well that's my current goal, test the abilities one by one and try to fix them if they have issues
EvilleJedi
well here are the steps I have taken 1) started from 1.16 base binary data in the particle, window and gameinfo folder. Added mod files. All of the mod files do not overwrite existing files except for explosions.explosiondata, soundeffects.sounddata, soundmusic.sounddata, HudIcon-ship.brushes, loadscreen.brushes and the planet files (the planets only increased the size of the gravity wells. 2) removed all abilities from ships and removed the modded abilities. 3) checke
I think the scuttle minidump is directly related to bad explosions/debris, I think I've at last got that one narrowed down. I believe the rest are abilities and the pirates.
a better solution send him to me so I can put him in a forced labor camp to actually fix the issues. he will be paid a grain of rice for each bug squashed and 1000 sharp toothed weasels will be set upon his nether regions for any written, gestured, spoken or thought word that is not making things play better. seriously though, if you aren't willing to improve the quality of it through constructive and well documented bug reports the
one big problem is that the dev exe can catch asserts that are anything short of an empty file pointer, the issue with this is that it seems to be able to survive crashing better than vanilla because of the extra messaging and warning code, I've been trying to use the asserts to track down some issues, but I don't know what is a 1.15 -> 1.16 problem or what is a problem with the mod. for example this assert Assert @ c:\gs\main\CodeSource\Engine
I've been playing with this a lot recently and here is what I found assuming that your diffuse(proper team color), glow(proper glow, very little reflection, very little specular and bloom), normals (it will be too light if you don't have some sort of normal map, fill with 127 and not 0 if you don't have one) and ambient brightness value (32) are all okay you still need to have proper tangents in the model XSI doesn't seem to want to make a proper
abilities and death explosions/debris are the big things I am investigating now.
psychoak is right, capitals waste a lot of damage even though an equal cost of frigates should have the same total dps I am going ship by ship trying to find the minidumps also another cause of the map issue is playing with the developer exe I want people to test another option to see if it reduces minidumps, turn off in the visual effects 'show debris' I have found some missing meshes and I'm wondering if tha
fixed the mandator crash, Lord Taraq I don't know how you can use it without having an older version. The Mandator had 11 engine flares and the game dumps with more than 10 Heero_Miiyamoto: the vulture bomber is a the double hulled one seen i nthe clone wars cartoon, I talked with Blair from iron clad and the minimum zoom issue is a glitch with the engine and should be fixed in a future patch the C9979 is a variant that can operate independantly f
Ryuzaki777 updating the maps is great for the people that have problems but saying that is the solution doesn't help me figure out why it is happening in the first place. for people like Lord Tareq, these types of fixes are very very helpful, it will make newer versions much quicker to push out. Keep them
can anyone confirm for me that they are running 1.15 and can't see the maps? I have 1.16 and I can see all of the maps and they all work fine... If anyone has 1.16 and can't see the maps then it must be somethign else, but beyond that I'm at a loss.
If anyone wants to modify the stock races to have higher hull shield and damage values I will include that in the future if you send it to me.
does anyone know if there is a minimum zoom that we cannot modify. I created some very small fighters and I have changed the ship entity settings and I cannot get below a certian zoom. The fightrs display fine, but I can't get the camera any closer by zooming ( I can move the camera and get closer, but then it isn't focused on the ship) I also played with the visibility multipliers in the gameplayconstants and couldn't get it closer. (I could force it to zoom less, but not more.) besides the
so far everyones computer is better than mine (except the integrated video, but the processor is better) so it obviously can't be a performance thing. I definately get a minidump with the alliance after a while so I think there is an ability that is broken, the other races I haven't seen the minidumps except when I am really pushing it (7 AI at 8x speed which btw runs like crap :-p)
SPEED top speed is the same for every class except fighters, accelerations and turn rates are different, this is intentional. Iwill be modifying the top speed and acceleration in a future version (slower acceleration, but faster top speed) to make ships cross gravity wells faster. ANTIMATTER the regen of anti matter in combat should only be if there is a support ship or structure around, I'll check to make sure it works, but I will be adding antimatter regen to ships l
if you are playing vs the normal races and you find that the minidump happens when you click on something (or build something) try it a few times and if it happens consistantly that will be a big help. I've let games with the Empire vs empire run for over an hour at 8x speed. so I'd try testing with the empire as the AI I get minidumps with allance AI after about 20 minutes and I'm trying to sort that one out.
trade stations, refineries, repair stations, shipyards and research stations all provide antimatter in a radius. This is really useful in defensive situations because you can fire off a lot more different abilities at the same time. it's a lot of work to rescale ships, so it won't be happening. I can up the mitigation on the scouts a bit, should make them survive, but for the most part they are supposed to be cheap and weak (enable their sprint ab
check the first post for a link and updated info
I do some occasional work on it, and I have all the files setup still, there might still be a HW2 release in the future, but it would just be a few bug fixes and mesh updates (from the older versions) this will be a non-entrenchment release, the entrenchment one will take abit to work out.
just an update, I've gotten everything together for a release, I need to make a few play throughs to make sure everything shows up and I don't get random minidumps. If all goes well I will package the mod up and make it avaialble tomorrow night (3/30/2009 EST)
the map issue is because of a change in the map file format otherwise hard at work with new version... soon now
you probably don't have the textures assigned correctly, I get the EXP errors on export as well, but the textures stay assigned in the model when saved. THe esiest way to get the textures into the material manager is to open the material manager and then drag the textures from windows explorer to the left hand pane of the material manager. Then assign them to the shader tree as in the mod tool docs. Also if you have max you can install the free crosswalk plugin (available in XSI's downloads)
okay based on the crash bugs I am seeing I think it won't be this weekend, I'll post more when I see some actual progress
alliance xwing awing bwing ywing Imperials Tie fighter interceptor bomber assault gunboat CIS vulture droid geonosian fighter tridroid Republic Torrent Nimbus Arc 170 ETA2 I may add others later in entrenchment
okay a little update. I'm at the point where most of the improvements are getting to be smaller and more nit picky. I still have some fighter work to do as well as a few effects and small bugs. most of the ships that are size converted are rigged and shielded a few random ones are not, mostly these are new additions. I have to do a bunch of work however to track down some crash bugs and some old files etc, which isn't all that fun. ship icons are