ZombiesRus5, Those look fantastic in game. Even the weapon effect. Great job! I have yet to have one turn out as well as those. -dolynick
dolynick
[quote who="shadowdale" reply="1424" id="2782006"]so i run it without volumetric and it works.. how is that possible lol [/quote] Bailknight's and Volumetric Explosions have nothing to do with my mods. I simply included them in the stacking order as an example since many at the time wanted to use them as well in conjunction and mod stacking made it possible. I do not build, maintain or distribute either of thost two mods. It's entirely possible that Volu
[quote who="riviaguy221" reply="1421" id="2780085"] Dolynick, why not remove the Sins original races from the game? It would remove a lot of the stuff the engine has to remove, which would likely improve the game rate... [/quote] I never intended to remove the stock sthips from the game in this mod. It's always been meant to be a supplement to the game and not a total conversion. That's the biggest difference between this mod and the SGI mod. SGI is removin
[quote who="shadowdale" reply="1417" id="2778644"]mvm my brain isnt good enough today [/quote] Does that mean you've found the problem and it's working properly now? -dolynick
[quote who="welingen" reply="1413" id="2776941"]hi, Diplo 1.011: I try to play the SG Galaxy Mod but no one of new race are available, just vanilla race. SG race work fine alone. I try to stack SG race with Galaxy Mode, same as SG Galaxy, no new race available. Did i miss something ? [/quote] That sounds like you didn't get SGGalaxy installed properly. It should be under the 1.11 Mods folder in it's own dolynick_SGGalax
[quote]The -cl alpha channel represents the "Team Colors" channel. This is what surfaces should display team colors of your fleet. Note: Previous to patch 1.12 the Alpha channel was the "Specular Map". The -da Red Channel now represents the "Specular Map" of the model. It is how the ship gets that shiny metallic look to it. This is a greyscale image. The lighter areas are more shiny with white being the shiniest while dark is dull areas with black as being no shine at a
[quote]The reflective channel is empty and the team colour channel could use some work.[/quote] If those are the versions I posted way back, I'm positive I corrected the texture issue in regards to the channel changes. [quote]EDIT: The meshes call for nonexistent textures. Since this is what Danman probably added I am just going to remove the materials.[/quote] I just checked my own versions of the ships and yeah, I have the 2nd material sets in the .mesh files as w
I fixed up the Beta Kol and Marza a while back and posted them in this thread. I've since switched filehosts but if I find some time I can re-upload them again. -dolynick
[quote]Yeah personally I don't care if the Destiny shows up on the mod or not. I am really satisfied with the Ancient ships as is (that's the race I use the most). [/quote] If anything, the Ancient scout class capital ship (Episcor Corvettes) would be the most likely candidate to be the spiritual successor to the Destiny. When and if I ever get around to doing a custom model for that ship, I may use Destiny as an influence on the design. [quote]Btw the Ori beam looks rea
[quote who="J808" reply="1409" id="2772337"]Nice, finally got Diplomacy so gonna give this a whirl! Btw I watched SG:U on Netflix with my gf not long ago and noticed that the Destiny actually has laser/energy type weapons. The crew uses them to shoot down incoming fighters and there is a much larger cannon on the bottom of the Destiny that is used against larger ships. Anyways, the weapon fire color was yellow just like the drones, not sure if you already knew this and
Here are some XSI shots of a new model for Anubis' Superweapon ship from the Stargate that I'm currently working on: Top Bottom: Ignore the triangle count in the display. I'm rebuilding the model from scratch based off of a 140k triangle origi
I have updated the thread with links to the newest versions of SGRaces, GalaxyMod and SGGalaxy for Diplomacy. Changes for SGRaces-d1.02: [quote] d1.02 Changes: ============== -Fixed a few bugs in custom HUD icons. Ancients -------- -Slight rebalance of Ancient capital ship attributes. -Allowed Atlantis City Ship to fire at two targets a side. Asgard ------ -Slight rebalance of Asgard capital ship attributes.
[quote who="tewb" reply="1402" id="2749953"]awsome, cant wait to see the new ships in-game btw did you rework the weird textures on the asuran ships? i think i read about it earlier that you reworked some.. will the Ori use stock models besides the mothership (and the wip ship)? in a process on learning to mod the game i exported the wraith hive and cruiser from SGI tauri mod to yours, it was actually quite simple i have not been able to use the
[quote who="tewb" reply="1400" id="2748564"]just checking in, hows it comin along? if you get some time over, some ss's would be awsome, cheers [/quote] Well enough. I finished a model for the Ori Mothership that's working well in game. Coding is finished and ready for release. I have delayed because I decided to try and get another model in for another Ori ship (it's currently using the Atlantis model which is not ideal). The modelling was coming along al
[quote who="Mystic Angel" reply="14" id="2734575"]Unfortunately, it would take a lot more than a simple manifest change, though I wish this were true. Once a manifest no longer references files that are still in the appropriate folders, the dev exe spits out a whole slough of errors, including minidumps. The mod contents and the manifests must match. If this is mod idea is truly being considered, my suggestion would be to create a base mod folder with all of the c
[quote who="ZombiesRus5" reply="117" id="2690360"] Quoting Aractain, reply 116 Verts are more important anyway (and don't lie to you if you use non tri polys). Are you able to expand on this. I was thinking about posting in myfist0's thread but if you can help that would be great. I've seen some general statements in this regard but would like to know more. [/quote] He's right. It's the vertex count that is reported after C
[quote who="Maxxedmk" reply="1396" id="2714384"]I have noticed this a long while ago, but haven't had the time to bring it up... When any ships fires drones, and you click on the ship it is firing on, the ship recieves the damage before the drones are even close to impact. I was wondering if you could change that so that it would be more accurate. If you have already encountered this problem and fixed it then thats good, if not this is a pointer to it. <b
[quote who="J808" reply="1888" id="2702060"]Holy hell... 10 lvl 8 Hives to take out a lvl 10 Atlantis. Oh my I wonder what the Tauri will have to throw out to take that bad boy down. [/quote] Everything explodes. Sometimes you just have to try harder though. -dolynick
[quote who="arashmickey" reply="1392" id="2702813"]Hi Dolynick, I'm not a big SG fan, but this is one of the best mods around. Good work! I started up the SGgalaxy mod, but the only thing I didn't like was the increased gravity well radius. However, activating the Galaxy Mod (standalone customized sins+), followed by SGraces, didn't seem to work. I don't know if they're incompatible or that I'm doing someth
[quote who="JTAYLORPCS" reply="1882" id="2700594"] Hello dolynick Hope things are going well for your mod. We have experimented with the different ways to build atlantis , The issue with your suggestion is that atlantis will be built as a frigate . NOT a true captial ship. Being that a few races have the capacity to board and take over frigates we dropped that idea. Also with the replicate abiltiy in play makes for a nightmarish scenario. Oh btw we did already impl
For what it's worth, having the Asurans able to construct Atlantis city ships (presumably at a huge cost) and the Tau'ri not having access to one is the right way to go. So good choices there. Unless you're going for a re-enactment of the series, there is no reason why the Tau'ri should be able to build Atlantis. Starting with one would a HUGE balance issue and problematic. Plus, to do it properly you would have to have the ship virutally useless at the start and som
[quote who="Maxxedmk" reply="1387" id="2697491"]I wanted to know when you will have the next release for Entrenchment of your mod, and why I can't seem to be able to play as the Goa'uld with the current entrenhcment version mod. [/quote] I'm not developing the mod for Entrenchment any further, I have switched to Diplomacy. I have no plans on any newer versions for Entrenchment. Luckily enough for those with Entrenchment, the last version released for Entrenchment shou
250,000 fleet supply per player is a bit insane. I have a supply mod out that gives up to 6,000 with large fleets selected and even that starts having an effect later into the game. My guestimate is that around 15,000 to 20,000 (total, amongst all players and AI) fleet supply in play starts gets to the point where the game is crawling, and game time is probably 200%-300% realtime. So I have to agree that giving 250,000 fleet supply is not a good idea from that perspective al
Just a progress update for those who are keeping tabs on the mod... Playtesting the next update is going well. Numerous little mistakes/bugs have been found and squashed, and a tricky little crash bug was found and fixed yesterday. Everything is looking good now, as the new playtest game has gone on for about 3 hours now with no crash. I continue to tweak some numbers here and there but all in all things look like I could do a code only release soon(is
[quote who="Cykur" reply="1383" id="2694861"]I am not sure if it has been mentioned, but I was playing around with the Goauld and found that I could not create diplomatic pacts. It said "I already had a pact of that type" even though I had no pacts with anyone. The diplomatic cruiser was also not getting any of the special abilities once they were researched. Well, it didn't get Extortion or Mutual Threat, I didn't get around to testing for Mentoring. I know other race