The "yet" is not to suggest multi-core is coming but I'm not saying it isn't coming. All I can say we are actively working and looking at all the options to move the Sins franchise forward - technology and gameplay-wise. The memory management upgrade is just something I was able to easily integrate into the older code base and I had tested a fair bit. Thanks for the support AND thanks for the link fix :)
Blair Fraser
The memory management improvements will indirectly cause some performance improvements but its not fully multi-core yet. The full list of detailed changes are here: https://forums.sinsofasolarempire.com/478243/page/1
Hi all modders, The formats of a variety of files have changed. In order to avoid having to convert all the files to text, I've included a file called "Sins Rebellion 1.84 to 1.85 Format Changes Examples.rar" along side the new exe as part of the update. Opening this will show you examples of all the format changes. For example, I've included one planet file to show how all planets need the new Smuggler slot definition added. I know everyone just had to convert their m
I just checked this myself. The GOG exe looks like its different than Steam's. They need to be the same. I will look into why a different exe is being downloaded that what is supposed to be there. Sorry about this.
Yes, they should be able to face off against other so long as they are both the same version number. Currently, Steam is 1.84 and GOG is 1.83 but the 1.84 version has been submitted as is being tested on GOG's end as I had to fix a bug in it on June 15. Once its made live you should have no problems playing against each other from different PC's.
This code path hasn't been maintained so no promises that it still works but here are the mappings: m_padButtonMasks.PushBack(PadButtonMask(XINPUT_GAMEPAD_DPAD_UP, 0, -1)); m_padButtonMasks.PushBack(PadButtonMask(XINPUT_GAMEPAD_DPAD_DOWN, 0, +1)); m_padButtonMasks.PushBack(PadButtonMask(XINPUT_GAMEPAD_DPAD_LEFT, -1, 0)); m_padButtonMasks.PushBack(PadButtonMask(XINPUT_GAMEPAD_DPAD_RIGHT, +1, 0)); m_normalButtonMasks.PushBack(XINPUT_GAMEPAD_START);
Thanks for playing!
They don't own us but we've been collaborating with them for many years now.
Cinematic mode removes the icons. Icons are used when certain things get so small they aren't worth rendering. However, if the icons are removed in cinematic mode, the small hard to see things are still rendered in their fully glory. Basically, you are eating the cost of rendering them even though you can't see them very well. This is most noticeable with strikecraft.
I think I fixed this in 1.83. You can test it using the Steam beta feature (Properties->Betas)
What version were you testing? If it was the 1.83 opt-in, that is quite likely given its still in testing. Can you send the dump to [email protected]?
Thanks, looking into it.
Please send the dmp file to [email protected]
Did you turn it on before you started the match?
Are you trying to do it in a multiplayer match?
Is there a dmp file listed when it crashes?
Try deleting your setting folder (located somewhere like C:\Users\Blair\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting)
Check out post #171 on that link :)
Patch should be coming late november, early december.
Its been fixed. I sent you an email with the corrected file.
I saw in the video that it created a minidump. Please send it to [email protected] and it will tell me what the problem is. In the meantime, what language were you using and does the problem go away if you change to english?
No, it can't be compensated for. There is explicit logic that says if I don't have a Titan, build a Titan and put everything else on hold. The correct logic is if I don't have a Titan and I'm not already building one put everything else on hold. That way, once the Titan begins construction everything else can resume. I guess you could compensate by making the build time for Titans zero :P
Figured out why the whole Ai stalls if its building a titan. Will fix for 1.84.
ResearchCostAdjustment now shows up as red if the value is greater than 0
Negative PlanetBombingDamageAbsorption values will now show up red.