IskatuMesk

IskatuMesk

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

Heya. Just skimming through your audio and making comments as I go. I can identify most of the music off-hand without names. Good choices. Some of the DuesEx:HR tracks sound a little different than the game rip I have - are these OST variants or remixes of somekind? I would have personally transcoded everything to 320CBR when possible but I understand you have size concerns... which may invalidate my main point here. I have some soundtrack suggestions based on the tracks you u

5,100 Replies 12,674,279 Views

If you changed any statcount types or roletypes this is an easy way to make the AI crash, since they'll crash without most of them available in some form.

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I wish I could just remove them altogether in Retribution... currently, they're just glowing textureless balls until I find a more convenient way to "hide" them from recordings. Same with colony ships and the other fare.

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AI depends on the roletypes/statcount types of most units in the game. This is hardcoded. You might be able to lump the scout roletype into another unit or something like that to compensate.

4 Replies 6,375 Views

[img]https://gs1.wac.edgecastcdn.net/8019B6/data.tumblr.com/f70e6a5ff124c0155de22824f72a28cc/tumblr_ms6muf3ilV1rm9t8io1_1280.jpg[/img] Not the best of the Warlord models, but it'll do. I was curious if Axel had any other meshes of his that could be useful. They were considered open source for modders in HW2 some years ago, but it's been a long time since any of his files were actually on the internet. Luckily for me, I have everything of his that I know of from those o

114 Replies 329,651 Views

[quote who="ZombiesRus5" reply="2052" id="3391977"] So pretty quiet around here. Everyone pretty much starting school? or have kids starting school? [/quote] No school for me for over a decade now. I just don't post much. I have nothing to say. :3

3,050 Replies 8,582,686 Views

I've actually wondered about that modular thing. How exactly do you set that up? Currently I'm loading everything on startup, and just gutting the sins installation as I go. If 1.5gb is a breakpoint, then I might just need to do that. I need a quick way to gut all of the base sins meshes except for a few mandatory ones like asteroids and such, too. I also need some supermassive asteroid models.... hmm.

114 Replies 329,651 Views

Things are progressing. Very slowly, but they are progressing. I released another internal video showcasing some of the experimental DyiithJhinn additions and started messing around more deeply with overlays in Vegas. I was able to run a 5-way FFA in this project without any major slowdowns except for when 2x AH and 1x UD engage at once. This is probably due to the overhead caused by particle calculations and damage calculations being so high latency. Compare this to Salvation, when 1

114 Replies 329,651 Views

Oh yeah, I managed to make sins roll over by missing some debris lines. Funny stuff, the massive multi-gb debug files weren't much help, though. Is there any documentation to what exact the Camera settings file does? I wonder if I can tune it to smooth out the camera and get rid of that annoying zoom hook behavior...

2,761 Replies 7,622,819 Views

NumWeapons exceeds the maximum allowed. 1631592 requested but only 5 allowed. If a larger number is needed bug a programmer! I don't know if I can word this as a question, but I'd really like to be able to use my remaining 1631587 weapons.

2,761 Replies 7,622,819 Views

Space marine was probably one of the worst games of that genre I have ever played. It's a far cry from the absolute worst titles, but it's very clear it was specifically made just to quickly cash in on the warhammer name and for utterly no other reason. I did some work with the Dawn of Skirmish project for DoW1 and dabbled a bit in my own scripts with it. Decent game for what it was.

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Yup. Perfectly within the realm of expectations. I have another modeler I can possibly ask later down the line... but we'll see. Not a high priority at the moment, but getting closer and closer on my radar. If they don't start now, they'll never be ready for testing when I need them. It'll take a very long time to make those models. Bah.

114 Replies 329,651 Views

Interest check: modeling videos via FTP. I am a shitty modeller but I was requested to make some 3d modeling insight videos for my MGEC series when I began making it some time ago. I now have substantial material recorded and release to that audience is imminent. I can echo the links here if there's interest. This is unrelated to the developer series which I am 90% sure I am going to cancel completely after studying youtube stats on previous developer videos. Don&#3

114 Replies 329,651 Views

Mega. I don't see why anyone would use anything [i]but[/i] mega, unless it has country restrictions I have not heard of, or unless they speak Russian and use one of the Russian options. American file lockers are all garbage.

3,050 Replies 8,582,686 Views

Awesome. I'm sure I can make some magic out of some of these with some of the things I was showing you before. :3 Will take a look sometime in the near future. /edit Seeing some cool and definitely useful base material in here. I like the ideas you're trying out with the capital explosions. Looking forward to the rest!

16 Replies 35,628 Views

[quote who="Shigiddy" reply="1940" id="3387684"]I don't know the piece, but the drums that play when Pegasus comes to the rescue in Exodus, Part II[/quote] The soundtrack is by Bear McCreary. While I'm sure many people are familiar with BSG's soundtrack, what they may not be familiar with is the other soundtracks he composed in a near identical style. Gamerips of those titles will yield exceptionally large amounts of useful material. The two I can recall off

3,050 Replies 8,582,686 Views

I don't have that stuff on hand immediately, but does that problem only occur for that specific particle effect? Do you have another persistent effect that also does that? There's no real way to know how exactly sins works internally, only that it's a horrific mess. I was kind of hoping you guys might have had a trail on figuring out what causes animated textures to drop frames... but this sounds very different. I have ships with big glowing effects on them

2,761 Replies 7,622,819 Views

In my experience the GPU AA causes a huge performance hit in sins, probably because it's applying to particles and ui. And this is on a pretty powerful system. I only enforce AF because of that. I have no stability issues in sins whatsoever except for that startup crash that requires me to rerun and reload the game around 5-10 times before it stops dumping, after that it won't crash again until I restart it. The particle bug I encounter with vanishing particles seems directly

2,761 Replies 7,622,819 Views

I have never experienced anything like that. Can you give very specific details in how exactly it behaves? Something I just managed to do was make sins corrupt its memory somehow and it wasn't loading any strings or infodata. I accomplished that just by restarting games without restarting the application.

2,761 Replies 7,622,819 Views

That bug happens regardless of AA active or not. It's a result of the particles hitting the limit defined in the settings file. It has existed in sins as long as I can remember. I am in a test right this moment and turning AA off or on has literally no effect on the vanishing particles.

2,761 Replies 7,622,819 Views