No worries, still working on it... there are some pretty big issues to work around and I'm trying to make everything work as I want it, which coupled with a LOT of RL work lately makes for the lack of updates.
ManSh00ter
Its awesome, its got FINALLY some difficult battles where you have to plan ahead and pause often to issue orders - reminds me of the original Baldur's Gate in that sense. And the story is great, I actually care about the characters, they're so fallible and noble - in other words believable. And at last, blood. No more plastic unblemished elves, let spill some guts! :D
[quote who="Kitkun" reply="9" id="2430214"]Erm, AC is an unabashed console port. The only thing changed is the graphic options. Though I also liked it better than FU. Huzzah AC2. [/quote] Yeah I know, I meant that even being a console game, AC had an open level design. Now imagine that setting in Star Wars, and you can pull down whole buildings if you bash them enough. Now that would be something. FU is so linear I find it ridiculous, reminds me of those old PS1 games where you o
Not... exactly. For example, I used the grip to bend that giant sheet of metal to jump on Raxis, then jumped on it and tried to bend it a little higher - it worked. I tired to bend it sideways and it didn't budge. However, the system is probably not at fault, I am sure that DMM can produce some astoundign results - its the settings, the game doesn't utilize this system not nearly to its full potential For example a lot of stuff is just set to invulnerable. You can't even cut through s
It's a question whether they will be able to capture that good ol' feeling of suspense when hunting aliens in dark alleyways... the "oh crap" moments which UFO Defense and TFTD managed to create even though they were turn based.
Can you tell me where you saw obvious differences from, say, standard Havok and PhysX effects? They talked so much about DMM, I really expected to, say, cut a sapling in half with my lightsaber... it seems its somewhat resistant... ;)
"While supplies last" is a standard scheme designed to coerce potential buyers into actually buying, even if they're unsure. It adds an element of psychological pressure... you know, "get it while you still can!" type of thing.
Just an FYI and a bit of a gripe post about yet another half-arsed console port by what I can only describe as a lazy port team because I find it unbelievable that professional game makers could be so... unprofessional. Most of you have probably heard of the game, if you haven't info's here . Anyway, to list a few things I found very annoying with the PC port: 1. Installation takes a be
I find that games which are cross-platform usually suck in one or two crucial areas. Probably because most such games are made for consoles and then ported to PC - while it should be the other way around. Be it clumsy or poorly responsive controls, lack of configuration options, poor optimization or closed-up, linear level design (with the console favourite - the Invisible Wall(tm) feature!), games like these just don't cut it on PC.
Well, weapon effects were actually made by BailKnight, I simply incorporated his work into the Volumetric Mod (and Last Stand) because they work so great together.
USAF713, sounds like missing textures. Double-check you have the Textures folder correctly extracted to your mod subfolder, I tested the mod prior to release and had no such issue. However, I have discovered a packing error in the currently available Entrenchment release which doesn't show the new race specific explosions, there will be a new version uploaded today so grab that and then see if it fixes your problem. If not, let me know. Thanks RS-fx. :)
I'm a bit busy with RL stuff right now, but I'll do my best to push it out this weekend.
I don't think rendering should have an issue with the number of stuff loaded into memory. Whatever an engine does, it can only render something which actually exists in the game world. Meshes loaded into memory but not present in the game world should not affect rendering performance at all, unless the engine does some crazy stunt like "behind the scenes" rendering, which would be ridiculous since it serves no purpose. So yeah, I don't think extra meshes would impact the application f
Well I've got a working version, but haven't yet tested it for long-term stability... I need to let the game play itself out for a few hours with the latest build before I'm certain no nasty "timed" bugs are present.
You can download my Volumetric Explosions & Effects mod, since its both updated to the latest version and has most of Bailknight's weapon effect enhancements in it. As I understand it, Bailknights also has Volumetric incorporated so you can go either way, you get pretty much the same deal. ;)
We understand that, but we modders have no such qualms. If you're a mod gamer, you pretty much need to know how to work your computer anyway, rarely do you get mods which self install with a few clicks. Joe Users can keep on playing their vanilla games, all we ask for is that we get some room to flap our creative wings in... having these limits be adjustable from an external file would be great, since both the vanilla settings stay as they are meant to be by Ironclad, and we can modify them t
I understood that PAE enables an application to address 1GB extra over the 2GB limit. Windows XP, as far as I know, has a 2GB limit on how much memory can be allocated to a given process - which is evident when you use application such as ZBrush and try to work with, say, 8 or ten million polyon models. According to this page certain application can be made "aware" of the extra available RAM. I ma
2GM limit is an OS limit, not the processor limit. Windows XP have a little switch you can use to enable them to allocate more than 2GB of RAM to an application (if you have more than 2GB, of course), I use it myself.
I am going ahead as planned... what else can I do? Hopefully the Episode I will be stable enough to be playable... I'd hate to have to "kill off" one of the vanilla races to make room for the Xin. Players are supposed to do that!
Actually, EvilleJedi has a great idea - the devs could maybe elliminate all kinds of "modders hitting the brick wall again" problems by simply making it possible to read at least major limitations from some sort of a configuration file which can be edited externally. If we then up the limits too much and the mod becomes unstable, then that's our problem, not theirs.
And as usual I find my solution two seconds after I post about it. Seems that with all the updating I did, I forgot to update my entity.manifest file for the Last Stand. Case solved! :p
I'm trying to track down a bug which causes a minidump after a random time has passed ingame. I suspect it has something to do with the Ai doing something it shouldn't, but since all I've changed are so far the cosmetics (added new meshes for the Xin race, activated the Volumetric mod), I can't figure out what's causing this. Note that the stability test has one AI running the Xin race The error that shows is simply this: "Entity Ref not found: BuffTechCapitalColonizeExtractors", then
The thing is as the modding community has only recently become aware of certain hardcode limits (like the texture limit), I am now unsure whether the dissapearing effects are the cause of max particles reached or because the engine dumped certain textures from memory and loads them back up occasionally... unfortunately there is also no way for me to tell. You can try increasing the MaxParticleCount and MaxParticleSimulationsCount in the user.setting file found in your Setting folder.
Yes, we can deal with the texture limits, we can work around that, share textures etc. But there's no way to work around max mesh number limitation, that's the no.1 thing that adds to the game, new models equal new factions, no new models - no addon mods.
What I find confusing is - how come you haven't experienced this sort of thing prior to the latest patch? Did you add a lot of stuff after the patch came out, or have the devs changed something... and as you say, the often cryptic error messages make it hard to pinpoint the exact cause of a minidump. Concerning my already released mods, I can start a max player game on a huge map with both the Volumetric, Dynamic and the alpha build of the Last Stand enabled, which theoretically place