Razeful

Razeful

Joined Member # 5013737
0 Posts 17 Replies 48 Reputation

Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/String/StringLibrary.h(83) result == 1 I got this one. I pinpointed it down to my modding in the planet-files. Sadly I have 2 possible explanations: 1) I changed the numbers of the resource roids 2) I gave all Planets an ability After redoing the changes the error is gone, meaning either a typo with the resource roids or I fubared the Copy-Paste of th

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ok, seems I'm an idiot again the dev.exe givs me the following error Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\Engine/String/StringLibrary.h(83) result == 1 any ideas what this may cause it? I only changed resource roid counts in the planet-files. I can skip it in the dev.exe and the normal exe sometimes crashes on me and sometimes not

2,761 Replies 7,632,148 Views

damn, i just get the message that an error has occurred anddthe minidump but no other info with the dev.exe strange, the mod has already worked

2,761 Replies 7,632,148 Views

[quote who="GoaFan77" reply="2105" id="3434553"] Quoting Razeful, reply 2102Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IResearchSubject.cpp(131) m_Tier == researchWindowLocation.pos.m_X The game doesn't like where you put a research. This may happen if you made an AI only research that is off the screen or if something is blocking a research prerequisite arrow, etc. Quoting Razeful, reply 2103Where can i

2,761 Replies 7,632,148 Views

Something more important: Where can i find, which neutral/pirate ship types get distributed on the planets. I want to remove the Siege Frigates and increase the count a bit through all levels. I usually play maps from the map Designer and I know that I can controll the amount of npcs through that nice slider but I want some more direct control over the ship types, maybe throw in a few ships from the other races as well. I th

2,761 Replies 7,632,148 Views

I get this error with the dev.exe Assert @ D:\projects\SINS\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IResearchSubject.cpp(131) m_Tier == researchWindowLocation.pos.m_X I can skip it and it works but I want to know why this error exists and how I can get rid of it. I converted the Titans into Capships with an additional Research, with the last of the Titan-Research as prereq. The location of the new Research is

2,761 Replies 7,632,148 Views

Original TechRebel mesh file MaxBoundingExtents [ 544.124084 349.426819 1030.192749 ] MinBoundingExtents [ -544.124146 -279.582031 -1029.139404 ] 20% resized TechRebel mesh file MaxBoundingExtents [ 10882481680 6988536380 20603854980 ] MinBoundingExtents [ -10882482920 -5591640620 -20582788080 ] it should read MaxBoundingExtents [ 108.824

2,761 Replies 7,632,148 Views

[quote who="GoaFan77" reply="2093" id="3434045"] Quoting Razeful, reply 2092 A last question for today Is "Truce Among Rogues" from the TEC Rebels moddable? It sets the Modifier "FriendlyWithPiratesRebelNeutrals". Any chance of getting that modifier with only Pirates? Nope. [/quote] Ok, this is going to interfere with the usual maps I plan to play with my friends. with lots of Neutrals and the Open Rebellion Feature

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A last question for today [e digicons]O:)[/e] Is "Truce Among Rogues" from the TEC Rebels moddable? It sets the Modifier "FriendlyWithPiratesRebelNeutrals". Any chance of getting that modifier with only Pirates?

2,761 Replies 7,632,148 Views

Was just browsing the modding threads/links a bit and found that one, albeit somewhat old. https://forums.sinsofasolarempire.com/389449 has this been done, meaning, atuo-docking and undocking of SC?

2,761 Replies 7,632,148 Views

Will the Buff Terminate correctly, meaning, it will only terminate when neither "BuffNanoLeechTarget" nor "BuffNanoLeechTarget2" are on the target? finishCondition finishConditionType "OwnerNoLongerHasBuff" buffTypeToQuery "BuffNanoLeechTarget" finishCondition finishConditionType "OwnerNoLongerHasBuff" buffTypeToQuery "BuffNanoLeechTarget2" "BuffNa

2,761 Replies 7,632,148 Views

Thx for the answers. Yeah, I know that I have to put the Files in the Mod Directory. Changeing the names to what I replace was exactly what I planned to do. How can I check, whether the models I want to use have the required Weaponpoints? I plan on looking for fitting mesh.files in Maelstroms Mod. He has 3 new races with lots of ships and he has definately new Starbases As the Maelstrom-Mod has completly new ships, h

2,761 Replies 7,632,148 Views

Hi, modding community I think this is my first post on these forums and I need a few answers to help me with my beginning modding attempts. I want to change a few small things, mostly modding the entity files which is pretty easy or as easy/difficult as modding MOO and already works as intended. But I want to change the visuals of the Vasaris Spacebase and the Vasari Corvette, cause: Reasons. As I suck when it comes to grafics I intend to

2,761 Replies 7,632,148 Views