Hehe I totally agree. I'll be releasing the Requiem v2.4 enabler mod this coming week.
JasonFJ
There is now a v2.4 release which I'm hoping is bug-free patch... someone reported having an issue patching but it works fine for me. Can someone verify? PATCH 2.4: http://db.imperial.cc/show.cgi?id=sins&a=view&f=3&t=25 Check these out for anyone else having install/bugs: <span style="color:
Check these out :) Installation Help Post: http://db.imperial.cc/show.cgi?id=sins&a=view&f=2&t=4 Bug Report Readme Post: http://db.imperial.cc/show.cgi?id=sins&a=view&f=4&t=12 </spa
Thanks for all the feedback, I'm been checking this all out For the XQ not having the 30% phase penalty, this has been fixed in 2.4 release For the Phase Inhibitors not working, I have confirmed these are working. I haven't made one Phase Inhibiter cover the entire gravity well for the reason Lotek gave: you have to sacrifice tac
I'd say you have installed them into the wrong folder, or they didn't UNZIP correctly. A zero checksum means the folder is created but no actual files are in the folder. Here is the installation help link for Requiem : http://db.imperial.cc/show.cgi?id=sins&a=view&f=2&t=4 Make sure you
I like it! Let me check with Goa and Warmaster for a final vett
You need to convert the entities from binary to text format. There is a convert .exe file in your Sins folders somewhere which runs at the command line to do this.
Hi Sathykaraoke , My initial thoughts are: The Maria was intended to be the main-line battleship, while the Liberty was supposed to focus on control and support. Animosity is a way of protecting ships both early and later in the game. Since the Alliance has weaker firepower compared to the Empire, and relies somewhat on regeneration and shields to sustain itself
Fear the fully upgraded starbase.. it's not called Entrechment for nothing!
Yup. That's the one. There are other converters around as well but I like how 3DO perfectly shows the textured mesh... a pity it's so crippled you can't even test to see if it actually does successfully convert the meshes!
Actually that's a very good idea... maybe it's time to buy that VMWare workstation license! Then should I run the VMWare on Windows or Linux. Probably Linux but then I'd need a primary Linux partition. Or maybe I should just created a third primary bootable partition and boot into Vista, Win7 and XP as required. Or maybe I should make everyone happy and find a way to convert
The only way I've been successful in importing existing meshes was using 3DS Max and using the Maxscript v1.x that somebody on the forums wrote. I used Adobe Photoshop with Nvidia DDS plugin or Gimp 2.0 to fiddle with the texture files for the UV source, and if you want to do ultra fine tuning of weapon, flairs, hangar and aura locations I tend to tweak the mesh text file in notepad. Still looking for the magic fix to edit existing .mesh
The matter of modelling and UV texturing existing meshes/textures is an on-going problem in Sins. Simply put, there is no easy way to convert the existing .mesh files into XSI Mod Tool or Blender: the ConvertXSI tool only converts from XSI back to .mesh. As you mention if you have 3DS Max there is a MaxScript written for Sins can help you there but of course 3DS Max costs money. When I was running XP I used 3DS Max and Adobe Photoshop (with the Nvidia DDS plugin) to do modelli
Hi guys.. who can I contact regarding the Golan 3 mesh being turn on it's side? If there is a XSI importable mesh for it I can help fix it. Btw the CL.dds file has the alpha channel heavily used which gives the mesh a red tinge - easy fix is to make it all black.
I think I'm going to just include a batch file in the release that simply deletes /Textures/xxxx files relative to the Requiem directory. Those who hate the minimalist hud can get rid of it with one click. On another note, I'm stuck releasing 2.4 because of a problem with the Golan 3 mesh. Unfortunately it's been tilted on it's side and since I'm now running Vista and Windows 7 I don't have an easy way to get 3DS Max r
I didn't think people would dislike the minimalist HUD so much... I'm running a poll over at http://sins.imperial.cc to try to gather some overall user feedack but if people overwhelming vote against it I'll take it out and perhaps make it a selectable mod download. Yes, the Venator shifted over to the Empire due to overwhelming public demand(!) and the 2.4 release will replace the fighter craft back to Empire (my bad)
Blast, I thought a larger variant of the XQ would satisfy :( In the absense of the EAW Alliance starbase mesh, would a large XQ or the existing Tech-race base starbase be preferable??!?!?!?!?!?
Hi Historic.. thanks for the feedback and I'll look into those bug fixes right now. For starbases, I'm very interested in replacing Alliance and Empire vanilla starbases with SW specific ones. I have meshes for the XQ1 and Golan3, but the starbases you've referenced also look really good. If you are interested in building a starbase replacement mesh I'd be happy to work with on the entity/mesh text tweaking... I just need help on the actually mesh and UV texturing (my Vista won't run
Bah, only the finest quality in Requiem :)
Yes I've also seen some wierdness when rotating the camera. It seems the camera does some form of illumination because it also happens on regular capital ships (just tested this on the Dunov Tech battlecruiser - and even on a dark ambient map (the blue skybox) I get illumination when I rotate around the ship to where the darkest shadows are. I personally don't like it. I don't think camera angle should influence light maps or sources.
Yes I suspect it is the shield mesh that dictates spacing.. I've fiddled with everything to no effect. Somebody might want to resize a shield mesh on a scout by say, 10 times... and see if they still huddle closely in formation. There is a resize tool in the Modding forums over to at http://sins.imperial.cc
There are 11 Star Wars tracks in Requiem, including Imperial March that I have converted to .ogg format. Needless to say they are used with only implied goodwill from the copyright owner but feel free to pillage :) A little bird told me that 7DS team might have a Golan III or Death Star mesh lying around somewhere and dying to find it's way into Requ
Can you go into this directory (or your equivilent) C:\Users\Jason\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting and edit user.settings and change ShowErrors to TRUE. Let me know what error popups you get here, or you can post them over on the Bug Reports forum at http://sins.imperial.cc
I'm not actually having any problems with Volumetric merge into Requiem 2.3... but then again I don't include the manifest.entity from the Entrenchment pack (I'm not sure why this is needed ManShooter - it works fine without?!). One thing that might interest you is that a couple of people who are playing Requiem 2.3 have gotten around minidumps by deleting the PipelineEffect folder. It seems to be a Volumetric issue relating to either regional language naming of the folder or perhaps
Hey Tohklidan, I'm sure you know this but v0.8b needs an update to run with Entrenchment v1.03. Basically you need to add renderShield that is missing. My recent testing also shows that blackholes, gas giants and no atmasphere planets aren't appearing.