Fire is possible in space if oxygen is present for consumption, which it is when a ship blows up.
Mystic Angel
I'd be interested in this. Strictly speaking, Spelljammer was going out of vogue as I was getting interested in AD&D, but I'm familiar with the concepts. The issue I see here is that everything (quite literally) would have to be made from scratch, which means you'd really need an entire team working on this. Modeling the ships themselves should be fairly simple, much simpler than the Star Trek ships I'm working on now, but races would have to be decided on, ships to fill
1.051 didn't have any significant changes to the coding or engine, so the previous 1.05 version still works.
The Last Stand isn't a total conversion. He's only adding races and technology to what's already in the game. If you really want it and can't find it, then learn the skills. It's how almost everyone else around here has done it; I know that's how I started. You could make it simple and just supersize one of the existing capital ships, increase it's stats, give it more powerful abilities, and tack on a load of research pre-reqs.
Check with ManSh00ter. He's incorporating a Titan-class ship and what he terms a Citadel into his mod, The Last Stand. It has yet to be released, but I believe he's worked everything out.
He told a story as an analogy to all of the patching up people keep doing to Sins. So, rather than give a literal answer to his story, I just made the connection and answered the "real" question. It would be nice if the new car at least used some of the same parts in a more efficient manner, that way the mechanics don't have to learn an entirely different structural anatomy.
[quote who="myfist0" reply="156" id="2578255"]Maybe a little off topic but what the hell. I would like to buy a new car from a new company so I go to the dealer. The dealer explains all the good points of the car, one of them being it will do 250km/hr. Upon signing the deal and taking my brand new machine on the road, I let her rip. The engine starts to smoke and the wheels fall off. Repair after repair and still nothing. So they drop a new engine in. Nope. nothin. Repai
I think Micael456 was referring to particle and UI textures, which are all in .tga format by default. I think those are all set to 32 bit in stock Sins files, and I know for fact they are in SoA 2.
To those of you having issues with Distant Stars... Stress is absolute right about that mod going for the exact opposite of what he's trying to accomplish with this project. I've personally had issues with Distant Stars dumping due to the 2 gig RAM issue on larger maps. With that said, I took a page out of his book and went through the texture folder downsizing all planet textures to 1024 x 1024 and I changed all .tga files to 16 bit. I didn't take my work to anywhere
Here's what I do: 1) Create a folder in the Mod directory for whichever version you are playing. I name my folder Conversion. 2) Place a copy of the file you want to convert into the folder. 3) Open up Harpo's SinsTextBinner. 4) Follow his directions for running the converter. You should be converting the new folder that you just created in the Mod directory. 5) Voila! File converted. <
Thanks! I'll look into it when i get a chance.
So, for the sake of argument, let's say this large address tag is a viable option. I currently run 32-bit Vista on my laptop. What you're saying is that I can find this special program that actual tells the Sins application it can use up to 3 gigs of RAM instead of the 2 gigs that's a hardcoded limit, right? If it's feasible, how would I go about implementing this (just the basics)?
Congratulations on overcoming your first big modding hurdle! Just out of curiosity, what ended up being the problem?
Okay, seeing as you're new to this I'm going to just go through the whole process. I apologize if I go over something you already know. 1) You should have 3 separate texture files: YourShip-cl.dds, YourShip-da.dds, and YourShip-nm.dds. So, right off the bat I see that none of your textures have the .dds extension. In the event that you haven't saved them in dds format, you'll need to get a free plugin for photoshop that allows you to save files with that
Are you absolutely positive you haven't got the .da texture in place of the .cl texture in the mesh file? If so, I can say that your data map shouldn't be gray when viewing. I'm not sure what's up with that unless you've got it in gray scale. I'm assuming since you followed the instructions that Carbon posted that you have a red channel (specular), green channel (self-illumination), blue channel (reflective), and an alpha (bloom). Without seeing all of the channels
Well, pictures would certainly help me ascertain what the issue could be. But, it sounds like there's a solid white alpha channel in your color map. Either set it up so specific areas are white for the team color, or make it all black. The reflective issue is either the glossiness setting in your mesh file, or it's another totally white Blue channel in the data map. The alpha channel can suddenly appear all white if you reopen the file and save in dxt5 or whate
I don't completely understand how you're approaching this or what your end goal is going to be, but I'll try to help out. It sounds like you were trying to create frigates or capital ships by using the deploy fighter mechanic, so I can understand why you didn't like the results. My suggestion is to simply create an ability with a Create Frigate buff. This will allow you to spawn the frigate of your choice for a specified cost and for a limited or unlimited amount of time.&
No, there won't be any ships from STO. What you see is what you get at the moment. If you'd like to mod in some STO ships on your own, though, you're certainly welcome to it.
I can't speak for the average cube, but since I made the tactical cube I can vouch for it's 360 degree weapon arc. In fact, it has at least 9 weapon points facing in each direction not counting the big cannons that protrude from the hull. I might take a look at the others at some point, especially to even out DPS per weapon point compared to what the tactical cube currently has. In general, all ships will face forward if they have weapons in that arc. If weapo
usesFighterAttack is located in the entity file, but as I said, you don't need to change anything. There's nothing you can do about the way the cubes move at the moment. They're already set to false, and if you change it to true the problem will only get worse. This is being addressed with the mesh size changes. Once Stress has completed his reworking/resizing of all meshes for the Diplomacy foundation we'll tranfer those changes into the Entrenchment release. <
The Borg do not have the fighter-style movement enabled for the cubes. There may be a frigate or two that has it, but all large ships are as Vanilla as you can get. The bumper car syndrome should be fixed somewhat once we instate the half-size reduction in all ship sizes.
[quote who="Cheif50" reply="1555" id="2560741"]Random crashes, random minidumps among things. I know how to instal it but using it to find errors meh.[/quote] You do realize all you have to do is click on the dev application icon in your Sins directory and it opens up, right? No installation or weird instructions to follow. It's really simple to use; you just set it up exactly like you would set up your normal Sins settings and then play, except this will tell you whenever
As GoaFan said, try playing around with the physics of the ship within it's entity file. You can accomplish this type of turn by adjusting the angular acceleration (lower, I think) and deceleration (higher), but I bet you have to fiddle with the linear values too so the ship still moves fluidly.
You'll want to use the trigger type: OnOwnerDeath For any other ability- or buff-related needs, you might want to take a look at these two posts: https://forums.sinsofasolarempire.com/366795 https://forums.sinsofasolarempire.com/306405 Also, you'll ant to look at the entity bool modifers to find the appropriate status effects you want to apply.<
LOL. Noted, Major Stress. Noted. [e digicons]:thumbsup:[/e] Seriously, I do all my testing on an unsynced copy and make sure everything is at 100% before porting into the sync folder. If it doesn't work, no one else will ever have to worry about it.