It's playing the catchup game to make up for the last months of relative inactivity. Around 4-5 new ships have been polished, finished, or built to near completion in the last week-week and a half or so. This is the kind of progress we need to get the mantrain moving again. Here is a small Warlord ship in early stages.. [img]https://gs1.wac.edgecastcdn.net/8019B6/data.tumblr.com/d39ba2533794aa958f0d7fabacc1e93e/tumblr_mon4q9QR3c1rm9t8io2_1280.jpg[/img]
IskatuMesk
I think it's more like he forgot the leg enhancement upgrade. Dat bisu build.
I shall crucify this [i]man[/i]cer upon my cross of engorged black rods!
7zip has been the standard for years, preceded by rar. Extracting them is literally a one-click process. If that isn't enough...
you're welcome man
Because XSI now crashes if I click in a viewport, the process of converting my meshes has become moderately more irritating. Despite this, I have some new revisions to show you. [img]http://i.imgur.com/F4cgNMZ.jpg[/img] ^ New Xy Gaverrah. Like a frightening number of ships it bears resemblance to a penis. I just assume it's the Lord of Penises uses me as his vessel to spread cheer to the world of men. [img]http://i.imgur.com/Sd4D35A.jpg[/img] ^ Updated Worl
Spaceman should work, but I don't know what kind of VST support that Audacity possesses. www.gameproc.com/meskstuff/BlackSun/hardjobs.mp3
I would just make a basic release video covering a project and then completely ignore any comment answered by the video. You guys are way too patient.
This shall be my June update. I've updated the secondary post in this thread to reflect some more recent additions in the main CC thread. Specifically, I added race descriptions for the [b]Anahn[/b] and the [b]Undead[/b]. As time goes on, I'll reveal more of the races, their subfactions, and eventually characters. Although progress has been slow, audio work has begun and some shuffling has been done. My Rebellion was forced to update and I spent half a day researching
Just use the Spaceman plugin. You can find it in VST, so it should function with most editors.
Retribution is definitely not working. :\ I'm just getting a runtime error on mod activation and nothing reported in the log for it. I rebuilt the manifest and everything. Frustrating. /edit The runtime error is definitely the scenariodef file. /edit 2 I think I have fixed it. Carry on.
Would any of these caused a runtime crash and not a minidump? I believe I've covered all the bases in GalaxyDef, planets, and the AI related changes in gametypes. I nuked all my researches (all they did was make them do nothing). Would the ability changes be responsible for this?
/edit 3 All resolved to the beat of East Indian lottery music.
What files were changed and how?
Use aluigi's fsb extractor or towav for fsb files. Music Player Ex, a java program, also can handle those particular files. I would personally just re-voice everything myself although I can't handle female voices unless they are very heavily edited for obvious reasons. Advent voice edits are literally like a 5 click job, though.
In my experience the game just crashes without most roletypes.
A flair hardpoint on the mesh would suffice if you are precise. This will, however, effect all things using that mesh.
Sins doesn't really allow terrain. Ships will use Z to go over structures and other objects (including planets) and doodad meshes are just particles with zero collision. Otherwise I wholly agree, terrain should have had an impact in the design.
They generally are.
Consistency is a tough thing. I have a lot of things from different genres that can cross over into each other. But I don't really want the end of the movie to be so totally unrelated to the beginning. It will evolve over time, just like the story and world itself, but it should be a natural progression. I sent a demo video with some example music pieces to a variety of internal viewers. While I'm still waiting on a few to get back to me, the results are fairly well within my
Alright, I'd like some specific feedback from anyone who has watched Salvation. Specifically, about the music. I've received a lot of praise since my early starcraft days about my choices of music. But rarely extremely specific reasons why. I have a very strong understanding of music and I like to think I have a good understanding of cinema. But I also have a really hard time making decisions. I literally spent the entire length of Salvation from the start down to the encode c
I had it all the time in diplomacy. I also had a bug that caused animated textures to lose their alpha maps (you can actually see this in some of the explosions on the final Emperor battle in Salvation), this also occurred from alt tabbing. It definitely happens a lot less with Rebellion. Stuff vanishes or loses texture hooks maybe once every 30-40 tests now. Oh, I recall that starting a new game after playing/testing one game also aggravates the problem. I usually clos
[quote who="Lavo_2" reply="1830" id="3364088"] Quoting IskatuMesk, reply 1826That fx stuff being a solid color often occurs to me after alt tabbing. I guess the game unloads and then can't reload resources correctly because interns. Happens to you, but with particles rather than ships, and after alt tabbing? That's really interesting to see.[/quote] It has happened with ships before just not nearly as frequently. Rebellion also reduced how often this seem
I did some looking and found DustClouds.renderDef, which looks like it directly calls textures and not particles (looks like those huge cloud textures I have somewhere will be handy) and AsteroidDef.asteroidDef, though the distances aren't the same as every other distance number in the game.
That fx stuff being a solid color often occurs to me after alt tabbing. I guess the game unloads and then can't reload resources correctly because interns.