dolynick

dolynick

Joined Member # 3162142
8 Posts 777 Replies 2,301 Reputation

Thanks for the speedy release once again Harpo! 1.32 doesn't seem to break mods... at least not that I have run into yet in my (admittedly short) tests this evening. It does look like they mofified gameplay.constants though at some point this patch. No apparent structure changes so it doesn't stop mods from loading but probably one that needs to be taken a look at and compared if used in a mod. The rest of the modified files seem relatively inconseqential in

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[quote who="therealjcool" reply="1609" id="2981934"]You really need a better connection dolynick, so uploading isn't as much of a hassle. The uploading part really shouldn't be an issue. If I may recommend a filehoster - rapidshare has recently lifted any size constraints on uploaded files, you can also download one (or a few) files with unlimited speed as free user As shermantanker said, keep up the great work! Haven't played SOASE in a while, came back to

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[quote who="shermantanker" reply="1606" id="2981704"]is there a way to make this mod work with v1.31 or do i have to wait for the updated mod?[/quote] I have a working version of all the mods for 1.31 but I am not releasing it. There is going to be a new 1.32 patch out within a week or two and updates are most likely going to be required for it as well. I will just wait rather than having to upload a version now that will have an effective lifespan of a couple weeks.

1,775 Replies 3,757,712 Views

I think the best you could do is give the pure black sections some value in the specular and reflection channels. You'd have to play around with the respective values to get something close-ish to what you're going for but it would at least give the shape of the ship a little depth. You could also play around with the "gloss" setting in the mesh... although I have yet to really see an example of what that will do. I also think a very subtle, organic looking texture

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It's in binary format. You have to run ConvertData.exe on the file to turn it into readable text. You could also just go download the appropriate set of reference data already converted if you can find it. -dolynick

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Thanks for the heads up. With my luck, I would get them posted and the patch would come out the next day. I did go over the 1.31 thread when it started but it must have been before he posted that or whatever. I guess I will just playtest the current round of changes until 1.32 then. Here's a preview of the v1.05 change log (as it stands) if you'd like to know what's in the pipe: [quote] d1.05 Changes: ==============</

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[quote who="Ben_Maxwell" reply="1599" id="2976328"]There will ba another hotfix coming out shortly, wait until 1.32 is out before working on it, as it will only break your mod again. Unless you can afford the time [/quote] Another one?? Wth... By the way, where did you get that information? There is certainly nothing mentioned on this board that I've seen. Incidentally, I pretty much have all the mods updated as of this post

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[quote who="insaneindian" reply="1596" id="2975508"]hey dolynick long time fan of ur work and all just wondering when u gonna pass out the update for the 1.31 update and all[/quote] I've got new reference files and a general plan for what I would like to do for this update (not just a patch update this time). It's just a matter of finding some time to sit down and get working on it. Hopefully sooner rather than later. -dolynick

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[quote who="SanitySlayer" reply="3" id="2642504"]Yes it is the free version of sketchup, but i suspect that with pro it would be something much more simpler[/quote] Yes, it is a little more simple in the full version of SketchUp. You have options to export directly to XSI format and if that doesn't work you can use .obj format which tends to work alright. I don't even bother to try and keep texture and UV information when I transfer a SketchUp model so I can't

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I have managed to get a SketchUp model into XSI before but it's hit and miss. I exported the model from SketchUp Pro (I believe) as an .xsi model or a .obj file. I have found that any one particular format isn't going to necessarily work for all models coming out of SketchUp. Sometimes it takes a little experimentation to get something that will import reasonably well into XSI.\ I haven't attempted this in some time though, so I can't really give you

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Dunkelzahn63, I'm not annoyed. If anything I am perhaps a bit emabarrassed that the mod is throwing so many errors on you. Makes me feel like I've been a bit overly sloppy. It's also a bit frustrating that things that used to be working without issue are now returning asserts in the latest version. There are some things in the SGRaces that I know throw an error in Dev mode but they're somewhat unavoidable given the state of the resources I have/

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It's really strange that you are getting that many errors in Dev mode from the mod. Before I release any version, I fire it up in dev mode and load up the mod, looking to see what errors, if any, pop up. Certain ones, like the TextFileArchive.cpp I simply ignore for now since they don't seem to affect play in any way and there is almost no information about what is causing it. Granted, I don't actually load up a map and start to play... so it's possible tha

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Regarding the beam weapon on the defense module in my mod... This weapon was never intended to behave like a beam weapon, only have the type (for research bonuses etc). The weapon definition is essentially that of a laser or other projectile based weapon with the type switched. This was done on purpose. If I made a mistake, it's that the weaponType should be laser with the ClassType still set as Beam. For what it's worth, I've never seen this arrang

15 Replies 54,725 Views

[quote who="Archaon6044" reply="1590" id="2957793"]hey Dolynick, have you considered giving the Ancients the Destiny from SGU? would make a pretty cool mid-game capital i reckon[/quote] I wouldn't include THE Destiny in the mod. I have, however, decided that if I were to ever get around to making a model for the Episcor capital ship (the small 75 supply cap), it would in essence be a descendant of the Destiny design/model. You have to remember that the Destiny in SGU i

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[quote who="Raruto" reply="1588" id="2957404"]there are any download links for older versions of this mod available?[/quote] No, I have not posted any links to older versions of the mod. Only the current versions are available. -dolynick

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Well against an Ancient fleet of 15k supply I wouldn't expect victory... That's absurd and I've only ever seen an Ancient AI go that crazy with replication once or twice out of dozens and dozens of games. I'm guessing your fleet supply was about 12k total if it was maxed out? Being on your own turf would help, along with your defenses though. Either way it's a crazy battle. Vicious AI doens't help matters here, and would be more apt to generate

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Drache, Glad to hear that an experienced player like yourself enjoys the mod. Thank you for the feedback and taking all the time it must have to make those assessments. I'm certainly not going to argue that the Ori are likely the most powerful race, particularly in the late game. They have a massive amount of research and arguably gain the most improvement from it as well. On the flip side, they are massively expensive (both ships and research) and take a

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[quote who="Theophantus" reply="1577" id="2952686"]Really sorry, I've been borrowing stuff from both mods, SGI's for entrenchment and yours for diplomacy, I got confused looking at all the files and folders open for hours. I feel and look like an idiot :$[/quote] No worries. It's not the first time the two have been confused. We've actually helped each other out in the past between the two projects before and there are a few posts by myself in their fo

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[quote who="Theophantus" reply="1575" id="2952545"]Dolynick, can you tell me what the Prometheus mesh is called please. I can't find this mesh. It must be named something else. Cheers Theo.[/quote] There is no Prometheus in this mod. The Humans/Tau'ri are not included in the SGRaces mod in it's current version. You may be thinking of the Stargate Invasion mod, which has it's own thread elsewhere in the modding forum. -dolynick

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