[quote who="Hack78" reply="24" id="2058219"] A game is one job for 1 person unless you are talking about the server part (if implemented)[/quote] Wrong... a game have a lot of "job"... AI, 3D render, sound, human interface ( mouse, joystick, keyboard ), physx, etc.... once you have multitasking, you can make multithread software... About the original post : Game speed on giant maps still progressively gets slower for me. 
Thoumsin
[quote who="VarekRaith" reply="15" id="2056994"] Post! Ron is right. Parallelization is not something you do as an afterthought.[/quote] not really true... By example, the simplest means of parallelizing loops (data decomposition) is to let the compiler do all the work for you. The Intel C++ Compiler, version 7.0 and later, has support to analyze loops and parallelize those that it considers good candidates. The -Qparallel
[quote who="Gurren" reply="2" id="2054979"] The problem is that that ship isn't in 1.3 cause I never saw it and yet I keep getting told of it.[/quote] I don't have the 1.3d version... but from all the 2.0 beta and pre-release version, it exist...
[quote who="Bram_Turismo" reply="25" id="2054791"]Had a go with the Mod yesterday. I picked the rogue race and I really liked the pirate ships. However, there weren't any ships with the "Colonize" feature available, leaving me only with my home planet. [/quote] It is the really fun with 7DS... no ne race work like the other... Rogue have two method for colonize... of you capture a colony frigate from a other race ( work good on little map but on a
[quote who="akkan117" reply="24" id="2054500"] Although, I feel this might be a bit of a spoiler for the other stargate mod group. But its still a different mod considering its only some new ships design.[/quote] Models themself are only something visual... what is real the core of a mod is the code... same if it was 10 stargate group, the game experience will be different in each case due to different coding... For the boss... about coding... not
[quote who="DarthCaedusMorgan" reply="13" id="2053745"] Right now, 7ds, is for v1.04 Soon 7ds v2.0 will be out which is for soase v1,05[/quote] Wrong... 7DS 1.3d ( last official version ) is for sins 1.05... 7DS 2.0 will be for 1.05 ... 7DS 2.5 will be for last sins version... On that; how do I know it's working succesully? If it is enable, it is working Are all ships
[quote who="rexan1989" reply="6" id="2046262"]its really hard to know how its working an little help is welcome here[/quote] For modeling, i use wings3D ( it is free, simple to use and only 7mb download )... for texturing, i use Gimp ( free ) with a dds plug-in... But for the final stage, for the hardpoint, XSI is needed... and you need the Stardock modtools too, for convert the XSI file in .mesh file... For new w
[quote who="dolynick" reply="20" id="2053254"]Your second link is a 404 error.[/quote] It is ok now... have just change the name of the file...
1.7 mb... 8 ship in obj format... download here For info, have check the Wraith Cruiser... seem to be a very cute model... maybe the best in all the serie...
[quote who="dolynick" reply="15" id="2053164"]I grabbed it but I have not had any success in importing the .lwo into XSI. Got any tips for doing so?[/quote] Hmmm ... i will be the "tips"... i have numerous 3D software... i will convert them to .obj ... normally, XSI have no problem for open a .obj file... will make a post here when it is ready !!!
[quote who="Riser38" reply="7" id="2052747"]and what can Sins take ? (Polygons wise)[/quote] Around 1k triangle for fighter/bomber , 4k triangle for frigate/cruiser , around 12k triangle for capitalship, etc... In reality, the sins engine seem to accept a more high poly count... have run 50k model in it... if a hardcoded limit exist, i have not yet reach it... some people, for fun have create fleet with more that 10000 ship on screen... each ship
[quote who="doberman211" reply="14" id="2050830"]No i mean is there going to be like a new download thing soon? I have the forge tools for the first one with 11 planets but not the slave world, black holes, rogue stars or the shattered one. I'm currently making a Star Wars Map and im arround the Mustafar area. Mustafar is a shattered world. So you can see why im asking this.[/quote] Not really soon... the 7DS team is now busy with the release of 7DS 2.0... after, it i
[quote who="dchan1936" reply="15" id="2052453"]I copy and pasted the entire download folder into Mod Folder in my App Data folder, but i keep getting an error[/quote] Very possible that you have a version conflict... check your sins version and check for what version you have download the mod.
[quote who="dolynick" reply="10" id="2052087"] If you provide me with download links I'll grab them and add them to my collection of model candidates for conversion. Dewing12 may also be interested in using them as well in his efforts. [/quote] Have seek in my huge collection of spaceship ... a lot of them are vey high poly count, or commercial one... but i have found a package who will maybe have some interest for you... if you credit the guy who have c
My sins version say 1280x1024 but it is in reality 1680x1050... because i have mess up the file manually... If you really wish the 1680x1050, simply go to your local folder... there with the savegame, mods, etc... you have a directory called "Setting"... in these directory, open with notepad the file called "user.setting"... and modify it to have something like show below : VideoIsWindowed FALSE VideoRefreshRate 60 VideoFull
[quote quoting="post"] Does Entrenchment not utilize multiple cores? ... Is there someway I can "trick" it into using multiple cores? [/quote] Mainly, sins only use one core... a second core is only used for load the texture... A trick is possible but it is not a simple one... myself, i have two quad core Xeon at 2.66 ghz... Using a hardware virtual machine ( processor need to have virtualization ( intel VT-x or AMD-V) , and bios need t
[quote who="Aungi08" reply="20" id="2051751"]Congrats on your child But for the time being Im stuck trying to get the latest version to work. ... The game will lock up when I turn it on and give me a friendly runtime error. ... My main goal is to at least get the new planet types to work so if you have a fix for that instead id be willing to take that unitl 2.0 is released. ... I think I have the latest version of the game as well. [/quote]<
RPG... the best one was "Ultima"... the first version was on my Commodore 64 in the 80's... last one was on windows a little before the millenium change... After, i have try NWN and the two add-on... great graphic but my love remain to Ultima serie... So what is it? Anyone care to guess? No really... just wait and see... i like surprise, specially when they are good one !!!!
[quote who="Neromise" reply="7" id="2049592"]Guide sucks delete it[/quote] Wowww, really a constructive and intelligent reply... for newbies, a guide is always a good tool... maybe it is not perfect but in so case, you can explain what is wrong/incomplete and help the guy...
[quote who="spiralblitz" reply="3" id="2049416"]Well im not including the planet bonuses from any mods[/quote] No problem... but i have post the link to these huge list because i have made the page... and one interesting information is the two number find after the planetory bonus in these list... they are the minimum and maximum level of research needed... -1 mean a scout in the gravity wheel is enough, 0 mean that colonize is enough, 1 mean stage one exploration and 2
[quote who="doberman211" reply="12" id="2049507"]Also one more thing. Is there galaxy forge tools with this mod?[/quote] Galaxy forge tools is a Stardock mod tools... Click on the "downloads" at the top of these forum... The mod have his own "GalaxyScenarioDef.galaxyScenarioDef"... so with the Stardock galaxy forge tools, you will be able to create custom map with the new planets...
My own list : - Artifacts - 89 Planetory bonus from Solar sins 2.0 ( found in 7DS 2.0 too )... mod using Sins+ from Uzii will have almost all of them ( 76 i think ) ... In your list for the original sins, you miss : - Caustic Atmosphere ( pop -15, upgrade build
Boys, you have random starting because you use random map... The solution is very simple... create your own map where starting planet are fixed... rest can be partially random... Bug need a patch but this is not a bug...
[quote who="dolynick" reply="25" id="2047504"]I'm fairly sure that the reason the AI builds up fleets at Graveyards is because of the derelict ships in the gravity well. It can't attack them but it feels that it must put ships there to attack/defend anyways. At least that is my speculation as the ships in the Graveyard do display on the hostile side of the ship counts for the Graveyard's gravity well.[/quote] Yes, it is the reason... AI think that they are a
[quote who="Britoner" reply="7" id="2047248"]Thanks for that. That's what I call a thorough explanation! My bad for not realising things are not that simple. Great that the extras are included in random maps. Going to download when 2.0 is available. [/quote] These explanation was needed if YOU wish tune the mod itself... with these info, you will be able to modify the .entity file of each planet, make them to have similar resourc