Yes, sorry, should have made myself clear on that. Perhaps I should decide on the official terms? Anyways I have two sets of my own modded files; V1 for the files with 115+ entries, and V2 for the ones with >115 files. When I have the V2 files in the GameInfo folder, the game boots up perfectly. I was able to hear two of the songs in the 'Upbeat' category. I was so proud =) However, I suppose the naming conventions, as well as the emotion levels serve as factors that inhibit ra
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Download the new ForgeTools for v1.05 [link="https://forums.sinsofasolarempire.com/312791"]ForgeTools for v1.05[/link] Dev.exe should be in the archive. If you'd like to collaborate in the audio department, let me know. I'm trying to work this stuff out, too.
Well, I rid the directory of the GalaxyScenarioDef file, and the error doesn't pop up any more. I'm going to play around with the amount of music in the files. With under 115, it works so far, and it seems to be playing even with parsing errors. -Edit- This is the message I get when running my fully modded files: Assert @ c:\gs\gamma\03\CodeSource\Engine/DataStructures/FixedVector.h(155) m_CurrentSize C:\gs isn't a directory. What
*Sigh* Only 115? I had a total of 132. It won't be too hard if the Stargate guys ask me to help them out audio-wise, as really the total amount of tracks should be around 60, but this kinda sucks. Ah well. I'll re-edit the files. Here's the thing, I get the GalaxyScenarioDef file error when running it with base game files, but Sins doesn't crash. I have only modded SoundData and Game out of the GameInfo Folder. I've got no clue as to why this would be a side effect.
Wait, a .Galaxy or a .GalaxyScenarioDef file? Why should I eradicate them, anyways? I'll try adding entries a couple at a time, see if that works. But even if the amount of entries I have in the sounddata files is obscenely large, why would it cause other files to go missing or fail?
[link="http://rapidshare.com/files/126903633/GalaxyScenarioDef.galaxyScenarioDef.html"]GalaxyScenarioDef.galaxyScenarioDef[/link] There it is: untouched. There doesn't appear to be a missing label to me. And if there was, why would it work when I insert the normal files in?
Oh, sorry. *D'oh!* Anyways, corrected the issue, but now I'm getting a whole 'nother slew of problems. [link="http://rapidshare.com/files/126850587/log-3272.txt.html"]Normal Logfile[/link] [link="http://rapidshare.com/files/126850588/log-3512.txt.html"]Mod Logfile with errors[/link] The Mod logfile is one I made, because Sins_developer.Exe wouldn't output to the file it was working on, so I just copy/pasted the errors. When modding the SoundMusic.sou
All right, but when I look at files, everything looks like what it should: music name "MUSIC_FRONTEND" fileName "Opening Theme.ogg" isLooping FALSE actionLevel 0.5 actionRange 0.5 emotionLevel 0.0 emotionRange 1.0 That's the format I used for each entry. music name "MUSIC_TROUBLE_21" fileName "Trouble 21.ogg" isLooping FALSE actionLevel 0.2 actionRange 0.2 emotionLevel -0.5 emotionRang
[link="http://rapidshare.com/files/126581909/Game.musicdata.new.html"]New Game.musicdata[/link] [link="http://rapidshare.com/files/126581910/SoundMusic.sounddata.new.html"]New SoundMusic.sounddata[/link] Sorry these have the .NEW extension. They're still the sound/musicdata files. What's changed is that I looked over everything, fixed some sequential issues (Battle 1, Battle 2, Battle 7 changed to Battle 1, Battle 2, Battle 3) and added up everything again to make sure
Nononono... 400 watts for an 8800 is a death wish. You'll be skating on ridiculously thin ice plugging it in, much less turning it on. I'd recommend something over 530 watts to preserve the integrity of other components. If you're going to get the 4850s, you may as well wait a little while and get the even better 4870s. But if you have the cash, go ahead. Just be warned, if you see a 8800GTS 320 or 640, avoid them at all costs. They're based on an older, slower, core.
I don't think all of you know that I've been coming up with an audio mod for Sins, mainly because I was very vague. So: Presenting AudioSINS, a project dedicated adding more music to this epic game. I'm following the instructions given to me by Kryo here: https://forums.sinsofasolarempire.com/313394 Currently, the mod is in Pre/Alpha stages, with our first 'release' on 7/7/2008. I highly reccomend anyone who has a broadband connection and knows how to use their BitTorrent c
Nvidia has a lot of Green on 'em. Meh Red on ATI looks great =) Their support for Linux drivers sucks, but that's unrelated.
*bump* Come on guys! Is no skinner/other modder going to speak up or offer any time to this project?
[quote]Crysis is an Nvidia 'The Way its Meant to be Played' Game, which is why AMD isn't using it, not to do with any possible performance issues.[/quote] Those thieving little... lol, I just despise Nvidia, a/w Zoo Tycoon and WoW does NOT deserve to be on that list. If anything, EVE Online should be, but I'm just biased =) Until I can get an ATI Radeon X1950XTX Pro 512MB GDDR3 (I think) PCI-E Card for about $100, I won't be happy, but by then, bigger, better
erm, Mute SFX? Here's the thing, a full autocannon arsenal would SEVERELY limit TEC's power. They need lasers and other high-tech weapons to stay in the game. A point of uniqueness would be the type of tech they get. Here's what I equate it to: Indians - Tomahawks, melee weapons British - Muskets, long-range (at the time) weapons. Both really dangerous, but the reason for developing weapons system that was is because of their origins: The Br
Hmm, well we could just rename the Civilian slots to Military, and turn the Military slots to "defense" slots. We have the Civ slots infinite (for buildings such as the War Factory/Shipyard and Tech Building/Military Labs), while the defense is limited. Not sure if this is possible, but it could work. Another thing: we don't necessarily have to turn it into a base-building game; we could just show how the UN and possibly Nod had to evacuate the Earth because the Earth was quickly being
Once again, I'd like to stress spelling... It's Dreadnought, not Dreadnaught!
Never mind -- Found it! Thanks, kryo, now I can listen to some awesome tracks from my collection, plus the existing ones, too!
Impeccable guesswork, helio! I myself find Mesh maker a little annoying. I CS3 some basic textures, if I have the time.
Well, there should be a few specialized ships. I think they tried to inject a little uniqueness into the TEC, when they included the robotics cruiser, but I find that underpowered, and therefore, useless. I do agree with adding some more tech, but instead of more levels of tech (giving them more than the other two races), let them advance faster with fewer levels of research. As the above said best: "Research can be a hairy beast to deal with." Doing just in the way of
You'll also need [insert obscure materials Orlin ordered in that Season 5 episode here]. btw, It's oscillator. Another thing, I've seen population used as requirements in other games with good execution; this could very well become our "fourth resource".
While I found Game.musicdata, I didn't find SoundMusic.sounddata Where do I look for it?
All right, all right, I think there's enough flak in the air; I get it. RTFM Thanks, everyone.
I realized that there's minute amounts of source material pertaining to space, but we should try to use our prior knowledge about these 2 (or 3) factions to build ourselves the new ships. If we want to turn GDI 100% evil, we'll slap a huge laser and a couple windows onto a planet and start waiting 5 hours for it to move across the gravity wells =) Another thought, we could take textures or maybe frames of the already existing vehicles on the ground, and visually modify them to
Eh, the guys at CCP are nice, but they're not as laid-back as google. I don't think they'll mind, enless you start selling the models and everything. Titans should be avoided at all costs because of their sheer awesomeness and ultimate uselessness (Motherships and dreads would be much more efficient). Although, I do recall when the source code was first leaked,,,