[quote]Nice work. Makes my mod look like a finger painting[/quote] I don`t think so... [quote]Why use that slow-ass video hosting site instead of say Youtube or Gametrailers.com?[/quote] Because Youtube drop video quality too much and VERY Slow to upload (in my location at least) I`m trying to upload at youtube now but It`ll take some time. I never think about gametrailer. I`ll check later.
bailknight
This is not about pwning or pwned. I have my style and WLd have his. And Choice is yours. No need to argue about pwnage :p
Add ver 1.3 videos in main post. Download link will available in few days.
[quote]But there is just one thing I really don´t understand about your mod. Why are you so bullish about releasing a version without any change in the actual Gameplay? Most fans of your Mod use it because of the enhanced Graphics. Why don´t you just release two Versions? One with the gameplay changes and a Version without them?[/quote] I really don`t want to go through this again..Just say Its impossible to change things without modify entities. [quote]1. What effects
[quote]Bailknight, I was wondering if you could back to me on my earlier post. I really would like to include your enhanced graphics in my mod. I also sent you a PM so please let me know soon.[/quote] Please read post. It say merging need no clearance, still PM is grateful. @theRetroboy I`m still working on my mod almost every day but progress is slow beacuse I have no free time now(1 or 2 hours per a day), and I want rework every TEC and Advent effect I made before(by not
[quote]Plus, if you use paths specific to your system, they might not work on other computers.[/quote] I don`t think so. Partcle simulation only use a name of texture not the entire path. However I always delete path and leave filenamt in my final version for reduce filesize. :d And Thanks about advice.
[quote]I am not sure what you mean by this. I just ran the program, moved and resized the windows, closed and opened again and it remembered the positions fine. Could you explain further?[/quote] Dual screen issue maybe? I always run particle forge in dual screen system. And when I run particle forge it always somewhere in the middle of both screens. [quote]It's possible you have multiple copies of a given texture (in different folders). This is a safety feature. Do a quick se
I`m have few issues with particle forge. First it reset my Sins game setting everytime when particle forge running.(super annoying) Second it didn`t load textures that have correct filepath when particle loaded. Third it didn`t remember It`s final window statue (position size etc) If I could choose a specific folder for every texture and particle forge always load textures from there will be really helpful..
[quote]Updated Malice and Missile Barrage for 1.05.[/quote] Missile Barrage was broken since Sins initial release..It never work as DEV planed. And If work correctly, missile barrage will one of the most powerful ability in Sins. It can literally wipe out every frigates in 10000radius by single(well 20 actully) shot.
[quote]Also, bailknight, if you get a chance I wouldn't mind hearing what about Particle Forge is more helpful. I don't mod, so perhaps I won't understand it all, but it'd be nice knowing what's making your job any easier.[/quote] You can see result in particle forge directly instead of running game every time when you change small values. fix some value in particles -> start game ->( setting situation for test -> save ->) load -> check effect -> turn off -> fix some value in
[quote]I've also edited the LRM mesh to fire six missiles instead of 10... 10 was too many per burst in my opinion.[/quote] Same here. Too many volleys in single shot compare it`s firepower. :p
I just tried Particle Forge and now I`m quite sure this one will save my times incredibly :CONGRAT: Still I need some time for vasari and entire optimization so It`ll take some weeks before release. ;) And mod 1.2 will work fine with Sins 1.05 .
[quote]Teaser Image: New LRM Graphic[/quote] Cool :CONGRAT: Just make sure don`t use too many particles on single effect though ;)
WOW :SURPRISED: Cool :CONGRAT:
I thought that hammerhead side was bow until I saw ingame shot :LOL:
@ZJBDragon Missile barrage is not a anti-planetary ability and it also need no targets for activate. Every weapons and abilities have there own effective ranges that didn`t related each other. @Mongoose22 Well I actually know what onReapplyDuplicateType do but thanks anyway ;) What I don`t know is buffExclusivityForAIType and at this point nobody know what this line do expect DEV.
Yes and that is level 6 ultimate ability that do nothing!! This should be fixed officially right now.
Add "ApplyBuffToLastSpawnerWithTravelNoFilterNoRange" in "buffInstantActionType" that used by "BuffDisintegrationTarget.entity"
[quote]Any hope for a progress report?[/quote] Almost finishied TEC and Advent yesterday. I`ll post some video later. At this time my biggist concern is Vasari wave cannon...those bananas make me sick.
I notice this since I start modding ver1.02 and It didn`t fixed all this way so I finally post this to give you notice and solution about this bug. At now (ver 1.04) Marza`s missile barrage skill is completely broken since Sins released. It fire missile effect very well but did no damage at all (or sometime do very minor damage (around 150) at the end of volley) instead of total 3000 damage. I don`t know what t
[quote]The next tool to be released is Particle Forge.[/quote] Thanks A lot.
@ManSh00ter Don`t need to be sorry about that. :) Anyway DEV confirm me that 1.04 can support only 10 explosions as I said before. They also said 1.1 will remove this limit so you can still make your own race-explosion for future plan. Just in case you didn`t check that ;)
I think mass-capture by planet colonization can be possible by giving wide area capture buff in planet colonize ability. I have no idea about respawning and formation right now. If defence platform can be move freely it can be possible that give a passive ability based on FleetBeacon to every defence platform that call themselves trigger by their death. I`m not sure about this but if you can give them smaller gravitywell exclusively(like vasari`s gravitywell reduce research) I
Good I`ll try this :)
@derbal213 I did both (edit explosiondata particles that have various start time) And Dev confirm me that 1.04 can`t have more than 10 explosion entries(not subexplosions) I`ll not work with race explosion at this time.