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Legacy Files Home
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Ultimate Universe Mod - 2.0 |
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Written by Administrator
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Saturday, 28 November 2009 10:43 |
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Part two of the Ultimate Universe mod has now been uploaded.
It is in the legacy mods section.

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Last Updated on Saturday, 28 November 2009 10:49 |
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Ultimate Universe Mod - 2.0 |
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Written by Administrator
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Friday, 27 November 2009 19:30 |
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The Ultimate Universe Mod 2.0 has been released and the first part is now available from this site.
Part two of the installer is currently being uploaded and will take a few more hours.
For a full overview of the mod plus the changes made take a peek at the read-me or head on over to the teams site
Once part two is uploaded i will post the news. Sorry for the delays on getting this to you but I`ve been busy 
Thanks to the Ultimate universe team for all the work they have put in on this mod, and thanks for allowing us to host it.
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Ultimate Universe Mod - 2.0 |
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Written by Administrator
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Tuesday, 24 November 2009 11:06 |
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The 2.0 version of The Ultimate Universe Mod is targeted for release this thursday.
This mod is massive, weighing in at just over 3gigs when packed.
The readme is just to long to put here on the front page so here are a few extracts.
There are 10 playable races in Single Player and Multiplayer Modes. Dominion Alliance (includes Cardassian, Dominion, and Breen), Terran Empire, Section 31, Multi Era (Various ships from Xindi, Vulcan, etc), Borg Alliance (Borg and Assimilated Ships), and Ubber (Extra Powerful ships) are selectable in addition to the original four (Federation, Romulan, Klingon and Borg).
More features of this mod.. 1. Originally the game had a max player limit of 4 players in Multiplayer and Skirmish modes, we have extended that 6 and 8 through Trickster's Community Mod and new maps. 2. More dramatic Explosions & Effects (by Miri's Hot/Max Loef/Mindwipe) - New Explosion Audio as well. 3. We have a ton of maps added of every type over the stock game. 4. AI Ships More aggressive. Smaller ships, when in numbers they may fly in formation. 5. Lots of new ships ranging from ENT, TOS, TMP, and TNG era's and some future Era ships. 6. New Repair interface and Faster repair rates. 7. Enemy Ships repair themselves in game. 8. Ingame Hud Toggle on the Ingame Options menu for Screenshots and video recording -Muldrf with tips from Remore 9. UUTools as well as the new LMTools where the UUTools are for the player the LMTools are for the Modder.
Click Here to see the full readme, make your self a coffee first though, it`s a big mod so a big readme as well.
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Last Updated on Tuesday, 24 November 2009 11:26 |
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STL Ship & Mission Installer |
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Written by Muldrf
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Tuesday, 21 April 2009 23:29 |
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I've been working on a project the last couple weeks. It is a tool to help users with installation of Ships and Singleplayer Missions for Legacy. You might think that is a relatively strait forward process in some cases it isn't for ships, and it really isn't for Scripted Missions with Objectives.
This tool makes access to several features easy to handle for players without ever having to edit and odf, delete a db.pak, edit a sprite spr file or for missions having to edit xml files.
The tool Lets the End User pick the Race to install the ships to. This is for such thing as Section 31, Klingon Intel, TalShiar, Terran Empire, and a host of others. It is designed to work with any version of Legacy, in theory atleast. Stock, Ultimate Universe, Trek Battles, Aftermath, Cungi's New Races Mod etc it should list all the proper races to choose from. It reads what are the actual flyable races in Legacy and returns their display names to the user to pick from. I have yet to really see how well it reads the names on various installs, but as long as the odfs are setup right it should work fine. Currently I have tested it on Stock Legacy, Aftermath 2, UU1.0, UU1.5, and UU2.0(our internal beta).
Also the tool is capable of adding brand new Weapon Sprite entries to an install. No longer will a modder have to limit themselves to the "stock sprite" entries or be forced to have the end user enter new sprites manually to the .spr files.
For Single Player Missions the tool will find if there are any current Mission Menu xmls in the Legacy folder and give the player a list of choices. This in theory will work with any Legacy mod that has some sort of Single Player Mission menu. Also if it finds non it will try to add a new menu called "Additional Missions" to the install's main menu, if the Legacy happens to be Stock or close enough to the stock mainmenu it will be able to insert it automatically. Also the tool will insert the Objectives for the mission into the main objective file without the user having to manually do it or the mod creator having to include the full objective file possibly messing up other objectives for other missions.
Here is a sample of what the enduser might see. It's not the final version and there will be a few more adjustments.
The 4 screens show these instances. 1. Tool run without finding any Ship or Mission settings. 2. Tool found Ship Settings to use. 3. Tool found Mission Settings to use. 4. Tool found both Ship and Mission Settings to use. Basically Ship and Mission Installation will amount to a drop down boxes and a click of a button. For Ship installation the user will have to pick what race to install the ships to, and for Missions they will have to pick the mission file to install to and then press the button. It's not exactly fool proof but it's a lot closer than having the end user edit the files manually. It's not fully automatic on the Modder's end, the tool works off of some setting files that the Mod Creator must create. There are additional screens that the Modder will use to create the required setting files. I have set them up to be as simple and familar as possible. There are up to 4 xml setting files that get generated by the modder filling in various screens (1 or 2 for ships and 2 for Missions) 1. The modder will choose which Ships are to be included, choose their Alternate Race if they like. Such as if the Default race doesn't exist the Alternate race gets chosen automatically when the end user opens the utility. This Default Race and Alternate Race function is good for something like Section 31 where that would be the default race but maybe Federation would be the Alternate Race. If neither race is found the race box is left blank for the user to make the decision. 2. If the modder is including new sprite entries for their ships there is a screen where they will enter the sprite pretty much like it's entered in the spr file. 3. If the modder is including new missions, they have a screen that is basically filled in like the mission menu xml plus it lists the actual Mission Display name to choose. 4. When the modder includes a mission they would then go to the Objectives setting screen and pick the objective file for the mission script to include and the utility will pull the proper entries from the main objective file. The Utility can do either 1 mission or 1 ship or 20 missions or 20 ships or any combination, it's all up to the Modder what to include. It includes some other enabling features for "Stock" Legacy.
1. It will Enable the new "Additional Missions" button if it's a Mission mod that's going in. 2. It will Enable the Load and Save buttons. 3. It will Enable the Free Camera button. 4. It will Enable the All Missions Button. 5. It will put in the "Hero Ship Fix". I don't know if it actually fixes all instances of getting the wrong hero ship, but maybe it helps..
Also additionally for any version of legacy that they aren't already enabled for it will enable automatic "db.pak regeneration" and the "Map Editor" feature.
The Modder will then take all their ship files or mission files and put them in together just like they would normally including all files in their proper folder structure, then include the modinstaller exe file and the 1-4 xml files in what would become the root legacy folder when extracted. After that he or she would just zip or rar the mod. Then the instructions for installation of their mod to the end user would be: 1. Extract the .zip/.rar to your chosen \Star Trek Legacy\ folder 2. Run ModInstaller.exe 3a. Pick Race for the Ships to go in (for ship mod) 3b. Pick Mission List for missions to go in (for mission mods) 4. Press "Install" 5. "Close" the ModInstaller and run Legacy. --------- I had originally intended to have it setup so that if the mod is extracted to an empty folder the mod installer would copy all the files to the legacy folder. Unfortunately without having a set list of files included with the mod it would copy ALL files and ALL files in ALL SubFolders, even if they weren't part of the mod... If anyone things that is a good feature let me know and I'll see about working it out, it would involve storing a setting of what files are to be included, it would complicate creating the mod package a little bit. There are a few things I am finishing up. A few adjustments here and there as well as writing up documentation and instructions. I hope to have it finished, fully tested and out in less than 2 weeks. The timing all depends how much time I can round up to work in it and how testing goes.
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Last Updated on Wednesday, 22 April 2009 05:42 |
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Some news from the team of the Aftermath mod. |
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Written by Administrator
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Friday, 10 April 2009 23:14 |
Aftermath 3.0
As many people now know, all development on Aftermath 2.0 has officially come to an end with Add-on Pack F. Aftermath 2.0 was the most successful Aftermath release to date and not only made its way to many people but saw the mod gather recognition for its efforts in showcasing the best aspects that the Legacy engine is capable of to not only the Star Trek modding and gaming communities but also to the much larger modding communities thanks to heavy exposure at ModDB. Since late September last year, I decided I would like to do another major release but wanted to hide development of it until the time was right to bring it to public attention. That time has come. Aftermath 3.0 is not just additional features thrown onto 2.0, this new release is a complete rebuild of Aftermath and Legacy itself. Everything that made Aftermath in the past has come in for mass overhauls. Everything in 3.0 is changing.
The first change you will see is the introduction of Legacy's most advanced interface to date, the Nepthys GUI. This new type of interface has built in Ascension features plus many new features of its own such as the QID (Quick Info Display), Showcase Applications and Media modules. Apart from the new features, the interface is a complete new and original design taking the Romulan themed interface into new territory. The minimal look achieves a sense of elegance yet a sinister overtone to bring the interface into a life of its own.
Something very new to Aftermath are the inclusion of new music from one of our new team members. All new music making its way into Aftermath 3.0 are composed by Ermis Koukaris. The track playing in the video is one of his tracks and is the new theme track to the 3.0 intro video. Ermis also has come up with new music for the interface and other races too. More area in the sound department has been made by Trekky which are new effects for some of the new and older races that are in 3.0
Aftermath 3.0 not only ventures into sound for the first time but also into the graphics department too. Featuring a new dynamic lighting engine that gives off more defined light, the changes have resulted in more consistent shadows, more tonal depth to the lighting and more realistic shadows. Other changes to our graphics have resulted in higher detail in the ships and in the environments themselves.
Another groundbreaking effort for 3.0 is the first true enhancement of the Legacy performance engine. What does this mean?? Well through much streamlining of key areas of Legacy, we have officially been able to improve the performance of Legacy itself for all different users. The minimum requirements have been relaxed to allow the low end users more performance without the need to upgrade their computers. High end users have been reporting far smoother and solid gameplay. It is still early days in our performance development but reports from low end users are showing the most improvements with a framerate increase of 40-50%. Mid range users have recorded frame rate improvements averaging around 10fps. High end users have also been reporting frame rate improvements. All this has been achieved along with new graphics to put Aftermath into a league of its own.
As Aftermath has always pushed the boundries, we are also introducing new races into Aftermath. What these have to do with pushing the boundries is one of the races heads into new territory; the Terrans are becoming a seperate race. However, they arent just getting seperated from the Federation. The Terrans will have their own design lineage. This means there will be ships unique to the Terran race such as the Bangor class. Some Terran ships will still be of the Federation with extra's variety but this is the first time the Terrans are being treated as a seperate entity by giving them their own sense of individuality. Some ships already in Aftermath will make a shift over to the Terran race. For the time being, the Terrans are one of a few new races that will be in Aftermath 3.0.
New races also mean new ships. This will be our first release where we pay attention to adding ships into Aftermath. Most of our new ships are developed in-house by Max Loef, Fluxx, Firetroll and Skeeter but we also have ships coming in from the community. Some ships that are making their way into Aftermath are not just a first for us, but also their first venture into Legacy.
AI has always been a very big part of Aftermath and with 3.0 that is no different. Unlike other releases where we have made improvements to the AI, 3.0 sees the introduction of the EAI system (Emotive AI). No it dont mean our ships will throw on the water works when coming under fire, the EAI is the most in-depth AI system created for Legacy. Each race displays their own characteristics and their nature is shown more evidently through characterisations that the EAI emulates. This level of depth is something that has never been attempted before in Legacy and is our largest code undertaking we have attempted since our first physics overhaul.
The team has also expanded too. As mentioned above, Ermis Koukaris is one of our new team members. Newcommer to Legacy modding is Efigy, a new team member that will be assisting myself with promo and be trained in other areas of Legacy. Another new team member is Pheonix from UUM. Pheonix has become a permanent member on the Aftermath team and has already started contributions to the release with ships and more.
There is much more coming in Aftermath 3.0...
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Last Updated on Saturday, 11 April 2009 07:06 |
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