open it in max if you've got it, blow it up, then export it again doubt there's an easy way to do it through just editing the mesh and certainly not through entity files
hydrocarbn
essentially you put together 3/4 of a gb of what i assume to be miscellaneous and probably now outdated freeware utilities and didn't even bother listing what you included? there's a reason torrents were invented, downloading 700MB of what could end up to be several thousand copies of audacity bundled with a 500mb looping wav of william shatner is not an ideal distribution method so how about listing what exactly is in here
no, hit the menu keys and browse through it yourself, there's too many to list also, the regular exe can watch changed files...
That means you deleted or renamed that file. So fix it via Impulse or do it manually.
If a unit has a rear turret which is its 'main' gun (i.e. the engine says 'this does more DPS'), the unit will not turn to bring this cannon to bear. It will turn broadside to whatever it's attacking, even if it has no LEFT or RIGHT weapons, and sit there indefinitely.
I think multiple hangar points will define areas where each individual fighter in a group spawns, if you have some sort of open hangar and want some ships to show up. It works for at least one.
That's like saying you should never install a mod with new units because Sins is designed to play with the ones you have. If the OP wants to cut out research order and focus on another part of the game that's his perogative.
[quote who="dresda" reply="1" id="2296648"]no, that would give you an unfair advantage wouldn't it? [/quote] Oh damn, you saw through the OP's ruse of creating a mod everyone has to have to give the same 100% tech to everybody. As if modding your own game has to be 'fair'. OP, there isn't a mod out there that does this right now. You'd have to do it yourself. Unfortunately this sort of thing was present in RTS games made in 2001 (AoE, etc) but seems to n
[quote]this is not so - colonization is hardcoded to be instant.[/quote] It is? I swear there is a instantaction buff type that is 'ColonizePlanet' in addition to the AbilityType - couldn't this be simply called from another buff & put on a delay (rather than being an AbilityType)? I haven't messed around with it yet (just been working on Subversion-esque planetary invasion troopship pod things) and I'm probably wrong but just in case... Whatever the
You want a 4770 or 4850, should be around $100.
Yeah, this is really the biggest TC I've worked on and I've been on the other side a lot of times. I know you guys have probably heard that before, but how many of those people have said they've sat there at 2AM watching a page F5 endlessly using a Firefox plugin waiting on the day of a release? I really know waiting sucks but it is 100% for the benefit of the final product, or we wouldn't do it. As for the "game not mod" stuff: we're not trying to make a whole new game here but we
yeah, it's in the big forge tools pack
pdf in the forge tools
Well, it should work fine with 8. If you want me to convert it email the model to me and I'll see what's up.
So I was kind of tired of seeing people ask about this and not get any real answers. And I happened to know about a little program called ASTray Plus which I thought just might work. I really wanted to get my netbook up and running for modding (or playing a game) when I wasn't at my desktop. So, I did it, and here's how you can too. This was tested on a Samsung NC10 with 1GB of RAM: 2GB may be better, especially if your netbook has a BIOS upgrade that increases available shared memory. This w
how about asking him
You mean you want to import a planet mesh? From what using what modeling program?
Thanks Mansh00ter - as you've noted, this is the norm for TCs. Take it or leave it, I guess. We'd rather have a smaller fanbase and a satisfying release than a larger one and feel bad about how much work we've put into the project (I've been here for three years). Sins is already a game that most people have moved on from, so it's not really a big loss anyway. A majority of our fanbase elsewhere (ModDB) don't even have Sins but are buying it for this mod or plan to. And to my knowledge, even
An even easier way to do it is just up the slots in gameplay.constants for the "large" fleet sizes. One line affects everything.
Okay, what exactly are you trying to do?
The manifest system as well as porting existing assets (even with Beyond Compare). If you work on a TC, you'd understand. It's very much not something I enjoy, it's obvious that minus the manifest system it's not like everything is going to be the same and definitely excusable but it's still a pain in the ass. Would be less so if someone bothered to write a tut about how stuff like the manifest works and it was stickied. A ton of people on DoV's team wanted me to give the go-ahead for a first
Just FYI, Arctic Cooling makes a non-conductive stuff similar to AS5 called MX-2 as well. Dunno how it stacks up to OCZ Freeze though.
We don't do public betas and we're not doing Entrenchment until we are done with the first release. We are not a fly by night sort of mod that releases half-done work, this is a TC devoted to releasing a product when it's done, tested, and balanced. There's no reason to go to the lengths we have as far as production quality if we throw out stuff before it's ready. We will make a post when the beta is ready for private testing but you won't see anything as far as a build until we are totally h
Entrenchment modding is a pain in the ass. All modding is a pain in the ass, especially without a proper developer exe, but it is more a pain in the ass.
i'd say we show a lot more "sh**" than the norm really