EvilleJedi

EvilleJedi

Joined Member # 2408531
13 Posts 404 Replies 1,367 Reputation

I'd like to invite eveyone here to sign up for the test of SOGE 0.95 https://forums.sinsofasolarempire.com/331584/page/33/#2389828 I'll be posting a download link soon in that thread, but sign up for the bug tracker so that we can get good bug reports (I'll probably do a month long open test ending around Halloween, implement the fixes and t

827 Replies 2,301,191 Views

I just finished building up the test release for the new version of SOGE This version has a lot of fixes included and should resolve most of the minidump problems (I have one issue that crops up in large games that I'm going to ask blair to look into.) So I will be sending out messages to those who have signed up at this thread <a title="http://warlords.swrebellion.com/forums/viewtopic.php?f=589&t=27668" href="http://warlords.swrebellion.com/forums/viewtopic.php?f=5

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thanks for the quick response, I guess I'm going total conversion for this mod :-p

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if a mesh is not loaded do the textures not get loaded as well? or is the textures directory indexed and parsed by itself? I keep getting a MaxCout > Count message and then occasionally will get a DirectXAsser (!Failed(dxVerifyHR)] Context: Can't create Texture ....... .dds HE: (E_OUTOFMEMORY) - Ran out of memory I am adding 4 races (and would at least like to add 4 more) the 4 races have 343 new textures

59 Replies 262,666 Views

I've been experimenting with sound effects and thier alternates and I was wondering if anyone has any insight into how the alternate sound effects work. For weapon effects the sound count defines which sounds will play on that event and that references the sounddata entry. However some effects do not have a sound count (for example some interface sounds or those in buffs) I've also run into MAXCOUNT errors when specifying additional ALTS (usually more than 3 causes this

0 Replies 2,585 Views

are you sure Bump map is the -nm Alpha? I though that the red channel was duplicated into the alpha because of a bit width issue in the red channel for compresion reasons (see the IC docs, but essentially DXTC compression uses more bits for green and blue and alpha, the red channel gets fewer bits because of a decision based on the fact that we have less red receptors in our eyes and wouldn't notice the difference)

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Blair for the 1000 textures limit is that the total of all CL, DA and NM .dds files referenced in meshes? does this take into account that some ships may have 256x256 textures and some may have 2048x2048 textures? my assumption is that it is a memory limit protection for texture swapping, but I could easily destroy that with 2048x2048 textures :-p is that also a a run time limit for races currently loaded in the current game? or is it limited to any time the game runs and what

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moguta, you are correct, the particle is centered at the center of the image, you can shift it so that it is forward or behind that, but unlike Homeworld2 which had the same problem you cannot animate this offset to change (so you could offset to the back position at firing then offset the particle immediately after firing to the front position) the problem for sins was to make the laser 'not hit the target' or make the laser 'fire from empty space on the wrong side of

827 Replies 2,301,191 Views

I will be starting up a beta test of the entrenchment version soon, but need some help in straightening out a lot of things first. If you are technically able (you've done sins modding before or debugged mods) please consider helping out. All that is really stopping getting a mod out is having the files edited, almost all of the graphical work is done! (or at least playable) I am specifically looking for people that have experience with abilities/buffs as well as UI elements like settin

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I would probably limit the stacking to maybe two, but also have it only cover an area of the battlefield, so you could put the freighters outsystem, then during a lull in the battle drag some ships back to them to recharge while also giving the defensive player a target of oppertunity, I will ahve to see how it works before I commit to this dynamic movement doesn't really work exactly right, I've experimented with it, but found it to be more of a mess than anything. bes

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I'm thinking that freindly structures will have a more rapid regen rate buff to the gravity well, this should help defense. and some vessels will have AM recharge buffs for ships around them. all ships will have a slow recharge. I still have to play around with the AI triggers for this to make sense, but essentially it give a defensive bonus to some worlds, but leave lightly developed worlds easier pickings and also allow invasion fleets/revenge fleets an advantage over fleets that are not re

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does these indicate the max number of discrete files that are loaded at load? (IE all ten races have 40 ships/structures or some combination thereof?) or does it represent some other limit? same with textures? enum { MAX_NUM_MESHES = 400 }; enum { MAX_NUM_FILE_TEXTURES = 1000 }; now I know this one is simply a stability and performance issue, I've grossly exceeded it on some occasions enum {MaxWeaponPointCount = 20};

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I just did the experiment with a clean copy of entrenchment, no other mods installed, but with a custom race file (a copy of the TECH player entity) when I removed the colony ship entirely I recieved a crash immediately after loading, when the colony ship is present there is no crash, however to specifically detail one more issue both the colony frigate and the resource capturing ability need to be present somewhere on the cruiser and frigate pages, my problem was that I did not include the r

7 Replies 7,645 Views

well i've wasted a lot of time trying to squash the AI crash bug and find out that it is simply a matter of poor documentation on the part of IronClad, see here for more. This means progress on the actual mod can start again.... https://forums.sinsofasolarempire.com/363106

1,730 Replies 4,129,948 Views

This seems like a change that was done in 1.03 for entrenchment, however it seems that the game will minidump against an AI if a player_XXXX.entity does not have at least one frigate on the first 'frigate' page that has the line frigateRoleType "Colony" in it. I may be mistaken that this is an absolute requirement, however I did change the tech colony ship to a non-colony roletype and recieved an instant crash and also when on a custom race had no

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if anyone wants to do some really heavy duty testing on the new version I need some help tracking down crash issues (seriously don't ask for the new version unless you are willing to dig into the files, modify stuff and figure out want it causing the AI crash issues, it is quite unplayable until I get this fixed) PM if you think you can help

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just curious what are you looking to do with them? (btw they are my models, they are free to use if you can figure out how to do it yourself so don't ask to have anything fixed or converted they are as is, if you do ask for changes then you don't deserve to use them :-p)

827 Replies 2,301,191 Views

if I could get it to stop minidumping yes, I am having a hell of a time with the AI crashing left and right, so I am building the mod up in entrenchment from scratch... works fine if you play with the stock races as AI though... whiskey, I'd rather have help getting this to work in entrenchment unless you are doing something completely different (ST vs SW or something for your own use) the models are avaialble in the form you can currently get them.

1,730 Replies 4,129,948 Views