Star/Clad... is there an error code databank somewhere?
HouseRalan
[quote who="yoadjla" reply="23" id="1899047"]Greetings danman can you please add me as a playtester i already joined and submitted a playtester request at the 7DS forum under the name of TiredBoy. [/quote] [e digicons]:borg:[/e] Another joins the Collective[e digicons]:borg:[/e] [e digicons]}:)[/e]
nice videos. Tell the B5 team that stopped work to send everything to Danman at 7DS so it can live on.
I'll try the showError TRUE. Might be the EMPTY template that's carried over from early SINS. All it is is ""
NOTHING WORKS WITH SINS Beta 1.1 maybe this will get fixed by Star/Clad otherwise modders are going to be putting in quintuple time to convert their mods.
In dev.exe I'm seeing all sorts of errors pop up that I can skip, but is there a list somewhere of what the errors mean and more detail about what is causing them? They get saved in a text file for viewing, but is there anything that explains what they mean and their cause? Like: c:\gs\gamma\03\CodeSource\GS\Render\EntityMeshRenderer.cpp(74): assert! [!mesh->GetData().HasAnyTextures()] =========== c:\gs\gamma\03\CodeSource\Engine\Archive\TextFileArchive.cpp(
PM me your GalaxyScenarioDef file and I'll take a look at it. Check for posts that I've made, one of the posts has a vanilla GalaxyScenarioDef file in it that includes all the items and won't be hard to edit with custom templates.
for those of you not keeping tabs on the Vatican, there are now 14 and as I don't have PopeNet on an RSS feed I don't know if they are venial or mortal... "7 Deadly and 7 new guilt enhancing venial Sins" just doesn't roll off the tongue. "7 Deadly Sins" now with 100% of the GDA of Vitamin P for extra Pwnage. "7 Deadly Sins" zipper repair kit not included. Also please note that a majority of the movies, games and books with a "main title" then ":" and "s
Phase lanes would assume that only major bodies are mapped leaving a lot of unexplored stuff between them like nebulas, asteroid belts, and other bodies. As far as the SINS maps go, they are all combat oriented with little true emphasis on discovery. BTW, all your links are dead, but I've not seen page 3 where correct URL's might be posted. Look forward to seeing how this develops.
Good to hear things are rolling along well :) hit me up on 7DS forums or xFire
look for Solar Sins 2.0, might help you out.
[quote who="DANMAN3712" reply="18" id="1892470"] Quoting Heero_Miiyamoto, reply 17 Well, I haven't posted in a while and wondered whether I should bother catching up on posts. I'm glad I did. DANMAN, in all honesty, that was an excellent storyline. Being able to connect multiple sci-fi universes the way you did...you've got a gift. Excellent work! Thank you very much. Comments like
factions... playable atm is 11 with many more in the works. Templates for new "Bases" are being prodded, tinkered, tested. New Advent, Vasari, and Imperial militias have been engaged in numerous quadrants. "starbase" structures to replace planets are someone elses pet project.
I can work on adding/changing star/planet names. I already have a section in my excel workbook on English.string edits and star/planet names is one. About 60 new planet names lie dormant waiting. I showed some to Danman a while ago, but I've been lazy and not emailed the section to him. Sparda, PM me the planets/stars you mentioned here and I'll get them in. Value "DA-NMN" Value "DK3-MU" Value "382-CP" Value "EO2-MX" &
PICS... We must have PICS!
7DS Atlantians Movie -almost 6 minutes long. RIGHT CLICK, SAVE AS. 85mb, 1024x768 (seriously... support for different resolutions in windowed mode is needed -resizing that window is a PITA) Some low framerate segments, I sent 6 supercaps, 10 subcaps, + 2 heavy support fleets vs 9 Vasari capitals + a large contingent of cruisers/frigs. Windows Media and DivX
"We'll cross that bridge when we reach it." [e digicons]XD[/e] K, what research is needed for bridges?
[quote who="chaylafay" reply="11" id="1878739"]I have a question?... If you create your own custom race, then, say you create custom ships for your race (by custom, I mean "from scratch", without simply copying, and modifing a stock vanilla ship), then how does the game name the ship?.... JC [/quote] English.string file. 46 total TEC CapitalShip names, 40 total PSI names, 31 for Vasari. It's an automatic thing, all new races must
No need to change ship name hardcoding, just attach a readme of possible ship names, let the player print it out and rename their ship as they come out of production. What's so complicated about that? Same with sound, true fans should know the ship and weapon sounds by heart and be able to reproduce them with nothing more than their own body. Hint: Klingon ship sounds will sound like a sub-woofer's built into your chair. [e digicons]:sick:[/e] Yes, pleas
Can't imagine a forums slowdown with 50+ png's (stupid smilies) trying to load. at least give us some SINS ships instead of the smilies
so... howz the weather? Any answer to problem?
Seriously, 1.1 seems to be like Vanilla with vitamins, but add some of the SP/MP elements that people have been asking for since early beta -like easily set start points. Any particular reason why this hasn't been addressed?
800 more, it's something I guess. 3600 would have been cool, 36k even better just to avoid ever having to adjust it again. Still nothing about Star/Clad addressing player start points properly. **Puts away all campaignesqe ideas involving more than 2 races** [e digicons]:pout:[/e]
[quote who="Dr. Fosstus" reply="3" id="1866560"]I am using a mod that adds planet types. However, I cannot make a system that uses them in forge. how is it possible to make forge ralize they exist? [/quote] Which mod? You will need a modified GalaxyScenarioDef file (Found in GameInfo folder of the mod) that includes the new planets you wish to use. You should contact the modder about getting a modified GSDef file from them.
many thanks, personally didn't know that. I just press one planet, CTRL, then another planet to make connections.