I know I'll be there! :) BTW, nice new user-pics, UE & Ryat. (For a moment, though, I almost thought you were the same person! >.
Moguta
Wow, you mean all this time we could've been telling everyone to look for their mod folder in "%appdata%\Ironclad Games\Sins of a Solar Empire", rather than those two long, messy, OS-specific paths? Will definitely take note. And that makes it all the easier, as my program won't even have to perform an OS check. Thanks! :D EDIT: Evidently it's %appdata% instea
SpardaSon21: I certainly hope your plot summary doesn't mean that you missed how Palpatine orchestrated the CIS/Trade Federation breakaway from the Republic from the very beginning. (Although, what never made much sense to me is how exactly he knew that Anakin was going to come into the picture.)
Thanks for all your inputs! Consensus seems to be: Yes, Bob, I'd like to buy a vowel! [e digicons]:grin:[/e] Consider this application under development . [quote who="harpo99999" reply="7" id="2475052"]the main reason I had not attempted to write such is that I do not have the information on extracting from the various archive formats, also the mod might be for an older version and could crash the game if it is not in the correct version folder and t
Whiskey, just viewed that application. Seems to be geared more towards mod distributors. While that's one angle -- and not a bad one by any means -- I'm speaking more of giving users an application that will auto-install ANY mod. (See mock-up screenshots I added above.)
It seems one of the most complicated things to using Sins mods is simply installing them. If you're not a power user, it involves following one of two arcanely-long directory paths, learning to create a folder, and making sure the mod is dumped into the location correctly. Repeat for each new installation. And patches require even a little more know-how. So, I've decided to write a SoaSE Mod Auto-Installer program that looks at a mod's archive, the Sins installation
[quote who="Nacey" reply="1738" id="2474211"]Multiplayer Games: We've setup a thread for everyone to organise their multiplayer games in and also setup example times and dates for most people to meet up and start games. These are what we hope to be the main times for people to be around and want to play games together. The times are: 4pm EST (9pm GMT) Saturdays & Sundays 9pm EST (2am GMT) Saturdays & Sundays If you want to organise other games plea
This mod is pretty darn awesome. And I thought Requiem was impressive! Curious, though? Why are Rebel/CIS lasers orange rather than red? Also, where do we report bugs? I found several instances of "String Not Found". Keep it up guys! :D
I really wish there were some way to import & export Sins meshes to & from Blender. That's the only thing missing to make Sins a completely-free game to mod.
Carbon: I submit we change the "Mods" category to "Modding". To me, a category called "Mods" means it'd have entires like "Distant Stars" and "Bailknight's Graphic Mod", whereas "Modding" has more to do with the general process & concepts behind it. Everyone: We're highly in need of contributors! Modders of all color -- beginning, veteran, ace -- let us know what you'd most like to see in a centralized modding resource, too! We'd
rommhan: Look for the Screenshots folder in the same place your Mods folder is.
Guys, let me know what you think of the reduced shield opacity... If it reduces the "solid wall" effect enough or too much when all ships are firing at the same starbase or Animosity-using capship. [e digicons]:)[/e]
Ah, gotcha. I thought it could be used on its own. Is there any way that the wiki can be modified to see single linebreaks as , so that we don't have to have all this code littering the pages? Also, I know about the [[WikiArticle|LinkText]] link, what I was referring to I found via Wikipedia: #REDIRECT [[Target page]] You're welcome. I'm just really trying to get this thing off the ground, because it seems like it could be such a useful r
New update released! Changes: - Fixed texture for TEC carrier's missile turret that caused excessive bloom - Deleted Vasari Enforcer mesh (and its shield mesh) since the textures were applied incorrectly - Reduced opacity of the shield hit effect from 6x unmodded Sins to 2x Stuffi: Is the green checksum # what it should be? Also, I just released a new version; you shoul
[quote who="MacKnightt" reply="51" id="2461710"]I visited the post CAPITOL SHIPS CREATION FROM SCRATCH, helpful for now. I open up the four files, such as; Unit_Hud_CurerOver.TGA and the other 3, From Entrechment and saw that it was almost full. Question: Can I expand the image (on the right) and would this create problems later, would it make a lot of work or anything I am unaware of right now.[/quote] I [i]think [/i]this is okay, as long as you make sure the ima
[quote who="Smeghead2k6" reply="28" id="2463683"]Thanks for updating this mod, it's really good! Only thing that irks me is the really high shield opacity when something is taking alot of hits, say a starbase or a Radiance with animosity activated. Is it possible to set an upper limit to the opacity or is it a strictly linear thing? Shame it's not possible to replace the shield altogether with something more detailed as it would certainly be a nice bit of eye candy for those with c
Ah, sorry about that. I guess I'm too used to the entities manifest, where every single entity is a new manifest entry. Note to self: Every new brush entry is NOT a new manifest entry. [e digicons]X|[/e]
[quote who="rommhan" reply="583" id="2462939"]Failed to find brush: HUDICON_PLANETBONUS_LOOKS+[/quote] GoaFan or Jason: The mod currently doesn't seem to be using a Brushes.manifest file. If I understand correctly, not including this manifest means that the game will only load the default Entrenchment brushes... which would explain an error like this.
I'm curious, Eville... is there any kind of synchonization kept between the resources of your mod and this one?
Just found out that the TEC carrier-capship's missile turrets have used a bugged texture since Sins first released! I'll put the fix in with the next BKG Mod release, but for any modders out there, here is the corrected missile turret texture (mitigates the overbloom effect): http://www.mediafire.com/file/mjyzlwzugmm/EffectTechMissiletower-da.dds
Why, I don't suppose you'd ever mean this ship: [img]http://i24.photobucket.com/albums/c21/starskies/games/Sins%20of%20a%20Solar%20Empire/SWRequiem-SSD-OddEdgeGlowWithBloom.jpg[/img] ;)
Nice guide! As Ice pointed out, it indeed can be generalized to any shiptype, and seems more of "how to give a new ship all of the appropriate icons" than "ship creation from scratch". But regardless, it's information that would be quite useful to add to the new Sins Modding Wiki! I'd encourage you to contribute your knowledge here: https://forums.sinsofasolarempire.com/369183 [e digicons]^_^[/e]
The icon was there before the wiki was changed to its black/orange color scheme. If you're not sure how to get that back, I guess keep it a different color so there's some way to differentiate between the wiki and offsite links. And I wouldn't mind doing this if it weren't locked, but the main page seems in need of more links. At least to general categories or something. It might make it easier for potential contributors to find things to edit in the new, growing sta
Thanks, I'll likely end up using that rather than messing with tables and misc syntax. Small thing: Oddly, the icon for offsite URLs seems to be missing, and the color is still a typical-link blue.
Mazuo, I don't think shields ever glowed a specific color. To me, they always seem to reflect the color of the skybox. And I do still see those "target reticules", but Bailknight's hit effects are often large and bright enough to mask them. And in addition to deleting the Frigate_PhaseHeavy mesh to get rid of the mis-textured Vasari Enforcers, you'll want to delete the Shield_FrigatePhaseHeavy mesh too.