KrdaxDrkrun , have you played with any of the enum values in the pipelineeffects yet? I'm look for a way to change the exhaust particle effect from team color to a set color but the reference value is COLOR0 which I presume is a team value constant. Tried to change it to all manner of constants but enum crashes. Hoping somebody has done this already and sav
JasonFJ
The Star Wars:Requiem mod is being ported to Rebellion right now. http://sins.imperial.cc
Edit: resolved Defined in RaceSelectDialog.window
[quote who="SithLordAJ" reply="9" id="2986077"]Well, a campaign is really nothing more than a series of scenario maps linked together by a story. My point is that all the necessary ingredients to make a campaign are already there, why not make one? Or, allow the community to make one? If it's good enough, it could be officially adopted as part of a patch. Right now, the game is setup to prevent this type of modding, and I, for one, don't understand why.
Can I guess? :)
Somebody will always be dissapointed, but I do hope Ironclad pay heed to the above suggestions. There are a lot of very visionary yet geeky developers and coders that don't have a lot of commercial/business sense. I'm doing my bit to inspire them on not only how to make a great game even better... but to also expand the sales/revenue of previous and future manifestations of the game. <span style=
This isn't a hard thing to do, and something I've prodded Ironclad for years to do. A) It's not rocket science... all it requires is a rudimentary campaign file that can link multiple maps together, with customizable introduction text and customizable completion text being displayed. Making a Campaign option in the main menu completes it. As a programmer myself, coding that would be so easy it's a joke.
Hi Ironclad, Here's my latest wish-list from the Requiem site in addition to pre-committed Rebellion content. These are the things I'd really like in order to make modding as fun as flexible as possible. Thanks for listening. <span styl
I'm still around but frankly between work, writing website code, World of Warcraft (addicted again *sigh*), Shogun 2 and my awesome girlfriend I've been fully distracted. Luckily Goafan77 is godlike in keeping things evolving and updated for the last 3 to 6 months. I'm kinda of waiting for the "next big Sins release" to throw myself back into Requiem (I figure there will be a lot of re-coding and porting re
Probably a better idea to post on the official Requiem site where all the support and development is done. But very briefly I don't see what you are describing in Requiem Diplomacy v3.1 or later. I'd suggest upgrading to the latest Diplomacy version or drop by the forums if pain persists. On a more significant note, Requiem Diplomacy v3.2 has been released . Here a
As a point of closure on this, I finally worked out that Diplomacy actually doesn't use the String name to locate the Starbase names... it seems to look up a specific location in the Strings file and use that as the start point of starbase names. In my case, the Alliance and Empire had their starbase names starting at a random place in the Strings file but when I shifted around the location of the names I got different starbase names (for the first starbase creat
I do hope that they release a 64-bit version as Sins II. As for optimizing what is already there I haven't implemented any of the work here into Requiem simply because Requiem hovers around the 1.5Gb mark and never crashes due to this (and I run max settings on everything). One bit of optimization that I've been thinking about is how to bring it to the attention of the devel
Still looking for any resolution to this issue. Is anyone else having issues with custom entity starbases in multiplayer games causing desyncs? Can someone remind me what is the correct way to report a bug to Ironclad?
Hi all, I'm reaching out to the illustrious modding community to help me solve a wierd issue I'm getting with a starbase creation causing a multiplayer desync error. In Singleplayer mode... OK there is no issue, though having said that when the mod loads it does flash a see
Speaking of the 4Gb patch ( http://www.ntcore.com/4gb_patch.php) has anyone else had success in reducing crashes with it? Unfortunately I never get dumps so nothing to try for me. P.S. Not to say this project is not totally awesome, I'm just looking for lazy ways to reduce dumps :)
Celestial Bodies by Tohklidan has a random spawn black hole. Quite impressive actually, though all it does is drain ship health when you are too close to it. I thought about keeping it in Requiem , but keep memory usage down is important and while it looks good that's about all it adds to the gameplay.
You know I've never ever had a minidump related to a 2Gb issue. Having said that I do run Windows 7 64-bit with 12Gb RAM.... but even so the virtual app container is still 32-bit and should expose me to the same issue. And when I'm doing development work I'm running a) Sins Diplomacy Dev mode, b) Adobe Photoshop (32 bit version so that Nvidia DDS plugin works) wih 3-6 DDS im
lol, delete the ButtonPress.ogg file in the Sound folder Melik88 :)
Yeah, and make that ability (or a modified version of it) as auto-cast ability of your planet entity file with say a 30 second or 1 minute cooldown.
Do your texture .DDS files have alpha channels as well? If the CL, DA or NM alpha channels don't exit or are all black you might be getting a zero luminosity/spectral issue. make sure that the DDS files are DXT5 ARGB 8 bpp interpolated alpha type (ie. Photoshop with Nvidia DDS plugin has that option). Otherwise as Mystic says... edit the .mesh file with Notepad and make sure that the textures you made are actually link
It's pretty easy to add new ships to a race. e.g. Go to your mods folder and create Folder called "MyShip" Copy "FrigateTechLight.entity" from the original game folder to "MyShip/GameInfo/" subfolder and rename it "FrigateTechMYSHIP.entity". Also copy "PlayerTech.entity" to
It will be a cold day in hell when there are no bugs ever :) Thanks for that; if that's the worst of it then I'm pretty happy with the full rebuild approach!
I just made a Bailknight mod variant for Requiem (Diplomacy), optionally loadable. Sins is so much better with this kind of mod, I'm surprised Ironclad haven't included such features into it's "high" effects option yet.
I didn't progress the creation of the Diplomacy version untl the last month, but the additional options are nice to have. Initially I didnt really do much apart from pure warfare, but Diplomacy is quite useful for "softening" up your opponents and usnig the AI to your advantage. btw the Diplomacy mod is now hosted at http://sins.imperial.cc<
I'm going to have only two versions to download for both Entrenchment and Diplomacy: the "main" download that has the bulk of the content... and one "patch" file that will always take you to the latest version always. Requiem 3.0 (for Diplomacy) is on track for release Thursday night AEST (that's Australian time). I'll also make the Requiem 2.8 (for Entrenchment) "patch" file too. <span style="color: #ff