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High Rez Patch for the Gemini release & other things

Posted: Sat Jun 16, 2007 12:21 am
by hellcatv
I know this isn't exactly the fanbase for John's gemini gold mod, but I wrote a little patch that enabled all resolutions on windows, so we aren't stuck with the artificial 800x600 resolution limit that's in the release...

http://vegastrike.sourceforge.net/users ... ighrez.exe

Posted: Sat Jun 16, 2007 12:56 am
by charlieg
I must agree that putting down PGG is the preverbial cutting off our nose to spite our face. At the end of the day PGG is probably the best example of the VS engine in practise since it is both polished, relatively compact in scope, and easy to install.

The same can not be said of any other relatively recent VS stuff.

Re: High Rez Patch for the Gemini release & other things

Posted: Sat Jun 16, 2007 2:49 am
by z30
hellcatv wrote:I know this isn't exactly the fanbase for John's gemini gold mod, but I wrote a little patch that enabled all resolutions on windows, so we aren't stuck with the artificial 800x600 resolution limit that's in the release...

http://vegastrike.sourceforge.net/users ... ighrez.exe

I think it'd be a good idea to try to vote up john's slashdot story and digg john's digg posts to try to get more users and developers into the vegastrike community

http://digg.com/pc_games/Privateer_Gemi ... 2_Released
and
http://slashdot.org/firehose.pl?op=view&id=197067
Ok Hellcat, I voted for the sake of Vegastrike - we'll put aside our rivalry for the moment.

Guys, vote - and ignore the adolescent comment above. If it benefits VS, it benefits our mod as well.

Posted: Sat Jun 16, 2007 4:36 am
by hellcatv
cool z30 :-)

Posted: Sat Jun 16, 2007 6:31 pm
by micheal_andreas_stahl
I will think it through first and read the thread hrough a couple more time.

Posted: Sun Jun 17, 2007 11:38 pm
by hellcatv
Now that that release is out, I was wondering if anyone here was planning on modding the release to suit some of the PU and PR goals? i.e. making multiple ships available again, etc...because I think that'd be a fantastic next step on the road to a more complete privateer universe... (of course you guys shouldn't limit yourself to that)
Let me know if you need any assistance as always :-)

Posted: Mon Jun 18, 2007 3:53 am
by Sunfire
hellcatv wrote:Now that that release is out, I was wondering if anyone here was planning on modding the release to suit some of the PU and PR goals? i.e. making multiple ships available again, etc...because I think that'd be a fantastic next step on the road to a more complete privateer universe... (of course you guys shouldn't limit yourself to that)
Let me know if you need any assistance as always :-)
well... question... does the GG team want GG to be modded? not that im modding anything...(more like forum lurker :wink: ) but it wouldnt be very nice to take their hard work and make a mod without their permission...

Posted: Mon Jun 18, 2007 10:44 am
by Dilloh
Within the GG forum, John wrote:Since the forum is flooded by posts about mods that do not belong to us i would appreciate it, if no further offtopic stuff is posted.
I'd think modding GG would require to do it outside of the GG forums, which wouldn't make too much sense for nobody would find us.

Posted: Tue Jun 19, 2007 2:02 am
by hellcatv
I'm sure there's no problem modding other mods...I mean these are all efforts to make the games more fun--if folks didn't allow modding of each others mods, then creativity would be lost :-)

and then the improved content can be pulled back into the primary mod--that's what Open Source is all about

Posted: Tue Jun 19, 2007 2:21 am
by S1Genocide
Heres my easier mod for GG with the AI Turrets enabled it includes Hellcats cargo expansion fix.

I take credit for nothing. Its just for newbies who can't play the game as is.
http://wcuniverse.sourceforge.net/privg ... &topic=415

for new commodity_lib.py and computer_lib.py
backup and replace the ones in your bases/ dir

modded vegastrike.config goes into
C:Program Files\Games\Privateer

Posted: Tue Jun 19, 2007 11:04 pm
by Zool
I had opportunity to visit a mates place yesterday to use his broadband connection and I downloaded GG, Vega Strike and WCU to see what they are like......very nice guys. (A acouple of small things in GG though. Hellcat where can I send minor bugs in GG102)

Sorry my PU friends, :oops:, I needed something to play while waiting for the new mods to test, and I've been hearing quite a bit about it.

Hellcat and S1Genocide, thanks for these two files fellas, I'm sure they'll help.

Posted: Wed Jun 20, 2007 11:50 am
by z30
Zool wrote:I had opportunity to visit a mates place yesterday to use his broadband connection and I downloaded GG, Vega Strike and WCU to see what they are like......very nice guys. (A acouple of small things in GG though. Hellcat where can I send minor bugs in GG102)

Sorry my PU friends, :oops:, I needed something to play while waiting for the new mods to test, and I've been hearing quite a bit about it.

Hellcat and S1Genocide, thanks for these two files fellas, I'm sure they'll help.
Nothing wrong with testing or trying it out, I tried to download it myself but you need a really fast consistent connection.

Posted: Wed Jun 20, 2007 10:27 pm
by Zool
OK, there seems to be a problem with one or both of the two patches listed here. I installed them both and then ran the game. All I got was a black window with a white missile on it and a cryptic error about "not finding rooms".

Also having probs with the ITTS working properly.

Posted: Thu Jun 21, 2007 4:37 am
by OnyxPaladin
Zool wrote:Sorry my PU friends, :oops:, I needed something to play while waiting for the new mods to test, and I've been hearing quite a bit about it.
Doesn't bother me, oh wait..i'm not your friend.

Hehe...

Posted: Thu Jun 21, 2007 1:35 pm
by John Cordell
Dilloh wrote:
Within the GG forum, John wrote:Since the forum is flooded by posts about mods that do not belong to us i would appreciate it, if no further offtopic stuff is posted.
I'd think modding GG would require to do it outside of the GG forums, which wouldn't make too much sense for nobody would find us.
Well, you can post mods for Privateer Gemini Gold within the GG forum like other people already do. "That do not belong to us" just means that the forum is for Gemini Gold related stuff only.

Posted: Thu Jun 21, 2007 4:21 pm
by Dilloh
So a question, if we'd decide to convert PU to GG, hypothetically speaking, would this mod be welcome within the GG forum? I'm wondering if it would be worth a poll here, or better within the GG forum, also hypothetically speaking.

Posted: Thu Jun 21, 2007 6:15 pm
by S1Genocide
Dilloh wrote:So a question, if we'd decide to convert PU to GG, hypothetically speaking, would this mod be welcome within the GG forum? I'm wondering if it would be worth a poll here, or better within the GG forum, also hypothetically speaking.
Well I'm all for that so If you do it at least send a copy my way. :wink:

Posted: Thu Jun 21, 2007 6:19 pm
by S1Genocide
Zool wrote:OK, there seems to be a problem with one or both of the two patches listed here. I installed them both and then ran the game. All I got was a black window with a white missile on it and a cryptic error about "not finding rooms".

Also having probs with the ITTS working properly.
I read what you wrote in the other forum. Choose a lower resolution the game wasn't meant to run in the highest one selectable c'mon now use common sense and the ITTs is a bug with normal GG 1.02

Posted: Sat Jun 23, 2007 1:31 pm
by John Cordell
Dilloh wrote:So a question, if we'd decide to convert PU to GG, hypothetically speaking, would this mod be welcome within the GG forum? I'm wondering if it would be worth a poll here, or better within the GG forum, also hypothetically speaking.
If PU would work with Gemini Gold it would be just another mod and so also welcome to the board.

Posted: Sat Jun 23, 2007 2:11 pm
by micheal_andreas_stahl
Yet GG is ment to stay mod free.

Posted: Sun Jun 24, 2007 6:29 am
by hurleybird
The core GG game is meant to emulate the original privateer's gameplay as closely as possible, but that doesn't mean that modding the game to one's tastes is frowned upon.

Posted: Mon Jun 25, 2007 10:09 am
by z30
The new PU base mod is in the works and will be available to anyone who want's to build their own mission set on it. Unless GG made major changes to the directory structure, it should work on that foundation.

With the new base mod, I'll provide a list of enhancements and will post commentaries here on why specific settings were changed.

John, it's up to the GG crew to decide which changes are acceptable - we're willing to give advice on how to resolve issues which come up based on our PR mod experience.

We're too currently stretched right now to adapt it to GG, it's all we can handle right now to come up with a new PU release.