Volt_Cruelerz

Volt_Cruelerz

Joined Member # 3217355
91 Posts 3,818 Replies 25,320 Reputation

well you'd have to make up a new ability or copy one. In its .entity, it will have a range.

12 Replies 14,895 Views

It ok, I'll do that, (as soon as I play a game of sins, four hours on the forum, and I kinda get the urge to go commit genocide...)

16 Replies 5,857 Views

Right, If you go to war, your allegiance goes down, if you are attacked, maybe up a little bit.

14 Replies 11,279 Views

Hmm, maybe it'll be in the new one then..It'll be coming out in a week or so, so you might want to wait...

14 Replies 22,787 Views

Ok stop bashing other countries, this is not going to end well...wait until someone from the middle-east comes one here...that'll get ugly. Yes its true that American aircraft carriers own everything else, but England, while not doing quite so much direct combat, produces many of the tanks that we use, and have even more in the works that are insanely good. Then you have Russia, Russia isn't as bad now that the USSR fell apart, but nehh, anyways, they created the AK-47, the weapon with the hig

14 Replies 8,780 Views

Umm well we haven't started coding yet because we don't have the meshes, but right now we are trying to learn how to do textures. (just about the whole proccess is self taught). So after these two, we'll need to make the Vasari one. I have a design in mind already, but I want to finish the Judgement and the Trinity Blade first. After that mesh is completed, I would say that we would just need to figure out the quirks of creating such a ship. I have an idea, but I'm not quite sure how to go

132 Replies 56,179 Views

I can't get past step five. I opened the texture editor but there is just the standard thing there. Also, when I set the view from shaded to textured, only the right hanger bay shows up. (I accidentally made it do that long ago and forgot to hit undo...)

16 Replies 5,857 Views

No there is a deceleration value that all ships have...let me find it... ahh here it is. Here is the other stuff about movement. (right below weapons in .entity: m_weaponIndexForRange 0 mass 10000.000000 ShieldMeshName "Shield_TechBattleship" maxAccelerationLinear 100.000000 maxAccelerationStrafe 10.000000 maxDecelerationLinear 500.000000 maxAccelerationAngular 1.000000 maxDecelerationAngular 9.999996 You'd have to play around to get it to work but

14 Replies 22,787 Views

Sort of asking how to do it. I hear that there is some way to "unfold" the object so that you can draw the textures in paint gimp or something else, but how does one go about doing that? (explainations that are not overly complicated are most appreciated) I also hear that this is called UV mapping...

1 Replies 965 Views

Umm ok... what do you mean by SDv3? Also what is the novalith capital? is it a moving Nova?

3 Replies 2,177 Views

Hey you mentioned me, or rather my idea (Olympus Class) Well I like the idea and that pretty well sums up what most people want in a mod so I'd say have at it... "The superweapons I propose are more powerful and impressive, but there is a limit, or should be a limit, depending on the option set before starting a game, to how many can be constructed. The new ones should be twice as powerful and impressive, but should be twice (or thrice) as expensive and you should have to buy e

14 Replies 11,279 Views

Well I wouldn't recommend it for capitals though. Capitals are giants after all. Also, in another game I've played, can't remember what...dreadnoughts were weak in flight but after setting themselves to seige mode, they were uber powerful. maybe it was EVE...Anyways, if a space station was being bombed, why would a dreadnought have to move around it?? I think that constant movement would not be necessary, although vastly decreasing the desceleration rate one could get a more physical feel to

14 Replies 22,787 Views
Reply to mod help in Sins Modding

wait a second...it didn't show my edit?? basically modify the shield regeneration files. They ought to be what you want...or at least close to it...

20 Replies 7,828 Views

Umm it would be nice but unless you pull in some one to write it, its not gonna happen...I'd work on it, but I'm already working on three video games, one super mod, and a book so no thank you...

6 Replies 9,317 Views

[quote]The fact that there's sound in space in Sins is another thing, though it would be worse to have no sound effects at all in the gamei know, sound makes no sense because sound waves cant travel in space. but the game would suck if it had no sound.[/quote] Well technically they could, but you would need around 1500 decibals for the subspace hydrogen to pick it up and even then it would only be a few feet...

108 Replies 154,555 Views

Nice job Soviet. Yes the plasma ball is going to be a smaller version of the star meshes. While it is powerful with its plasma cannons, its fighters are what really make it powerful and a force to be reckoned with. It is MUCH faster than the TB and can actually outrun some capital ships. However, because of its long design, it is very slow at turning.

132 Replies 56,179 Views

I used XSI. Oh wow, it is SO much easier than any cad program...I did in about 10 hours what would have taken me 50ish in Solidworks or some other autocad program...

132 Replies 56,179 Views

lol!! :LOL: wow... yah I guess you could say that. In a minute I'll try to get some weapon lists on here...

132 Replies 56,179 Views
Reply to mod help in Sins Modding

Hmm yes but I believe I can help you...now just wait a while, while I browse the entity files for you...

20 Replies 7,828 Views

Well all I can say is good luck, and don't loose hope. I would prefer it if you would actually say something about the things you are making. Maybe give a brief synopsis on the ships or maybe the race. Something to get people interested...

6 Replies 2,307 Views