steam's offline mode is pretty terrible and steam is a little bloated but 30MB of RAM shouldn't really be an issue for anybody with a computer that can actually run Sins in the first place (the bar is not high)
hydrocarbn
kind of wondering where everybody complaining about steam was when the original Sins switched to requiring Impulse, at the time a buggy mess of a program barely out of beta, to update, but god help you if you have to run a full-featured, slick client to install and play MP
I'm not really sure that people with really tiny displays that also want to run windowed mode is a huge market, outside of maybe 1366x768 TVs but: - The 1024x768 limit for UI elements is already asinine, if anything it should be upped to 1280x720. - 1024x600 should be supported in a way that isn't through mods. Netbooks have shifted to higher res screens but there are still a ton of netbook machines that can run Sins. [quote who="Teun-A-Roonius" reply="1" id=
This may not be your issue, but just a heads up that if they're non-colonizable planets you won't be able to do this.
It's impossible. I submitted a request for info to IC a while back and they wrote back with a code snippet for auto-attack move prioritization, which was literally just "is the DPS of the side banks the highest? yes - turn sideways no - turn forwards". We have a ship with a high-caliber rear gun that basically can only fire it on repeated shift-click strafing runs. I would really suggest pushing for a fix for this or the greater fix, which would be moddable boolean control over whether sh
I'm really not sure then, but it sounds like an issue with your particular PS install/settings. I assume the same thing doesn't happen with JPG/PNG/whatever exports? e: and while I hate GIMP, it may be more up to date at this point than PS7. Even an old version of PS should be exporting TGAs OK though.
I can't think of really any reason you'd want a .dds file for a scenario preview. All the ones that come with the game are .tga and .dds requires the image have its height and width as a power of two (128x64, 256x256, etc), so with an unmodified UI they wouldn't fit in the first place. I get a white box surrounding the image if I try exporting a non-square or non-power of two image - that white box expands the image to a power of two size (I made a 200x20 file and the white box wa
I wrote a tutorial for 3DSMax users for start to finish exports here , if you're interested in adding it to the OP.
For reference (since nobody else posted it) the changes appear to be limited to: ADD hasUpdateButton TRUE hasUpgradeButtons TRUE UNDER titleOverlay "MainMenuScreenTitleOverlay" Then copy MainMenuScreen.window to SteamMainMenuScreen.window and change hasUpdateButton TRUE hasUpgradeButtons TRUE to hasUpdateButton FALSE hasUpgradeButtons FALSE
[quote who="DirtySanchezz" reply="73" id="3077945"]Do you really think the two expansions were pointless? At the very least, Entrenchment wasn't pointless and added a lot to the game. The single player types might argue that Diplomacy was worthwhile.[/quote] I seem to remember a statement around the launch of Sins was that frequent patching would bring in features as well as bug fixes - this was quietly dumped in favor of "microexpansions" right alongside the discontin
I still find it hilarious that the "stand-alone" Rebellion, with what appears to be largely the same assets and gameplay (it'd be hard to tell given there's virtually no information on it even as it's up for pre-order) as a game that had its MP community fractured three ways through two largely pointless $10 expansions costs $10 more than Fall of the Samurai, the Shogun 2 'stand-alone" that's almost an entirely new game. I won't consider buying the game at that price b
The game is defaulting to the existing files because you don't have your directories set up correctly. The reason it's crashing when your directory is set up properly (without the useless ReferenceData directory) is probably because the reference data from Forge Tools 3 is about a trillion versions out of date. Make your own with this .
is today incredibly obvious yet patronizing rhetoric day because i've been waiting for that for years too. i've had this huge spiral-bound notebook full of the blandest stuff i can think of like "i hope humanity doesn't perish in a massive nuclear holocaust" and "i hope some guy not associated with a mod team never makes a condescending pronouncement worded as if they had a say in its release schedule" sitting around seemingly forever
Rest assured that we have crash and regression testing, even without the benefit of an unending series of broken beta releases for people to find them for us. It takes a lot of effort but that's all part of the job.
The AIs at this point are little more than emergency fill-ins for if a player drops. We've adjusted their priorities so that they no longer get stuck in some loops that they did before, but we don't support them, they can't do a lot of actions (like invading planets properly), and they aren't really very smart when it comes to micromanaging their forces.
I notice the second material (dark grey) is selected in the material editor and has the texture information but in the viewport it's the light grey of the first material - just to make sure, you dropped the material with the .dds information on the mesh before exporting, right? What does the Textures debug log say when checked? I can take a look, but I'm using Max 11 on this system so it's got a little different of a material editor - what works here might not there. e: al
Haven't seen the video but I wrote a tutorial here as well . The texture part is a little outdated but the steps are simple if you're using Sinstool 1.1: 1. Check "Diffuse Map", "Bump", and "Specular Level". Bump is of course the bump map and Specular is the data map. 2. Assign a Bitmap to each of these, cancel when you get to file selection if you don't care about what shows up in the viewport. The file sel
I had a random issue with it taking forever as well but it hasn't happened again. Maybe something to do with the debug settings? I uncheck those every time.
Hit affect pivot only and rotate the pivot.
You're right. In all this commotion, we all forgot the most important thing. Books in fact do not have 3D graphics. This has led me to several shocking conclusions and I am still reeling from this shocking realization. A bold new future awaits humanity, Sinperium, and you have led us there.
[quote who="ZombiesRus5" reply="10" id="3026433"] And from what I understand Dawn of Victory is only renaming core game components and balancing them differently from the core game which is cool and nothing I'm opposed to. Manpower=credit, Material=Metal, Depot=Extractor, Supply Base=Refinery. I think these changes will be pretty interesting to help differentiate the mod from it's siblings but doesn't really change the mechanics they are implemented on. [/quote]</p
[quote who="boshimi336" reply="299" id="2998253"]The UI is ... amazing. Would those graphics UI elements be made available to the modding community upon request? [/quote] The UI elements were created specifically to fit the aesthetic of the rest of the mod and we have been careful to overhaul everything at once to create a homogeneous feel and level of quality. It's designed to be a cohesive package, which is why we have done so many changes to different aspect
Is that an Entrenchment+ thing? I'm not seeing it in base.
[quote who="Star Dragon" reply="294" id="2998161"]Looks quite nice, but I could have sworn this would be multi-player only. Was the SP reference just because the game couldn't have that selection removed from its menu structure, or was there a decision to go ahead with SP, afterall?[/quote] We didn't remove single player as an option, the AI is just terrible. It's still important for people to have a way of booting up the game to learn the interface, research, gamepl