DEC42

DEC42

Joined Member # 3154883
5 Posts 100 Replies 441 Reputation

Well, there's always a sort of trigger for the Gauss gun to fire. I think you might want to look at the information in the Cap ship files, as they have more than one weapon, as well. Or possibly take the hangar part from the Cap ship files and then slap that onto the end of the Gauss gun files. The gauss gun would continue firing as normal, but would generate Strike craft like a cap ship would. I don't think simply adding that part of the mesh and adding the gauss gun

5 Replies 5,576 Views

It didn't work on the map I created in GalaxyForge; Do I have to make some sort of connection between the two wormholes?

3 Replies 2,968 Views

That's what I was thinking; perhaps we should have a backup Vent server? Portofu's server gives me a socket error... As of 7/7/08, the original TS server is down.

115 Replies 342,385 Views

Er... should [I]all[/I] frigates have MACs? I would think only Caps and Heavy Cruisers would have MACs. Nukes aren't everything. Especially in space.

84 Replies 148,446 Views

Do you have a copy of an old revision of the files you are working on? If you have Vista as your OS, you may be able to retrieve a backup of it if you've lost all changes from the time when the autocast worked properly.

84 Replies 148,446 Views

[link="https://forums.sinsofasolarempire.com/316823"]AudioSINS[/link] I could use an additional member.

1 Replies 2,834 Views

Screens or it didn't happen! lol If you can get all the models for the ships and fighters, great. I personally haven't heard of an RTS mod based off a Space Simulator, but good luck to you.

18 Replies 56,741 Views

Not to be rude or anything, but come on; copywrite issues? Are you going to give 100% credit to ILA for the models and everything for the mod? It's not like I'm suggesting you not give credit to John Williams. Practically any book, movie, or show based mod could be copyright-infringing.

1,324 Replies 1,498,194 Views

Hmm... Well... You sound very vague at this point. Do you just want to add some new stuff in, like a content pack? There are tons of those around, ranging from simple animations made in ParticleForge, to packs with 9 new Cap ships (7 Deadly Sins, methinks), If you know yourself as a modder, perhaps you could try helping them out first. But it's your decision. Modding by yourself is a tough endeavor. Being as vague as this doesn't help attract people to it.

6 Replies 2,286 Views
Reply to AudioSINS in Sins Modding

Oh, definitely; I didn't include the FA music in the list up there, just 'cause I was too lazy. I do realize with the SupCom, UAW, and other tracks (including from movies) that there is a large amount of tracks, over 150, with the existing music. If anyone would like to listen to a 55 song medley to help narrow the track list down to 38 (keeping the amount of tracks to 115), I'll post the sound pack, plus the new revisions of the Game and SoundData files, but only if you g

61 Replies 181,733 Views

lol [font="Tahoma,Arial,Helvetica,sans-serif"] What I mean is that there is a string ingame, that commands the game to play the sound file that tells you your Capital Ship's shields have gone down. If we could find this string, we could be able to implement this in another file, allowing the ability to be 'enabled' when the shields are weak or overwhelmed.[/font]

84 Replies 148,446 Views

Has anyone been working out the audio portion of the mod? I know I'd love to hear the Star Wars main theme when booting up Sins. I've pledged my support to the indie Halo mod, and to my own mod, AudioSINS, but as the Halo mod is still in the pre-Alpha stage, and I've been having a lot of trouble with my own uber-132 music pack, I could jump into this right away.

1,324 Replies 1,498,194 Views

Now that you got a rough image for the F-302s, are you guys going to cook up an X-303 for bombing? Side note: Puddle jumpers can not be used as scout ships: They have [b]no[/b] hyperdrive. Could this be researched in the tech tree? Who knows.

2,178 Replies 5,309,880 Views
Reply to AudioSINS in Sins Modding

I took most of the UAW music from the Novus and Masari sections, although I think I have a couple of Hierarchy tracks for the really massive battle. If you listen long enough, I think, you can hear a really cool track, the UAW Credits remix. Not sure what you mean by the SupCom music, but these are the tracks I used: Bellum Infinitus The Final Act Begins An Old Idea Made New United Earth Federation Risk, Relief, and Victory Employed Strategy One Planet a

61 Replies 181,733 Views

Well, the mod I was creating was sort of a general audio mod. I was planning on adding more tracks to the game, along with the vanilla tracks. For Halo, Star wars, or Stargate, I'd have to replace the vanilla files themselves, plus mod entries into the files that tell the game what to play and what they're called. Shouldn't there be some parameter for autocast? Here's what I was thinking. Whenever a capital ship's shield reach a certain level, I think 50% or so, then a sound f

84 Replies 148,446 Views
Reply to AudioSINS in Sins Modding

A basic replacement mod was one of my initial thoughts, but nerfing all the original Sins music would: a) be very upstart. I want the other music too; they have excellent tracks. b) Lose the Sins quality. I have music from other games, too; EVE-Online, Supreme Commander, Universe at War, just to name a few. Keeping most of the Sins tracks would be a priority. I'll narrow the Vanilla tracks down, but doing that, I'll have to create a new set of files to keep up with the

61 Replies 181,733 Views

Could we get back on track, lol? Anyways, this shouldn't push back the smaller mods like mine (AudioSINS). I haven't seen a changelog or anything yet, so if there is a major change in the files I'm editing, it could me back a couple of days. A lot of it is going to be tweaking around with different limits or terms and values. Or, who knows, maybe it'll become even more straightforward. I really want them to up the limit of entries for music. 115 tracks just won't cut it =) If people can

23 Replies 15,408 Views

Interesting, he con mod abilities and change values, but cannot take a screenshot... Just kidding man. I applaud your spirit and I offer to help you out in the audio section of Halo; I've got all three soundtracks to Halo, and I'm not shabby with the game files, although I've been running into problems, to tell you the truth. If you'd recruit me, it'd be an honor working in a team dedicated to actually doing something.

84 Replies 148,446 Views
Reply to AudioSINS in Sins Modding

Yes, sorry, should have made myself clear on that. Perhaps I should decide on the official terms? Anyways I have two sets of my own modded files; V1 for the files with 115+ entries, and V2 for the ones with >115 files. When I have the V2 files in the GameInfo folder, the game boots up perfectly. I was able to hear two of the songs in the 'Upbeat' category. I was so proud =) However, I suppose the naming conventions, as well as the emotion levels serve as factors that inhibit ra

61 Replies 181,733 Views

Download the new ForgeTools for v1.05 [link="https://forums.sinsofasolarempire.com/312791"]ForgeTools for v1.05[/link] Dev.exe should be in the archive. If you'd like to collaborate in the audio department, let me know. I'm trying to work this stuff out, too.

6 Replies 5,493 Views
Reply to AudioSINS in Sins Modding

Well, I rid the directory of the GalaxyScenarioDef file, and the error doesn't pop up any more. I'm going to play around with the amount of music in the files. With under 115, it works so far, and it seems to be playing even with parsing errors. -Edit- This is the message I get when running my fully modded files: Assert @ c:\gs\gamma\03\CodeSource\Engine/DataStructures/FixedVector.h(155) m_CurrentSize C:\gs isn't a directory. What

61 Replies 181,733 Views
Reply to AudioSINS in Sins Modding

*Sigh* Only 115? I had a total of 132. It won't be too hard if the Stargate guys ask me to help them out audio-wise, as really the total amount of tracks should be around 60, but this kinda sucks. Ah well. I'll re-edit the files. Here's the thing, I get the GalaxyScenarioDef file error when running it with base game files, but Sins doesn't crash. I have only modded SoundData and Game out of the GameInfo Folder. I've got no clue as to why this would be a side effect.

61 Replies 181,733 Views