Mystic Angel

Mystic Angel

Joined Member # 2417455
21 Posts 331 Replies 683 Reputation

Thanks for the help Whiskey! All of the additional models are 3rd party or began as third party. They are Star Trek models, but none of them came from the SOA2 mod. I began by cleaning up the meshes to the best of my ability (patience). Again, since a few of these are currently 100% 3rd party I'm not completely sure how much garbage is going on beneath the hood, so to speak. For the shield mesh process, my goal was to make sure there were no open shapes anywh

13 Replies 54,621 Views

I've been fiddling with the Shield Impact pipeline file and adding new shield meshes to the finished ships in my mod. I finally have the shield impacts tweaked to a point that's close to perfect. Unfortunately, some of the shield meshes show a slight distortion: any hits that occur on the far right edge of the shield mesh (front to back) leave an unsightly residue for a second or two in the shape of a stripe across the mesh. The residual stripe was part of the impact e

13 Replies 54,621 Views

I remember reading a couple of months back that someone got it to work. All it really does it keep the game from crashing if it goes over the 2gb limit on large maps. The game can still only load up to 2gb of mod/core material, however, and it will certainly slow down once that much memory is being used.

10 Replies 14,955 Views

It might technically be an ability, but we don't have access to the files that govern it. I created a series of abilities and buffs that reflect off of various factions' ships, which manipulate a bool entity modifier to disable or re-enable a ship or stucture's ability to launch squadrons.

12 Replies 14,333 Views

Fleet flagships can be changed in the game. When a group of ships is selected, just press tab until the ship you want to be the flagship is highlighted brighter than the others, then select Create Fleet. It does seem to be an arbitrary element in the game, though. The only value I've noticed is that I can select an entire fleet by clicking the flagship icon. Is there something I'm missing with flagships as they currently stand?

81 Replies 78,254 Views

Unfortunately, it would take a lot more than a simple manifest change, though I wish this were true. Once a manifest no longer references files that are still in the appropriate folders, the dev exe spits out a whole slough of errors, including minidumps. The mod contents and the manifests must match. If this is mod idea is truly being considered, my suggestion would be to create a base mod folder with all of the common/shared files that are necessary as well as your

21 Replies 11,672 Views

It's no challenge. I'm telling you it won't work because the game will crash; once it hits 2gb of RAM, you're done. Normal Diplomacy is skirting the edge of that usage, which was the reason for creating the Optimization Project. I'm sorry to rain on your parade, but, as I said before, we can hope something of this scale is possible in a second installment.

21 Replies 11,672 Views

Unfortunately, this would take up entirely too much RAM. Because the game engine loads all files at the start, can you imagine the electronic heart attack loading so much material would cause the game? If there's a Sins 2, maybe it'll be possible in that.

21 Replies 11,672 Views

Now that I've had a chance to look at the window files, you're absolutely correct. There doesn't appear to be anything to change there, so I apologize for that. I did test out adding a second block to the Diplomacy screen sans research. As I'm sure you noticed, the game doesn't throw out an error with just a block added. Unfortunately, it didn't actually add the block to the screen either. I also tried pasting one of the other research category blocks into the

16 Replies 6,674 Views

A couple of weeks ago, I offered to create a mod for myfist that would automate the launching and docking of all squadrons on a map. The primary purpose for this mod, among other things, was to force all squadrons to dock when no enemy is within your gravity well(s) and to launch automatically when a target jumps into the well. Obviously, this means a great deal for the general memory usage that squadrons take up late-game. I also added a manual switch that overrides the aut

12 Replies 14,333 Views

I know this seems like such an obvious question, but I'm going to ask it anyway. Have you actually created the second block in the Diplomacy research field through the player entity, Window, and Brush files? If so, can I see those files?

16 Replies 6,674 Views

Actually, now that I'm looking at the reference files, your error doesn't make sense to me. It's referring to an entire research block , but then points to a subject as the block error. Would you mind posting the relevant sections of the files you're working with?

16 Replies 6,674 Views

I'll keep this in the back of my mind. I still haven't replaced all necessary files since I got a new hard drive, the reference files included. Once I'm back up to 100% I'll search through those folders to see what I can come up with.

16 Replies 6,674 Views

I've only given this a cursory glance because I'm far from this point in my mod; however, I came to the not-quite-100% certain conclusion that it's possible to create or remove blocks from the research screens. It's all in the player files and the Window files. I believe it will take a great deal more work than you might have imagined, and barring any weird coding stipulations that lock that blockCount line to a certain number, it should be quite possible. You'

16 Replies 6,674 Views

Some interesting ideas here. I'll contribute more when I have a chance, but I do have an initial thought. Bear in mind that the targets per bank is logically governed by the number of hard points per weapon type in that bank. For instance, if you have 2 beam emitters to the front, you can only set the forward target count to 2. Otherwise, each emitter ends up discharging multiple weapon effects at once, including damage. It doesn't create an errors, but it is an odd

81 Replies 78,254 Views

As the wiki suggests, it's most definitely possible. I think that the Tech Hangar Defense entity file will have what you need if you're looking for an example.

3 Replies 4,045 Views

That sounds like one of those errors that I used to have on my Gamecube when I'd turn it on while one of the controller joysticks was pushed in any direction. I'm not sure that it has anything to do with your issue... I just wanted to share.

31 Replies 105,635 Views
Reply to Windows 7 in Sins Modding

Thanks so much for the replies! Unfortunately, an SSD is out of the question for the moment. As this is an unplanned upgrade, I'm trying to get the best possible while not breaking the bank. With that said, I'm more than doubling my hard drive efficiency and speed, and I plan on adding an SSD in the future, hopefully when the prices go down and the storage space goes up. I was definitely tempted, though.

12 Replies 10,150 Views
Reply to Windows 7 in Sins Modding

There was thread over in the technical forum that spanned from last spring to present. Apparently, some of them still can't get it to work. Regarding memory, my plans were either 4gb or 6gb. This whole situation is really an unplanned upgrade, so I'd rather not shell out the cash for a 4gb stick of ddr3 RAM. But I'm interested in know how much of a difference people notice in practical situations.

12 Replies 10,150 Views

I've just lost my hard drive and decided that, while I'm in the process of getting a new drive, I might as well upgrade from Vista to Windows 7. I know there was an issue some people were having with the 64-bit version, so I was just curious to see how many people in the modding community are running Windows 7. If so, which version, and have you had any problems? Thanks!

12 Replies 10,150 Views

I'm not sure what's going on with that first error. My gut reaction is that it deals with a mesh, and with there being too many different elements in particular. Maybe that's because I recognize "element" as the term used for each of the separate UV groups, but it gives you somewhere to start. The second one throws me for a loop. I don't know what "FixedArray" refers to, but it's clearly too large. Perhaps this deals with the first error in some way? Th

31 Replies 105,635 Views