High_Guard

High_Guard

Joined Member # 3123272
17 Posts 153 Replies 1,311 Reputation

Perfect! Now I just gotta figure out where I'm going wrong with my command-line entries. But I'll reread some material when I have more time and see what I can come up with. I know I read it somewhere... What about actually making it into a mod folder? How will the game know to replace mesh A with mesh B based on what's in some random folder?

20 Replies 48,913 Views

So by my understanding (been doing some reading around here) the entity files for ships are, by default, in BIN format. I need to convert my selected ship using the convertdata exe to make sense of it. From there, I point the files it's referencing (for the model, textures, etc) to my target ship to swap them out. How far off am I?

20 Replies 48,913 Views

I'm still confused as to why anything needs to be converted... and whenever I try using the convertdata exe via an elevated command prompt... it crashes. So unless I'm missing something... Going back up in this, I've got to do something with entity files; the entity file for the Marza looks nothing like the one in the reference files... Anyone have any thoughts? Call me a hardcore noob at this... haha

20 Replies 48,913 Views

Oh, okay, that makes a bit more sense, because the reference file looks nothing like the version I have in the actual game. So I need to convert the MOD file? I'm so confused. Heh, +respect for modders, I can barely wrap my head around just this. I debated whether PMing someone to do it and offering them twenty bucks for it but IDK if there'd be any takers...

20 Replies 48,913 Views

Okay, now I'll admit I'm totally lost; I've read about converting data but am not certain what that involved, I know when the game was patched modders had to update all their content to the new version, it's why some mods have really lagged behind, others have died completely. Anyways, this convertdata_rebellion in the Rebellion folder.... doesn't seem to do anything. Double-click it, DOS window pops up for half a second, then closes, and... that's it. I'm

20 Replies 48,913 Views

EDIT: All right, seems fairly straightforward, I THINK I've found the file for the warlock and the DDS files, put them in a TEXTURES folder, found the mesh file and put it in a MESH folder. Looking through CAPITALSHIP_TECHSIEGE, I see a whole pile of barely coherent coding. Granted, I'm using notepad to do this...

20 Replies 48,913 Views

Hello all, Having been a longtime player of Sins - ever since it came out - I've played pretty much all mods available to the game since they were released at some point, and for all the different expansions as well. Personal favorites include ones that either introduce new content alongside the old factions - like Maelstrom - or totally new stuff such as Armada 3. I'm no modder, but I have read up on things like entity files and meshes, so I have at least a beginner&#39

20 Replies 48,913 Views

Ah, well that SUCKS. LOL Will there be a version of GF that WILL work for Rebellion? Or do we know yet? I haven't been able to find anything to that effect yet.

13 Replies 9,227 Views

I've got the same error as General Napoleon. Has there been a resolution or fix? I've installed .net framework 4, that looks like the latest from Microsoft... still no joy. Weirdness!

13 Replies 9,227 Views

Wow, this all looks incredible! But I don;t see a download option yet. I will assume this is still a major work in progress? Hope you don't give up on it, I think a destroyer and sniper-type capital ship would be awesome. I like spamming capships, having some new hulls to play with would add some nice variety to the game.

328 Replies 497,424 Views
Reply to Old Kol in Sins Modding

Weirdness. I did that and enabled it and it STILL isn't working... I'll admit to being quite stumped here.

110 Replies 203,253 Views
Reply to Old Kol in Sins Modding

Do you mean put the whole folder in with the mod? or move it into the mod directory and then put the appropriate files in their folders? Just trying to make sure I don't break my game... again. :P

110 Replies 203,253 Views

I had originally edited the english.str file, but restored the original to both PCs. When that failed to work, I disabled the Distant Stars mod completely, and multiplayer worked. Figuring it was a corruption somewhere, I downloaded Distant Stars again and overwrote it on both PCs, to no effect. Short of reinstalling the game on both PCs, what can I try?

5 Replies 5,805 Views
Reply to Old Kol in Sins Modding

@jrhughes: Thanks a bunch, man, but it had no effect. The game runs fine, but I have no beta ships, the Kol and Marza both build as stock, and I have no extra buttons to build the betas. Question mark?!

110 Replies 203,253 Views

Hello All, I've been running the latest version of the Distant Stars mod of the latest version of Entrenchment (1.051) for some time now over my LAN and have not had any problems playing multiplayer. A couple days ago I tried experimenting with adding the beta versions of the Kol and Marza, without success. Actually broke my game, making me unable to play, but I have since fixed that problem. Anyways, I reloaded my backup of Distant Stars and I can play SINGLE player just fine, and mu

5 Replies 5,805 Views
Reply to Old Kol in Sins Modding

Thanks, rjhughes. Overwrote the old ones in my mod directory with the new one. But it still doesn't appear to change anything - I tried launching the game again and it's still doing the same thing. Brief black screen and then it drops me back to the desktop, with no warning or error message. I'll plead guilty to being an extreme noob at modding, but it seems I'm still missing something for this to work... For clarity, I will list what I have done. 1. added the textures, gamein

110 Replies 203,253 Views
Reply to Old Kol in Sins Modding

I already have a backup of the mod on my drive, so all is good there. @myfist0: I've also done exactly that, added that exact text to my english.str file, right below the entry for the "stock" Kol. Ditto for the Marza. I also increased the counter by two, but no joy. Another thing that occurred to me: where are these two additional capships going to pull their abilities from? And will they be tied into research trees? IS will the Beta Kol benefit from beam weapon upgrades?

110 Replies 203,253 Views
Reply to Old Kol in Sins Modding

I made sure to add/edit entries exactly as they appeared, but... :S This is why I don't mod, myself. Coding is my worst bane, right next to math! :P

110 Replies 203,253 Views
Reply to Old Kol in Sins Modding

@Syneptus: No, I didn't. But I figured there was a few things that I was missing. Hmmm.... puzzling... I've added the gameinfo, mesh, and texture files to their respective folders in the mod, added the entry myfist0 listed above to the playertech file... and the game doesn't run no more at all; it just returns to teh desktop after a couple seconds of a black screen. No errors, no nothing, it just craps out. OH! I've also removed the old Kol's files and entries, or overwritten

110 Replies 203,253 Views
Reply to Old Kol in Sins Modding

Hey guys, On a whim, I've attempted to add the old Kol (from the kol_beta link listed above) to my existing game of Distant Stars.... added the entity files, gameinfo, mesh and texture files to their respective directories, and it's not appearing in my game. Thoughts? I've also edited the entity.manifest file, for what it's worth...

110 Replies 203,253 Views