TobiWahn_Kenobi

TobiWahn_Kenobi

Joined Member # 3293698
12 Posts 1,919 Replies 2,638 Reputation

Creating syncdata of Ships (Fighters, Frigates, CapShips, Titans) as well as orbital structures (Planetmodules and Starbases) is now finished (in a state that needs real world testing soon). Still to be done is Races, Research, Abilities, buffs and strings as well as rights and user management. Also the accepting of changes still needs to be done. It's a lot more work than I thought, basically because I do it the most idiotic way possible I think. But I hope it will all work out.

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[quote who="Darvroth" reply="4091" id="3343801"]The change in shields may need accompanying changes to the min mitigation which in most cases is 0.01. Min mitigation 0.01 makes such ships exceptionally hazarded by high damage first shot weapons. This is the key reason Vorlon, Shadow and Minbari capital ships can pop (one shot kill) many younger races ships since mitigation is negligible at 0.01 or 1%.[/quote] And that's intentional, just like i the show. We can only adjust min Mit

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[quote who="Darvroth" reply="4088" id="3342691"] I've noted a lot of errors in the Rebellion master entity list hanging on Bitbucket...[/quote] Hmm? What kind of errors do you mean? [quote who="Darvroth" reply="4088" id="3342691"]For max mitigation I'm referencing a conversation we had over a year ago and aligning to those levels.[/quote] Not sure I remember my arguments, but what were the supposed outcomes of our discussions? I do like to differentiate using t

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[quote who="ZombiesRus5" reply="4060" id="3339232"]Shield mitigation is given by putting a fractional point in shields. Without the fractional point it's not possible to use mitigation even with an ability.[/quote] Nice one! [quote who="boshimi336" reply="4063" id="3339491"]Did we ever find a way to change the shield glow graphics effect when a weapon hits, to something that resembles a little explosion (think a real life flack-burst). This would allow us to gra

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[quote who="Darvroth" reply="4053" id="3338536"]I'll note the BSG frigates are fighter intensive and slightly more multi mission than SOASE frigates so it appears SOTYR frigates are on par with another functioning mod. That said there are huge discrepancies with in the frigate group and some are likely in need of review. The Centauri and Narn have the biggest spread from cheap to expensive ships but there are other exceptions.[/quote] The ships also have greatly differing stats. N

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[quote who="NewHorizons" reply="4050" id="3338026"]I've gone back a looked at this, however the timings for the Tinashi don't seem right. The primary weapon has a forward only damage of 480 and a cooldown of 9sec. Whereas the secondary weapon has damage of 240 forward + 2x180 (L+R) with a cooldown of 4.5sec. Both have a 3sec duration. Does that make the forward damage of both weapons around the same? Or have I missed something here? [/quote] Yes and no. First, the range of the

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[quote who="NewHorizons" reply="4044" id="3337203"]Yup, the other reason was various planetType & orbitBodyType sections were missing from GalaxyScenarioDef.galaxyScenarioDef . These new sections appear to have been added between Diplomacy & Rebellion. I've uploaded a fixed (hopefully) galaxy def file to bitbucket, see ticket #148[/quote] Submitted to the repository, many thanks!

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[quote who="Darvroth" reply="4042" id="3336971"]If only we could make a fighter entity that behaved as a missile... It would be so refreshing to be able to have an opportunity to shoot down missiles as well as strike craft. A frigate with the Omega ram ability could work but the whole sequencing would be a pain to orchestrate. Still...an ability with a visual flash that created "x" number of temporary frigates that had the ram ability...[/quote] Considering the already larg

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[quote who="itchy01ca" reply="4036" id="3335608"]Hey guys, Im having a problem with one of the EA ships. It's just showing up as a black box. Is this a known issue? Anyways, awesome game, keep up the good work [/quote] Not an issue but a "feature". Otherwise I would get error popups in the dev.exe on every ship where the Weapon loadout of the mesh differs from the entity file. So as SpardaSon21 said, they will gradually be replaced with the correct models once available.

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[quote who="IskatuMesk" reply="4028" id="3334863"]Even though I am now using far higher poly models, ships with more guns, and Rebellion's shadows, the performance of my project actually massively increased from dropping particle usage and replacing stuff like sizeoscillator with animated textures.[/quote] Thanks for the tip, this will come in handy. [quote who="NewHorizons" reply="4029" id="3334923"]I've just tried the Typhoon map, and when SotYR is enabled, your home

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[quote who="harpo99999" reply="4030" id="3334997"]regarding the animated ship textures, I remember seeing some models in game (back in original sins day) that used the sun type textures ( I think it was manshooter's work but could be wrong) harpo edit the sun shader was used in parts of the mesh for lighting and the effect.[/quote] Yeah, we use it for the lit parts of the Vorlon cruisers. But for the base mesh you can not specify the shader used (what a pity)

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[quote who="IskatuMesk" reply="4026" id="3334853"]You have one texture, and the texture contains multiple frames on it. Check the default sins texture directory and look at autocannon.tga. So, this contains several small sheets in it. Various muzzle flashes to randomize between and some tracers for projectiles. The sheets I am using in Black Sun look something like this, but their individual frames are much larger. I seem to have run into some kind of limit in that sins

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[quote who="IskatuMesk" reply="4014" id="3331906"]I also think that the effects in Babylon 5 could be replicated very well in sins, but only if you make abundant use of new animated textures. Animated textures are the lifeblood of a particle system as limited as sins. I recommend acquiring afterburn and FumeFX, which are the plugins for 3ds max used in large part by library cd providers, to make animated textures. Sins, however, has a limit of around 20 frames for an animated texture, about 1

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[quote who="Darvroth" reply="4020" id="3333862"]EA Badger needs TargetCountPerBank:BACK increased from 0 to 1.[/quote] Done. [quote who="NewHorizons" reply="4016" id="3332323"]When submitting weapon effect changes, would a diff suffice? That would avoid the conflicts of existing entity files on bitbucket that address other issues. Eg to pulse Minbari medium weapons all that is required is to change the Duration, burstCount and burstDelay values:-[/quote] Well, as soon

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Hi guys, I'm back! Portugal was so nice, 18-20 degrees and sun... now I'm back to 0 degrees and clouds. Damn. [quote who="SpardaSon21" reply="4001" id="3331109"]Those "FFFFFFF" letters are hexadecimal color codes. Someone more informed than me can tell you the formatting they're in. Also, the weapon effects are .particle files stored in the Particle folder, and beam glows are texture files stored in the Textures folder. Seriously, this is basic Sins modding here

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Thanks! No, the guesstimate is not off the mark. I'm going to Lisbon today and will start on the cooperation side of the DB next weekend. As soon as this is finished it will be a lot easier for us to update stuff (since you can easily submit changes and I just need to review the submit description and click on accept). Have a nice week(end) to all of you. Tobias

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[quote who="NewHorizons" reply="3978" id="3327613"]Edit: Fixed by creating a short-cut to C:\cygwin\bin\bash.exe --login -o vi[/quote] Perfect! Yes, the illness. I've been to the Cebit from 7.3 to 8.3 and while the plane was landing my head suddenly felt like being penetrated by a knife. Seems like my sinusitis is still there. Well, I'm having a CT soon so I will see what this is all about. Damn. <p

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[quote who="Darvroth" reply="3971" id="3327019"]I've dabbled since last year but couldn't seem to import the complete database which limited the utility. Give me a few weeks and I'll be able to devote more attention to the task. That way you'll have time to wrap up the latest round of DB improvements before I attempt to set up, learn and then commence file swapping.[/quote] Import of entity files is not possible. I've had it for a few filetypes at first (fighters,

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[quote who="Darvroth" reply="3969" id="3326625"]Happy and sad, fulfilling. Now back to the cruel world...[/quote] Such is life [e digicons]:grin:[/e] [quote who="Darvroth" reply="3968" id="3326623"]I'd be willing and agree it would speed things up...but I would require some guidance and specific installation and set up till I became familiar with how to do things. I'm old and set in my ways but still willing to learn new tricks.[/quote] That's no problem,

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After releasing the Rebellion version for SOTYR I will release the next (Rebellion compatible) version of the Mod Editor. For now the changes are: Rebellion compatibility/requirement Titans added syntax corrections visual representation of prerequisites in the research trees resizing of meshes to a global scale hopefully Import of previous backups automatic conversion to binary using the ConvertData exes

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