[quote who="DrAsik" reply="6" id="2072007"] Sorry but that's just crap. Sins of a Solar Empire doesn't support Linux, and it doesn't support OpenGL either. It is unofficially supported by WINE, which is (among others) a DirectX implementation. Secondly, Direct3D is able to use gpu RAM, not just OpenGL; all 3D games whether they are OpenGL or D3D use gpu RAM for fast access to textures. [/quote] Wine is not a DirectX implementation, it is a tools who translate direc
Thoumsin
[quote who="dolynick" reply="2" id="2071820"]Davide Sandona has very graciously given permission to use and release those models of the Ancients Aurora and Cruiser I previously posted screenshots of.[/quote] Maybe you can have your glory time too... Davide wroted in his read_me : THIS IS AN HIGH POLYS SHIP AND IT'S NOT SUPPOSED TO BE USED IN A GAME, SO PLEASE DON'T ASK FOR MY HELP TO USE THIS MESH IN A GAME!!!
[quote who="Shadow_of_Light" reply="6" id="2071583"] we are in no position to proof that for example lightspeed is possible, we havent experienced it, we cannot recreate it... we cannot achieve lightspeed "or try achieve it" to see if it's possible however we can speculate, einstein theorized lightspeed is unachievable, mass is converted to energy when it reaches that speed[/quote] About Einstein theory relat
Have two Xeon quad core at 2.66 ghz... with a old NV 8800 Ultra 768 mb... Huge multistar map, with 9 AI + pirate... with the biggest mod who exist, 7DS 2.0... and i have no slow down ( GFX on very high, only planet on high )... For info, Sins can use 2 thread... one for the game, one for load texture... One question... how much ram do you have and what is your OS ( operation system )... people come here with monster machine
I will not use 1.14 until the new numerous problem are fixed... these patch add more problem that it resolve... maybe 1.15 or other future version will be good but 1.14 is bad news...
Dolynick, I would love to get the buildings done up better on the Atlantis but texturing it is going to be a nightmare and I'm not sure if I will get to it in the forseable future or not. I think my time would be better spent getting more ship models in place right now. If I can find an easy way of adding some lights to the buildings then sure I will try but isolating all the towers and texturing them could take weeks given how many there are.</stron
[quote who="alway" reply="3" id="2070234"] Nope. Light has 0 mass, since it moves at the speed of light.[/quote] You have two type of mass ( invarient mass )... the rest mass which is the Newtonian mass as measured by an observer moving along with the object.... and the relativistic mass who is the total quantity of energy in a body or system (divided by C^2 )... The relativistic mass (of a body or system of bodies) includes a contribution from the kinetic energy o
[quote who="dolynick" reply="8" id="2069338"]It's solid textured but looks pretty good anyways.[/quote] Look great... the solid texturing is enough... maybe just work a little on the da map for add some light to the numerous building tower... Hmmm, pirate ship look big when compare to the city... Great work !!! PS : in place to wrote Ancients Battlecruiser (based on the model Thoumsin posted) w
[quote who="Kurenkino" reply="19" id="2070103"]Light has no mass, therefor a small amount of energy can send it flying max speed through space.[/quote] Photon have no mass at rest state... light is made of photon moving... once moving, photon have a mass, related to their energy... Einstein wrote it with the following equation : Dm = dEk / C^2 ... when stopped a photon have his mass fully transformed in energy... This leads to Einstein's famous conclusion that energy an
Is time an illusion?
Some of your request already exist : 3) When damaged, ship are in fire... once repair, it become like before 5) some weapons use a mesh and the particule for the effect ( full 3D ) 6) Some mod make it... 7) Take a look at the B5 mod... ship have moving part by using the particule effect 10) Alreadu have it with 7DS... some race have a special HUB Sure that the remaining point can be made BUT S
None of the two... in your case, processor is fast enough and gpu is good enough... Sins is memory use intensive... your 4 gb ram can be very little when use with a OS like Win32 who allow only 2 gb by application... if you have a Win64, it is better since the WOW64 who is used for run 32 bits application allow 4 gb by application... Never forget, if you are using a win 32 bit system, the address range is at max 4 gb... from these 4 gb, you need t
[quote who="boshimi336" reply="14" id="2065131"]It adds realistic sizing to all planets and the suns will be resized as well ... you know ... I just think it's more 'realistic' in the since that it's awesome. Not 'all planets are the same size' crap. This could probably even help out with your 'moons' and spacial anomolies. What do you think?[/quote] Have just speak about it a few days ago... about having sun from different size, mainly related to thei
[quote who="dchan1936" reply="21" id="2066409"] Enabling Mod: Sins Plus (by Uzii) v1-3a ... edit: for some reason, now it is working[/quote] Strange that it work... you are using Sins Plus 1.3a and the last version of sins who is normally 1.13 ... if i good remember, sins plus 1.3a was for 1.05 or older version of sins... Sins+ 1.4 was discontinued and replaced by Solar Sins 2.0... Solar Sins 2.0 exist for sins 1.05 and for the sins
[quote who="dchan1936" reply="19" id="2066223"]I have redownloaded this mod, and reinstalled the game, updated it, verified its installation, run the developer side of the game, and then run the game, and nothing, it still gives me an error, hell it gave me an error even in developer side, what am i doing wrong?! help?![/quote] If you are using the developer.exe, a log in plain text is generated... can you post the last few line of the log ? When
[quote who="mr.WHO" reply="8" id="2063275"]Any ETA on release? Coz "soon to be release" after whole week become a bit annoying [/quote] No ETA... One week "soon to be release" is not much when compare to one year work of a big team... If your have no patience, your can always download the last beta... the 7DS 2.0 beta D + Patch... link can be found in our <a href="http://www.sri-corp.com/mkportal/modules/mediawiki/index.php/
[quote who="JohnRLRF" reply="9" id="2063395"] could you or one of your teammates please post a smaple of the picture sets used for the new races [/quote] Not sure about what you ask... but this is the last Player_Portrait_Small.tga
[quote who="Tom Porter" reply="2" id="2061397"]At about 1 hour into the game for some reason cpu 2 and 3 traded loads, which is why I presented an average for 2 & 3. [/quote] Great report Tom... have make some test too on my intel system : - GFX : planet high, all the rest very High - Huge mutlistar system with 9 AI, using the pre-release of 7DS ( huge mod ) and having 10 different race in game - OS/Soft : Kubuntu, Wine, Opengl, Play-on
[quote who="Mr_Blunt3d" reply="25" id="2059206"] it already exist a starbase for the rogue thanks to yours truely and Fileosoft[/quote] I know... I am Fileosoft there [e digicons]:P[/e]
[quote who="dolynick" reply="18" id="2059526"] The Ancient cruiser pictured above... I grabbed it off of Sci-Fi Meshes as I found it there. It's about 500k polygons (1,000,000 triangles) though. Do you have a lower poly count version of it? It's definitely not useable as it stands and would be a nightmare to try and cut down as it's about 11,000 separate polymeshes. [/quote] Model is in .max format, 133.9 mb ( only the max file, don't co
[quote who="dewing12" reply="16" id="2059466"] Thoumsin, That's one of the best pics of Atlantis that i've seen... I'll download the model to use as a reference. [/quote] It is the low poly version... i cannot find anymore the high poly one... render is made with the low poly... Using existing model for reference is the best way to use these high poly model... begin reduce poly is a unfinished work... with a other 3d model, you can alway
[quote who="dewing12" reply="8" id="2058989"]I'm reworking the orignal Atlantis model I did, but if Thoumsin has a better one, I'd go with that.[/quote] I am not the creator of the model... i simply forward it to you... the model is the low resolution one, around 25k poly... don't know how much when triangulate...if somebody don't tune the mod for build thousand of atlantis, it can work almost directly in sins, without reduce poly... if you use these model directly, con
About the level of upgrade : -1 mean that a scout exploring the gravity wheel is enough, 0 mean that colonize a planet is enough, 1 mean that you need "Explore Planet" level 1, and two mean that you need "Explore Planet" level 2 by example, -1/-1 can be something who modify the gravity wheel like "Super Dense Core"... this is directly feel by an scout or any ship entering the gravity wheel... a 0/0 can only be discover when colonize... a 0/2
[quote who="yondaime13" reply="22" id="2058596"]Are we going to be seeing Dyson Spheres and rings in version 2.0?[/quote] I don't think... it don't mean that it will not exist in a 3.0 version... i am one of the modeler from the 7DS team and i can say that people from the 7DS team have some great idea for the futur version... by example, it already exist a starbase for the rogue, working with 1.05... will be beter with 1.13 since more capital ship slot exist...
[quote who="dolynick" reply="3" id="2056422"] Yes, that is definitely an AI issue. There is nothing I can do to resolve the issue of the AI's use of the frigate version of the puddlejumper without removing the sublight only restriction or breaking the ability to use the gates to travel to other gravity wells. [/quote] Don't worry Dolynick... AI is a issue for a lot of mod... but the real long term value for sins is the online game, and in these case, pla