ManSh00ter

ManSh00ter

Joined Member # 3037745
3 Posts 298 Replies 1,598 Reputation

Volumetric mod does not alter any files linked with planets. Also, there's not much info for me to work with. Are you running the latest version of the game? Make sure you are running the correct version of the mod, Entrenchment and vanilla Sins versions are different. Does the game minidump when you use conventional save? If so you can try disabling the autosave, even though I doubt the problem is related to the actual mod. You can also try lowering some of your graphic setti

1 Replies 2,037 Views

Ah yes. That would be because the volumetric mod also modifies ship entities. In other words, there's a bug in the DBS which causes the minidumps. If you enable the Volumetric, you will lose the dynamic movement. 1.0 version of the DBS will be compatible with the Volumetric minimod, or rather, it will have the Volumetric minimod incorporated, as I do not plan on maintaining a gazillion mod versions in the future (and dealing with the inevitable ghost bugs arising from

444 Replies 1,007,089 Views

One extra line isn't too bad. Though it would have been nice if Ironclad unified all their coding in a patch for the vanilla Sins so that all the expansions amount to mod-like modules which you enable and disable just like other mods. Not only would that make maintaining three different mod versions unnecessary, it would make it easier for players to control their content via a single executable, not three different ones. Something like Bethesda's content modules. Bethesda's g

444 Replies 1,007,089 Views

Ok guys, I'm not at my computer right now, but should be back in the next couple of days. I'll push the 1.0 version of the mod out as soon as possible - this will be thoroughly tested and will contain several improvements as well as an optional Enlarged Planets and Gravity Wells addon which will be an integral part of the gameplay in the Last Stand mod. Needless to say it will be compatible only with the latest version of Entrenchment. In fact I will rebuild the entire mod from the st

444 Replies 1,007,089 Views

[quote who="Swiss Knight" reply="1" id="2495347"]thats a nice lookin resume you got there.[/quote] Lol man, you made me look all over the place for a non-existent link. My sarcasm detector sucks... :p

5 Replies 6,014 Views

So, you don't get a popup message, just a CTD? With error messages enabled (you can also try running the developer exe which is located in your SoaSE installation directory)? That's weird. Dynamic Mod shouldn't cause memory overflows, since it actually adds very little in terms of graphic assets and other things which might require more RAM. Has the game been started with the mod, or was the mod loaded with an already existing save game? The mod should be save game compatible,

444 Replies 1,007,089 Views

The mods folder is not situated in the SoaSE install folder. To find out where your mods folder is, simply go to the Options->Mods in SoaSE menu. The Volumetric mod also has a vanilla version. You can find a link here .

6 Replies 3,718 Views

The XSI colour shading has sharp transitions in symmetryzed model situations, which you need to fix by reorientating the tangent UV's on one side. But they show up pretty distinctly. So if I understand correctly, you made a tool which allows import of .mesh files in Max with UV sets preserved? Nice, very nice. Could use that in the future...

43 Replies 22,449 Views

Ah, I see. Well, considering that the previously available Max exporters\importers were unable to import UV maps together with the actual geometry, I'd say you did a good job already. Doing the tangent maps manually is about a half an hour job, so its not nearly as big of a deal as not having an original UV set, especially since the original textures are useless without it. Vertex colouring in my opinion works better than arrows simply because it can be used with high poly models as w

43 Replies 22,449 Views

All I can advise is to base your tangent map off the original UV map, then manually arrange the tangent UV's so that your tangents all point in the same continuous direction - this translates in XSI as having the same shade of color throughout the model (when viewed in continuous or shaded modes). This ensures that you will not have visual artifacts such as weird shadows, or lighting problems (such as diagonal dark areas). As you know, Sins absolutely requires tangents to be assigned

43 Replies 22,449 Views

Try the temporary "fix", download the latest Volumetric Explosions Effects mod and enable it as well. I'm currently away from my work computer so I won't be able to sit down and look at these bugs for a week or so. This is what happens when you've got too much work to do and too little time. You end up "speed testing" stuff and bugs love that.

444 Replies 1,007,089 Views

It sounds like you would enjoy Project Reality then. I mean, you can pretty much expect realistic ballistics from every weapon. I had frags with assault rifles equipped with tactical scopes which would in any other game be called extreme sniping (for example I had to actually fire above the target to account for the bullet drop). One bullet usually kills, unless you got a medic around to stop your bleeding. Team play is an absolute must, however, but is actually very enjoyable because the who

64 Replies 176,225 Views

Man, we do need a ninja game on PC. As for FPS's these days I tend to look for my shoot-em-up experience in the mod world. Fallout 3 can be modded to become a decent FPS game (well, with roleplay elements of course :p ). For online play look no further than Battlefield 2 mod Project Realism, or if you fancy WWII action, check out Red Orchestra (mod turned standalone game). Definitely check those two out if you're sick of the run-and-gun FPS games. Project Reality has sniping across th

64 Replies 176,225 Views

Oh yeah, about low angle highlights. That's something which is bugging me as well. I know of one sure fire way to combat that - add a really low level of reflection to the whole ship. Not enough so that you get a gloss, but enough so that the ship reflects some of the environment map. It makes the ship be somewhat lighter when viewed from a low angle. I am now not even sure that there something wrong with the way we do tangents and normal maps since vanilla ships seem to have a simmilar probl

43 Replies 22,449 Views

Nah, I'm not talking about no "shadows" at all, Im just saying that if you do the tangents wrong your ship will have dark areas where there shouldn't be any dark areas. That said, Sins engine has a very rudimentary light/shadow system (I suppose real shadows would bog down the system too much, so its pointless to go for anything higher than "ok, this side of the ship is slightly darker than the other side" - you will notice that the "dark side" of the ship doesn't really exist - as soon as th

43 Replies 22,449 Views

Meh. There's no way to establish individual guilt in court in the case of just using a crack on your legitimate copy and not distributing it, so it may as well not be illegal for all intents and purposes. In any case, if you got cahones, stick it to the man, its not like you actually pirated the game. Also, cracks used on legit copies do not hurt the industry in the slightest. I did not say "download all your games for free" I said, buy your games , then crack them so

64 Replies 215,938 Views

The way I believe you should go about adjusting your tangent maps is not by using a separate spherical or box projection, but a copy of your UV set used for texturing the model (as mentioned in the modding documentation). That way you can simply rotate and mirror the specific UV projections of the parts of your model so that you get a more or less uniform color in constant view in XSI. <img src="http://img694.images

43 Replies 22,449 Views

Check that your mods are correctly installed, for example that you don't have an extra layer of subfolders or something like that. If you open the folder where your mod is, you should see the standard folder structure like GameInfo, Particles, Textures, etc.

8 Replies 6,406 Views

[quote]And this will only get worse as digital distribution gets more common. This is the real DRM companies have wanted for years; the ability to cut you off anytime they please. It will not surprise me in the slightest once purchased games inevitably come with time limits attached. You might argue, "But I'll never buy a game that expires after a year!" Shut up. Yes you will. After they attach it to enough AAA titles, people will start giving in to such a scheme. And they will rationa

64 Replies 215,938 Views

I think you will have better results if you take a look at some of the existing missile attack abilities in game. That way you can just edit the code and particle effects to get the effect you want. It shouldn't be hard. Basing it off the superweapon projectile code is bound to run you into trouble as its a whole different thing.

14 Replies 8,474 Views

What are your gigs? :) I think a hundred-player map would probably make the game not just chug down to a crawl, but steal your RAM chips and run away with them. That said, I think that the team limit is hardcoded. Not 100% sure.

4 Replies 1,376 Views

Game budgets keep going up, came content stays flatlined and customer paying power isn't going anywhere. So its no wonder companies can't make good profits with anything less than a total smash hit. It's becoming like in the movie industry. They spend hundreds of millions of dollars on the production of a game, shove it into an oversaturated market, usually with little attention paid to actual entertainment value (focus these days seems to be on the "bling", not on the actual content) and the

48 Replies 118,097 Views

Oh yes, I forgot. Well, if the original races were replaced, then tweaking anything won't help. That mod is too extensive to bring it all back just with a few moves.

7 Replies 5,150 Views