I don't mean to hijack your thread, but you did ask what it's going to mean for us in general, not just porting issues: I'm more concerned about how far it's going to not push us. If I'm going to port an entire TC over, I'd rather do it for a good reason. Right now, I'm looking at being able to create mobile shipyards properly, but it's likely Embargo drain is still broken (which has extreme consequences for the way smaller ships like corvettes are produced in the mod). I'm looking at being able to throw in 9 capital ships, but I still can't tell the ships using capital ship mechanics to stay in their damn regular shipyard, make a new shipyard, or make another page for them to separate the real capital ships from the cruisers.
That's really all I have to say on this issue. I can't be anything more than ambivalent until there's either a final changelog or the release.
They've had multiple ones - not only was there that big thread, there was a couple other ones.
Though that binary -> text converter Mobius from our team asked for was sure a blessing. Being able to swap around hardpoints without reexporting is great.
"-As mentionned in graphics: New ship shader with colorsample.a swapped with datasample.r (Team and spec have reversed position)."
Not exactly sure what this means. I hope I won't have to rearrange all of my textures...
When it comes to the Last Stand mod specifically, since I am purposefully delaying string and "text" editing in favour of graphical assets, as with previous patches this one will require only minor adjustments.
It turns out that the one bug I had in making my minefield implementation perfect is fixed in 1.1 (and I thought I could work around it, but it was a hard-coded problem), and I didn't even know about it until they said it was fixed for 1.1, so I'm happy about that...
But hopefully, it should not push us back too far.
DANMAN
It shouldn't push them back too far. The biggest pain will be swapping the texture channels on any new artwork that fell under the channel change umbrella (ships, structures and few misc items) but that's a pretty easy operation, just monotonous if you have a lot of new ships/structures. Btw, if anyone can figure out how to automate this please let the rest know.
One advantage with releasing it as a beta is you guys get early access to everything so the mods will be 1.1 compatible by the time 1.09 graduates out of beta. Also, it may leave us time to include a few more suggestions from the modders.
I'll also be posting a new ConvertData and GalaxyForge shortly after the beta goes live.
Above all, the quickest and safest way to update your mods is to do a full binary comparison between 1.05 and 1.09 to see exactly how things have changed and then do the same with your mod. I strongly strongly strongly recommend Beyond Compare and learning how to use it effectively, its the modders best tool besides a good text editor. And if you really want to do things properly, get some free source control software.
Back on topic:
I for one love the fact that abilities can cost resource now
addenum: 1.09? theres going to be a 1.09?
That's what they're calling the beta 1.1.
Not that I know anything about modding at all, but it just occured to me - can you have an ability incur a negative resource cost in order to do this?
Then, of course, you need to call it the Overlord.
And then, of course, you need to have something say "Spawn more Overlords!"
Modding is so fun! lol
I don't even like Starcraft that much (not enough stratergy) but Starcraft jokes are funny.
"Our allies are under attack! Our allies are under attack! Our allies are under attack! Our allies are under attack! Our allies are under attack! Our Fleet is under attack. Our allies are under attack! Our allies are under attack! Our allies are under attack!"
Spot the important peice of information. Theres a Sins joke for you.
What, no joke about power overwhelming?
A Circus Clown raid is imminent!
"Eh?" Goes to look and finds a single ally ship, usually a light frigate.
Oh..it's a scout frigate.
(giant fleet resumes bombing your homeworld)
Anyways, this shouldn't push back the smaller mods like mine (AudioSINS). I haven't seen a changelog or anything yet, so if there is a major change in the files I'm editing, it could me back a couple of days. A lot of it is going to be tweaking around with different limits or terms and values. Or, who knows, maybe it'll become even more straightforward. I really want them to up the limit of entries for music. 115 tracks just won't cut it
(Pray for balancing fixes...)
A bit more offtopic (sorry mahesh), Does Ironclad actually have a plan for patches and such? I mean, look at StarCraft. Blizzard kept patching that hunk of junk till the very end! I'd like to see that sort of... devotion, let's say, to their game from IronClad.
Welcome Guest! Please take the time to register with us.
- Richer content, access to many features that are disabled for guests like commenting and posting on the forums.
- Access to a great community, with a massive database of many, many areas of interest.
- Access to contests & subscription offers like exclusive emails.
- It's simple, and FREE!