We're back with our final progress report of the year. We're pleased to announce that we'll soon begin work on the final campaign for the BCMM SFC3 port, which should enter development shortly. Now onto our report. We've showcased something rare in games, and please note that this is purely a technical demo. It demonstrates live integration of ChatGPT\Ollama inside the game. A LCARS-style communication window…
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We're back and restarting BCMM development after our short break. So what's new? We're still squeezing more out of Bridge Commander, and the latest results speak for themselves. This month we're showcasing a 35-ship battle - the same scale most YouTubers use for their videos - except instead of a slideshow, BCMM runs it at 120+ FPS. Full video demo is included below. We've added new Discord features, including two…
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This month our focus was on campaign development for Bridge Commander, alongside new engine optimizations to better handle disruptor-based ships. We’ve completed the Romulan Campaign, bringing all 17 missions plus one epilogue mission into BCMM. Next up: the Federation Campaign, featuring the USS Mako, an Intrepid-class vessel. Some claimed that BC couldn’t handle many high-poly ships with 2K textures, let alone…
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As we approach the closing chapters of the Romulan Campaign, we are beginning preparations for the next great adventure: the Federation Campaign. We are excited to introduce you to the hero ship of this story — the U.S.S. Mako, an Intrepid-class vessel. Captain: Vincent Stark Executive Officer (XO): Commander Kenneth Teszlar Science Officer: Lieutenant Jamieson Clark Tactical Officer: Lieutenant Tamara Howard Helm:…
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This month our focus was on the campaigns in Bridge Commander. Ever wanted to see the Great Barrier from Star Trek in BC? Now you can — check the sneak peek here: We've continued working on the Romulan campaign. See the promos below: Ever since BC was released -- and especially with added mods -- the save/load system in the campaign has been unstable. Why? Because BC tried to serialize the whole universe, literally.…
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Q: Where did BCMM originate from? A: BCMM was originally conceptualized by bridge modder Lurok91 back in 2011. His vision laid the groundwork for what would eventually become the foundation of this project. You can read his original post here to see how the idea began. Q: What is BCMM trying to accomplish? A: To modernize Bridge Commander for the 21st century — not just with visuals, but with architecture, systems,…
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This month, our focus has shifted from raw performance to exploring new frontiers within Bridge Commander. And when we say new frontiers, we mean pushing the game's boundaries in ways few thought possible. After a long pause, development on the Romulan campaign is finally underway again. Several missions have already been completed, though only three have been revealed publicly so far. You can check out teasers…
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It’s been a while since our last update—since November, in fact! Life has been hectic, but we’re officially moving forward with the Romulan campaign. Expect update videos in the coming months as we make progress. On the backend, I’ve been focused on performance upgrades for BC whenever time allowed. Meanwhile, Blackrook and Cordanilus have been working on their own (somewhat secret) projects. One notable task…
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As I've mentioned in previous articles, BC is a very old game. It uses an old game engine called NetImmerse and runs on a single core. That cannot be changed. Without any optimizations or tweaks, you cannot achieve ship battles larger than 30–40 ships on an average computer without the game turning into a PowerPoint presentation. You might ask yourself, "What if I get a better GPU or CPU? Will that help?" Not in the…
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Well basically, it was to help out an old friend, Lurok91. I always admired Lurok's work and was asked to take up developing BCMM. I thought his work deserved to be brought out and developed to its fullest potential. Before this time. I was in contact with many retired modders who were either lurking or keeping tabs on the BC Community. I've always kept mods given to me to evaluate. I had Lurok's original…
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