[img]http://dov.slipstreamproductions.net/News/Other/header.png[/img] With that April Fools day prank out of the way (we were originally going to make it a Gameplay Week feature, saying that we were making Japan playable or something silly, but it sort of spun into its own feature, so we might be technically one journal short), it's time to talk about the two factions in Dawn of Victory's first release and how they play off of each other in combat, econo
hydrocarbn
Nope, welcome to SOASE modding. :/
[quote who="Kreeargh" reply="3" id="2122299"] I have a few questions for you , in the cl dds is the alpha a transperant layer? Its the black one with hollow spots showing the areas that show the team color right? [/quote] No, it's just black, though it might be rendered as transparent depending on the program used. [quote]Is any of it have to do with layers the da dds also? [/quote] No. Only channels. [quote]The nm it is just a
If it locks up this tends to mean you have a wrong "count" number somewhere, such as six capital ships listed as entitydefs but 5 designated in the capitalshipcount line. If logErrors is on, this will result in the game creating a infinitely large debuglog too, up until you ctrl-alt-del out. I have no idea why this sort of thing isn't caught by the game itself.
Scaling meshes must be done in a modeling program and then exported: afaik the program linked above fails to account for hardpoints. The second can probably be done with a "rebel faction" set to spawn on a planet with a random chance of appearing. It cannot be 'upgraded' to a regular AI - they will defend their own planet only.
[quote who="vp21ct" reply="22" id="2120051"]Just one question, will there be Star Bases.[/quote] Our first release will be for vanilla. So no: structures may be technically "starbases", and there may be outposts that are "starbases", but ones like exist in Entrenchment will not be present.
Gameplay Week Update #2: Capital Ships [img]http://dov.slipstreamproductions.net/News/Other/header.png[/img] Capital ships are easily the most visually impressive thing in Dawn of Victory. While capitals in the base game were large and imposing already, they were quite common and easy to field. In Dawn of Victory, capital ships are behemoths, with dozens of weapon points, insanely high hull and armor ratings, and accor
[quote who="Sole Soul" reply="16" id="2119919"] Wrong Carbon. The other Carbon! [/quote] I knew I had an imposter ruining my stellar forum reputation. :p
[quote who="Annatar11" reply="4" id="2116105"]Yay, thank you. Now Carbon can finally stop plagiarizing my posts explaining the restricted google search [/quote] I think you've got the wrong suspect, pardner. The only posts I've made on the boards lately are about how to mod stuff.
[quote who="Major Stress" reply="16" id="2118502"] Quoting Carbon016, reply 13I wish people would work on existing mods on the same IP over new ones. Even if they don't cover the same concepts, splintering results in dead mods. Homeworld had at least 3 active trek mods. Bridge Commander, and Starfleet Command had countless mods. All done by different mod teams. All succesfull. SoA 2 wont die if i have any say over it. Im sure CJ wont let his project die if he can help it as well. Th
[quote who="ManSh00ter" reply="19" id="2119664"]What about the AI? The new features sound great, but how will you make the AI use the new system, for example refill the troopships for another invasion attempt, or perform strategically at all considering the changes to the way fleet buildup is handled? Considering the SoaSE Ai is notoriously difficult to adjust, will DoW be more oriented towards multiplayer gaming, or will we be able to enjoy battles against a computer opponent as well?[/quote
Yes, below all the weapons there's a weaponindexforrange or something line, set that to the # weapon (0, 1, 2) that you want to use as the range. So if the missiles are the last weapon (Weapon-2) set it to 2.
I wish people would work on existing mods on the same IP over new ones. Even if they don't cover the same concepts, splintering results in dead mods.
[quote who="Mooster" reply="1" id="2117354"]why not fix it for yourself... and since the last time I checked, it hasn't been update for a while[/quote] I don't understand why people comment on issues they don't understand. The OP was pointing out that people that use the mod and update it have not fixed a common issue. He cannot just "fix it himself" and then magically redistribute it in place of the versions other people have distributed.
They're bombers.
Since we launched our Wiki, we've had an enormous amount of fan backstory written. User-generated content has came from forum games and such, but there has also been quite a bit of pure prose from some talented individuals. Entire minor factions have been built up from scratch, diplomatic relatons and history described, and conflicts and skirmishes illustrated in great detail. The mod's development and backstory has been heavily influenced by fan-created works. Both our latest new
Ah, I wouldn't know because I don't do Entrenchment stuff. Sins past 1.1 has supported up to 9 caps though.
http://www.microsoft.com/windowsxp/using/helpandsupport/learnmore/tips/hiddenfiles.mspx
[quote who="Mooster" reply="16" id="2080627"]ok, I managed to load the script into 3ds max 2009, but it won't work, i tried to load a mesh file, and it just remained the same[/quote] Any mesh imports you do have to be in .bin not .txt or you will get nothing.
Drag it out.
High shield mitigation?
Start small - copy the Sova Carrier file, then change the mesh filename and rename the new .entity file, add it to the list in PlayerTech, then test, then do everything else. Don't do everything at once. A hard crash usually means you forgot to increment the capital ship # in PlayerTech.
[quote who="dolynick" reply="3" id="2115599"]I've got a question I haven't been able to find a way to do this yet but maybe I'm just missing something obvious... How do you add a new weapon type? There are the pre-built weapons such as BEAM, MISSILE, PHASE MISSILE, LASERTECH, etc but is there any place where we can specify and create a new custom type? -dolynick[/quote] I'm pretty sure (~80%) there is no way to do so - specifying a parameter lik
Try setting SelfIlluminationTextureFileName "" NormalTextureFileName "" to SelfIlluminationTextureFileName "Black-da.dds" NormalTextureFileName "Black-da.dds" And see if that fixes it. Alternatively, set the data map to another ship's.
Convert the mesh to plaintext and copy in the first few lines here. Is it glowing any particular color? Can you take a screenshot?