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Announcement: Aftermath (Bridge Commander) PDF Print E-mail
Written by Tjoz   
Friday, 03 July 2009 10:58

 

Aftermath BC

 

 

Introducing a new mod to venture into Bridge Commander: Aftermath.

As some people may already know, Aftermath is one of a few highly successful Legacy mods that revolutionized gameplay and mod creation within the Legacy modding community. With over 2years worth of modding for the Legacy engine, Aftermath will be making its first venture into other games starting with Bridge Commander.

However, instead of porting Legacy Aftermath directly into Bridge Commander; the BC version of Aftermath will have its own identity that differs to its Legacy counterpart. The same level of detail and work ethic that is displayed will be consistent in the BC version of Aftermath. Aftermath has always maintained fun and engaging gameplay with dark undertones and this style of gameplay will be transferred over to Bridge Commander. How exactly the transition goes is all under wraps but we have an extensive future planned out for BC Aftermath.

BC Aftermath will contain new ships that are balanced to provide all users a consistent gameplay experience without favoring a particular specced machine. This means all players of various computer specs will be able to have the same experience as higher end machines without sacrificing quality. This has always been a key feature of Legacy Aftermath and the same principle will be displayed in BC. The ships will be balanced to provide opportunities ranging from deep space exploration, one on one combat and right through to large scale fleet battles.

As is to be expected with any ST mod, canon values are always an area. This is an area in which we will follow the basic canon principles but have everything balanced without granting a race god-like abilities. We are aiming for fun, fair and balanced gameplay. We want to provide the player with variety and add new elements to tactical gameplay where people will have to make more careful decisions when entering combat scenarios.

One thing Aftermath has guaranteed are a reliable release flow. This means we will have regular releases without large and lengthy development times. We will have small scale releases that build a base for a much larger future.

 
First look: Negara (Death Match) PDF Print E-mail
Written by Tjoz   
Wednesday, 03 June 2009 10:09

What is on show today is one of the new maps that will be in the release; Negara. Negara is one of a few prototype maps where extensive testing of the cascade and pulse lighting happens. The map has a simple set up that supports 4 players with key elements flowing from one corner of the map to the other. Along this path are a nebulae string and an adjacent asteroid belt protecting the planet's outer side. This map is also one of the first maps of its kind to introduce alternative light sources in the map. This map also contains new methods in starfield creation that differs from the norm.

With the cascading light in full effect in Negara, it gives the impression that the map is alive with how it will send light through the nebulae and show off the pulse/heartbeat light effects.

 

 

Negara map shot 1
 
Click below to view more shots from Negara
 
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Aftermath 3.0 Dev News 18 May 2009 PDF Print E-mail
Written by Tjoz   
Monday, 18 May 2009 10:57

For today's bit of promo, here are some shots of how the new shader/lighting engine is taking shape. Currently in its second build form, the results are more realistic shadows based on light sources and positioning of the ships. Cast shadows from stellar objects are more consistent, solid and clearly defined (such as seeing a planets shadow cast across the ships hull).

 

 

Miranda Refit shadows test

 

 

As the Aftermath graphics engine is not being treated as a single entity, the whole process of these new graphics are a result of changes to map, graphics, shaders and the performance engine. As there is ongoing tests that continually reset the performance benchmark, the engine is being optimised to provide the balance between looks and practicality. Another key aspect to the new graphics engine is the near elimination of the 'jagged' shadows.

 

 

Excelsior Refit shadows test

 

 

The next area that gets incorporated to the new graphics engine is all weaponry. It is early days yet in this department but already on show are torpedoes giving off light (glows) and there are current tests to translate this across to all beam and pulse weaponry. Aftermath 3.0 still does not run the Shaders 3.0 specification setting.

 

 

Excelsior Refit cast test

 

 
Aftermath 3.0 Dev News 09 May 2009 PDF Print E-mail
Written by Tjoz   
Friday, 08 May 2009 22:23

For show today are two bits of retexture work on both the Gryphon and the Preator. The Preator now has a more industrial look to her. Sort of like a ship without having its paint job. It suits the role of the ship more with having a more minimal look. The second texture work being shown is the Gryphon which has had a complete overhaul. Even though it is still the same model, it looks completely different and a much more sinister yet elegant look to her which ties her in more with the later era Romulan ships.

 

Gryphon shot

 


Also on show is one of the new prototype maps, 'Nepera Dissi'. This map is one of only a handful of maps that are currently running to full use of our new lighting engine. These maps take longer to make as the light sources are tweaked and balanced to provide tonal lighting and to portray light and shade in the maps. The map also introduces a new 'cascade' type nebulae effect and a finer 'mist' styled nebulae almost exactly what was seen in First Contact or Insurrection.

 

Neppera Dissi shot  Preator shot

 


And final ones are a couple shots showing how the new light source reacts with suns. You no longer just get that glare burst. This showcases the tunnel effect in the lighting engine. The closer you get to a sun the more blinding and intense the light gets till you can barely see where your going (will become very dangerous as development heads on when interactive environments come into play). The light is far more solid and gives off rays, flares, strong bursts of light and something new from the lighting engine is pulse lighting (where a sun will imitate a 'pulse' or a beating heart when a ship is too close). Some of the nebulae also display pulse lighting and some even enhance the effect of a pulsing sun to display unique lighting effects where the nebulae picks up the pulses and sends it through the nebulae in a cascading light.

Nova shot Ambassador shot

 

Last Updated on Friday, 08 May 2009 22:33
 
Aftermath 3.0 PDF Print E-mail
Written by tjoz   
Friday, 10 April 2009 13:00
 
 
 
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.
 
 
 
Silverlight required to view the HQ promo video
Last Updated on Sunday, 12 April 2009 23:21
 
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Shout Box

Latest Message: 15 hours, 8 minutes ago
  • soldier1st : so the bc version of aftermath, will it fix alot of bugs that plagued it and or will it work better under say vista or windows 7?just curious.
  • tjoz : Site is currently undergoing changes... Be patient
  • soldier1st : Thnx they work great. always wondered how to do it.
  • Matress_of_e : Hey soldier1st, all you need to do is copy-and-paste the ENTIRE contents of your Legacy folder into another folder. Ive currently got three different versions of the game installed that way. Obviously you need a fair bit of free disk space to do it though.
  • soldier1st : Hi, i got a question, how do you install multiple versions of legacy? thnx
  • tjoz : Back now... Activation code?? Legacy dont use them and neither does Aftermath The map editor is an issue with all mods that get installed over patches. I have had it happen many times and found best not to use patches
  • Army31081984 : What is the Activation Code for STL Atfermath?????
  • Zube1337 : Addon: The camera views are abit too far, the map editor(nebula) i can't access it the mouse keeps revert to the middle screen. Anyway this just minor problems. Could you guys fix this?Please?
  • Zube1337 : Addon:
  • Zube1337 : Nice graphics. I think Aftermath is much more accomplished than other mods. One step ahead of every other mods. Anyway the Miranda really looks very nice, the smoothness!

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