Thoumsin

Thoumsin

Joined Member # 3085657
2 Posts 574 Replies 885 Reputation

[quote quoting="post"]Ironclad, you have a great game going here, you deserve to at least inform your community if you are going to come out with a sequel to the game. Wouldn't it make more sense to announce now, and ask what people would like in the new sequel?[/quote] Well, why announce a sequel when the original game itself is not yet dead... Take a look at https://forums.sinsofasolarempire.com/400364 ... the

14 Replies 32,326 Views

Well, since it is already done, i will only write about something other... In some case, you will need to edit the english.str ( description of the ship ) or copy some particle effect ( check in the .mesh ) or copy some windows files along their TGA ( icon of ship by example ) ...

14 Replies 21,914 Views

[quote who="kona0197" reply="180" id="2848109"]Performance IS about the CPU itself. Are you crazy? The i7 simply has more cores than a Xeon. That means it can do more.[/quote] Ok, i will follow your logic... you speak of a single i7 with 6 cores... in my case, i speak of 2 Xeon with quad cores, good for a total of 8 cores... to my knowledge, 8 is more that 6 !!! CPU scores of a i7 980x 6 cores extreme edition overclock at 4132 mhz is 38572,86 bogomips... my old dual quad core

198 Replies 365,491 Views

Well, if it was against a few psy rapture battlecruiser, ship can be definitively captured by using the "domination" ability... myself, i use it for steal Hosiko from TEC enemy fleet... By for Vasari, i have never see some capture... unless the game was with a mod?

6 Replies 6,528 Views

[quote who="Savyg" reply="176" id="2847315"]Most programmers nowadays don't even support below SSE2.[/quote] Well, it mean that most programmers are bad programmers :p Because SSE adds floating point support, it seen much more used than MMX. The addition of SSE2's integer support makes SSE even more flexible. While MMX is redundant, operations can be operated in parallel with SSE operations offering further performance increases in some situations. SSE3 add a handfu

198 Replies 365,491 Views

[quote who="kona0197" reply="177" id="2847352"]Thoumsin - I doubt your dual Xeon setup can match a 6 core i7 extreme. Seriously.[/quote] Performance is not all about the processor itself but related to the general motherboard block diagram... By example, on a i7, link between processor and SouthBridge is called DMI ( direct media interface ) with a max speed of 10 Gb/sec... On Xeon, it is called ESI ( Enterprise SouthBridge interface ) with a max speed of 20/Gb/sec... in my ca

198 Replies 365,491 Views

[quote who="harpo99999" reply="21" id="2847159"]... and 40 weapons points,... [/quote] Vanilla : 3 type of weapons, max of 10 weapons hardpoint by side ( left, right, front, back ) --> max total 120 Entrenchment : 3 type of weapons, max of 20 weapons hardpoint by side ( left, right, front, back ) --> max total 240 Don't know why, but if you put a equal amount of weapons on the 4 side, the model try always to shoot from the left or right ( don't remember )... so,

29 Replies 26,922 Views

[quote who="Savyg" reply="174" id="2846961"]Though calling the I7 a glorified 8086 then pointing out its massive differences doesn't work.[/quote] Why it doesn't work ? The term x86 refers to a family of instruction set architecture based on the Intel 8086 CPU. Many additions and extensions have been added to the x86 instruction set over the years, with full backward compatibility. AMD's 64 bit extension of x86 (which Intel eventually

198 Replies 365,491 Views

From EvilleJedi : c:\gs\entrenchment\CodeSource\GS\Player\PlayerOrbitBodyInfo.cpp(170): assert! [squad != 0] i've checked and rechecked, but this seems to be related to an issue with fighters being availble but no command points being assigned to the ship? From MajorStress : c:\gs\entrenchment\CodeSource\GS\Player\PlayerOrbitBodyInfo.cpp(170

1 Replies 4,643 Views

[quote who="coreimpulse" reply="171" id="2846159"]I'm staying with 32bit xp, until i can switch to either a mac or to linux.[/quote] Why limit yourself to one single OS... i use a linux boot loader called GRUB... for now, when i start my computer, i can choice between Kubuntu, Solaris, and XP pro x64... For those who have XP 32 bits and by example Win7 x64, for have the best of each world, without the limitation of some of the Virtual Machine system, simply install both system

198 Replies 365,491 Views

[quote who="AeriesApocalypse" reply="16" id="2846620"]That did it![/quote] [e digicons]k1[/e] karma to Harpo99999 for his knowledge and good long term memory... Only two days for resolve a problem... seem that the sins "support" work very good...

29 Replies 26,922 Views

[quote]I've updated ALL of the .entity and the .str files with v1.191 versions so they're of the right file version.[/quote] [quote]Okay, I've converted my own 1.191 SINS files and re-wrote ALL of the entity files as well as the string file. Still having the darn crash... I'm at a complete loss!![/quote] It is a stupid question but where to you put the files after your update ??? By example, let say that your previous version of the mod was for sins 1.15... the mod wil

29 Replies 26,922 Views

From a old "Major Stress" post : c:\gs\entrenchment\CodeSource\Engine\DataStructures\DynamicVector.h(172): assert! [i >= 0] The line of doom.... Yup that does herald a dump. The infamous dont bother to tell us what freaking file its is that sins cant read dump. That error usually means there is an older sins version file in your mod somewhere that 1.041 wont read. You just have to guess

29 Replies 26,922 Views

[quote]The funny part is him pretending MMX, 3dnow, SSE, SSE2, SSE3, SSE4 never happened.[/quote] well, from one of my previous post : What make actual processor being fast are mainly due to their multi core and their instruction set architecture ( MMX, SSE, AES, etc )... Funny, it seem that you are not able to read what i have wrote... certainly my mistake... [quote]I am sure you know your stuff but when you argued that the only difference b

198 Replies 365,491 Views

[quote]Sins does not seem to like duplicated, or cloned sections very much that share the same UV coordinates as another section. Example: Warp nacelles that share the same UV's on a texture, or half sections cloned to share the same half texture.[/quote] Well, i have made for the B5 mod models with numerous piece sharing identical UV coordinates... Main problem was related to ingame lightning... but it seem that Tobi have no problem with it... maybe because he calculate the t

1,134 Replies 2,252,986 Views

[quote who="Roloccolor" reply="155" id="2843430"] @Thoumisin: Your computer is 4 years old and is 200% more powerfull than a good system of the I7 series...i realy doubt that ! show me those benchs ! Its not possible unless you have a server that you want to compare but for a personal pc ? sorry ![/quote] Well, my computer is not a server and it is not a personal PC... it is between the two... it is called a "work station"... a "work station" is somehow a single server boa

198 Replies 365,491 Views

Performance will comes from having smarter computer and not from having faster computer !!! 64 bits don't mean faster... if a 32 bits computer is like a car ( 2 row of 2 seat ), 64 bits computer are like bus ( more row and more seat by row )... if both have the same engine, the bus will be slower that the car !!! What is really needed is a revolution at the engine level... a new way... somehing like the experimental optronic computer, quantum computer, DNA computer, or chemica

198 Replies 365,491 Views

When you have add sins to your cart, on the Checkout screen, simply click the "purchase as gift" button... enter your data and the data of your friends... once purchase is done, your friend will receive a e-mail from Stardock with serial and install information... Have make it more that 25 time and it have always work without problem...

6 Replies 13,834 Views

[quote who="SpardaSon21" reply="2053" id="2841038"]Myfist0 has figured that out already.[/quote] [e digicons]:O[/e] well, again something that i have always hear that it was not possible... who become possible due to the work of a modder... pretty sure that any mod with more that 3 races will be happy to know Myfist0's secret !

5,473 Replies 14,262,027 Views

[quote who="Danhall1" reply="2048" id="2840299"]I changed the Raidericon into a Photo from the Babylon 5 Movie. but i dont know where to put the Data in Danmangames[/quote] well, in the devs section of the B5 mod on Danmangame, start a new post... when you type the post, below it, click on "additional option", at the end of the field "attach", use the "browse " button to find your file...

5,473 Replies 14,262,027 Views

[quote who="SirPleb" reply="29" id="2839710"]That seems a bit silly.[/quote] Not really... seem to be a good way for send spam to the end of the queue... imagine someone setting a e-mail account with a auto reply... filling a support ticket using these e-mail account with auto reply... result can be a endless loop of send/receive e-mail... following legitimate seek of support will end in the end of a long queue... Can seem to be a bad system for legitimate user but in fact, it

37 Replies 92,863 Views

[quote who="TobiWahn_Kenobi" reply="2043" id="2839832"]@Thoumsin I know about layer masks, but it is not on the same level as Photoshop when you try to edit an alpha channel from a file. In Photoshop -> open file, switch to alpha channel, paint, save. In Gimp -> open file, decompose, open alpha file, paint, save alpha file, recompose. No direct visual feedback on the alpha in relation to the rest of the layers.[/quote] Well, next time, in Gimp, try : - ope

5,473 Replies 14,262,027 Views

[quote who="TobiWahn_Kenobi" reply="2035" id="2837604"] I mostly use Photoshop (cause I'm fortunate enough to own an edition) but one can use gimp as well, though it is a lot harder than photoshop cause the alpha channel editing isn't that versatile in gimp.[/quote] In fact, it is not really true... yes, it is somehow limited to work directly on the alpha layer... but people who know gimp simply add a layer mask... work on it like with any layer... and apply the mask... From m

5,473 Replies 14,262,027 Views

In fact, it is not off-topic... the SOAP mod is great for reduce the memory print from sins but there is several other way that sins dev can use for reduce the memory use that SOAP dev cannot use... by example, implement a "loadondemand" for everything can really be a complement to the SOAP mod... i will be really unhappy that Ironclad/Stardock use only a work similar to these made by the SOAP team... they can make better because they can "mod" the game engine... The last Star

1,134 Replies 2,252,986 Views