Yep not compatible with 1.03 yet. 1.03 totally screwed up almost half of entities so I need rework almost everything again :LOL: I`m not sure why IC change so many things even not mentioned in full patch note however.
bailknight
[quote]That changes nothing. Ironclad still owns the original copyright, and a derivative work cannot bypass that.[/quote] It`s ture that Ironclad own original copyright but it didn`t mean that you can modify and distribute any derivative works freely.
[quote]Bailknight's planet textures are presumably modified textures, so he cannot.[/quote] I didn`t touch any texture. And I recommand you should study something called "Derivative work"
[quote]PointStaggerDelay 0.300000=i not 100% sure what it means ether but i think it have to do with the delta time a beam/pulse is supoce to exist..[/quote] PointStaggerDelay is delay timer for weapon that using multiple turrets. If you have a ship with 3 barrel(ex. kodiac) and PointStaggerDelay is 0.000000 all 3 barrels shoot exactly same moment. If PointStaggerDelay is 0.500000 each barrel shoot at an intervals of 0.5sec (1 -(0.5sec)-2-(0.5sec)-3)
[quote]Thanks for this wonderful forum, where i can't edit my own goddamn post.[/quote] Me either :LOL:
[quote]im still getting the mini dump even after i enable it and check load on startup and then restart the game[/quote] Did you modify anything? Or load some old savegame that did`nt use my mod? I`m not sure :( [quote]Wow, nice. Are you the same person who did the mods for Star Wars Empire at War?[/quote] Yes [quote]Me and my guild all applied this and Played a game, out of four games at least 2 out of the 4 players received a minidump. Whats up?[/quote] Don`t know
AARRGGBB is ARGB in 16digit form. AA=Alpha (Opacity) FF(fully visible)-> 00(Invisible) RR=Red GG=Green BB=Blue
[quote]I just grabbed this and gave it a run for about an hour...Started a new game on a meduim random map. Everything looked cool, nice sparkly new effects and stuff, but after a while they just seemed to stop. The ships just sat there taking damage, but I couldn't see any shots being fired... anyone else get this?[/quote] That happens also in vanilla. I think it`s some kind of anti-lagging countermeasure system built in game engine but this system act weirdly sometime..especially with
[quote]Ran the script on Max 8 and it went through, but now whenever I try to import a mesh file it says:"Invalid header, aborting, sorry."Whats up with that?[/quote] Me too and this was not happened when useing ver 1.1. Mine is Max 6
i`m currently writing reamme.txt
[quote]That's too bad that you're unwilling to just release a graphics update. The fact is that most people online play vanilla sins, and by a changing the game, it's just going to discourage me from playing it in single player since I'll get use to your version and not the version people actually play.[/quote] I think many people mistake something about this mod. Mod compatiblity is not just matter of entities also particles. [size="5"]IF YOU WANT PLAY WITH MOD ONLINE YOU
[quote]Will this have to be enabled as a MOD in the options?[/quote] Sure. [HR] About some changes, I finally decide not change anything about ship`s spec at this time. Still Kodiac and Defense replaced their weapon type so they receive different upgrade bonus. (Kodiac - Gauss / Defense - Beam) Radiation Bomb and Incendiary Shells skills slightly changed for better visual represent. Efficiency is almost same. Transfer Antimatter skill now cannot target frigates
[quote]yeah come on.. leave the graphic mods, just that.. a graphic mod.[/quote] I think I must set this clearly... Graphic mod is not intended as Add-on like Uzii`s great Sins Plus. I`m not making some effect add-on package but game that I want to play. Still most of my complaints are about graphics so I`m work on it first. While ver1.0 have some minor adjustment like most popular orbital deffense and PJI buff, I hope ver2.0 will have some starship model replace. It`s quite nonsense t
Almost finished. Had some rough time fixing Invisible bullets :( Now It looks like everything works just fine and framerate is almost same as vanilla game :) Also Its dump-free! Test over 10hours in huge map with 8 hard AI and no minidump at all :D Still work on some re-balance things like LRMs and Heavy Cruisers. I think they are overpowered :( Little firepower decrease or cost increase may help. MOD ver 1.0 will release coming weekend if no critical erro
Seoul, Republic of Korea
[quote]This is just a suggestion.Maybe you can add more animation for ship and higher texture to whole game. Sometimes the sprite is not sync with the gun. The gun is still at it's position while the muzzle flash is going to somewhere.[/quote] Surprisingly, Sins didn`t support any mesh animation at all! I never thought a 3d game with no animation can be possible.. :D
[quote]BailknightHmmmm Didn't you mod the hell out of Star Wars Empires at war? If its the same knight.. You guys are going to love his work. Good to you see over on this game. If not the same Knight. My bad. Still looks good tho.[/quote] Yes I am. [quote]Question for you, Bailknight...Do your changes include the .entity files, or are you working exclusively in .particle files. I only ask because if you ARE working just in particles it would do wonders for compatability w/ other mod
[quote]I have to ask the question, will it work online? I'm assuming you've just changed graphical output in the same way the standard graphics options do?I love the more dramatic effects, much more exciting.[/quote] [quote]Impressive, very impressive. Keep up the excellent work. Quick question though, are you changing many .entity files, or is it mainly textures?/quote] Text work only. Use stock textures only because changing even single texture make every set of textures need
Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1 Fix TEC light frigate weapon travel speed issue. If you get previous version please re-download this. DOWNLOAD : http://www.mediafire.com/?yoo