SO is Supermod (though there are fewer mods in it), and the two sets upgrade different areas, and are incompatible with one another. The two are different variants, and if they are to be added as one, then describe it properly, otherwise it's bound to be more headache.

Maximum Warp is an all inclusive disc and I'm fine with putting them all together, I love that idea-one place to find it all-; just make sure that it is described that way, otherwise I guarantee you'll probably get another add request from somebody who didn't want to search a thread that didn't pertain to their version. Minimize your headache as much as possible. Have a good day. And thanks for checking it out. well know that Kobayashi Maru 1.0 zip file, comes with subdirectories and files with different capitalization to the original files shipped on Bridge Commander 1.1,Wrong. Show me at least one file that is.

while this is not a problem when installing on FAT or NTFS filesystems (these filesystems are case insensitive), it can be a little trouble on Linux filesystem like ext3 or any other widely used on linux, because it will lead to duplicate filenames (with different capitalization) that will lead to missing features, or even crashes, so please install it into a FAT drive and then copy it into your Linux filesystem.Also not 100% correct. Why VFAT does not allow to hold test.txt and TEST.TXT in the same folder, both filenames will be still different. So overwriting App.py with APP.py will result in a file now found error.Also this problem is not limited to KM, but to many mods for BC. well know that Kobayashi Maru 1.0 zip file, comes with subdirectories and files with different capitalization to the original files shipped on Bridge Commander 1.1,Wrong. Show me at least one file that is.Maybe you didn't looked closely enough.Only one?

There is a lot of them, jut o prove did the following:Got my installed working copy of BC 1.1, copied that install to the following sites, to a VM with Windoze installed, to a VFAT drive and to a EXT3 drive. Then I had renamed Bridge Commander to KM1.0, to only have to unzip kobmaru1.0full.zip and do no touch anything. Ok new changes, I would like to comment them: The SDK, while not specifically part of the game, does not acceptably operate in wine.I guess you refer to the MPE here. Wasn't able to get it running either.Beam weapons suffer from a non-specific d3d error (fixme:stub) that does not allow them to fire correctly. Holding down the beam firing button while continuing to maneuver will let them fire, but the error greatly decreases the effectiveness of ships using beams, especially if Inaccurate Phasers is active. This error is persistent through re-installation, and can sometimes show up in the unmodified version of the game.

This error does seem to affect AI.A d3d error shouldn't have anything to do with Phaser accuracy. All Phaser missing events should be caused by the inaccurate Phaser stuff.To check you can try to disable 'Foundation Tech' in KM 1.0 or KM2010.02. All Phasers should be 100% accurate now. Widescreen resolutions under normal operation.Well not really part of the game, but. I guess you refer to the MPE here. Wasn't able to get it running either.The entire software development kit independent executables, including chickenkiller, damagetool, not just MPE.Well not really part of the game, but.I know. I tossed it in since I was able to get the game to run properly in widescreen on windows, and it can be considered a mod.A d3d error shouldn't have anything to do with Phaser accuracy.It doesn't.

Between normal inaccuracy and the fact that the beam weapons 'stutter' instead of immediately firing as they should, it greatly reduces the efficacy of beam weapons as a whole. It is most painfully clear when fighting enemies using dominantly disruptor and/or torpedo-style weaponry. Most AI (including Felix) seem to try to fire, and when that fails to properly fire the first time, they stop trying to fire their beam weapons for a little while, cycling through their AI subroutines.

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So this also makes enemies that have mostly beam weapons way too easy. Due to circumstances beyond my control, I cannot continue to troubleshoot the issue as I'm to the point where I need more hardware.To check you can try to disable 'Foundation Tech' in KM 1.0 or KM2010.02.A side note about this. A very large amount of current-gen mod content depends on F-tech. Heavily modified vessels can sometimes depend on it entirely.

Back when I was thinking that it was related to inaccurate phasers, I had to locate the two specific scripts that directly controlled it and comment specific lines out. Once I can find my case notes of how I did that, I'll probably post it for reference. Either way, the removal of phaser inaccuracy had no effect on the incidence of the glitch.Also please note that your 'stability issues' probably mainly come from BC, not wine. So your experiences that some wine versions play the game more stable can be just luck.For testing purposes, I established a baseline in Windows XP and Vista (as well as their equivalent wine modes) with the same hardware setup (swapping in and out multiple system drives), using defined settings that do not change (because any time I do change those settings, I have to re-establish the baseline). A similar baseline was established playing with each vessel for approximately ten hours each to give me a fair idea of how each vessel fits in standard deviation.

The entire software development kit independent executables, including chickenkiller, damagetool, not just MPE.Chicken-what?I remember getting the damagetool to work on windows was not easy either. Anyway I never heard of someone using the DamageTool or the exporter. The AI-Editor however works fine. A side note about this. A very large amount of current-gen mod content depends on F-tech.Right, but only minor stuff like Ablative Armor, Breen damper weapon etc will stop working. Rest will continue to work fine.

Back when I was thinking that it was related to inaccurate phasers, I had to locate the two specific scripts that directly controlled it and comment specific lines out.Should be a '#' beforeoAiInacTrigger = InacAITriggerin scripts/FoundationTech.py near line 1439. Notes of known issues, their frequency of incidence and thus a regular tolerance between in-game handler crashes and API crashes allowing me to plot stability data with any degree of reliability.Uhm if you can reproduce a crash in KM2010.02 please fill a bug report at.