IskatuMesk

IskatuMesk

Joined Member # 3511603
22 Posts 1,007 Replies 17,446 Reputation

It is unfortunate. I have had similar experiences in the past and had been forced to just live with them. I find it amazing that despite going through all of this that you are still working on the project. I had to ditch more than a few extremely large projects in the past due to similar issues. I am lucky in that I don't need Black Sun to be stable for any more than that 1/10 tries. I hope you can get it solved one of these days. I would inquire as to what kind of issues lead to

8,423 Replies 15,687,826 Views

For me, sins is entirely unplayable. The game has desynced from day 1 to day 69. Its performance is quite possibly the worst of any game I have ever played, and I come from Blizzard games, so I know my piss performance when I see it. The game is so heavily hardcoded and nested in archaic design ideals that I doubt any of the current devs even know what the minidumps even mean. It is perfectly possible for them to not even contain any valuable data to begin with - usually just memory dumps are

8,423 Replies 15,687,826 Views

Now we're talking. Those are starting to look pretty fly. Unfortunately, as I can see, since it is additive the whole thing tends to blend uniformly. With such a complex texture spawning multiples would not be ideal. This is something I'll keep in mind when I look through the game for additional things.

15 Replies 25,421 Views

It depends what you're after. Most of my projectiles travel very fast (I think most missiles are 6-8k and anything that is not a missile travels at bare minimum 11k), however the distances and stuff are much higher, so there's plenty of opportunity to see most projectiles. If I was to have a ship using a weapon as comparatively large to it as the Tempest, I'd make a 2kx2k texture sheet. Most of my sheets are, at bare minimum, 512x512 (16 frames) for small effects. But downsizing f

15 Replies 25,421 Views

If you want, I can get you some pngs or tgas to work with. /edit I swear every time I refresh this forum, something either breaks or changes. There was an advanced search display in the weirdest of locations one time around, and sometimes the icons break or change. Here's some pngs I capped from the editor, if you're interested. I think if I really wanted to get deep into rebuilding this, I would remove that white te

15 Replies 25,421 Views

Well, let's assume that the OP is in possession of sc2. This is what it actually looks like in sc2. [img]http://i.imgur.com/myuoSBe.jpg[/img] The reason I bring up the particle limitations in sins is obvious. If we want a faithful recreation, we need to know what we can't do and how that effects us. This particular particle only owes some of its effects to emissive (namely the center and the glow on the exterior), but it also uses several meshes and what

15 Replies 25,421 Views

I went ahead and looked at the Tempest projectile in sc2, and it's surprisingly ugly/wasteful. It's also not comprised of any animated textures. I don't really like the idea of pulling it out of compressed screenshots, though. Personally, I try to avoid anything with so much obvious artifacting (about half of the particle textures I would have used were unsuitable for similar reasons, but then again, I am strict on quality). I think grabbing a series of screenshots out of

15 Replies 25,421 Views

Sc2's particle system is notably more advanced than Sins. In fact, even Warcraft 3's particle system is notably more advanced than sins. In fact, even Age of Wonders 2's particle system is notably more advanced than sins. Depending on the complexity of their animations (Blizzard never puts any effort into making something sophisticated), this will range from trivial to impossible in sins. The key differences between Sins and Sc2, beyond the obvious advantages of using 3ds max over

15 Replies 25,421 Views

Be careful should you decide just to multiply every damage value in your mod by x nulls. That is going to cause a massive dps leap, and unless you've been noticing battles taking way too long, it may be wiser just to double or triple values globally first. Especially on multi-target weapons. With this system, multi-target weapons multiply in scale and effectiveness with every target. I actually had to reduce target counts on many of my ships just because when certain numbers of ships ramm

33 Replies 45,460 Views

Well, the things I noticed when modding is that armor values and shields are absolutely ridiculous. They throw numbers entirely out of whack. Only recently did I learn just how insane armor is, where supposedly like 20 armor is double health or something. Shields, being a %, are naturally incredibly strong, without even accounting for the scaling behavior or the fact they are always active. Any ships I accidentally left shields active in Black Sun became gods, and were virtually unkillable.</

25 Replies 18,740 Views

Well, I can't say for certain either way, but if it turned out that nulls influenced damage that would make a lot of stuff really unusual in Black Sun. Many ships have hundreds of guns, many with 8-10 targets a side. But the damages have, from my observations, always been consistent. I guess it doesn't really change much for me, since that consistency remains dependable. But I would still be very surprised. There is also extremely odd behavior with the synchronized firing t

25 Replies 18,740 Views

It certainly wouldn't be anywhere near the first time I've seen for devs to have no idea how their own game works. I guess it's also possible that it used to work like that a long time ago.

25 Replies 18,740 Views

I always thought that target count per bank only added the number of targets that could be hit. In all of my tests I have never been lead to believe that hardpoints were anything but clientside graphics. I removed shields and massively reduced armor values, ignoring all that silly "DPS" display and focused on actual increments of damage. To hear that target count actually divides damage would be news to me. I remember starbases in vanilla sins doing insane amounts of da

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We shall see in due time. One of the big changes between Salvation and Retribution is the script. Salvation had some dialogue written out but no script. I had made the conscious decision to avoid telling a story of any nature. Retribution, of course, is different. Along with the decision to formulate cohesion and writing for this, I've also devised a pipeline for critique of this material. Currently, the script has passed my internal critique and is undergoing final

114 Replies 329,988 Views

I can confidently say that at this point in time the projects are already incomparable. The biggest question of this project is going to be the UDK. That will make or break this.

114 Replies 329,988 Views

This is no joke. I've poured months into remastering all of my old material to the point that none of it even really resembles the new stuff. Between my new techniques and Rebellion's lighting improvements, Retribution is an entirely new beast. That's notwithstanding my advancements in audio and visual engineering, nor the things I'll hopefully be able to do in the UDK. To me, Salvation was a grand failure. But the important thing is, I know [i]why[/i]. I will

114 Replies 329,988 Views

Salvation was "finished". This is a rebuild of that project entirely, as what it should have been. Rebellion fixes some of the pathing and makes the lighting significantly better, so those were certainly pivotal in deciding to rebuild it.

114 Replies 329,988 Views

[img]http://i.imgur.com/YUMvf91.png[/img] Black Sun is a part of the Lour Saga, whose driving arc is Throne of Armageddon. This world is my life's work, a universe I have been creating since the earliest era of my youth. [img]http://www.gameproc.com/meskstuff/BlackSun/Header-BG-tutorials.png[/img] In this subsection of the Developer series I create videos tailored towards explaining a specific process, design mindset, or methodology behind my work. They are not

114 Replies 329,988 Views

[img]http://i.imgur.com/4LMr3tH.png[/img] Black Sun: Retribution, referred to as Project Retribution, is a recreation of Black Sun: Salvation . Black Sun has been rebuilt as a Radioplay, and is available http://www.campaigncreations.org/forum/viewtopic.php?f=1&t=6956 . This li

114 Replies 329,988 Views

"Rigging" (hardpointing) the models is an effortless task for any modeler. Just use helpers/nulls/whatever the package has for that before converting and everything is colon three. You absolutely do not need an entire person dedicated to that. Though the most unusual part of that post has to be the restriction to Entrenchment despite not having a "coder" (nothing in sins except custom shaders really counts as "coding"). I also see your model has some pretty nasty ngons that a

7 Replies 3,257 Views