Renfl Renfl

07/04/09 - Star Trek for TA - IS AVAILABLE ON THE NEW FORUM

07/04/09 - Star Trek for TA - IS AVAILABLE ON THE NEW FORUM

http://han891.freeforums.org/

[Disclaimer: Stardock does not endorse or support this mod. This thread has merely been stickied so users can more easily direct comments or questions to the authors of this popular modification.]

 

Hello,

Anyone looking for NEW information on this mod, please see this forum.

07/04/2009

http://han891.freeforums.org




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1,549,321 views 1,053 replies
Reply #501 Top
File downloaded fine for me (at least no errors decompressing), the problem im having is that whenever im attacked the game crashes! I think i read about this somewhere else in one of the forums the other day, but I couldnt find it again :-/. Any suggestions? can provide logs and save games easily enough.

Ive tried both the beta patch and the last offical one, clean install of mod. will try clean install of game at this point.

Waiting for account to be activated on the offical forum. will post here for now

Maquis196
Reply #502 Top


We will release a new version under "codename" StarTrek Beta Lite

This version I've trimmed the fat so to speak. I've taken the movie files that were 680mb (thanks Spaxspore once again!) and managed to get them down to approximately 230mb. I've also been able to clear out approximately another 100mb of ship detail. With all the trimming I've done it will take the 1.2g beta and make it approximately 700mb.

Great part about doing it this way is we'll loose about 500mb from a PLAYABLE download, without loosing any movie files, just a bit of quality (the one that suffered the biggest lost of quality is the opener). The quality lost on the rest is very minimal. Also this version is good on saving system resources, smaller movies used for trade dialogue and UP events, as well as lower resolution skins used on ships should help improve game speed.

Soon after this release we will add one more "memory" saver available as a patch. This saver will make it so while in the shipyard the game does not use the 3d model to make the "thumbnail" hull, instead it will use a thumbnail of the ship. All this together should really help on game speed, and saving system resources.

I'll release the new version tonight. This version on top of having the movies compressed and ship graphics down, will also have a new ShipStyle fix that should stop certain ships from crashing the game when they attack or are attacked.

By Tuesday evening we will also put out a "Full Quality" patch that will be optional for those of you that want to have the top of the line ship detail and movie quality back.

Reply #503 Top
This mod has a very serious problem. I think a major memory leak. I have a super gamming computer and I can play DA on gigantic with a plethura of ships and no problems. I try to play on a large map on this mod and my computer always says I don't have enough memory. I have Vista and I have more memory than the XP operating system would recognize. Vista does recognize my RAM though. Great MOD idea, terrible execution of it.
Reply #504 Top
Well like an idiot I keep trying to play the mod expecting different results; like it working. There are no Klingon hulls. None. I had the same problem with the Federation but managed to fix it by copying the main mod files into the mod parent directory. Don't know why that fixed it. But still no Klingon hulls. Right now, from what I've seen I can only build hulls for Federation and Borg. When I played the Federation the computer was able to build Klingon Hulls. Strange.
Reply #505 Top


UGLYCOW - Instead of saying things like that, why don't you give us some useful information. Critism is welcome here, but only when its done constructively.

1. Which version of the mod are you playing, DA, or DL.
2. Which version of either DA, or DL do you have?
3. The exact location that you placed the mod files.....

Infact let me post here what a fan posted on our forum:

Hello all,

First off, let me state that I am not a developer of this mod, or affiliated with the developers in any official capacity. I am simply stating my thoughts on forum etiquette with regard to bug posting.

Below are some quick "tips" for how to post reports in the most helpful manner possible for the devs:

1) Be polite.

I can't emphasize this enough. I've done my share of mod creation for various games, and the last thing I usually want to hear is someone reading me the riot act on a forum. A lot of hard work goes into mod development, and 99% of the time, mod development is a labor of love -- without any monetary or ulterior reward. When posting anything that could be interpreted as a complaint, please be respectful of the tough job the devs go through.

Harsh or overly emotional language in your posts forces the reader to go on the defensive, and that's not conducive to good problem solving.

2) Try to play "devil's advocate."

By this I mean: don't automatically assume the error you're experiencing is the fault of the devs or the mod. Try to work through all possible human error problems first..

Ask yourself a couple of questions:

- Am I absolutely sure I've installed GC2 and the mod correctly, to the devs' specifications?
- Have I installed the latest versions of the mod and of the game?
- Are all my drivers up to date?
- Does my system meet the minimum requirements for the game and/or the mod?
- Have I made any alterations to the XML files that may be responsible for the conflict?

If you can answer these questions definitively, then proceed to the next steps in your bug report.

And let me just say: as someone who's gone through her fair share of self-inflicted "bugs" with this game, it's always very humbling and slightly embarassing to find out that your latest problem is actually correctable through your own means.

3) Post as detailed a description as possible of your issue.

Good reporting should include a detailed write-up of the bug, what circumstances / game settings you were under at the time, and any other salient details that may help in isolating the cause of the problem.

Bad reporting includes simply writing "The game crashes because of ____. Fix it!!!"

Such 'reporting' offers no useful information for the developers -- who, we must remember, act as scientists, detectives, and doctors all at the same time when trying to figure out the cause of a problem. In all of these professions, as in debugging, the more information (and the more specific the information) the better.
******************

Another option is to not use the mod...I know this may come as coarse, but I rather say that then deal with post like that.

Now, on the other hand, I would also be more than happy to try and figure this out with you, as I spend well over two hours sitting with the user who posted the message I just pasted troubleshooting a bug that was causing her game to crash, to find out it was because she had not fully updated her version of the game, after that was figured out she made the post above, first class lady.

If you can explain to me how we can cause a memory leak even though we don't have any way to change programming of the mod, I'd be happy to fix that problem.
Reply #506 Top
I'd like to add that this mod is actually very well executed. It may not be perfect, but few(see: I haven't seen one yet) games that you actually BUY don't have flaws. I'm sure my rig isn't as powerful as yours, but it is good enough to max out TES:Oblivion with total 2048 & 4096 replacement textures (okay, i'm bragging a little), so it's nothing to scoff at, I don't have any memory leak from this mod, not counting the regular memory leak from GC2, which isn't that significant unless I'm up all night playing instead of studying. I don't have Vista on this rig though, and from how my laptop handles with it I won't be upgradng it for awhile...that's for a different thread though.


This is a wonderul, FREE mod, that others have put alot of work into for no other reason than for us to be geeky in the private of our own homes, only to walk outside later and denounce anything with the Star Trek brand to avoid being picked on.  



And, even though it was entirely my fault, after much trial and error(and some helpful advice from Renfl that led me to the problem), I got it up and running just fine. I'm sure they'd be more than happy to help you out too if you explained your problem better.

(by the way, how much Memory does it take before XP won't recognize it?)

Reply #507 Top
Windows XP is limited to 4GB of RAM, unless you're running x64 edition and have a motherboard which supports more than 4GB of RAM.

WWW Link
Reply #508 Top
Assuming the upload gets approved, there will be some spec and bump maps for the NCC 1701 and NX-01 Enterprise ships in the library.
Just dump them into your gfx folder and that's it. Can be used for the ST mod and for the individual uploads made by Matthew Thiery.

Their not perfect, but good enough that I use them in my own install, and if you don't like them their easily removed

Hope they get some use by people here ( assuming their approved )
Reply #509 Top
Hi everyone I would like to wish u all a Happy Easter! I would also like to thank Ren and Han for the DA release--without their hard work this mod would never had seen the light of day. Did someone mention Oblivion up there? Yes that game has prevented me from contributing to any modding  cyber crack I tell ya! Anyways I hope everyone is enjoying the mod and stay tuned---we have fixes on the way as well as new content  
Reply #510 Top

I'll release the new version tonight. This version on top of having the movies compressed and ship graphics down, will also have a new ShipStyle fix that should stop certain ships from crashing the game when they attack or are attacked.


Is there any difference in content between the new 700 MB version and the previous 1.2GB version? I have the 1.2GB version running. Should I change to the 700 MB?
Btw It is a cool mod.
Reply #511 Top


The 700MB version has a few fixes that the other doesn't have that could prevent the game from crashing, as well as I have readjusted the remaining races so their ship hulls look similiar to the standard hulls they use, that way the starbases seem to match the race you choose to play.

I'd say if you don't have a limit on how much you can download, remove the previous version from your Mod folder, download the new one, install the new one, then copy over the entire Movie folder and the entire GFX folder from the old one....or wait for the patches

Reply #512 Top
Hi,

at first I want to thank you for this great mod. It's the reason why I became addicted to GC2.
I just download the Light Version for DA and made a clean installation of the mod. But the game still crashes when I (Federation) am engaging the Enemy (Borg). I'm using my old save game.
Although I could turn the battle-options off in order to continue playing, I would prefer to solve the problem.

Is there anything I/you could do?

THX
Reply #513 Top
You can not use old saved games - part of a GC2 issue, you'll have to start a new game:-( I'm sorry. Anytime you install a patch, or clean version, you have to start a new game for it to take affect.
Reply #514 Top
I'm not talking about an offitial patch for GC2 or DA. I've just installed an vew Version of the star trek mod. Is it not possible, to continue my old save game from the previous version of the mod?

Reply #515 Top
It is not possible, you always have to start a new game for a patch to work. Its a Galciv2 thing, not our mod thing.
Reply #516 Top
This mod has a very serious problem. I think a major memory leak. I have a super gamming computer and I can play DA on gigantic with a plethura of ships and no problems. I try to play on a large map on this mod and my computer always says I don't have enough memory. I have Vista and I have more memory than the XP operating system would recognize. Vista does recognize my RAM though. Great MOD idea, terrible execution of it.


First of all, there's really no need to be so hostile. The developers of this mod have put in (and continue to put in) a great deal of time to create, support, and update it. They're doing this for free. Please show them at least a tiny bit of respect when addressing your concerns with the mod.

Second, there is a memory leak, but it is endemic to Galactic Civilizations II in general, and not to the Star Trek Mod specifically. The Star Trek mod 'brings out' the underlying memory leak within the game because it is so memory-intensive and uses such detailed hull designs. Any mod that uses so many custom and detailed hulls will experience the same issues with memory as the game progresses. While there is little the Star Trek Mod developers can do to fix GalCiv2's underlying coding problems, they are listening to concerns re: memory, and have been taking steps to ease the memory requirements of their mod (see: Ren's comments about a forthcoming "memory fix" patch).


There are no Klingon hulls. None.


This is not true. I have played several full games as the Klingons using the Beta 4 version of the DA Star Trek mod, and have been able to build ships and make use of the Klingon hulls.

Most likely you need to install the hull fix patch (as available on the ST Mod site, and as spelled out in previous posts). If you've already done so, and the hulls still aren't working, chances are you've clicked on the "Appearance" tab by accident. As discussed in other posts here and on the ST Mod site, doing so is bugged and will cause the hulls to go haywire.

In either case, both of these common issues have been addressed repeatedly on the ST Mod site and in this thread. Before posting complaints about how things aren't working, please take the time to read over or search previous posts to make sure your issue hasn't been raised/addressed already.
Reply #517 Top
Hello, I have had the same problem with being attacked.

I am playing with the most recent build of the mod, the Dark Avatar version as well as the most recent build of DA itself (not sure which, but I updated just prior). The problem occurred on both the previous version of the mod (the one with seven downloadable files, I think) and the two most recent updates of DA. In my first game, I played as the Federation and in the second and third, I played as Klingons (because the Federation are K'Pla and have no Grum'bah! No, I have no idea what that means.)

The game basically seems to crash irrevocably, without any helpful errors, as soon as I was attacked. It may also be because of the Borg specifically, since they were the ones who attacked me in each case that I recall.

There did not appear to be any slowdowns or anything indicative of a memory problem at the time of crash, and I was able to attack Borg ships at least once without a crash. I wonder if the problem might be when the game wants to go to the "battle screen"? My attack on the Borg fighter did not initiate that and may be why I got away with it.

A few other things that may warrant your attention:

1) The Dominion seem to be using the Borg tech tree and ships, according to their race screen. Every other race has their own unique branches, so I assume this is a mistake on your part. I did not notice, however, if it was reflected in the game as I don't think the Dominion made an appearance. You can see this yourself from the Dominion's profile here: http://www.gc2startrekmod.com/dominion.htm

2) At one point in my first game, with me playing as the Federation, the Klingons took on the appearance of the Arceans in the negotiation screen. They appeared as regular Klingons the first time I encountered them in that game. Is this a bug, or are the Arceans yet another branch of Klingons that Worf is unwilling to talk about?

3) Some of the racial stats for the various races seem out of sync with how I see them in the canon material. While not a problem per se, it might be a good idea to tweak these a bit. For example, the Borg should most definitely have a very high Loyalty rating; as we all know, resistance is futile. They are given a high Morale rating, which is also appropriate to them (or, rather, irrelevant). Cultural influence would be another high rating for them, at least as far as game mechanics are reflected rather than representing other races buying their brand, so to speak; assimilation, and all that.

Anyway, I hope this information is useful to you and I eagerly await the next patch for this already excellent mod. Thanks a lot for putting it together.
Reply #518 Top
As mentioned before, I experience crashes when fighting against the borg as well.
It's regardless whether it's a full battle in the combat viewer or whether it's a battle on the strategtic map.
I think it depends on the ship the borg are using or their equipment.
E.G. when I'm attacking a borg transport the game always crashes. When I'm fighting against a borg battleship I'm having no problems at all.

I hope this information is usefull.
Reply #519 Top
I am also having problems with crashes just before battles begin. It is getting very frustrating. The last few lines of debug.err show: ASSERT ERROR in file .\Source\Starship.cpp at line 14027.
ASSERT ERROR in file .\Source\Starship.cpp at line 14027.
ASSERT ERROR in file .\Source\Starship.cpp at line 14027.
ASSERT ERROR in file .\Source\Starship.cpp at line 14027.
ASSERT ERROR in file .\Source\Starship.cpp at line 14027.
ASSERT ERROR in file .\Source\Starship.cpp at line 14027.
ASSERT ERROR in file .\Source\Starship.cpp at line 14027.

Reply #520 Top
Just had the same thing happen as a Species8472 ship attacked me. So much for the Borg theory. This was a largish ship, too, if that helps... ~52hp, I think.

As fantastic as the mod looks, this bug unfortunately makes it unplayable. I hope that you will be able to locate the source and fix it.

Please let me know if there's any way I can assist you (that does not involve actual modding, of which I know nothing).
Reply #521 Top



UGLYCOW - Instead of saying things like that, why don't you give us some useful information. Critism is welcome here, but only when its done constructively.

1. Which version of the mod are you playing, DA, or DL.
2. Which version of either DA, or DL do you have?
3. The exact location that you placed the mod files.....

Infact let me post here what a fan posted on our forum:

Hello all,

First off, let me state that I am not a developer of this mod, or affiliated with the developers in any official capacity. I am simply stating my thoughts on forum etiquette with regard to bug posting.

Below are some quick "tips" for how to post reports in the most helpful manner possible for the devs:

1) Be polite.

I can't emphasize this enough. I've done my share of mod creation for various games, and the last thing I usually want to hear is someone reading me the riot act on a forum. A lot of hard work goes into mod development, and 99% of the time, mod development is a labor of love -- without any monetary or ulterior reward. When posting anything that could be interpreted as a complaint, please be respectful of the tough job the devs go through.

Harsh or overly emotional language in your posts forces the reader to go on the defensive, and that's not conducive to good problem solving.

2) Try to play "devil's advocate."

By this I mean: don't automatically assume the error you're experiencing is the fault of the devs or the mod. Try to work through all possible human error problems first..

Ask yourself a couple of questions:

- Am I absolutely sure I've installed GC2 and the mod correctly, to the devs' specifications?
- Have I installed the latest versions of the mod and of the game?
- Are all my drivers up to date?
- Does my system meet the minimum requirements for the game and/or the mod?
- Have I made any alterations to the XML files that may be responsible for the conflict?

If you can answer these questions definitively, then proceed to the next steps in your bug report.

And let me just say: as someone who's gone through her fair share of self-inflicted "bugs" with this game, it's always very humbling and slightly embarassing to find out that your latest problem is actually correctable through your own means.

3) Post as detailed a description as possible of your issue.

Good reporting should include a detailed write-up of the bug, what circumstances / game settings you were under at the time, and any other salient details that may help in isolating the cause of the problem.

Bad reporting includes simply writing "The game crashes because of ____. Fix it!!!"

Such 'reporting' offers no useful information for the developers -- who, we must remember, act as scientists, detectives, and doctors all at the same time when trying to figure out the cause of a problem. In all of these professions, as in debugging, the more information (and the more specific the information) the better.
******************

Another option is to not use the mod...I know this may come as coarse, but I rather say that then deal with post like that.

Now, on the other hand, I would also be more than happy to try and figure this out with you, as I spend well over two hours sitting with the user who posted the message I just pasted troubleshooting a bug that was causing her game to crash, to find out it was because she had not fully updated her version of the game, after that was figured out she made the post above, first class lady.

If you can explain to me how we can cause a memory leak even though we don't have any way to change programming of the mod, I'd be happy to fix that problem.



So true, i alone last year spent about 10hrs+ on the movie clips and 2hrs-4hrs on the music/sound. And my work was only a fraction of what ren and the others have done.

Good work everyone! Ill try out the new additon to the mod when i get a chance (hopefully tonight after work)

Reply #524 Top
UGLYCOW - Instead of saying things like that, why don't you give us some useful information. Critism is welcome here, but only when its done constructively.

1. Which version of the mod are you playing, DA, or DL.
2. Which version of either DA, or DL do you have?
3. The exact location that you placed the mod files.....


I assumed everyone would know I was using the latest version of DA. I thought that when a new patch came out people would want to download it. I guess you like bugs though so I was wrong in my assumption. Why else would you ask the question. This is the DA version of the MOD isn't it. This thread has something to do with DA and the ST mod. Do you agree with me? If not please learn to read. Yes, I did go to the website and I did download the DA version. I know how to install mods in DL and DA. It is in the /DarkAvatar/MODS directory, duh. The major problem I have is it freezes all the time. Then vista shuts the game down and I get a message that I don't have enough memory. Whatever! Here are my specs.

Two processors taht can crap on NASA.
3 Gigs of RAM! (This computer is new, when I say new I mean "NEW", no old crap ram)
Vista 32-bit
650 WATT Power Supply (use your imagination and think of what my grphics card can do and why I would need a 650 WATT power supply)
I can play C&C 3 with everything on max and no slowdown. The same for NW2. The same for every freaking game, including Dark Avatar. I can play on a gigantic map with max civilizations the game allows and graphics set to maximum without any problems. I can have thousands of ships in the game, (combined from all races). No problmes, just in case you missed that phrase. But this MOD makes my computer think it doesn't have enough RAM and I have only tried it on a large map with 6 other civilizations. I also turned virtual RAM up to 90 Gigabytes. Before it was on 3 GB. Yes, I know what a gigabyte is and I know how much 90 gigabytes is. I'm not talking bits, I'm talking bytes. I have a freakin huge hard drive.


So obviously the makers of this mod have screwed something up if my computer is going to say I don't have enough RAM. Also for some RACES the hulls are not there when I am playing the race. Period. But when the computer is using that race then the hulls are in the game. So far the hulls I can use are FEDERATION and BORG. When I fight all of the weapons look different. The techs are different from the base game of DA and the hulls from RACES that I can use actually look Great. So obviously the mod is installed in the right place becuase it is being used. My game of DA looks for MODS in the DarkAvatar/MODS/STBETA4(blabla) directory.

And just so you know, there is no such thing as constructive criticism. People either are giving compliments or criticizing. When a parent points out a childs mistake the child, (even teenagers), are not going to say "Thankyou for pointing that out to me ..." They know they have messed up. When was the last time you were in a room and somone said that to their parent after being criticized?

The point... fix the freakin mod instead of trying to get warm fuzzies from everyone in the forum. I know this mod is not a finished product. I don't care if something is not to scale or if some weapon has the wrong damage value or tech value or whatever value associated with it. But if it is being released and is said to be playable then I expect it to at least play and not crash. I really don't think that is too much to ask. It crashes everytime I save and if I play long enough without saving. If it's not really ready then only select a few people to test it out. I have other mods I use and none of them ever made my computer think it was out of memory.

There I was more specific.
Reply #525 Top
UGLYCOW - Please continue to not play the mod. You are rude, and I have no time for this. You will no longer get a response out of me.

Plus, I figured out how you were related to the original ST Mod, so that explains a lot. Even Stefan has moved on and we now work together. Post as much as you want. But I won't bother responding.