This project actually originated in Homeworld 2 back in the day. I'm not really interested in making a mod... sins was just a platform for recording - I intended to make a movie. Ideally, if I was to change engines, I'd focus entirely on the UDK and just build everything in that, and not just the scenes. The problem there is that I am not skilled enough to know how to handle the hundreds of thousands of turrets animation-wise. As you can see in that test 19 video, some ships in the si
IskatuMesk
Black Sun is a part of TOA which is my life's work also around 20 years in the making. Not losing the name, sorry. I'm not taking anything away from you because I have no intentions of publishing anything. Good luck with your writing. Yes, I have used some designs from some other stuff, for example the Great Knight is based on the gundam's Albion and you might spot a few others. This is because I can't model things that are in my head. /edit
This was not ready to be shown. Of course not. It's not finished. Nothing here is finished. But, one must face facts. This project was started in the presumption I would be able to obtain character models via one of several avenues. All of those avenues are impossible. There is no Retribution without character models. I was a fool to have started this. Now I am going to do what I never wanted to do again. I'm going to show an incomplete product because that's all I have to
So. Sort of a status update. Currently, the project is considered dead/dormant. It will remain this way until my associate begins making demonstrable progress on the character models. I've waited close to a year and a half now, and I can't really justify any more major work until I know that work won't be wasted. I did make some measurable progress in the UDK in recent times. Here are some images of some experimental level material concepts. [img]http://i.i
Jdownloader, which is independent, or DownThemAll, a Firefox addon, are ideal download managers and I have never once had a corrupt file from a reputable source with them.
[quote who="SoulxReaper" reply="50" id="3440325"] I take it that you have zero experience with anything that remotely resembles code or business...[/quote] [quote]carried away in the mantle hype[/quote] lmfao [quote]die hard bf2 fans (me partly included)[/quote] ahahahahaha 2/10, you get points for giving me a good chortle, but I'm afraid that's about it.
Sounds like half the things I do in Retribution.
Try setting this to False. prefersToFocusFire TRUE I don't see anything wrong in the weapons but I am checking up on the Developer videos I recorded for my project (the many hundreds of hours). This is the only change I documented in this while I ran into the bug before continuing work in another cut. So I don't know if it actually fixed it or not.
Export obj files from the HOD editor. Fix in 3ds max or whatever. Convert to sins as normal.
I know I ran into this with Retribution at one point... it was with a capital ship that had nothing related to carriers. I forget why, though. What are the weapon specs?
huehuehuehue from one shitstorm to the next, it seems that fate just wants to kill this project. but, nah Here's some stats for ya as of Feb 6 2014! The source 3ds max Mesh data for the project Sins variant is just shy of 1gb. The sins project itself is 1.3 gigs in size. I've culled quite a few unused things from it. The Sins project has 137 meshes currently. There are over 630 sounds being us
Mega is pretty much the only non-Russian file locker I know of that is any good. If you like Russian, rusfolder and narod.ru are very good.
Ugh. Long quote chains and debating over the internet. I don't really want to continue this discussion as it seems pointless to me since I have no hope of convincing you of anything, but I'll give your hard work another reply for old time's sake. Prepare for a mess. [quote]and the only way to really fix them is to hire more QA[/quote] Except all of the game's most massive bugs are readily noticeable within the first few minutes of playing or can
[quote]when either the developer does not care about their game (extremely rare)[/quote] Extremely rare? No... not at all, I'm afraid. You can blame publishers for a lot of things, but their involvement in disgusting programming ethics only goes so far. Once you've been around the block enough times you see patterns form in many different elements that allude to involvement from many parties. For example, in Saints Row 4, the fact the game is immensely rushed and lacking conte
The burst is just graphical. Almost all of the lines in those weapon texts are just graphical. Damage isn't synced to effects in the slightest.
Well, currently I haven't been able to click in XSI's viewports without causing it to crash. That's a problem I've had for the better half of last year. Before that, I had a problem where if I didn't restart after a while, entering the texture menu in XSI would give a strange nondescript error that locked out the entire program's UI. Neither issue yielded any search results. XSI is second only to Particle Forge in strange behavior, the latter of which regularly corrupt
I don't have any code. Sins doesn't support code, only basic ini edits. All of my hardpoints are done in 3ds max, and I am not releasing any of those files.
[quote who="GoaFan77" reply="2136" id="3437085"] Does anyone have any insight whatsoever into why XSI tangents will only take my original UV map, not the new one I made for them? No matter how many times I delete the tangents and projection and try again, I get "Invalid procedure call or argument "Get Value"". I used to get this to work if I was stubborn enough but I must have made 10 tries now on several different models.[/quote] Did you try pointing the tangents
The triple-barrel powergun weapons on the Razzador use one hardpoint and fire in a burst.
Every single gun has at least one. For ships exceeding 20 turrets of one type or of a certain scale facing a direction I take shortcuts.
Is there any way to stop ships from pushing each other around? The Xy`Kranasha keep taking their Worldeater for a trip across the abyss because it's well beyond the reform fleet range in size. The ship has 80k mass and ships with less than 1/10 of that will happily push it along without a care in the... *shades* world.
Don't have an ingame shot atm, but here's the revised Razzador. [img]http://i.imgur.com/CgUhtJC.jpg[/img] And the Warlord frigate, which is one of the smallest non-fighter Warlord ships. [img]http://i.imgur.com/57tYUXs.jpg[/img]
[quote who="GoaFan77" reply="5" id="3436731"]And I assure you I've had no need to come anywhere near that many weapon hardpoints.[/quote] Some of my ships that are equivalent to vanilla LRM's have 130-166 guns...
That won't work for mods, lol Mods change the game in ways the original devs can rarely ever account for, even if they spend years trying to write for fringe cases. If the AI is locked behind compiled exes/dlls, it's hardcoded, and thus heavily restricted.
And now, for a not so shameless double post, a quick video showing what the new sheets can do with very basic changes. This whole system uses only 12 particles peak. [video]https://www.youtube.com/watch?v=apjK31jtUa8[/video]