The Last Outpost

Gaming Divisions => Archived SRPs => Serial Roleplays => RPG-X => Star Trek: Daedalus => Topic started by: Klaw on September 02, 2015, 10:24:42 PM

Title: Daedalus Progress Report
Post by: Klaw on September 02, 2015, 10:24:42 PM
I'm just gonna drop these rough "sketches" here...

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fdaedalusmap1_zpsirithjaz.jpg&hash=b9eef67418c19cd652a72294346cabe0cc5080ce)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fdaedalusmap2_zpsp8vnrmiq.jpg&hash=70c485798c34c09776a9fc08a03398021da17527)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FDaedalus%2520wants%2520you_zpsfmi5q9d0.jpg&hash=0ae9de60232789d719e5b80117002742b3c64b32)
Title: Re: Sketches of a possible future
Post by: Quantum Novae on September 16, 2015, 02:46:11 PM
Cool, especially the last one!
Title: Re: Sketches of a possible future
Post by: Klaw on September 18, 2015, 07:56:55 PM
http://www.last-outpost.net/forum/index.php/topic,8236.msg61650.html#new

Could this be linked somehow...

May be time to start some hardcore mapping! :P
Title: Re: Daedalus Progress Report
Post by: Klaw on September 30, 2015, 12:20:29 PM
So, I'm moving right along at a comfortable pace with the construction of the map. I will be the first to admit, that this is a rush job and may not be as pretty as I had hoped - the images you are about to see are of the work, in progress.

If I were to assign a percentage to the total playable completion of the map... I'd say I'm sitting around 40 or 50%

Still to do (and you'll notice it when you see the images): Scripts (Which control things like lighting), General Mapping, Entities, and optimize for a successful vis compile (I currently have a couple of holes in my Briefing Room - caused by a lack of a vis compile).

Without further ado.

The Bridge:

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fshot0031_zpstdnszwzw.jpg&hash=1de5aa67e96294e0f6118bf5c825b0fc4e9c9f84)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fshot0032_zpsenbckc8a.jpg&hash=01e2d6df6798597de91c82a7e7b5a790fee49c0e)

The Briefing Room:

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fshot0027_zpsefrrybez.jpg&hash=f82f93f18481d5a4021a53e55167418f6da7a49b)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fshot0028_zpskh98qdka.jpg&hash=890ded3db2122f50d92c3e24aaac6102ba9cad55)

The Weapons Bay:

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fshot0035_zpsakecxgoa.jpg&hash=e683b97b9038b8c92c1fd5d4daf57957ed138197)

(Yes, those are phase cannons dangling from the ceiling - or as near as I was willing to approximate :P)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fshot0036_zpsvechbzvx.jpg&hash=b6169af85901a8c4e4349221ecb10270397d344a)

Engineering

This area is still very much untouched, it's little more than 4 walls and an engine... but I wanted you to witness the pride and joy, thanks to a little command line trick I learned from the internet.

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fshot0037_zpsp5dmgey8.jpg&hash=a8e5d05d34061ab23869c182ff36cbbb7ae0adb5)
Title: Re: Daedalus Progress Report
Post by: Telex Ferra on September 30, 2015, 01:43:19 PM
Did you just tear the guts of the map out ?
Title: Re: Daedalus Progress Report
Post by: Klaw on September 30, 2015, 05:29:00 PM
Quote from: Telex Ferra on September 30, 2015, 01:43:19 PM
Did you just tear the guts of the map out ?

Yes, I gutted it. Most of the interior areas of the map didn't convert properly and as a result, when it was converted, I had to come up with some creative ways to proceed.

Title: Re: Daedalus Progress Report
Post by: Klaw on October 14, 2015, 02:34:17 PM
Progress continues slowly on my little project. I'm working as quickly and efficiently as I can to try to meet my kickoff date goal, though it is possible that some of the desired entities and maybe a few non-essential areas of the ship may not make the cut by then.

I've begun scripting textures and lights - trying to get everything perfect - and at the same time, I'm trying to finish the model pack (especially since a number of you want to use character models that weren't included when Beyond Infinity wrapped up :P)

All in all, progress continues.

I have overhauled the Bridge a bit, I decided while mapping one day that the Hybrid console effect wasn't working for me...so I chose to retexture things a bit.

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fshot0041_zpsakr2aqtq.jpg&hash=154825d6a0dc2991f4e64fb7b136d80764ef97b8)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fshot0042_zpsinfgeywc.jpg&hash=a0d2469a64c35603b372deb5a3b190ef5bd46a50)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fshot0043_zps9mlhn60q.jpg&hash=66b3bccb43d7dacace9e60e4ef6ee74de3a31fd1)
Title: Re: Daedalus Progress Report
Post by: Martin Thompson on October 16, 2015, 12:46:54 PM
Looks promising. Nice use of the NX-style consoles there!
Title: Re: Daedalus Progress Report
Post by: Klaw on October 26, 2015, 05:29:37 AM
It's 5:00am my time...and Insomnia has made me a pretty productive mapper :P

I would like to introduce you to one of 2 Shuttlepod prototypes which will serve on the Daedalus.

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fshot0050_zpsxrlgp6m5.jpg&hash=041ec1162ddfa8f9e33a81aed8b231cfb95fe30c)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fshot0053_zpsw1ql3euj.jpg&hash=3b9a27d1dedbfea5500cae0f15d6a0c80850f7d9)
Title: Re: Daedalus Progress Report
Post by: Klaw on November 05, 2015, 04:50:12 PM
Okie Dokie, Here's the poop.

There will be an Alpha Release by Saturday Morning (So keep an eye open, I'm going to start the compile before work Tomorrow)

This Alpha Release is the culmination of an untested, and very VERY unfinished map - but it should provide everything we need for the Episode Saturday(And the unfinished angle will help with the story :P).

So please bare that in mind - and feel free to report any bugs you may have found here (once I release it).
Title: Re: Daedalus Progress Report
Post by: Klaw on November 07, 2015, 07:38:20 AM
Okie Dokie, so this is a list of a few known bugs in this Alpha of the map:

1.) There's a door on the Engineering Deck that will act as part of a lock down procedure which starts up, and should stay open for now... it doesn't, it has a habbit of closing on people - and only admins can open it afterwards. - Fixed 11/8

2.) One of the window supports in the Briefing Room has a habit of "vanishing" at certain angles.

3.) The mess hall is visible from the bridge viewscreen

4.) The Injector Assembly in Engineering starts off invisible, but when you "use" it, they work as intended...

5.) Sickbay is VERY unfinished (As is most of the map, to be honest)

6.) "Hall of Mirrors" - Possible Areaportal issues which lead to RPG-X Crashing to menu - Reported by Martin Thompson

Please report any other bugs here
Title: Re: Daedalus Progress Report
Post by: Martin Thompson on November 07, 2015, 08:10:33 AM
Hey Klaw,

I tried out the map, the finished bits look very good! I like the industrial/craped look with the tubes running everywhere and the ENT style layout really fits the era.

Apart from the obvious bugs you already mentioned, i did encounter 1 serious bug but i couldn't really reproduce it, though it might still be worth looking into.

I was in sickbay, stepped into the turbolift, used it to go to deck 7, i then turned around to the door, which closed, but behind the door instead of seeing sickbay i saw the "Hall of Mirrors" effect, and my EF crashed to the main menu. I forgot to write down the exact error unfortunately and like i said i couldnt really reproduce the error. I'm guessing it is a small glitch with placement of Areaportals around the turbolift doors, so it would be good to check those.

Anyway, so far, looking good!
Title: Re: Daedalus Progress Report
Post by: Klaw on November 07, 2015, 08:17:07 AM
Quote from: Martin Thompson on November 07, 2015, 08:10:33 AM
Hey Klaw,

I tried out the map, the finished bits look very good! I like the industrial/craped look with the tubes running everywhere and the ENT style layout really fits the era.

Apart from the obvious bugs you already mentioned, i did encounter 1 serious bug but i couldn't really reproduce it, though it might still be worth looking into.

I was in sickbay, stepped into the turbolift, used it to go to deck 7, i then turned around to the door, which closed, but behind the door instead of seeing sickbay i saw the "Hall of Mirrors" effect, and my EF crashed to the main menu. I forgot to write down the exact error unfortunately and like i said i couldnt really reproduce the error. I'm guessing it is a small glitch with placement of Areaportals around the turbolift doors, so it would be good to check those.

Anyway, so far, looking good!

This "Hall of Mirrors" effect was encountered by me once as well, in an early test, the Turbolift on the Armory Deck  was areaportaled out (For lack of a better term) When I stepped in, I used the lift, then crashed. it only happened once to me, I had assumed it was fixed when I re-worked the area portal brushes.... I'll look at this again though - thanks for the heads up.
Title: Re: Daedalus Progress Report
Post by: Klaw on December 05, 2015, 11:57:22 AM
*As a Note* Compiling this map takes a great deal of time....I started a compile twice this week in hopes of a release this week, but I then needed my computer for another CPU intensive task, and had to stop the compile.

I'm going to work on it a bit today and tomorrow, and I guarantee that there will be a new updated release next week.

A few excitable changes:

Levers on the consoles are starting to act like levers (You'll see what I mean)

Sickbay should be more or less finished by the coming release.

I created a new light texture for the sconces, which I'm hoping should help a great deal with the lighting situation.

Fixed the Engineering Door - though the feature for that door hasn't been constructed yet.

I'm hoping I fixed the disappearing wall in the Ready room, I haven't tested it yet, but I'm hopeful.

The Shuttle bay should be functional, if not fully mapped out in time for this release.

I'm currently breaking ground on one of the science facilities, I hope to have that somewhat together as well.


*ONE LAST NOTE*

Please feel free to post bugs/problems/etc as you find them here. I may forget if you tell me mid-RP. I tend to be a little over the top scatter brained.
Title: Re: Daedalus Progress Report
Post by: Klaw on December 12, 2015, 01:51:34 AM
So the new release is available here: http://www.last-outpost.net/forum/index.php/topic,8240.0.html

I would still classify this as an alpha release, largely because the basic frame of the map is still being built. Once the map is panned out, and it comes time to fine tune, I'll consider it Beta

please inform me of any bugs (preferably here) - in truth, little has changed from last release - just some bug fixes and some room tweaks.
Title: Re: Daedalus Progress Report
Post by: Klaw on January 16, 2016, 07:57:00 PM
So last week, I reported a problem with an entity that I wanted to include giving me fits.

Well, this evening, I managed to find a working compromise!!!!!!!! So, essentially - expect an Update this week!

The Update should include:

Science Deck (at minimum a rough draft)
The 'Command Center'
Access to the Shuttlebay.
New entities
Title: Re: Daedalus Progress Report
Post by: Klaw on March 04, 2016, 05:34:22 PM
SO, I started a compile on Sunday Night... and the vis compile was on it's last stage until I cancelled it just now...

Gonna see what I can do to do some streamlining (quickly) And we should (hopefully) have an update just in time for our quest to the Denorios Belt!
Title: Re: Daedalus Progress Report
Post by: Klaw on March 19, 2016, 12:29:42 AM
https://onedrive.live.com/redir?resid=590AA12A10C33722!2063&authkey=!ACMfQTmiM8c0FMQ&ithint=folder%2cpk3

A new Release is available! (It will overwrite the current release.)

The map is still a work in progress, and progress was slow on this release... but... I'm hopeful that this will be a nice next step closer to the final build.

download the zzzzzzzzz(etc)rpg_daedalus2.pk3 file
Title: Re: Daedalus Progress Report
Post by: Klaw on March 19, 2016, 01:16:19 PM
SO, Upon looking at the map closely.... I discovered a couple bugs in the newest release...

The Alert lights aren't functioning (I think I know what I did... and I can fix these...)

and I messed up two display screens in the armory.... (I can fix these too...)
Title: Re: Daedalus Progress Report
Post by: Klaw on May 14, 2016, 11:33:41 PM
I'm hoping to get radiant booted up and find some time to do some mapping very soon, so expect a map update in the near future :)
Title: Re: Daedalus Progress Report
Post by: Klaw on May 25, 2016, 06:20:37 PM
Mapping has recommenced.

On the top of the to do list is to try and make it more stable.

There was a bug a few weeks ago which kept crashing the server During Daedalus. it seems to crop up some-what randomly. The easiest fix I know for this is to delete all the area portal brushes for the turbo lifts (I don't suppose they need them anyway....)

Second on the list are some bug fixes - the last release broke the alert lights (at least just red alert...). I also discovered that one of my walls in Sickbay is exposed to space... (Please, feel free to add to my bug list, incase I have forgotten any, or I don't know about them...)

Third is to complete some of the rough area of the ship (science lab, cargobay, Deck 6 ETC) and to add onto some of the already "completed' Areas. (These additions will have a purpose in the story)

So far, I think I've fixed those two Bugs I mentioned, and I hope I fixed the stability issue....

I've also built out the crew deck a bit to accommodate the VIP Suite, XO's Quarters and the Female Officer's Barracks.

I suspect I'll have a new release in time for Season 2....
Title: Re: Daedalus Progress Report
Post by: Telex Ferra on May 25, 2016, 07:11:22 PM
Quote from: Klaw on May 25, 2016, 06:20:37 PM
Mapping has recommenced.

On the top of the to do list is to try and make it more stable.

There was a bug a few weeks ago which kept crashing the server During Daedalus. it seems to crop up some-what randomly. The easiest fix I know for this is to delete all the area portal brushes for the turbo lifts (I don't suppose they need them anyway....)

Second on the list are some bug fixes - the last release broke the alert lights (at least just red alert...). I also discovered that one of my walls in Sickbay is exposed to space... (Please, feel free to add to my bug list, incase I have forgotten any, or I don't know about them...)

Third is to complete some of the rough area of the ship (science lab, cargobay, Deck 6 ETC) and to add onto some of the already "completed' Areas. (These additions will have a purpose in the story)

So far, I think I've fixed those two Bugs I mentioned, and I hope I fixed the stability issue....

I've also built out the crew deck a bit to accommodate the VIP Suite, XO's Quarters and the Female Officer's Barracks.

I suspect I'll have a new release in time for Season 2....

Klaw, if you're having problems with your maps that don't have obvious causes, send me the maps and some steps to reproduce the issue and I might be able to find a bug in the game that's causing it.
Title: Re: Daedalus Progress Report
Post by: Martin Thompson on May 26, 2016, 10:32:18 AM
Sounds nice Klaw.

And yes, it is nice to be able to work together on wierd bugs we might be able to fix in the engine since we're working on it now anyways.
Title: Re: Daedalus Progress Report
Post by: Klaw on May 26, 2016, 04:40:44 PM
I'll bring questions to you both then.... Just in case it does turn out to be engine trouble.
Title: Re: Daedalus Progress Report
Post by: Klaw on July 14, 2016, 05:49:57 PM
Another update

Progress is slow (largely because I'm in need of image editing time... and that's something I'm not great at - but I can still do)

Trying to take a top-down approach and fix issues on each deck  (Though, I should probably invert that and go bottom up, since the Cargo bay is still untouched as of last release :P)

For the moment, I'm making bridge consoles easier to understand (By labeling what a button does....)

While I'm there, I'm adding some extra functionality - may be some similar functions to the ones we've seen in Hercules or frigate, nothing too fancy at the moment.

Basically, I'm hoping to be able to put a good bit of work on this thing for at least 10 of the next 14 days - which means a new release is coming for Episode 3. (Then it's on to MACO Outpost One...)

Keep an eye open for the update! (And thank you for your patience)
Title: Re: Daedalus Progress Report
Post by: Klaw on October 02, 2016, 11:11:43 AM
So, I've rather successfully broken the map....

At this stage, I have reversed most ALL of the changes I have made since last release, and the game still crashes me to desktop when I try to run it :(

I haven't given up yet! I will win this! it's just gonna be a huge pain in the butt to do so :(

In the mean time, I may take some liberties with the SRP and utilize the Daedalus crew very little between now and season's end. MACO Outpost hasn't been a major priority, but I think it's about to be.

We'll see what happens - Victory will be mine!
Title: Re: Daedalus Progress Report
Post by: Klaw on October 03, 2016, 02:00:58 PM
semi-unrelated look ahead: Daedalus isn't the only 22nd Century ship I'm working on....

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FNova1_zps2wydpuy5.jpg&hash=493c78a56c7ba61207ecebf4f6606256b71e26a1)

I'm not going to spoil anything for Daedalus, but this map will have some importance in a couple month's time.
Title: Re: Daedalus Progress Report
Post by: Scott Archer on October 03, 2016, 03:23:31 PM
Ooh! That looks like an Intrepid Type ship. (From the LCARS anyway)
Title: Re: Daedalus Progress Report
Post by: Klaw on October 03, 2016, 03:34:04 PM
You guessed correctly - let's tell the man what he won!

One Small SPOILER!!!!!

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Forig05.deviantart.net%2F345e%2Ff%2F2013%2F277%2F2%2F8%2Fnv_26_nova__commission__by_euderion-d6p5wti.jpg&hash=4dcf3a45cdcb444def2ca48744f431f839a4bf0c)
Title: Re: Daedalus Progress Report
Post by: Scott Archer on October 03, 2016, 04:24:24 PM
Yay!
The Interpid type was my favorite Enterprise-era class. Closely followed by the NX
Title: Re: Daedalus Progress Report
Post by: Klaw on October 03, 2016, 05:26:17 PM
Last of these for now, The first image was still in rough stages - except for hunting for a better Captain's Chair - The bridge is done

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FNova4_zpsuftogs67.jpg&hash=7cf060205c85f6aae238abf99fd14cc1d99ffe99)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FNova5_zpsypjlgxtz.jpg&hash=08574819e7201df5ff3837330030fbab29bacee8)
Title: Re: Daedalus Progress Report
Post by: Klaw on October 07, 2016, 12:14:10 AM
Thanks to my mad milkshape skills (:P - jk) I was able to get something that looked a little closer to the on screen counterparts (http://vignette1.wikia.nocookie.net/memoryalpha/images/e/e1/Phase_cannon_firing_(close_up)-ShockwaveII.jpg/revision/latest?cb=20130620155227&path-prefix=en).

May I present the Nova (and eventually Daedalus') Port side, Heavy Phase Cannon:

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fphase_cannons_zpsztlguprk.jpg&hash=4b54b312b8d75e36a83a17eb70bc4c413ac340e7)

Still working on it - but I'm happy it's coming together and I feel like sharing tonight :D
Title: Re: Daedalus Progress Report
Post by: Klaw on January 18, 2017, 10:38:47 PM
Wow, been a while.

Nova is coming along beautifully The Skeleton for three decks is very much in place right now including the Bridge, Engineering, Armory, Launchbay, Transporter Room, Crew Quarters, Mess Hall, and Sickbay. My hope is that a good weekend of mapping (combined with an hour or two each night) could get me up to snuff, and ready to release an early alpha to my Daedalus compatriots sometime early in our Daedalus 'tween season break.

I may have mentioned before, but Nova will be the initial groundwork for the refit of Daedalus that is to come - so I'm hoping this map excites you :)

Still a lot to do, but it's coming along. expect some updated images shortly :D
Title: Re: Daedalus Progress Report
Post by: Klaw on January 19, 2017, 10:53:26 PM
A few updates since I last showed anyone the fun stuff :)

Please, enjoy the progress report :D

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FNova6_zpsecdad8qa.jpg&hash=11d949a84f1f79d24ca491980ed75f215602d69e)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FNova7_zpseswksqfe.jpg&hash=a320b95b36a37dd45082b1d090527afce6f67dfa)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FNova9_zpslzu3kduv.jpg&hash=105e52785a9680900eece3a3f4e54a97fa360c6e)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FNova8_zpsrkt6uxh3.jpg&hash=5f8d06d8ce643bb733f52f0638a37afcb208c29a)
Title: Re: Daedalus Progress Report
Post by: Klaw on February 01, 2017, 07:29:32 PM
Nova Mapping Log - Stardate, today :P

Mapping is going well, all things considered. I still have some concerns about elements of the map at this point (The door functions, Door shaping, and the potential stability issues if My "away mission" idea works). But, I'm sure they'll all work out.

At this stage, I'm running through each of the 4 currently mapped decks, adding details, entities, textures and re-examining what I've done so far.

Ideas keep popping in my head as I go. Including one idea about variations of warp speed. (IE a button for Warp 1, 2, 3, 4 etc)

With this map, each warp factor would include a faster warp star texture, and if We hit Warp 4 - it'd likely shake, and start blowing things up (If I have my way)

Just a thought I had while driving home from work today.

Anyhoozle, I'm gonna drop some progress images below - to let you see the changes, and give you a feel for areas yet unseen (by most of you anyway :P)


Our Tour begins on F Deck:

Transporter Room:
(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Ftransporter_zpspbxysc8r.jpg&hash=4875febe7c98400f3f8d28e373b8685fdef39322)

From here, we move aft - to the Shuttlebay:

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fshuttle2_zpsatjkbprf.jpg&hash=f1c81b9e49cdb05cfda43397a89ebfd6307458d1)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FShuttle_zpsclh9kf5t.jpg&hash=547009593b3ccee822c10ca427c5717d15dfa3b5)

Moving forward, this is a view of the corridor from the forward section of F Deck, to the Transporter:

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fhallway_zpsqcpr34yb.jpg&hash=36a1277a77029c7ba3e27d1f0ca5c41d54664868)

Now, the forward section of F Deck includes Engineering (Which technically would be the Mid section of the ship)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FEngineering1_zpseusvlzw9.jpg&hash=1ddfe213e33b882c4701ecebeee35714aabefff3)

Across the Hall is the Armory:

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Farmory_zpsxttn1alb.jpg&hash=b7dc5b55526e30133052d63a799b3295dc9f874d)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Farmory2_zpsomvxstyt.jpg&hash=544a40c4fbddaac5ad827db63defd037e01bf35b)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Farmory3_zpsodcaha3u.jpg&hash=2dc613977a356f5cff294effbea9405f69ecfb49)

And just outside the Phase Cannon bay, is a little break station:

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2Fbreakroom_zpsbzjrpjyf.jpg&hash=97a99f6f86b06c4fa15eaed9d9b4b0466cc60ee1)

Now, We hit the Turbolift and head to E Deck:

First stop, the Command Center:

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FCommand_zpsqi4u140y.jpg&hash=3922a16e3791e1e31bf3837244f09756f1c71d1a)

From here, across the hall is the MACO Barracks:

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FMACO_Barracks_zpsttr3pkko.jpg&hash=92b1bb0697503248892155b4c6e328c77fecfcda)

Now, down the hall a bit to the Gym:

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FGym_zps9guyjbba.jpg&hash=d111f899cae811104ee90ec822dfd63121077331)

From here. I think I pulled a muscle:

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FSickbay3_zpshbvqlwhu.jpg&hash=b5e293775312c2db81ccf62a2576e30433522f6f)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FSickbay2_zpsjnmfyzpc.jpg&hash=94b46c356afdf440876940baf8ca40a3bfe4751b)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FSickbay1_zpsfa6srfze.jpg&hash=fc60d0c5ccd7063015a9ecd96664fb2bfa09dfc0)

And across the hall, Cargo:

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FCargo_zpsgjgoqb9b.jpg&hash=38ebf7a5f0084fe221b46a16fb3b668c03a7ee88)

Now, back too the lift, and hit D Deck!

Since the crew and officer quarters are stupid tiny, it's hard to get a good angle :) But, the mess hall is easy:

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FMess2_zpsbwb4niiz.jpg&hash=926cf414a7f5c7e45a77d17c132bb3cd40c76f42)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FMess3_zps7b2ealem.jpg&hash=702120226d6008ea4f1e921fd3e3229c34ad2131)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi307.photobucket.com%2Falbums%2Fnn283%2FLeftbridge%2FMess1_zpsxsfowvkh.jpg&hash=7f26a1b331884a30973edfe719214bbd2266dba4)

-And that's the quick, rough tour for now :D
Title: Re: Daedalus Progress Report
Post by: Ramsey on February 07, 2017, 05:36:12 PM
Captain Ramirez, would be proud!  :P
Title: Re: Daedalus Progress Report
Post by: Klaw on February 07, 2017, 05:55:26 PM
Happy to report

Nova has 4 Warp Settings!

(And they appear to be in-glitch-able! :D :P )

Title: Re: Daedalus Progress Report
Post by: Scott Archer on February 07, 2017, 06:16:07 PM
Quote from: Klaw on February 07, 2017, 05:55:26 PM
(And they appear to be in-glitch-able! :D :P )


I haven't gotten round to it yet :P


Everything is glitchable if you try hard enough
Title: Re: Daedalus Progress Report
Post by: Ramsey on February 11, 2017, 05:06:30 PM
Scott's true mission, to glitch the Novas warp drive :P
Title: Re: Daedalus Progress Report
Post by: Klaw on February 11, 2017, 06:23:39 PM
And I hope he does it now in testing,  so I dont have something stjpid buggy on release :P
Title: Re: Daedalus Progress Report
Post by: Scott Archer on February 12, 2017, 05:44:02 PM
Quote from: Ramsey on February 11, 2017, 05:06:30 PM
Scott's true mission, to glitch the Novas warp drive :P


Ssshhh :P don't expose my true objective!
Title: Re: Daedalus Progress Report
Post by: Ramsey on February 19, 2017, 08:29:23 AM
Quote from: Scott Archer on February 12, 2017, 05:44:02 PM
Quote from: Ramsey on February 11, 2017, 05:06:30 PM
Scott's true mission, to glitch the Novas warp drive :P


Ssshhh :P don't expose my true objective!

Sounds like Archer during ENT season 3 about completing the mission :P

*Watches Scott put Klaw in the airlock until he tells him how to break the warp drive* ................
Title: Re: Daedalus Progress Report
Post by: Klaw on April 12, 2017, 01:17:01 PM
After a great deal of consideration

I have decided to remove the "hinged" doors, and return to the standard sliding doors.

I *may* include a few hinged doors here and there, but not every door (like I had it before)

Also - Screenshots of some updates will be up this weekend :)
Title: Re: Daedalus Progress Report
Post by: Ramsey on April 15, 2017, 05:59:49 PM
Look forward to the screenies!.

Also hinged doors...weren't the doors to engineering the only real hinged door Enterprise had anyways? i don't recall many doors of the hinged kind.
Title: Re: Daedalus Progress Report
Post by: Klaw on April 23, 2017, 07:36:49 PM
Beginning my final tweaks for a playable alpha.

I have 2 weeks until we need it.... cross your fingers :) :P
Title: Re: Daedalus Progress Report
Post by: Ramsey on April 24, 2017, 06:29:07 PM
Brace yourselfs...Nova is coming
Title: Re: Daedalus Progress Report
Post by: Klaw on May 04, 2017, 12:57:12 PM
Tonight, Nova begins her final approach, as I set the compiler before I go to bed, and hand it over to my testers in the morning.

barring any major issues with the map. Nova's public Alpha will be released Friday night or early Saturday Morning

So keep an eye open for the download link! :)
Title: Re: Daedalus Progress Report
Post by: Klaw on July 23, 2017, 11:35:38 AM
... did ya miss me?

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtsiKWNy.png&hash=04c64fe49be6307dacb298e3ff24aa6a1c19bcee)
Title: Re: Daedalus Progress Report
Post by: Shoot on July 23, 2017, 11:49:42 AM
Quote from: Klaw on July 23, 2017, 11:35:38 AM
... did ya miss me?

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtsiKWNy.png&hash=5537d3e5de61e6ab47333ee6525121d5)




Daedalus class!  :D*
Title: Re: Daedalus Progress Report
Post by: Klaw on July 23, 2017, 11:56:16 AM
(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Forig06.deviantart.net%2F42d4%2Ff%2F2014%2F355%2Ff%2F9%2Fdaedalus_class_ortho__aethernaut__new__by_unusualsuspex-d8aedhv.jpg&hash=9eaf0e7512945713b66a6e3bf91aeca99796072a)

Trying to get an outer hull as similar to this as I can - This is my Daedalus Mk II :) - and she's coming soon-ish
Title: Re: Daedalus Progress Report
Post by: Klaw on July 23, 2017, 10:58:00 PM
First look at something I teased a while back.

This is a VERY rough sketch of the Bridge of a Romulan Hunter.

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FOe5YPav.png&hash=2e6a21590c834bbf6318c87e7abce415ba57a32a)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FKSWfpm0.png&hash=1c7e4f11ac2bd1083bc33396b5b933517958d4af)

based a bit loosely on this: https://i.stack.imgur.com/ehuE4.jpg
Title: Re: Daedalus Progress Report
Post by: Klaw on July 24, 2017, 12:15:53 PM
A bit more polish

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F4Rsqw7v.png&hash=1c285a8573a31e8fb0daacf49a1607acf14d0c1c)
Title: Re: Daedalus Progress Report
Post by: Klaw on July 24, 2017, 10:22:38 PM
Rough Sketches of the Crew quarters - or should that be cubicles?

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FtbQwdE2.png&hash=3c92b93eaea4cc71ec92641a26519d9cb170b445)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FbBk2BTB.png&hash=4020299f341ce89528dbae9efdbcbb0c9d0321d3)
Title: Re: Daedalus Progress Report
Post by: Klaw on July 25, 2017, 08:23:06 PM
What a difference a day can make...

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F7swVPOT.png&hash=3363d829dae690103474762b41b3359c97ae9add)

(https://last-outpost.net/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FNWd7YO4.png&hash=504dc797ca7ae00dddc46220006ef720acdb742d)

Really hoping to at least have a shell together for Daedalus Saturday :) - Stay tuned :)
Title: Re: Daedalus Progress Report
Post by: Klaw on January 04, 2018, 05:08:35 PM
Mapping Victory of the week (so far) - Getting my Chairs to "spin" to face two different consoles (when you see the new Nova, you'll know what I mean :P)

I am still chugging along, a little at a time - I'm back on the mapping wagon so I'm gonna get as much done as I can the next few weeks :)

if you have suggestions/bugs whatever that you want to bring up, please do so :) (I did about as much to the Nova Corridors as I could without demolishing the aesthetic)

Edit: I'm hoping to get some images up of the new A Deck of Daedalus sometime soon (well, whenever I finish mapping it out :P - gotta try to figure out where to put the turbolift :P)
Title: Re: Daedalus Progress Report
Post by: Klaw on January 06, 2018, 09:32:23 AM
Just gonna drop these here:

(https://i.imgur.com/bYXqWSz.png)

(https://i.imgur.com/SqppJxo.png)

(https://i.imgur.com/dfMAE4H.png)

I am 100% sure that the nova update (that I've promised forever, and kept running into issues with :P) will be released sometime in the next week.
Title: Re: Daedalus Progress Report
Post by: Ramsey on January 06, 2018, 11:32:56 AM
Ooooooo
Title: Re: Daedalus Progress Report
Post by: Serris on January 06, 2018, 11:57:24 PM
Any chance you could replace the broken plant models with one that, you know, doesn't look like black construction paper?
Title: Re: Daedalus Progress Report
Post by: Klaw on January 07, 2018, 01:17:49 AM
Quote from: Serris on January 06, 2018, 11:57:24 PM
Any chance you could replace the broken plant models with one that, you know, doesn't look like black construction paper?

Trying to find those
Title: Re: Daedalus Progress Report
Post by: Klaw on January 08, 2018, 01:48:33 AM
So, B deck has a lot to be aware of. For starters, the conference room arrives.

In addition to that, going left to right staring at the conference room door, The Ready Room, VIP quarters, VIP Office, Science Lab multipurpose lab, life sciences lab, and stellar sciences lab. All in a nice line along the front of the deck.

On the opposite wall is the Turbolift and two escape pods

And a little ways down the hall, the computer core and library.

I have finishing touches to do on the escape pods, VIP rooms and computer core. After that, the shuttle launch system is in my sights.

My hope is that I can release this sometime Thursday night. But I may get lucky and get it out sooner

Oh, and serris, I fixed the plants
Title: Re: Daedalus Progress Report
Post by: Ramsey on January 08, 2018, 08:42:20 AM
All hail Klaw the bringer of science labs the replacer of plants
Title: Re: Daedalus Progress Report
Post by: Klaw on January 09, 2018, 04:32:56 PM
first look - computer core and Library:

(https://i.imgur.com/yJ8nhAG.png)

(https://i.imgur.com/lwp39sh.png)

It's a little more alive now, with some added furniture.

Cross your fingers - I'm hoping for Thursday/Friday Morning at the latest getting this file out
Title: Re: Daedalus Progress Report
Post by: Klaw on January 12, 2018, 09:23:26 AM
Bug Report: Latest Nova Release

1. a Last minute resize of some walls in the VIP quarters has mad the door to the office cubicle impassable without crouching.

More will come, I just know it...