El sabor de mi tony [img]http://i.imgur.com/MOvNP.jpg[/img] [img]http://i.imgur.com/bfDdh.jpg[/img]
IskatuMesk
Doesn't for me. What sins does specifically for me is install ms visual C++ every time I start it. It's the only game that has ever done that kind of thing.
I can't have black sun stuff to scale. DyiithJhinn constructs, the Fear, the Spirestorm etc would all be larger than the entire playable map space. Sometimes you need to take it for the team and figure out a new scaling concept. And, yeah, increasing gravwell size I think dramatically raises AI cpu usage. I didn't test it extensively, but I had larger grav wells by about 2-3x in the early versions of Black Sun and it was pretty performance intensive after a poin
[quote who="Vulturev4" reply="9" id="3305607"] The only difference is that the Steam version is auto updating.[/quote] Which you can change if it's giving you issues.
[img]http://i.imgur.com/W50Nr.jpg[/img] [img]http://i.imgur.com/gIgoZ.jpg[/img] all early wips
For Hit effects (particles), is their axis based on the direction of the incoming hit effect/beam or the surface they hit? Can particle meshes create particles from flair hardpoints?
Not for sins, no.
[img]http://i.imgur.com/XZezn.jpg[/img] [img]http://i.imgur.com/nb8Dj.jpg[/img]
I program in the corpses of interns.
[quote who="Seleuceia" reply="15" id="3296677"]Notepad++? Eclipse? You pansies...real men use notepad...hasn't given me any troubles...[/quote] I use Notepad++ for meshes and regular notepad for everything else, not just sins but Supreme Commander, Dawn of War, Homeworld 2 and all of the other txt-related games I've done major content for. That said, Goa was able to massively simplify some super secret stuff through Eclipse I think, so it def
lol XD for the win epic lulz lol :3 :o XD hurr definition rectal ragnarok butt bunk bate ya hol bud ballboy tom cruise [img]http://i.imgur.com/8nY6B.jpg[/img]
[quote who="SpardaSon21" reply="1472" id="3293402"]Did you have to remind me of that unpleasant fact? I can't believe anyone at SyFy thought this was worth spending money on. I've already read through a massive thread on another forum about why it is so bad and I don't want to repeat that here, so let me just finally say it is a bad show, you shouldn't watch it, and you're not missing anything good by not watching it.[/quote] Well, you would be missing
[quote who="Leuthesius" reply="3" id="3292765"]Sounds cool. I'd love to have a mod that only has a new created unit note that its been created once every 10 ships or so ... its terribly annoying when building in bulk. [/quote] Add a huge string of silence to the .ogg file. Though there may be a way to do that via txt, I've never looked. (I'm thinking a huge sound cooldown)
Huh. This is so confusing. I re-did the gameplay.constants with the AI retreat changes, the 0 entries for critical hit stuff, the damage values, and the population/culture numbers. It's still crashing incessantly. It's almost like it crashes the second a scout is about to pop into a planet (but without actually leaving hyperspace). I tried returning the critical stuff to defaults but it's still exploding. So inconsistent, and the total lack of error messages
Yeah, I scrapped the old gameplay.constants and converted a new one from 1.1. However, I do remember managing to break it before back in Diplomacy in ways I could never identify. Here's to wishing Sins had the kind of debug support supreme commander had...
Well, the convertxsi.exe has a ton of problems I'm sure the devs never ran into, at least not very often. Everything from completely inconsistent, self-replicating checksum errors (don't ask) to the phantom backfaces that randomly plague certain meshes. I'm 69% sure this problem lays in the gameplay.constants file. I think what I'm going to do when I get more time is to crunch down a new file and see what happens with a ton of redundant tests as I re-imp
Balls. I made all those changes, and it's still crashing. The sound entry one was one I was thinking of for a while, but even that did not stop the flow of chunky lard from splattering all over my face. It is not a consistent crash, it's very random us gamers XD in that sometimes I get by a full game without a crash. If it doesn't crash within a minute it'll never crash. I thought it would be related to the AI, but... I can't find any indicator of a
www.gameproc.com/meskstuff/deepthroatgazelle/Gameplay.constants There you go. Straight from India with love.
As far as I can tell, the AI stuff is all accounted for. Without the gameplay.constants file there is never any crashes (at least none I've run into), but the second I re-enable my changes it goes back to constantly crashing. I see some of the construction frigate files in here, but I don't know if/what I changed on them. Do they have relationships with the constants file?
[img]https://gs1.wac.edgecastcdn.net/8019B6/data.tumblr.com/tumblr_meh166jEjP1rm9t8io1_1280.jpg[/img]
Well. Like I was telling the guys in TS, I've been trying to pinpoint that odd crash. It's not throwing any errors, just minidumping. I think I've narrowed it down to the Gameplay.Constants file which, if memory serves correctly, gave me issues in Salvation, too. I've only changed the damage values (they are all 1.0 now) and the income from population, and the AI retreat threshold down to 0.01. The game crashes within 30 seconds to a minute or so - I wou
Actually, it has nothing to do with versions. It has to do with built up expectations and then relying on someone to do X or N who just decides not to do it, or you've come to depend on person for X or N and they just taper off and disappear leaving you without what you need that you can't do. That is the only reason why I try to model, why I tried to do music, etc. The only person you can truly depend upon is yourself. I prefer to outsour
In max for my Undead ships I have them separate with individual materials assigned to each in 3ds max before exporting. Then I do my normal procedure as previously stated, except I freeze both meshes in XSI. They'll export out of XSI as one object but two meshes with their own unique material entries inside the resulting .mesh file once converted. [quote]I´m making at first place it for myself, if I release it, it would be because it reachs a good level. Other
It seems a lot shorter because there's only like 8 seconds of content in a 45 second video. The rest of it is logos or text, which is really unnecessary imo. You could probably gut everything besides the animation and then the text for the mod's name and that's it. Though I really like the little wireframe kind of deal you had going on, it didn't really fit into the composition in any way. I also think you should tone down the camera shaking to about 1/8 of its curren
[img]http://i.imgur.com/kaCMu.jpg[/img]