The Shivans are going to be a little bit different, and the Colossus is going to be more of a super capital ship. It'll be expensive, so it's not a main ship. As such, It'll have the best of the best in the fighter department, so no worries there. Yes, shielded fighters would also be nice, and so would a lot of other things...
Hoho5000
From what I see in the entity files, I'm pretty sure this is impossible, but I thought I'd ask anyways. Is there any way to upgrade a capital ship? I'm not talking about the stats, or the model. I'm talking about actually upgrading the entire thing. I.e. version I to version II or III. I have a hack way of doing it, but I would prefer not to take up a build menu slot for each version, in case I want to include more ships later on. The reason this needs to be done, is basically
I'm having problems recreating that error. Would you mind sending me the player file you were trying to open? I have a feeling that you have a wrong count somewhere in the file, but I'm not sure.
I'm not sure what you mean by "differently layouted blocks." Are you talking about the blocks themselves, or the actual reasearch subjects. Basically what the program does is reads in the height of each block on the research screen, then creates a table based off of that height. It only works if you use the same size buttons as in the original game. As for having two technologies in the same place, my experience has been that the program doesn't let them occupy the same space, even if
New version is up. I also have the source of the current version for the very few that might be interested in taking a look. Keep in mind, a lot of it is messy or not too great [e digicons]:blush:[/e] . Source
The alpha channel of the -cl controls team color. White = team color, black = no team color. If you don't add an alpha channel I believe it defaults to an all white one, which could be your problem. And like Whiskey said, your textures should be in .dds format; dxt5 I think.
No, I put 15 on one of my capital ships and the game didn't crash or give any errors. But like I said before, only ten of them would be visible.
For the longest time, I couldn't figure out why that particular model was causing the game to crash. The weird thing is, this behavior only happens to fighters, not capital ships or frigates. There's either a bug, or some special limit for meshes used in fighter entities.
"isChanneling" is already set to false in the buff, so that can't be the problem. I haven't been able to test anything else yet, becuase Sins has been minidumping on me (a few seconds after starting a game) with no error (yes, I'm using the dev .exe), so I'm trying to get everything working again.
I posted this over in the Sins Limits thread, but I don't think anyone's actually reading that, so I'll post here instead. [quote] enum { MaxNumTrails = 4 }; //exhaust trails ... enum{MaxNumExhaustPoints = 10}; //exhaust trails [/quote] Ok, I'm a little confused about these two. First of all, what is the first one referring to? Secondly, if the exhast point limit is 10 (I don't see anything to suggest that it is different for strike craf
If you edit the EnabledMods.txt so that your mod loads at startup, and use the dev .exe, you might be able to figure out what's wrong. Even if you use the dev .exe, if there's something wrong with your mod(s), it will not give you an error if you try to enable it through the main menu; it will just minidump. Try that and see what error you get.
You made me install it again to find out, but yes, you can convert to mono. It's under the Processing tab: DSP->Downmix channels to mono.
Try foobar2000. I haven't used it recently, but I used it to convert some music for Sins a while ago.
Just as the title says, whenever I use an ability, in this case an auto cast flak burst that fires once every second, the ship stops moving to use the ability, then starts again after it's finished. Is there any way to fix this? Most of the big ships will have this ability in some form or another, so it's kind of important that this doesn't happen to all of them. I would have flak as a weapon, but due to the 3-weapon limit, it has to be used as an ability.
[quote] enum { MaxNumTrails = 4 }; //exhaust trails ... enum{MaxNumExhaustPoints = 10}; //exhaust trails [/quote] Ok, I'm a little confused about these two. First of all, what is the first one referring to? Secondly, if the exhast point limit is 10 (I don't see anything to suggest that it is different for strike craft), the why does the game minidump whenever I add more than five exhaust points to a strike craft? I want to put a total of six on this par
After some downtime and a little data loss (just the current version and pics), things are operational again. I'm hard at work on improvements to the program. I've rewritten and reorganized much of the code. The next main addition will be the ability to convert between bin and txt formats easily, and with multithreading (if desired). You have the option to convert more than one file at a time, which most of the time is faster. It uses a lot more CPU, but in my tests (converting just p
I guess so. Not sure what's wrong... Here's a link to it on FileFront: SMH v 1
Actually, the player entity might be compatible as long as none of the research areas of the files change. The program reads in the whole file, but only cares about the areas dealing with research. Try it and see what happens.
[quote who="TobiWahn_Kenobi" reply="13" id="2408507"]Wanted to test the Research Tree Editor but had a problem. It seems the program expects to find all used entity files in the mod folder (whereas I only put the items I modify into the mod folder) instead of looking in the main sins / entrenchment folder in case its not in the mod folder when opening the Player entity files. Running 1.041 Entrenchment. Excuse the german errormessages. [/quote] Yes, you are correct tha
The download link is not broken. Anyways, it's been a while hasn't it? Well, I'm happy to announce that the latest version is almost done. What you can expect in this new version: -Many bugfixes -Some better coding -An (almost) fully functional tech tree editor! The tech tree editor (which you can access by opening a player entity file) includes the ability to load every single research subject of a side into a nice graphical table. From this table, you
Ok, I have a question. In all the phase out buffs, why even have the modifiers "DisablePhaseJump", "DisableLinearEngines", or "DisableAngularEngines" if the "PhaseOut" modifier does all those by itself. It's frustrating, becuase I removed those modifiers and was puzzled why my ships wouldn't move. "PhaseOut" turns all those things off by default. I want to be able to phase my ships out in the sense that they are in a "jump state." In other words, I would like to be able to have them move whil
I'm running 64-bit Windows 7, and I've had no problems with XSI.
[quote who="Shadowhal" reply="19" id="2307999"] btw. have you any kind of ship relations model? like what kills what etc.? bc one of the challenges I think is to avoid the 'bigger is always better' syndrome. like that there is an incentive to build as many destroyers and super destroyers as possible and neglect cruisers and corvettes (using FS2 designations here). otherwise, gameplay would likely suffer. of course it's hard to stay true to canon and also craft a rewarding experience. it
The first five characters get deleted on export, so it doesn't really matter what they are.
How do you attach particle effects to models via nulls? According the documentation, all you have to do is create a null named "p001-" (Particle Name). Well, I've done that, but that doesn't work. Neither does "p001-Flair-" (Particle Name). What I'm trying to do is add exhaust effects to ships. The reasons I don't want to use the standard "Exhaust" nulls are to prevent the exhaust from changing colors based on your team color, and to be able to have different sized exhaust glows on one ship.<