[quote]Whens the next release, Bailknight?[/quote] How about this weekend? I fixed(removed actually) those graphical issues and add some new effect for TEC shipyard. [quote]I must say Bailknight that the updates to the mod are FANTABULOUS!!! thx for all of the hard work.[/quote] Thanks :) [quote]What tool are you using to create your effects?[/quote] Particle Forge
bailknight
Thanks DeadlyShoe [e digicons]:)[/e] [quote]-A lot of the GameInfo changes only turn Autocast from FALSE to TRUE. Is it supposed to be that way?[/quote] Yes. I changed it so AI can use lv6 (Ultimate) abilities of Capships. [quote]Note that beamGlowTextureName has the _Core texture and beamCoreTextureName h
[quote]wheres this update? I'm not sure which link is the new one [/quote] TOP one of course. http://www.mediafire.com/?yoomlxzk889
[quote]+ Kol's new Flak Burst effect is lovely. Very well done.[/quote] I didn`t change that effect since my previous ver..thanks anyway [e digicons];)[/e] [quote]+ Did you add a star background? I played on some golden yellow and orange one that I don't recall seeing before. If you didn't, chalk it up to me just being tired then. If you did, it's beautiful.[/quote] I don`t think I did that... [quote]- Frigat
Sorry for late. I was very VERY busy recently so I have no time to upload my mod that already finished 2 weeks ago [e digicons]X([/e] Well..finally I got free weekend![e digicons]:grin:[/e] So here it is. Still no time for make movie or take screenshots but I hope you guys `ll post some here instead me [e digicons]:inlove:[/e] .
[quote]Just something, i wanted to know if there is a file that you can edit to make larger and longer fighter [/quote] Trail width is controled by each figter`s entity (ex FighterTechCombat.entity) However length is not sure. Before Entrenchment there was a file named as "ExhaustTrailDef.exhaustTrailDef" which seems control those value but it`s gone now(removed from gameinfo Fixed most of problem from entrenchment mod last night. After few mor
[quote]I just finished initial version of entrenchment effect mod. Release version will coming next weekend. [/quote] There is some problem now. I just updated my entrenchment to ver 1.02 yesterday and It mess my mods pretty badly (mostly related with entrenchment abilities and starbases) It seems like there is no forgetool for entrechment 1.02 so I can`t make progress until new tools out. Nevermin
I just finished initial version of entrenchment effect mod. Release version will coming next weekend.
I`m not sure about that. I regularly visit this forum before but now I got Entranchment (bought 2 days ago) and It seems need some work for new weapon and skills. Well I don`t have enough time for mod right now but at least I`ll release newer version for Entranchment in some future.
[quote who="Mazuo" reply="7" id="2094311"]Bail seems to have bailed. [/quote] Cool I mean.. really cool. No offense.
[quote]One small gripe, why are the Vasari shields green? They ought to be red.[/quote] I don`t know. They were green in vanilla. [quote]Question about this mod: it extracts two GameInfo folders, a regular binary one and a TXT_GameInfo one. Is the TXT one even used?[/quote] TXT_GameInfo folder contain text version of entitiy files that didn`t do anything for mod itself. It just there for people who want to know what exactly changed in mod`s entities. If you want change
Put these folders from Sins root folder to particle forge folder. Textures TextureAnimations Mesh PipelineEffect
SOASE have no animation at all. How tragic :SNIFF!:
Thanks Mazuo ;) I`ll update my mod when official forge tool for 1.09 beta released(Don`t know when). I can update my mod for 1.09 without new forge tool however, I just want make sure what exactly changed in beta :p And I also need some times for add new race-specific explosion and alternate explosions.
:CONGRAT: Is there any plan for releasing updated forge tool for modders?
Good. I always love hammerhead (or anchorhead maybe :LOL: )
[quote]The reason why some people get a different checksum is because they also extract the readme to the Bailknight mod folder they make.If one of you adds the readme while the others do not, the checksum will be different. Once the dude who added the readme deletes it then disables and re-enables his mod, the checksum will be the same as everyone who didn't add the readme. I suggest that anyone who downloads and sets up the mod, do NOT include the readme in the Bailknight folder you make. Only
@SweZor I don`t know either. It seems like you have some problem with modified shaders...but i don`t know why. Did you try to use unmodified my mod? Is that also result minidump?
Thanks DEV :CONGRAT: I think Raze Planet also have same problem that Missile Barrage Has. I didn`t check it seriously but there logic is same so you should also check that work properly.
@In_Vino_Veritas Don`t know. I think just copying particle folder will make no incompatibility issue. But my particles are very tightly associated with gameplay value so I didn`t recommand that. @Tyroki Thank you :D That explain make many things clear for me. I must make my zip more carefully though :d
I think many parts of lags exist in this game definitely caused by sound effects. Vasari Cap-carrier`s Repair Cloud skill is a good example. And some unreasonably high poly counts on small ships like fighters/bombers even with no LOD support also could cause performance issue. In any case, this game lag like hell beyond expectation even with the highest system available and It`s definitely problem of the game not pc.
@Lord_Dark_Cloud Different Mod name may could cause diffrent checksum. Try extract zip as filename. (ex-> bailknight_graphicmod_v1.3)
[quote]We couldn't play a mp game. We were getting different checksum's.[/quote] That`s strange.. I suggest both of you re-download my mod ver 1.3 FIXED. And you or your friend may put some modded file in Sins root folder. Uninstall sins completly and remove sins folder and reinstall.
Fixed version uploaded. Please download again :d
I`m very sorry for inconvenient but i found a small bug just after I release. I`ll upload fixed version immediately.