JasonFJ

JasonFJ

Joined Member # 3399935
18 Posts 217 Replies 26,472 Reputation

I have to say the v2.7 release is looking very promising, with key contributions from GoaFan , Moguta and Whopperdown . Some modding dribble for those interested: Requiem is pretty lean when it comes to essential features, and quite a bit of non-essential fluff has been taken out to keep it as simple as possible

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Doing my bit for the cause.... I'd love to see a configuration file that would allow editting of previously hardcoded limits. What I'd also like to see if weapon types customized per race. Having different research paths for weapon types is great, but having them called the same across all races is cosmetically displeasing.

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I thought I should correct some perceptions about Requiem.. 1) Only autocannons have been removed (no place for them at the moment), but all the other weapon types (beam, lasertech, missle) have been used and are separately upgradable. 2) Requiem is first and foremost about balance with the existing races; it's a principle design concept that I spent a lot of time ensuring.

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Yeah, I wanted to get a playable release out quickly and from the 12 hours of playing it this weekend I felt that Goa's work was stable and good to go. Since I have the day off tomorrow, I'm going to fix that, add customized ship names, fix a few bits and pieces and then release a v2.6.2 hotfix... as well as a full v2.5 to 2.6.2 patch.

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Goa , I took the liberty of formally releasing 2.6 and 2.6.1 patch. After a marathon 12 hour LAN weekend (including 2 days of Dynasty Warrior 6 on the PS3 - totally crazy fun 2 player splitscreen game!) I'm pretty convinced the full release and 2.6.1. hotfix are stable. I've also renamed the files to the standard format so the above link to Chief no longer works. So that

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I downloaded msvcp80.dll off the internet and it didn't work, whether either or all three files were in the Sins folder or in windows/system. So slightly impossible to convert vanilla 1.04 files to text and compare differences and make adjustments. Rather than waste time trying to figure out the solution for Stardock, I'll let them tell me (or release the text version

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I've begun to look at the 1.18/1.04 changes and right now I'm still looking for a way to convert the vanilla 1.04 files into text mode so I can properly compare the old files and see where changes are. I get a crash when running the new convert exe... so stuck for now. I was kind of hoping to leave 2.5.4 as the stable version for now.. but with 1.18/1.04 and the imminent Dip

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Planet types, like all graphics, are the candy that makes any mod special. I went as far as possible to get the graphics and music side of things immersive as possible. Another shout out to the mod authors mentioned in my first thread who contributed to making this so. The reason I didn't implement the Mountain, Jungle, Relic, Toxic and some of the extra Urban p

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Well VarekWraith gets my vote as the most eagle-eyed troubleshooter yet hehe. Truth be told, quite a few corners were cut to simply get out a playable mod. The mini-hud icons, some transparency issues and tidying up of various strings, bonus values and icons were skimmed over just to get stuff out the door. I also simply deleted a lot of ship pics because in the name of time I wanted to get content out rather than spen

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Dont forget the hotfix as well (currently 2.5.3, 5k download)... left some debugging stats in there and forgot to remove them. Milenium Falcon... well there are a few issues with that; 1) It defeats the lore.... the Milenium Falcon was never out in the Far Outer Rim. 2) If I wanted to add the Falcon as a unique ship, there isn't a way to currently limit ship build

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I missed some lines in the Imperial starbase entity but it's now fixed. :( v2.5 .1 patch has been uploaded again. I'll upload a full version 2.5.1 release once you guys let me know that the patch is stable (otherwise people will download the fulll version and kill my bandwidth!) Hopefully no bugs.. and don't forget

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There are about 10 Star Wars tracks in Requiem.. and they are exclusively part of the Empire or Alliance theme (you won't hear them if you play Vasari for example). It IS possible to add more tracks but that will make the mod bigger (each mp3/ogg is around 3Mb in size). If there is a particular song that you like let me know (preferably on the sins.imperial.cc site as I check that more regular). Goa , I

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Unfortunately my boss has made me work 2 weekends in a row so I've been a bit delayed getting 2.5 out. Just recapping what Goa said, the Dynamic battle system is a great idea but I'm not convinced frigates and cruisers should be like that in the Star Wars universe. In the SW movies I dont remember seeing Nebulon-class frigates do anything but sit there and trade blows. If someone wants to mod Requiem to tinker with th

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Well I'm still not convinced that the "flipped" over Golan 3 is worth putting into Requiem 2.5. It just looks a bit retarded since everything else is aligned up/down. Here are the screenshots of it ingame... tell me what you think! http://db.imperial.cc/show.cgi?id=sins&a=view&f=

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Hi all, I've been busy with work and a resurgent Lord of the Rings Online addiction lately... and haven't had much chance to work on Requiem. The good news is that I've got a 4 day weekend coming up so I'm going to get Requiem 2.4 and Celestial Bodies 0.9 working with a mod enabler tomorrow sometime. As for further dev

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That would be fantastic! I have Adobe and the Nvidia DDS plugin so I can do conversions to help. It's just the image fine tuning that is tedious: I had thought about taking a screenshot of the ship ingame, converting to a greyscale then shrinking the size down to 2% but it makes it blurry. The other approach is to draw the icon using pen tool from scratch. I know exactly which files to edit, I can even do the bru

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Both your arguments are valid; I had Celestial as a plugin but slowly I'm incorporating features directly into Requiem which are popular and enhance the game experience. I've been putting off gas planet colonization and different planet types for example... but I'll probably incorporate these and other ideas into future releases. <span style="color: #80

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In the 2.5 release I will be converting super heavy lasers (on capitals and stations) as beam type damage... so the text will change to reflect beam as "super heavy" and the right ships/platforms will be shown. As for the Golan mesh... I believe the 7DS team have done that one themselves. I'm not too fussed.. when it's fixed I'll simply add it into Requiem. Until then I'll work on other stuff.

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Yes, the Golan 3 that the 7DS team have is rotated on it's side. I was hoping someone would fix that, or send me the 3DS Max or XSI mesh to do it myself... but nothing so far. If anyone happens to have a fixed mesh or UV textured meshes I should be able to rotate and fix it pretty easily.

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