going down the route of advanced fire arcs a big deal, and I mean a really big deal. The problem is how do you handle vessels that have varying geometries? do you specify per weapon point? or do you allow a certian number of defined banks that weapons are assigned to? do you allow non symetrical arcs in alt-azimuth? and then once you do all that have fun making an efficient weapon targetting algorithm that allows a lot of ships... :-p not to say it isn't doable, but jus
EvilleJedi
gee I go off to play dragon age for a while and return to this, fun... to be completely honest the 'beta' is so easy to get into that I think about 99% of the people that have signed up did so just to get the game and play it (yeah there are a few extra steps, but too many things are changing to make a full package worthwhile). At this point being in the 'beta' actually gets frequent updates from the SVN, the only real reason for a public downloadable release is to pick
any chance we can get some of the other things like filters for targets (I really hope there is a way to filter based on a specific ship name)
star bases have been removed entirely until I reimplement them so that isn't the problem, I rebuilt the player files for 1.041 after getting a lot of crashes I think it is a rogue ability that is not unspawning so I need to do some extensive testing with the dev exe to find it.
I did a full rebuild on 1.03 and then eliminated nearly every file from the actual game in the manifest files that I could (in most cases I duplicated the contents of the 1.03 and then renamed it) what is amazing to me is that this is coming up 30 minutes into an 8x speed game, the AI has build one of everything at that point and it just happens for no real good reason I wish the debug log would have options for build/research and ability activation commands as
http://warlords.swrebellion.com/wp/?p=58#more-58 has instructions for that version
*** Prim3D has run out of cache space for rectangles *** this sounds like a warning rather than an actual error, probably just means it has to go to disk more often and wil run slower *** Pool's Allocated Space has been used up. new / delete is being used as a fallback. *** this seems to be something similar to the first message  
This discussion about PAE is completely irrelevant, basically if you have DEP (the windows kernel runtime protection) turned on (which unless you turned it off or you have no service packs on XP. you do) you have PAE enabled (right click my computer->properties and look under the ram information, it probably says 'physical address extension') but to Manshooters and carbon016 point the application has to be compiled to support it, otherwise it is just ignored.
texture and mesh count are the big ones weapons slots I would have originally argued were fine at 3, but after looking into what you can do with abilities with the onweaponfire events I'd say up the weapon count to 5 (at least 4) squad types is pointless to increase unless we have more control over fighters, right now the only valid types are fighter, bomber and structure bomber, you can argue mines, but essentially fighters are not flexible enough in general to really justify
I definately say up the hard code limits, however since they are enumerations it shouldn't be too hard to load them from a script at game start. Let modders break the game if they want to. (heck we break it all the time with poorly formatted entity files anyway :-p ) My current solution was to simply eliminate the entire stock game, entities, textures and meshes as much as possible. It solved the problem for me, but for mods that want to include the original races it is
Whiskey STFU about the texture sets, there are very good reasons for me to do this (these were developed for multiple different games that have different rendering pipelines, specifically engine textures that use different shaders) that do not involve sins and I have no reason to completely rebuild an art pipeline just because a single game has a idiotic texture cap (blame iron clad for that one, even though I understand it, it makes no sense with the retail game) deal with it :-p
the venator should have an ability point in the hanger, just try the other ones, I put it there for this purpose
when I try grabbing the file from the link I get timeouts or an empty zip file, are you having problems with your host?
digesting yum
Is anyone interested in putting together a set of tower defense style maps for me? to describe it a bit better one player would have a single planet that has a large amount of open upgrade slots and resources multiple other players that are on a team would have production facilities pre built and have a fixed amount of resources (no asteroids, or limited) the single player has to play defensively and prevent the hordes of the teame
yes that is correct. some of the ships need tweaks to their decceleration rates to prevent skidding excessively long distances
we should be into a public release by mid november so you'll be able to test all you want
we've got a lot of testers and not a lot of feedback! I really appreciate those that are commenting on the forums, some of the feedback has helped us make some major progress, but as more abilities are added and ships are balanced out we will need more feedback from our testers. The beta is getting nightly rebuilds that are available on the SVN so if you haven't updated recently do so and see how much has changed. If you haven't signed up and think you can provide us valuable feedback please
keep up what you have been doing, I need more feedback and bug reports (especially after tonights updates are uplaoded, a bunch of ability tweaks)
1. the movements speeds are actully higher than they were in the original game (and it is effectively five times faster because eveyrthing is smaller, it's just the acceleration that is a lot lower, I can play with it a bit, but I liked how this looked and it gives meaning to positioning of defensive fleets and which hyperlanes to take (adjacent are better than opposite) 2. this I can fix 3. both endor and the opening of EP3 are brawls and they ar
as stated before the beta test is being run through the beta forum on the warlords site and instructions are in the beta test forum on how to get the mod, if you can't see it let me know what you registered under and I can see if the approval got lost somewhere. The insturctions for how to install and configure the svn client are in that forum just curious what you are looking to modify and why? If they could help me in some way that would be great. otherwise you are fr
lol what? In regards to shutting down mods: I have no idea where that shit comes from, the worst I have ever done is told people that they have to do their own work, and figure stuff out themselves and maybe warn them about IP liscences that I know have been aggressive about thier IP enforcement (Star Trek, Honor Harrington, Enders game) I have very little tolerance for what amounts to willful blindness, illiteracy and selfish lazyness, but I in no way wish for an
what errors are you getting, without specific information we can't figure out where you are having trouble. the mod is not being made avaialble by a download link for the closed beta, please follow the instructions in the beta test forum.
tbh I have very few problems with performance with any mod including 7sins I have win xp SP3 3.5gb ram (limited by xp32 bit) dual core athlon @2ghz (almost 3 years old now) geforce 7900 video card (also 3+ years old) none of these things are new at all, so maybe it's a vista issue, or an integrated graphics issue, but I run everything at highest and 1920x1200 and I only see any slow down when zoomed directly in on explosions (texture transparency will e
The two races I will be adding for sure will be new republic and vong, after that I don't know how much the game can take (unless they make some significant changes in diplomacy for resource loading and hard capped arrays) anyway more people need to sign up, only a couple have got both the mantis account and expressed intrest. signup now!