Now i wish one of the developers would jump into this thread, and explain it all yet again. We were told BY THE DEV"S that the damage was PER NULL. The burst counts control the number of effects. So if the burst count was 3 you would get 3 laser, or missile effects, but the damage remained constant whether it was 1 effect, or, 3, or 6 effects. Experiment by using only one null. Then compare it using the same damage, but with 10 nulls, and divide the damage by 10 for the same arc. I be
Major Stress
Incorrect. Damage Per bank means "per null" if you have 10 nulls then the DamagePerBank:FRONT 12.000000 would equal 120 total damage. If you include 10 nulls for the Back, Left, and Right arcs that would equal 480 total damage for all of the weapons divided equally between all of the nulls for that particular weapon type. When we did the weapon damage for SoA 2 we had to figure this out the hard way. Then the dev's pretty much confirmed that the way we did it was right, and that is the wa
maxDiffuseMipLevel 0 is what is causing the dump. You need to remove that line. Too many nulls will only give you an "No weapon assigned to X null. Is this intentional" debug error. Like on the starbases before their upgrades. Nulls with nothing assigned to them shouldn't cause problems They shouldnt a dump. Just an error message in your debug log (if running Dev.exe). If the nulls are giving you problems In a text editor you can rename the nulls. Change Weapon-3, and -4 t
I agree that these games shouldn't be called "RTS's". I prefer them to be called "Empire Builder" games.
They got the 4X portion of the game down. The research trees are pretty simple and straight forward. Perhaps too simple imo. However the game is not finished yet. The first few games i played i stalled my economy quite often. The trick is freighters. LOTS of freighters. Set a few aside to specifically move population. This helps if you get a bad map roll, and lots of barren, and desert worlds. Then research your economy, and logistic techs. Once you get terraforming tech you p
What SpardaSon said.. Plus we can't duplicate multi vector attack mode, or saucer separation in Sins (we can, but once a ship separated it must stay that way). Berman, and Braga trek had a fascination with indestructible "Uberships" The Prommie , General Chang's fire while cloaked B'rel, The fire while cloaked, Armed to the teeth, Nigh indestructible Scimitar, plus many more that existed only as a plot device. One could say the Big-E's, and Voyager were examples of the
BTW peeps we can still use some mesh, and texture artists... Just saying.
(Facepalm) You realize this s public right...
ok i already fixed it, but yea it does lose quality every time you re-save. Cant do SVN my internet sucks so bad it will take a week to update. Instead how about a link to the latest dev build. Least i can pause and resume that.
CRAP! That is the old texture from 2008! Somehow old stuff winds up back in the mod. I filled all of the white areas with matching gray to hide those errors. The UV didn't fit quite right when i converted the trekmod meshes that used lots of little textures into a single sheet. Ill look for the fixed texture. If i cant find it ill redo it again. Speaking of errors the Cardy Barkus is all jacked up. It has 2 materials when it should only have one. It just glows in game. Materials n
Ok, Maybe it isn't. That is a good thing ;)
Interesting.. I am running a crappy intel video chip on my laptop (though it plays dead space 3 rather well). That could be the issue. The V-11 Stormbird model uses a lot of reflection maps. Can someone post a screen of that reflecting the EC? while i do the same here. EDIT: Nevermind the reflections are there. They just don't stand out as much as they do in trinity. You can barely see them in the pic but when you move the camera it shows. So i pointed them out. BTW: Nice
Speaking of the environment cube. I don't think the Environment cube is used when the Rebellion shaders are active. I see very little reflections, or they don't stand out nearly like they did in Trinity. Even on some vanilla ships. Not that its a bad thing, because i thought some of the trinity reflections were overkill. I am just wondering if the EC is disabled when Shadows are active. If not then its a waste of resources because we cant see it. Heh, and to think. None of us
This is how the ambassador looks in Trinity This is how it looks in Rebellion Another view in Trinity (Rebellion with shadows disabled reverts the game to Trinity shaders). Again with the shadows enabled. I think its the shader
When i get some time ill post some trinity/rebellion comparisons
[quote who="erfield1" reply="3727" id="3331710"] Loaded Rebellion up for the first time in awhile today. SOA is going to be awesome once completed! Is it the lighting effects that make the ships look even more detailed than they were in Diplomacy?[/quote] I noticed too that some of the normal maps don't stand out as well in Rebellion as they do in Trinity. We didn't change anything in regards to the meshes, or textures. Except for one small entry in the mesh file to make
I grew up in the 70's. I got to marvel at "Pong" when it first came out. Then the Atari classics. It's funny, I didn't buy a PC when they first came out. I played on the classic consoles. Nintendo 8 bit, 16, and 64, Sega Genesis, 3DO, All three Playstation's, and both versions of XBox. all of which i still have, and still play on occasionally. Though i got rid of the XBox's when i got the PS3. IMO some games play better on a PC. Like FPS's. I am a "Mouser". I cant stan
I am not holding my breath for X Rebirth. The project seams to be like vaporware now.
Just a fair warning. The AI shows absolutely NO MERCY. Even on easy. 9 of 10 times you will be war dec-ed by 2/3rds of the factions before you finish researching your first 2 techs. It may be a good or bad thing depending on how experienced you are with these types of games.
So now starships are Chuck Norris......
Lets not talk about the artificial gravity that "never fails" even when everything else fails.. [e digicons]}:)[/e]
If real physics were used ships would have been obliterated by one photon hit (shields up, or not). Being that a photon uses antimatter, and an antimatter bomb makes todays nukes look like firecrackers. Minus the atmospheric shock wave of course. Which makes me think... In WoK 2 ships fought in a thick nebula.. Not only would the torpedo obliterate on impact, but the resulting shock waves would have obliterated the big-e as well. Plus the ultimate defense for beam/particle weapons.. C
Damn Code Monkeys,... I am a 3D Graphic Artist. Not a Programmer. It's all Greek to me how the Iron Engine itself works. Most of it is pretty much hard coded from what i gather. You are correct in that we reduced the size of some textures (within reason) to create a buffer zone as to not hit the 2 gig limit.
Nemesis was a perfect example of why the "Killer B's" (Berman, and Braga) had to go. In every book, and every piece of lore before Nemesis. Remus was just a sister planet to Romulus. Populated by ROMULANS. The Remuns (who should have been REMAN) were just an excuse for something to shoot at. Instead of these horrible "Buffy" villains, Nemesis would have made much more sense if there were just a rogue faction of Romulans that gained power. Sort of like how Hitler gained power in Nazi Germa
Baulders Gate Neverwinter Nights 1 Knights of the Old Republic 1, and 2 (with the deleted content restored). Mass Effect 1, and 2, but NOT 3. Skyrim.