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Modder's "Get-an-Answer" Thread

Answers from Modders, for Modders who "Ask a Question"

By on April 13, 2011 12:05:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sinperium

Join Date 02/2010
+213

 

This is the place to ask and recieve specific modding (mod making) questions and answers. If you have a mod making question, post it here.

If your question involves long snippets of entity files and the like, please don't paste the entire file contents here but put them at the incredibly easy to use http://pastebin.com and then provide the link to your paste in your question posted here.

Please do limit  "just comments" here to brief posts please.  If you don't know the answer or can't point to help--don't post.  Please note that a random, uninformed guess isn't an actual answer.  

You can refer people to another source--IF it actually helps answer their question.  This could be in the form of links, outside sites, specific modding-useful programs, direction towards another post or poster, etc., etc.

Remember--specific questions, specific answers.  Only respond to the ones you can help solve.  Also, feel free to amplify, clarify, suggest alternatives to or correct answers seen here if such actions are merited and help provide a real solution. No flaming, insults or put downs here in the answers or other posts please.

Thanks in advance for your help and cooperation.  The reason for the rigid rules here is those this thread becomes a usable resource in the future to new people looking for answers.

NOTE: If an answer resolves your issue, please share it here.  These answers will help others coming along later too.  Karma is a great way to respond to people providing help without clogging the thread or bombing their forum mailbox here. Thanks!

 

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The Soase Idiot's Guide

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Determined to work at it?

This is the place!

 


 

 
   

Sins Modding Wiki

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Emphasis on modeling  and

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REBELLION MODDING TOPICS

Rebellion Modding Q & A

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Changing Diplomacy Files to Rebellion

IT REALLY HURTS MY BRAIN--HOW TO START

An Idiot's Guide To Getting Started

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Mesh Resizing Tool--courtesy of the Reqiuem team.

Harpo's Sins Utility Package -- Dropbox

The Sins Optimization Project (TSOP)

Artificial Unintelligence (Mod and AI info)

Sins Data Converter by BCXtreme

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Rebellion Updates by Blair Frazier

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Shield Mitigation & Armor, Explanation/Discussion -2

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Annotated Guide to the Developer.exe

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December 2, 2014 6:42:36 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thx for your respond GoaFan77! I know you said that i should be able to link as many aoe effects as i want. For some reason i cant get the effect i am trying to do. If you dont mind pls take a look at this code here:

 

Commnet: // standard passive Aoe effect ability, launches Buff_A to itself
TXT
entityType "Ability"
buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "Buff_A"
effectInfo
    effectAttachInfo
        attachType "Center"
    smallEffectName ""
    mediumEffectName ""
    largeEffectName ""
    soundID ""
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 1
levelSourceType "FixedLevel0"
aiUseTime "Invalid"
aiUseTargetCondition "Invalid"
isAutoCastAvailable FALSE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "Passive"
researchPrerequisites
    NumResearchPrerequisites 0
    RequiredFactionNameID ""
    RequiredCompletedResearchSubjects 0
nameStringID "IDS_ABILITY_TARGETINGUPLINK_NAME"
descStringID "IDS_ABILITY_TARGETINGUPLINK_DESCRIPTION"
hudIcon "HUDICON_ABILITY_TARGETINGUPLINK"
smallHudIcon "HUDICON_ABILITY_TARGETINGUPLINK"
infoCardIcon ""

***********************************************

Comment: // Buff_A periodically looking for starbases in the gravity well and puts Buff_B on them if there is one.

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeOldBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 0
numPeriodicActions 1
periodicAction
    actionCountType "Infinite"
    actionIntervalTime
        Level:0 2.500000
        Level:1 2.500000
        Level:2 2.500000
        Level:3 2.500000
    buffInstantActionType "ApplyBuffToTargetsInRadius"
    instantActionTriggerType "AlwaysPerform"
    buffType "Buff_B"
    targetFilter
        numOwnerships 1
        ownership "Friendly"
        numObjects 1
        object "StarBase"
        numSpaces 1
        space "Normal"
        numConstraints 0
    range
        Level:0 80000.000000
        Level:1 80000.000000
        Level:2 80000.000000
        Level:3 80000.000000
    maxTargetCount
        Level:0 -1.000000
        Level:1 -1.000000
        Level:2 -1.000000
        Level:3 -1.000000
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        mediumEffectName ""
        largeEffectName ""
        soundID ""
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
    finishConditionType "OwnerChanged"

 

**********************************************************

Comment: // Iff there is a STarBase in range this buff_B should place Buff_C on the planet

               // Pls note CannotBeDamaged is there so i can see if Buff_B is actually placed on the Starbase // it is placed on //

              // Also pls note that buff C is not placed on the planet whatever i fucking do, this is the point where the code brakes

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeOldBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 1
instantAction
    buffInstantActionType "ApplyBuffToLocalOrbitBody"
    instantActionTriggerType "AlwaysPerform"
    buffType "Buff_C"
    targetFilter
        numOwnerships 4
        ownership "Friendly"
        ownership "AlliedOrEnemy"
        ownership "Player"
        ownership "NoOwner"
        numObjects 1
        object "Planet"
        numSpaces 1
        space "Normal"
        numConstraints 0
    effectInfo
        effectAttachInfo
            attachType "Invalid"
        smallEffectName ""
        mediumEffectName ""
        largeEffectName ""
        soundID ""
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 1
entityBoolModifier "CannotBeDamaged"
numFinishConditions 1
finishCondition
    finishConditionType "OwnerChanged"

**********************************************************************

Comment: // Buff_C renders the planet with a starbase un-colonizable for all

                // I know it may not makes sense why i would do that but it is a game play mechanism in my mode

               // However the question remains why cant i link these buffs together??????

TXT
entityType "Buff"
onReapplyDuplicateType "PrioritizeOldBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "ExclusiveForAllPlayers"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 0
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 1
entityBoolModifier "CannotBeColonized"
numFinishConditions 1
finishCondition
    finishConditionType "OwnerChanged"



 

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December 2, 2014 2:48:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@lordcronos 

what entity is casting this ability?

 

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December 2, 2014 3:37:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

A trader freighter tuned into a dummy helper entity for various tasks. This is why only passive abilities are working on it. I cant create a long enough buff chain which would accomplish the task, to render a planet un-colonizable when a starbase is under construction or when it is already present in the system. The starbase is acts as an orbital command and construction unit, and its constructor is summoned(buffInstantActionType "CreateFrigate") upon the planet is colonized. No other means with a constructore is enter into the game. To avoid the abuse of having multiple sb in the system by scuttling the planet while the sb is under-construction(which construction process temporarily disables every passive ability on board until construction is complete), i am trying to block recolonization of a planet via that dummy helper by anyone until the under or already constructed sb is present in the system.

I must mention that sb constructor is unable to leave the system, and after a short while it's "summoning"; it will automaticallybuild itself by (buffInstantActionType "CreateStarBase"), which method is not care for the max SB capacity in a gravity well

I know it sounds tedious, but in any case i should be able to chain buffs in order to manipulate a third entity via a specified second entity(in this case a StarBase).

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December 2, 2014 3:43:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Are you using the 5th ability slot on the starbase. It might be simpler to add a passive on the starbase that targets friendly planets and makes them uncolonizable while the starbase exists.

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December 2, 2014 3:50:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Indeed it is, and i did and it worked---- This is why i was so happy to learn that i have a way to keep players in check (no cheating), but unless i make the SB built supper fast(not realistic), the player will have the time to scuttle the planet, recolonize and have a new sb constructor and since i am forcing the constructor to build itself after a short while with (buffInstantActionType"CreateStarBase", which method is not care for the max SB capacity in a gravity well) the gravity well will ending up with more sb then i would allow.

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December 2, 2014 4:37:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I have found a solution:

I. Colonization buff also makes planet un-colonizable for awhile.

II. Hidden 5th SB passive ability makes sure that it is un-colonizable as long as the SB is standing!

 

Thx for ideas!!!

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December 15, 2014 6:51:28 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hi, I have a simple question. What can you tell me from this debug file messages?

Code: xml
  1. D3DXCreateEffect Error Buffer: D:\Archivos de programa\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\Particle_MeshShadowed.fx(114,6): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll
  2. D3DXCreateEffect Error Buffer: D:\Archivos de programa\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\GS_ShadowedAsteroid.fx(114,6): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll
  3. D3DXCreateEffect Error Buffer: D:\Archivos de programa\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\GS_ShadowedShip.fx(255,6): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll
  4. D:\Archivos de programa\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\GS_ShadowedShip.fx(257,7): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll
  5. D:\Archivos de programa\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\GS_ShadowedShip.fx(257,7): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll
  6. D:\Archivos de programa\Steam\SteamApps\common\Sins of a Solar Empire Rebellion\PipelineEffect\GS_ShadowedShip.fx(128,6): warning X3557: Loop only executes for 1 iteration(s), forcing loop to unroll
  7. *** TextureSystem could not find file (SkinTech) within TextureSystem's working directory (Textures).
  8. Reloading All PipelineEffects...
  9. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(382): assert! [m_minExperienceLevelRequired.GetValueAtLevel(i - 1) <= m_minExperienceLevelRequired.GetValueAtLevel(i)]
  10. D3D9 - IsWindowActive : (0)
  11. Acquire (Keyboard) Failed...
  12. Acquire (Mouse) Failed...
  13. Acquire (GamePad) Failed...
  14. D3D9 - IsWindowActive : (1)
  15. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  16. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  17. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  18. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Archive\TextFileArchive.cpp(136): assert! [false]
  19. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  20. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  21. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  22. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  23. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  24. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  25. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  26. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  27. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  28. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  29. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  30. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  31. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  32. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  33. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  34. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  35. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  36. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  37. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  38. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  39. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  40. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  41. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  42. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Archive\TextFileArchive.cpp(136): assert! [false]
  43. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Archive\TextFileArchive.cpp(136): assert! [false]
  44. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Archive\TextFileArchive.cpp(136): assert! [false]
  45. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  46. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  47. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  48. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  49. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  50. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  51. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Archive\TextFileArchive.cpp(136): assert! [false]
  52. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  53. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  54. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  55. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  56. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  57. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  58. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  59. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  60. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Archive\TextFileArchive.cpp(136): assert! [false]
  61. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  62. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  63. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  64. D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]
  65. Creating player mappings ... (rand seed:1351604106)
  66. *** Pool's Allocated Space has been used up. new / delete is being used as a fallback. ***
  67. D3D9 - ChangeDevice...
  68. DeviceType.......... HAL
  69. AdapterOrdinal.......0
  70. AdapterFormat....... X8R8G8B8
  71. BehaviorFlags....... HARDWARE_VERTEXPROCESSING
  72. BackBufferSize..... 1680 x 1050
  73. BackBufferFormat.... A8R8G8B8
  74. DepthStencilFormat.. D24X8 (Enabled)
  75. MultiSampleType..... IDSMultisampleTwoSamples (Quality=0)
  76. IsWindowed.......... 0
  77. ChangeDevice Result. success
  78. Window(optionsButton) Button Press from CURSOR_BUTTON_0.
  79. FileName: nuevarebel
  80. SaveTime: 1417344494
  81. Last SaveTimeString:
  82. Last SaveDateString:
  83. Window(TabWindowButton) Button Press from CURSOR_BUTTON_0.
  84. Window(TabWindowButton) Button Press from CURSOR_BUTTON_0.
  85. Window(TabWindowButton) Button Press from CURSOR_BUTTON_0.
  86. Settings Saved: F:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting
  87. Window(applyChangesButton) Button Press from CURSOR_BUTTON_0.
  88. D3D9 - ChangeDevice...
  89. DeviceType.......... HAL
  90. AdapterOrdinal.......0
  91. AdapterFormat....... X8R8G8B8
  92. BehaviorFlags....... HARDWARE_VERTEXPROCESSING
  93. BackBufferSize..... 1024 x 768
  94. BackBufferFormat.... A8R8G8B8
  95. DepthStencilFormat.. D24X8 (Enabled)
  96. MultiSampleType..... IDSMultisampleTwoSamples (Quality=0)
  97. IsWindowed.......... 1
  98. ChangeDevice Result. success
  99. D3D9 - IsWindowActive : (1)
  100. D3D9 - IsWindowActive : (1)
  101. Window(acceptButton) Button Press from CURSOR_BUTTON_0.
  102. Settings Saved: F:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting
  103. D3D9 - ChangeDevice...
  104. DeviceType.......... HAL
  105. AdapterOrdinal.......0
  106. AdapterFormat....... X8R8G8B8
  107. BehaviorFlags....... HARDWARE_VERTEXPROCESSING
  108. BackBufferSize..... 1680 x 984
  109. BackBufferFormat.... A8R8G8B8
  110. DepthStencilFormat.. D24X8 (Enabled)
  111. MultiSampleType..... IDSMultisampleTwoSamples (Quality=0)
  112. IsWindowed.......... 1
  113. ChangeDevice Result. success
  114. D3D9 - IsWindowActive : (1)
  115. Window(closeButton) Button Press from CURSOR_BUTTON_0.
  116. Settings Saved: F:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting
  117. D3D9 - IsWindowActive : (0)
  118. D3D9 - IsWindowActive : (1)
  119. D3D9 - IsWindowActive : (0)
  120. D3D9 - IsWindowActive : (1)
  121. D3D9 - IsWindowActive : (0)
  122. D3D9 - IsWindowActive : (1)
  123. Window(singlePlayerButton) Button Press from CURSOR_BUTTON_0.
  124. Window(TabWindowButton) Button Press from CURSOR_BUTTON_0.
  125. FileName: nuevarebel
  126. SaveTime: 1417344494
  127. Last SaveTimeString:
  128. Last SaveDateString:
  129. Window(changeTypeButton) Button Press from CURSOR_BUTTON_0.
  130. FileName: AutoSave-3
  131. SaveTime: 1418637739
  132. Last SaveTimeString: 11:48
  133. Last SaveDateString: 30/11/2014
  134. Window(loadButton) Button Press from CURSOR_BUTTON_0.
  135. FileName: AutoSave-3
  136. SaveTime: 1418637739
  137. Last SaveTimeString:
  138. Last SaveDateString:
  139. Settings Saved: F:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting
  140. FileName: AutoSave-3
  141. SaveTime: 1418637739
  142. Last SaveTimeString: 11:02
  143. Last SaveDateString: 15/12/2014
  144. Window(startGameButton) Button Press from CURSOR_BUTTON_0.
  145. Starting Game...
  146. SetActivePlayerIndex:-1
  147. Game: CreateGame.
  148. SetActivePlayerIndex:0
  149. TimeSystem: GameTime Set. [Tick=0] [Seconds=0.00]
  150. TimeSystem: GameTime Set. [Tick=45000] [Seconds=450.00]
  151. Warning: No skybox properties found for .
  152. Settings Saved: F:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting
  153. StartGame took 85.78 seconds.
  154. - Loading Meshes: 1.14
  155. - Creating Mesh RenderInfo: 11.29
  156. - Loading Textures: 0.00
  157. ICOClient-ChangeCustomGameStatus: Setup:1 Started:1 Humans:1 AI:3 Available:0 AvailableFF:0
  158. Packet not sent... ICOClient GameStatus == None
  159. *** Prim3D has run out of cache space for rectangles ***
  160. Window(TabWindowButton) Button Press from CURSOR_BUTTON_0.
  161. Window(closeButton) Button Press from CURSOR_BUTTON_0.
  162. Chat> Planet Praxedis has been acquired.
  163. Window(TabWindowButton) Button Press from CURSOR_BUTTON_0.
  164. Window(TabWindowButton) Button Press from CURSOR_BUTTON_0.
  165. Window(closeButton) Button Press from CURSOR_BUTTON_0.
  166. Chat> Auto-Saving... 'AutoSave-4'
  167. Window(TabWindowButton) Button Press from CURSOR_BUTTON_0.
  168. Window(TabWindowButton) Button Press from CURSOR_BUTTON_0.
  169. Window(TabWindowButton) Button Press from CURSOR_BUTTON_0.
  170. Window(closeButton) Button Press from CURSOR_BUTTON_0.
  171. Window(SellButton) Button Press from CURSOR_BUTTON_0.
  172. Window(SellButton) Button Press from CURSOR_BUTTON_0.
  173. Window(SellButton) Button Press from CURSOR_BUTTON_0.
  174. Window(SellButton) Button Press from CURSOR_BUTTON_0.
  175. Chat> Planet Penza has been acquired.
  176. Chat> Auto-Saving... 'AutoSave-5'
  177. Window(SellButton) Button Press from CURSOR_BUTTON_0.
  178. Window(SellButton) Button Press from CURSOR_BUTTON_0.
  179. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Render\Texture\FileTexture.cpp(460): assert! [DirectXAssert: [!FAILED(dxVerifyHR)]
  180. Context: Can't create texture: F:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 Dev\Alliance\Textures\UV_Toskan_CL.dds
  181. HR: (E_OUTOFMEMORY)-Ran out of memory]
  182. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Render\Texture\FileTexture.cpp(244): assert! [backgroundLoadingContext.d3dTexture != 0]
  183. Window(TabWindowButton) Button Press from CURSOR_BUTTON_0.
  184. DirectXAssert: [!FAILED(dxVerifyHR)]
  185. Context: Can't create texture: F:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 Dev\Alliance\Textures\UV_Leviatan_CL.dds
  186. HR: (E_OUTOFMEMORY)-Ran out of memoryD:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Render\Texture\FileTexture.cpp(244): assert! [backgroundLoadingContext.d3dTexture != 0]
  187. DirectXAssert: [!FAILED(dxVerifyHR)]
  188. Context: Can't create texture: F:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 Dev\Alliance\Textures\UV_Thranta_CL.dds
  189. HR: (E_OUTOFMEMORY)-Ran out of memoryD:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Render\Texture\FileTexture.cpp(244): assert! [backgroundLoadingContext.d3dTexture != 0]
  190. DirectXAssert: [!FAILED(dxVerifyHR)]
  191. Context: Can't create texture: F:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 Dev\Alliance\Textures\UV_Sacheen_CL.dds
  192. HR: (E_OUTOFMEMORY)-Ran out of memoryD:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Render\Texture\FileTexture.cpp(244): assert! [backgroundLoadingContext.d3dTexture != 0]
  193. DirectXAssert: [!FAILED(dxVerifyHR)]
  194. Context: Can't create texture: F:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 Dev\Alliance\Textures\RV_GalaxySD_CL.dds
  195. HR: (E_OUTOFMEMORY)-Ran out of memoryD:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Render\Texture\FileTexture.cpp(244): assert! [backgroundLoadingContext.d3dTexture != 0]
  196. Window(closeButton) Button Press from CURSOR_BUTTON_0.
  197. DirectXAssert: [!FAILED(dxVerifyHR)]
  198. Context: Can't create texture: F:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 Dev\Alliance\Textures\UV_Stinger_CL.dds
  199. HR: (E_OUTOFMEMORY)-Ran out of memoryD:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Render\Texture\FileTexture.cpp(244): assert! [backgroundLoadingContext.d3dTexture != 0]
  200. AudioSystem: LoadSample Failure: Not enough memory : .\Sound\Effect_PlanetAmbience_Loop.ogg
  201. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(174): assert! [false]
  202. AudioSystem SetMinMaxAtten Failure: An invalid parameter was passed to this function
  203. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(183): assert! [false]
  204. AudioSystem SetSampleLoopStatus Failure: 14
  205. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(198): assert! [false]
  206. AudioSystem SetSamplePriority Failure: An invalid parameter was passed to this function
  207. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(208): assert! [false]
  208. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\SoundData.cpp(221): assert! [m_pSample != NULL || !g_AudioSystem.IsStarted()]
  209. AudioSystem: LoadSample Failure: Not enough memory : .\Sound\Effect_PlanetAmbience_Loop.ogg
  210. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(174): assert! [false]
  211. AudioSystem SetMinMaxAtten Failure: An invalid parameter was passed to this function
  212. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(183): assert! [false]
  213. AudioSystem SetSampleLoopStatus Failure: 14
  214. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(198): assert! [false]
  215. AudioSystem SetSamplePriority Failure: An invalid parameter was passed to this function
  216. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(208): assert! [false]
  217. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\SoundData.cpp(221): assert! [m_pSample != NULL || !g_AudioSystem.IsStarted()]
  218. AudioSystem: LoadSample Failure: Not enough memory : .\Sound\Effect_PlanetAmbience_Loop.ogg
  219. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(174): assert! [false]
  220. AudioSystem SetMinMaxAtten Failure: An invalid parameter was passed to this function
  221. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(183): assert! [false]
  222. AudioSystem SetSampleLoopStatus Failure: 14
  223. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(198): assert! [false]
  224. AudioSystem SetSamplePriority Failure: An invalid parameter was passed to this function
  225. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(208): assert! [false]
  226. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\SoundData.cpp(221): assert! [m_pSample != NULL || !g_AudioSystem.IsStarted()]
  227. DirectXAssert: [!FAILED(dxVerifyHR)]
  228. Context: Can't create texture: F:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 Dev\Alliance\Textures\EV_Doomgiver_CL.dds
  229. HR: (D3DXERR_INVALIDDATA)-Invalid dataAudioSystem: LoadSample Failure: Not enough memory : .\Sound\Effect_PlanetAmbience_Loop.ogg
  230. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(174): assert! [false]
  231. AudioSystem SetMinMaxAtten Failure: An invalid parameter was passed to this function
  232. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(183): assert! [false]
  233. AudioSystem SetSampleLoopStatus Failure: 14
  234. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(198): assert! [false]
  235. AudioSystem SetSamplePriority Failure: An invalid parameter was passed to this function
  236. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(208): assert! [false]
  237. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\SoundData.cpp(221): assert! [m_pSample != NULL || !g_AudioSystem.IsStarted()]
  238. DirectXAssert: [!FAILED(dxVerifyHR)]
  239. Context: Can't create texture: F:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 Dev\Alliance\Textures\EV_Doomgiver_NM.dds
  240. HR: (D3DXERR_INVALIDDATA)-Invalid dataAudioSystem: LoadSample Failure: Not enough memory : .\Sound\Effect_PlanetAmbience_Loop.ogg
  241. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(174): assert! [false]
  242. AudioSystem SetMinMaxAtten Failure: An invalid parameter was passed to this function
  243. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(183): assert! [false]
  244. AudioSystem SetSampleLoopStatus Failure: 14
  245. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(198): assert! [false]
  246. AudioSystem SetSamplePriority Failure: An invalid parameter was passed to this function
  247. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(208): assert! [false]
  248. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\SoundData.cpp(221): assert! [m_pSample != NULL || !g_AudioSystem.IsStarted()]
  249. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Render\Texture\FileTexture.cpp(244): assert! [backgroundLoadingContext.d3dTexture != 0]
  250. AudioSystem: LoadSample Failure: Not enough memory : .\Sound\Effect_PlanetAmbience_Loop.ogg
  251. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(174): assert! [false]
  252. AudioSystem SetMinMaxAtten Failure: An invalid parameter was passed to this function
  253. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(183): assert! [false]
  254. AudioSystem SetSampleLoopStatus Failure: 14
  255. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(198): assert! [false]
  256. AudioSystem SetSamplePriority Failure: An invalid parameter was passed to this function
  257. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(208): assert! [false]
  258. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\SoundData.cpp(221): assert! [m_pSample != NULL || !g_AudioSystem.IsStarted()]
  259. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Render\Texture\FileTexture.cpp(244): assert! [backgroundLoadingContext.d3dTexture != 0]
  260. AudioSystem: LoadSample Failure: Not enough memory : .\Sound\Effect_PlanetAmbience_Loop.ogg
  261. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(174): assert! [false]
  262. AudioSystem SetMinMaxAtten Failure: An invalid parameter was passed to this function
  263. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(183): assert! [false]
  264. AudioSystem SetSampleLoopStatus Failure: 14
  265. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(198): assert! [false]
  266. AudioSystem SetSamplePriority Failure: An invalid parameter was passed to this function
  267. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(208): assert! [false]
  268. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\SoundData.cpp(221): assert! [m_pSample != NULL || !g_AudioSystem.IsStarted()]
  269. AudioSystem: LoadSample Failure: Not enough memory : .\Sound\Effect_PlanetAmbience_Loop.ogg
  270. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(174): assert! [false]
  271. AudioSystem SetMinMaxAtten Failure: An invalid parameter was passed to this function
  272. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(183): assert! [false]
  273. AudioSystem SetSampleLoopStatus Failure: 14
  274. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(198): assert! [false]
  275. AudioSystem SetSamplePriority Failure: An invalid parameter was passed to this function
  276. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(208): assert! [false]
  277. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\SoundData.cpp(221): assert! [m_pSample != NULL || !g_AudioSystem.IsStarted()]
  278. AudioSystem: LoadSample Failure: Not enough memory : .\Sound\Effect_PlanetAmbience_Loop.ogg
  279. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(174): assert! [false]
  280. AudioSystem SetMinMaxAtten Failure: An invalid parameter was passed to this function
  281. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(183): assert! [false]
  282. AudioSystem SetSampleLoopStatus Failure: 14
  283. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(198): assert! [false]
  284. AudioSystem SetSamplePriority Failure: An invalid parameter was passed to this function
  285. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(208): assert! [false]
  286. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\SoundData.cpp(221): assert! [m_pSample != NULL || !g_AudioSystem.IsStarted()]
  287. DirectXAssert: [!FAILED(dxVerifyHR)]
  288. Context: Can't create texture: F:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 Dev\Alliance\Textures\EV_Tarkin_Station_CL.dds
  289. HR: (D3DXERR_INVALIDDATA)-Invalid dataAudioSystem: LoadSample Failure: Not enough memory : .\Sound\Effect_PlanetAmbience_Loop.ogg
  290. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(174): assert! [false]
  291. AudioSystem SetMinMaxAtten Failure: An invalid parameter was passed to this function
  292. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(183): assert! [false]
  293. AudioSystem SetSampleLoopStatus Failure: 14
  294. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(198): assert! [false]
  295. AudioSystem SetSamplePriority Failure: An invalid parameter was passed to this function
  296. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\AudioSystem.cpp(208): assert! [false]
  297. D:\projects\SINS\SinsRebellion\main\CodeSource\Engine\Sound\SoundData.cpp(221): assert! [m_pSample != NULL || !g_AudioSystem.IsStarted()]
  298. DirectXAssert: [!FAILED(dxVerifyHR)]
  299. Context: Can't create texture: F:\Documents and Settings\xc\Mis documentos\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.82 Dev\Alliance\Textures\EV_Tarkin_Station_DA.dds
  300. HR: (D3DXERR_INVALIDDATA)-Invalid d
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December 15, 2014 7:09:43 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You're using OnDelay in periodics.

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December 15, 2014 7:34:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Explain please because I do not know what is this.

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December 15, 2014 1:33:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Instant actions, versus periodic actions.

instantAction
    buffInstantActionType "PlayPersistantAttachedEffect"
    instantActionTriggerType "OnDelay"
    delayTime 2.000000

 

periodicAction
    actionCountType "Infinite"
    actionIntervalTime
        Level:0 5.000000
        Level:1 0.000000
        Level:2 0.000000
        Level:3 0.000000
    buffInstantActionType "ApplyBuffToTargetsInRadius"
    instantActionTriggerType "AlwaysPerform"


Most instantAction buff functions are set using OnDelay for the trigger, there are various other conditions as well, but for the standard action, OnDelay is the go to method.  Periodic's do not use OnDelay, they use AlwaysPerform as the default function.

D:\projects\SINS\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(374): assert! [m_buffApplyAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform]

 

This error you're getting gobs of says there is a trigger that is supposed to be using AlwaysPerform, and isn't.

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December 15, 2014 10:48:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks. I will try fix it.

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December 17, 2014 3:21:26 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Another question. Can this be correct?

Code: xml
  1. periodicAction
  2. actionCountType "Infinite"
  3. actionIntervalTime
  4. Level:0 4.000000
  5. Level:1 4.000000
  6. Level:2 3.000000
  7. Level:3 3.000000
  8. buffInstantActionType "ApplyBuffToSelf"
  9. instantActionTriggerType "OnChance"
  10. buffApplyChance
  11. Level:0 0.200000
  12. Level:1 0.300000
  13. Level:2 0.300000
  14. Level:3 0.350000
  15. buffType "BuffFighterBlinkActive"
  16. effectInfo
  17. effectAttachInfo
  18. attachType "Center"
  19. smallEffectName "Buff_FighterBlinkActivate"
  20. mediumEffectName "Buff_FighterBlinkActivate"
  21. largeEffectName "Buff_FighterBlinkActivate"
  22. soundID ""
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January 19, 2015 6:10:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I...dont suppose that anybody would know what happened to all the models that used to be hosted here? https://onedrive.live.com/?cid=4BB4BC0AAC3684C3&id=4BB4BC0AAC3684C3!9343

 

i seem to have misplaced a few of the hybrid ships i was working on for my O.R.B mod, and need the original ship files in xsi format is why i ask >.<

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January 19, 2015 8:01:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
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January 19, 2015 8:18:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting myfist0,

Thank you much!

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April 6, 2015 1:17:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I've been a long time modder at SotYR but have been looking at other mods the last couple months for inspiration and just to see how others tackled common problems and lets be honest to see some cool work done by other mod teams.

The Star Wars: Sins of a Galactic Empire mod uses multiple titan for some factions, cool in and of itself, and the spawning ability is inspired but to achieve that the mod team used a selecting tech path. By that I mean if one titan path is researched the other is no longer researchable. I'm very eager to know how this was done as it solves a significant problem in the SotYR tech paths related to various factions civil wars.

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April 6, 2015 3:01:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

They added two lines to the prereqs with Rebellion.

 

RequiredFactionNameID ""
RequiredCompletedResearchSubjects 0

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April 6, 2015 4:32:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

IIRC, an early plan for Rebellion was that you would start off as one of the 3 races, like in all previous versions of Sins. The choice to become a loyalist or rebel faction was to have been determined, later on in a game, by research which ultimately would have lead to unlocking your faction's titan. SoGE's titan techs appear to be using this "loyalist/rebel" faction switch, hence why you can research one titan or the other, but not both.

The faction switch via research could work well for SoTYR as it could offer the player a choice as to which path on the "crossroads" to take.

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April 6, 2015 11:22:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Darvroth,

I've been a long time modder at SotYR but have been looking at other mods the last couple months for inspiration and just to see how others tackled common problems and lets be honest to see some cool work done by other mod teams.

Always a good thing to try and do now and again. That said, keeping up with this topic is also a great way to learn things, since I'm pretty sure we've discussed the change faction mechanic used for exclusive research here before.

 

Quoting NewHorizons,

IIRC, an early plan for Rebellion was that you would start off as one of the 3 races, like in all previous versions of Sins. The choice to become a loyalist or rebel faction was to have been determined, later on in a game, by research which ultimately would have lead to unlocking your faction's titan. SoGE's titan techs appear to be using this "loyalist/rebel" faction switch, hence why you can research one titan or the other, but not both.

The faction switch via research could work well for SoTYR as it could offer the player a choice as to which path on the "crossroads" to take.

This is correct. Quite a few cool things certain mods do actually take advantage of obsolete code that is no longer used by the game, yet is still present and works well enough. 

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April 8, 2015 12:37:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks Psychoak,

I see what was used in the .entity research files, but I'm still sorting out the exact details of the fork in the road tech and the necessary additions after that choice to ensure the linkages are valid. Specifically "Large Project Resourcing" is common to all factions but seems to be missing from the various GameInfo folders. I haven't exhausted every possibility yet and it may just come down to trail and error vice seeing a known good and replicating that pattern for my own purposes.

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April 8, 2015 1:29:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Having a quick scan of SoGE, RESEARCH_DESIGNS_5_LARGEPROJECTRESOURCING (Large Project Resourcing) is a prereq for RESEARCH_DESIGNS_6_LARGEPROJECTRESOURCING & RESEARCH_DESIGNS_6_LARGEPROJECTRESOURCING2 both of which do researchModifier ->  modifierType "SetFaction" to IDS_PLAYERFACTIONNAME_NEUTRAL & IDS_PLAYERFACTIONNAME_LOYALIST respectively. However both these techs also have a prereq of RequiredFactionNameID "IDS_PLAYERFACTIONNAME_NONE", so (as I understand it) if you research one you're no longer "IDS_PLAYERFACTIONNAME_NONE" hence you can't research the other.
   

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April 8, 2015 7:02:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Forks in SoGE, as previously stated, work via the depreciated faction mechanic. It must be noted that in this case a "faction" is merely a string entry; in SoGE's these are all empty strings. All races start as being part of the "IDS_PLAYERFACTIONNAME_NONE". Eventually, the fork comes up, there are two techs, both require the race to be part of the NONE faction via the following line:

RequiredFactionNameID "IDS_PLAYERFACTIONNAME_NONE"

Both of these techs then change the player's faction, which effectively locks the race from the other research item, like so:

researchBoolModifiers 1
researchModifier
    modifierType "SetFaction"
    factionNameID "IDS_PLAYERFACTIONNAME_NEUTRAL"

Sorry for not responding earlier; been busy for the past couple of days. If this still isn't clear, let me know. The entity file in question is called RESEARCH_DESIGNS_6_LARGEPROJECTRESOURCING.entity and can be seen in this pastebin for reference.

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April 9, 2015 1:05:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Lavo_2 thanks. I'll consult with TobiWahn and see how intrusive this might be to implement.

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April 9, 2015 3:09:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Also, do recall that races can start with different faction strings; it's purely in SoGE's case that this did not matter. Normally, these strings can be seen in the diplomacy window, at the bottom of the race relations modifier window.

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April 9, 2015 7:59:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Lavo_2,

Also, do recall that races can start with different faction strings; it's purely in SoGE's case that this did not matter. Normally, these strings can be seen in the diplomacy window, at the bottom of the race relations modifier window.

It's also a pain to do with more than one "Choice". Which faction you are, which titan you get are fine, but its a lot of work to start making branching choices.

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