dchan, do you have a 64bit OS? I know there's a threading issue with that...
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Oh i'm not just sitting around... I am in the process of coding mod tools to make the whole process easier to do and manage.
19? I wish... (except the not being able to buy beer part) Incorrect profile. I'm 29 soon to be.. sigh.. 30. Wife. kid, dog, house, etc... all the usual accessories.
Live to code. Code to live. It's an addiction my wife could do without.
Yeah, i'm writing the code to parse Buff TXT files into classes... no fun at all. Frigates, CapShips, and Abilities parsing/serialization done in a couple hours, but Buffs are a beast; mainly due to Instant/Periodic/OverTime Action variance.
That's one area I'm lacking in... for two reasons: 1: I haven't taken the time to follow a tutorial yet, and 2: I don't have an artistic bone in my body. [e digicons]:S[/e]
Sorry for the long delay... as I started this project, I realized some mod tools would be useful and save loads of time in the end, so I am working on those at the moment (more details on that in a future post). I have been working on these for last couple weeks and will continue to do so for a few more. I will release the source for that when I feel that the core features are complete. The main news is that I have not had any luck convincing CCP to allow mesh/texture di
Hello Devs/IC/Stardock... I was wondering if you would be willing to open source ConvertData.exe? I am writing a full-featured Mod Manager for Sins and I am rolling my own code to parse the various entity files into classes. Not difficult, just tedious... I am just curious if you have any particular way you parse the files. Any info would be appreciated! On a related subject, my mod file pipeline basically goes as so: TXT or BIN parsed into c
Playing with Pirate raid settings in GamePlay.constants and I see the following: spawnShips minFleetPoints 20 maxFleetPoints 25 requiredShipCount 0 randomShipCount 5
Oh, and another question from me. I can open the Constants-file with notepad, but how do I open the ENTITY files? Or go to http://files.filefront.com/ConvertDataGUIexe/;12831279;/fileinfo.html and use my ConvertDataGUI!
No difference in parameters that I see. Entrenchment files can only be converted by Entrenchment ConvertData.exe of though.
It's definitely your 64bit OS that's screwing up ConvertDataGUI due to the process-related code used... I'll look into an X64 version. Does running the basic ConvertData.exe from a command line work? Are you using the ConvertData.exe from ForgeTools or Entrenchment? ForgeTools version will not work on Entrenchment entities.
Threw it together in about an hour. I needed something to quickly convert Entrenchment files for work on my Sins Mod Maker tool. You ain't seen nothing yet. [e digicons]:andrew:[/e]
You just need to modify the necessary research entity files. For example, in RESEARCHSUBJECT_MAXCAPITALSHIPSTECH1.entity, you'll see the following which is pretty self explanatory: researchModifier modifierType "CapitalShipMaxSlots" baseValue 0.000000 perLevelValue 1.000000 researchModifier modifierType "CapitalShipMaxSlotLevel" baseValue 0.000000 &nb
Still, from a programming perspective it seems ludicrous to link weapon damage to the null points on a mesh. They should only be used for effects.
Now that is strange. The only thing that comes to mind is turret points??... I'm no game dev, but I can't see any purpose behind linking damage to visual effects. Are you sure you don't have another mod active?
Squad entities now have 5 abilities!! Oh what I can do with that. [e digicons]:D[/e]
http://files.filefront.com/ConvertDataGUIexe/;12831279;/fileinfo.html ** in work ** Helper form for converting one or multiple files binary-to-text or text-to-binary. Only converts .entity files and .brushes files at the moment. Requires .NET 2.0 framework. Assumes that Sins install path is C:\Program Files\Stardock Games\Sins of a Solar Empire. (making this config'able so
Horrendous UI, indeed, great game nonetheless. Even abilities are limited by the number of structures and ships that can be built to host those abilities, no?
I play with Sins+ all the time and like what Uzii did with moons. I guess my goal is to make them more interactive. Moons as planetary bonuses works some variability in sure, but I would like to see them able to interact with ships/structures. Structures can do this. I think I agree with you on Stations... they should be in-gravity well structures. I definitely at least want stations as structures and as interactive as possible. Stargates == Wormholes
Can they move, jump, or otherwise be treated as normal fleet frigates? I'm just trying to find ways around the 18 frigate type limit per race.
Eve has almost 6000 solar systems and I think 3-12 planets per system (very few have none)... so let's go high and say 8 per system average. That's 48,000 planets ! Not to mention Moons, Asteroid Belts, and other points of interest. The heirarchy from low to high is: Moon/Station/Belt --> Planet --> System --> Constellation --> Region I have all of the Eve SQL data pulled down and will get some real counts a
I was hoping for more than that even. Light Medium Heavy Sentry (spawned frigate i think) ECM (targeting penalty to target) and ECCM (targeting buff to host) Target painters (targeting boost to all in AOE) Shield Boost drones Hull Repair drones Mining drones (spawned by hangar-like structure or mining cruisers and boost extraction) I had also hoped to make Bombs out
Eve is awesomely addictive and the fact that they don't charge for any updates or new content is a revolutionary concept in the gaming industry. It's that new content and the constantly training skill system that keeps me hooked. On the other hand... unless you're lucky enough to be married to a gamer (which I am not) MMO's are a short path to divorce if you're not careful.[e digicons]:|[/e]
More ship types (not unlimited) is a must. I think the existing UI with a paging system for expansion would be fine. More than 4 abilites indeed! Abilities for fighter entities. More than 2 types of fighter squadron per ship... 4 would work. That's my main wishlist for modability. Getting a definitive guide to all the classes, enums, and such would be awesome... or you could just go open source! Just kidding!