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Xavier Wise

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Hello!
It has been a long time since I have posted on these forums it would seem. I thought I would post an update to the mod and sandbox and the work that is ongoing with them. 

I am still working on the TSN Sandbox on a regular basis, keeping it updated and running for the TSN RP Community to use. I have also been working on the next version of the TSN Mod, upgrading it to 2.0. Currently the TSN RP Community is use a branch of both of these, meaning work can go on in the background until we finally switch back (its all part of a "Mirror Universe" story campaign that we are playing through).

The Sandbox continues to grow and evolve, and I have many plans and ideas of what to include. One of the newest features added is a "Silent Running" mode, made possible because of the new xml scripting commands that Thom has added to 2.7.1. Ships can power down their systems to enable silent running, with a pop-up on engineering and a blinking status indicator on the GM screen showing each ship's status. I have plans to refine the "Shuttle Operations" feature, creating a cargo system for shuttles to ferry marines/ personnel and supplies back and forth to designated dropzones. As we have new features such as nebula, I am wanting to expand the systems within the sandbox further too. 

The TSN Mod is undergoing a complete overhaul. Over the past few years, it has grown and evolved and in this update, we are aiming to take all the great stuff we've added and bring it together in a much more structured and organised mod. Basically, we are combing through the mod, fixing file names, removing old stuff no longer needed and generally giving it a good tidy up.

To take a look at the Mod and Sandbox currently in use by the TSN RP Community, you can follow the links below:

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Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Mike Substelny

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Reply with quote  #2 
"Silent Running" is a clever idea, Xavier. I like it a lot. Thank you for continuing to push the envelope of the scripting system!
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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
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Xavier Wise

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Reply with quote  #3 
Work is progressing on the Mod and Sandbox. I now have the mod in a working state and I am in the process of testing to ensure everything is running smoothly. At the same time, I am updating the TSN Sandbox so that it references things from the mod correctly. As a couple of things have changed around, I need to comb through the sandbox and make sure all the file references are updated. 

Planets were in the sandbox already, but I am updating and improving them further. With the ability to scan generic meshes and get information from them, there are going to be a few different classes of planet that I want to add. I am also going to be adding information to our TSN website about the different planet "Classes" taking inspiration from Star Trek. Rather than letters, I am going with number. I have now updated and tested a "Class 1" planet, which gives relevant scan data for a habitable planet. Other classes I am looking at including are "water-worlds", gaseous, "daemon planets" and other uninhabitable places. I also intend to make them a GM key so that a GM can spawn if they want. 

I am trying to keep a development log of the TSN Sandbox, as much for my own memory as anything else. If you want to see what I have worked on recently, check out this document:


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Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
Xavier Wise

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Reply with quote  #4 
---UPDATE---

Work is progressing steadily on the TSN Sandbox. Check out the latest notes and updates in the Sandbox Development log.

I am working on improving the shuttle operations menus at the moment. Comms officers have a menu to select a type of load for the shuttle (either Marine teams or generic 'cargo'). They can then choose which shuttle to load. 

The GM also has improved menu options when deploying "Rendezvous points". They can configure the type of rendezvous point in the menu. For the Marine Operations, there will be automatic messages sent to the comms officer for updates. Depending on whether the GM selects Success or Failure as the outcome at the Rendezvous point will depend on exactly what messages the comms officer receives.

Other ideas in the pipeline include a status screen that the GM can open and close. Here, it will show key status messages about each player ship e.g. if a certain player ship has its sensors boosted, if it is in fuel collection mode, if it is running in Silent running mode etc.

As for the TSN Mod 2.0, there was a test alongside the TSN Sandbox, which has been updated in line with the mod. There are a few issues with fighters that require attention as well as kralien transports spawning when they shouldn't, but initial tests looks good! 

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Fleet Captain Xavier Wise - TSN Sabre
Link to TSN RP Community website
kidkissinger

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Reply with quote  #5 
Looking forward to seeing this!
HaydenBarca

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Reply with quote  #6 
Is there a good summary for what the Mod and/or Expansion does?  I found the TSN website, but couldn't find what it's modifying.

Did the fighter issues get worked out?

Thanks for creating this.
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