hydrocarbn

hydrocarbn

Joined Member # 2940422
4 Posts 533 Replies 16,038 Reputation

[quote]# Multithreaded install allowing cancel [/quote] Well, that's the best part of any program! :p You can actually play with differing mesh and texture files. It will yell at you but not kick you out. The problem only comes up when you have differing game files, as those can't be reconciled.

17 Replies 56,529 Views

Only place I could get it to upload properly (though compressed): [link="http://video.google.com/videoplay?docid=-834450689330661957&hl=en"]http://video.google.com/videoplay?docid=-834450689330661957&hl=en[/link] [i]or (much) better quality[/i] [link="http://tetravalency.org/stor/sins-2.wmv"]Direct DL[/link]

12 Replies 27,287 Views

[quote]You're an idiot. Take your elitist attitude somewhere else.[/quote] ..where the hell did that come from? Did you get shafted by not doing your basic research on how multithreading works and how it doesn't magically scale up to seventeen trillion cores before buying the SUPER DUPER XTREME QUAD CORE QX3943343 (aka firmly in the second category) or are you just trolling? It's not elitism, it's the facts. If you buy a quad-core and do not work with quad-core optimized software like r

87 Replies 46,186 Views

If the mod file is different you will get an error saying the game data differs from the host. Nothing is reset as to allow online mod play. You can't sync up mods online - this would be prohibitive for anything larger than minimods.

6 Replies 6,151 Views

[quote]more than 10% of new cpus purchased today are quad-core.[/quote] I think we can chalk that up to a couple of things: 1. People who know what they're doing (media developers and editors, not gamers) 2. People with too little sense and too little money

87 Replies 46,186 Views

Minor update! We're adding the variety of units to the [link="http://wiki.slipstreamproductions.net/index.php?title=DoV_Units"]Wiki[/link], which should look a lot better than our old mass of redlinks. You are free to make up some in-universe content for the ships or just check out the vessels that will be present in the mod.

558 Replies 1,152,743 Views

There's a community-made importer somewhere around here that got pushed off the main page because of the new beta tools. I don't think the beta tools can import, just export. With that said, pretty much everything works as far as model imports (there are some LOD issues with some models I've worked on though). Even separate meshes can be attached as you can see here on the turrets: [img]http://tetravalency.org/stor/ussrlcig1.jpg[/img]

2 Replies 3,419 Views

Note, though, that you can do [i]animated textures[/i] by using the particle files. You'll notice that it's done in a few ships like the pirate ships with the blinking rear lights. But no moving meshes. Just the way it is :/

11 Replies 8,007 Views

That's not at all what I said. What I said was that you overwrite the files in the mod directory, not the ones in Program Files directly. You copy the ones from program files to the mod directory and overwrite them [i]there[/i]. Editing the ones in your program files directory directly would have the effect of messing with the base game assets, something you don't want to do.

66 Replies 16,113 Views

[quote]which is which because Ive been coping from mod into the game-info folder that's on this screen here[/quote] Uh, you shouldn't touch anything in Program Files\ directory. At all. You're not overwriting anything there, just copying the "base" files from that gameinfo. You should be copying your mod's files into the directory in Application Data\Ironclad Games\Sins of a Solar Empire\mods having already copied the base files from Program Files, not the other way around.

66 Replies 16,113 Views

It'd be fine with a 8600GTS, but that card is crap. Might as well pay $60 more or so for a 9600GT.

22 Replies 9,551 Views

Turn off "hide hidden folders and files" in Folder Options and then look for it under your username (Andy). This is probably the problem! If you installed Sins, you will have a C:\Documents and Settings\Andy\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\mods folder, you may not be able to see it though, because Local Settings is default set as hidden. So what you're probably doing is sticking it in some other 'user' directory that the game has no connect

66 Replies 16,113 Views

I think you're doing it backwards? You copied over your old files from the base directory, but [b]after[/b] you had copied the mod's files (or at least it seems that way from the screenshot)? The basic gist of it is this: we want to include all the GameInfo files the game needs to run, but then we want to pop the mod's files over the top of them.

66 Replies 16,113 Views

There are no buff modifiers that take away credits or other resources, except for a planet one which wouldn't work for that. There are ones that GIVE you credits, but that's obviously not even close to what you're suggesting. You could, though, make antimatter not regen and force the player to create supply ships (that take res to make) to resupply them.

2 Replies 2,852 Views

We're trying to emphasize fighter screens (15-30 squadrons for some of the largest caps) with Dawn of Victory, but there's probably more emphasis on frigates and such than you're asking for. There's not going to be any turret animations, I assure you of that. At least not until an expansion pack or sequel. There's just no code-base for it, we'd see it in the game already if there was.

11 Replies 8,007 Views

In a way, it already does: 1. Multiple levels of the same research at the same speed and with similar costs speeds up research total 2. Not having more bases speed up research removes the exponential advantage given to higher-ranked players wherein they can crush you with both strength of numbers and elite technology 3. Bases = research speed would also prevent a smaller, more defensive player (lower log slots) from researching even more then it does now, forcing him to not only

5 Replies 9,203 Views