This video was released December last year, regaling the unsung legacy of Retribution's lengthy production, showcasing the Sins project in the stage it was discontinued at and showing many works in progress and things that have otherwise never been shown to the public beyond the dev videos, which were also released last year and account for over 50 hours of developer documentation regarding the project and the efforts behind it. <a title="http://www.gameproc.com/meskstuff/LP/HMesk
IskatuMesk
Retribution has been released. http://www.campaigncreations.org/forum/viewtopic.php?f=1&t=6956 I may be contacted at CC if you have any questions or comments. This is farewell for good, gentlemen.
This project has been resumed as an Audiobook/radioplay. Production is expected to be completed in 2-5 weeks, depending how certain things go. The final product is expected to be 2:30-3 hours in length. I don't actually know how it will turn out, because it's been like 20 years since I've attempted something like this. But, whatever. I'll post once more when this is done.
[quote who="Ryat" reply="9" id="3475245"] Ignore IskatuMesk for now. He has a lot of experience with modding so he has a wealth of information but can sometimes be a bit........rude. I apologize for the issue.[/quote] Unwillingness to jump on "omg my new idea is so great" bandwagon = rude? Okay. You can construe it that way. Be fucked if I try to give someone an alternate viewpoint or some information to work with instead of just backpatting. Good luck, TheWarchief14, yo
Well, "what it would be like" is a loaded question. What is it like to mod? Honestly? It's 99% boring. It's great to see your work in motion but reaching that point is an immense amount of work even if you're experienced. That's generally regardless of game. "What it would be like" in regards to a specific mod is hard to say. I personally haven't had any real interest in actually playing sins... and most of the projects I have seen are not fundamentally different t
Well, you could start from where the differences are and work from there. What's different about the Online game? Is it possible to make those changes in sins? Those are the questions you should figure out before committing. It's very likely the reason things work in Zombie's mod the way they do is because of the game's limitations. Even so, a simple project like retooling an existing mod is a deceptively large amount of work, and you'll be hard pressed to find any
[quote quoting="post"]we are wondering if some experienced modders would like to work with us, the game is pretty much perfect to be modded off[/quote] How can you say that without having experience with it? I have experience and I would recommend any new modder to go to another game entirely. Sins has literally nothing attractive about it in terms of modding, something you will discover if you actually get balls-deep into it. Actually, I would recommend to steer clear of modding in g
So exciting! It's so great to see in this day and age, developers supporting modding! Oh my gosh! It's a revolution!!Let's hope the sheeple WAKE UP and take notice. [img]https://i.imgur.com/HX2r9fB.gif[/img]
AI is totally hardcoded save some values you can toy around with in terms of priorities in gameplay.constants. What you ask isn't really possible. Feeding them money via hidden researches might encourage more ships being built, but that's about it, really. In Ret the AI had insane free money but you still saw maybe 3-4 capitals at a time unless they turtled for an extreme length of period, but I never saw them even approach the default cap. <
I have fully released the developer series portions that are currently uploaded. As you might expect, this casting is not for the politically correct. If you are interested in the kind of work that went on in this project, this is a good place to start. http://www.gameproc.com/meskstuff/ret_devseries/retdev.html If earlier episodes are requested, I'll upload them. But so far no one has watched any of it, so I won't bother because Canadian bandwidth is extremely
The game has no actual arcs. Weapons can only fire left/front/right/back with no care for Z or things in their way.
You could just obtain an older version, import, and then save the files, and then open the files in the newer one. I do that with max 2010/2011 in Starcraft 2 because I am too lazy to do my setting changes in 2011, but the starcraft 2 exporter only supports 2011.
Max script changes with some versions.
Basically, there was a bunch of sounds that were from really low bitrate sources (probably youtube videos or old games). It is possible to restore some fidelity to those by first raising the sample rate (so you get more to work with), then using something like an equalizer, or a directx smooth/enhance plugin like what I used, to boost the upper channels a bit to get rid of that "flat" sound. A bunch of responses had really bad background static and some crackles. Removing the static i
I should show up in your group as Malkor. I think my steam name is sweatylenny42. iirc I resampled a bunch of the weapons, cleaned static from borg sounds, and some other such things. Maybe Mike has already done that and you don't need this anymore. http://www.gameproc.com/meskstuff/BlackSun/SoARemaster.7z
Are you guys using those sounds I fixed yet? I might be able to fix or rip others if you need. Spam me up on steam or PM me here if you've got some special thing that needs the Belgian touch. I joined your steam group for easy reference.
I find texture resolution rarely impacts peformance, but if you're playing on low, I guess you probably struggle with performance anyways. Things like particles, fighters, and mines are likely to cause much more major performance hits in the long run, especially if you're using vanilla sins particles, as they are particularly inefficient in how many particles they spawn.
The problem will also be GPU-based since there is shadowcasting on particle meshes.
Someone LIED TO ME then. Those scoundrels. It sure seemed like more than 15%, anyways. Ah well.
Zerg really rely on their specularity/normals to have any surface detail in sc2. I don't think their diffuse translates very favorably into sins as-is. Those screenshots make them look REALLY blurry. :\
Yep, shield mitigation is always active. I would personally recommend just to disable shields entirely to any mod looking for real numbers balance in Sins.
Debris is extremely performance heavy, so be careful how much of it you decide to keep around.
I have decided to make the entire collection of the test recordings public. From when Retribution was nothing more than Salvation inside the new sins expansion to the bitter, agonizing end that was earlier this year, follow the project's chronology in test recordings destined for internal feedback during its many long months of production. Some videos come with assessments, some of which I may have forgotten. All in all, I think the test recordings far exceed Salvation in both length and
This is all of the source frames for my FumeFX tests for Black Sun. They may be used individually or (as they were intended), compiled into sheets. I have included "yolo.psd" in which I spent an entire day trying to figure out how to make, that allows one to assemble the frames of a set. Most sets are rendered to adhere to a 512x512 size 4x4 16 frame standard because I often encountered problems with animated sheets around 20 frames long. For Sins, I rescaled the final sheets down to
Test 19 is using Yuki Kajiura - Aura.flac and Yuki Kajiura - The World (Extra Version).mp3 TOA as a writing was left half-way finished in 2009 with most of the writing being 10 years old at that period, and thus in dire need of rewriting. However, it's like 600k words, so I never got even close to finishing it much less the two additional part novels. Even if I did, I wouldn't make it public. These forums won't exist by the time I make any marginal progress on that,