Aractain

Aractain

Joined Member # 3172586
1 Posts 951 Replies 510 Reputation

I take it the engine dosn't support more of the .fx files than is included in the game? (I tried adding one and put used it in a particle (by hand) and it crashed, said it failed to enumerate which I guess means they are hardcoded to only use those files)

16 Replies 12,070 Views

I should have made it clear that I ment an extra blank line rather than a line that missed something that was in the original.

61 Replies 182,436 Views

The color0 seems to have the colour before it gets to the that file I think. I removed all the changes and it was just a solid colour but the colour was still the team colour.

16 Replies 12,070 Views

In the player entity files under hyperspaceData might be what you want. The speed in the gravwell might have to be done per ship, not sure if there is a faction modifer.

14 Replies 6,385 Views

[quote]If you want a "campaign":Just play all of the standard maps that come included with the game one-by-one. There's about 30 of them or so. After that, download the good-looking Galaxy Forge-made custom maps and play those.Just what exactly are you looking for in a "campaign"? Is the game play supposed to change in some sort of way or are you hoping not merely for a variety of maps to play but maps with some sort of special theme or property? Many people say they want a single player cam

83 Replies 116,138 Views

lol line 235 of sounddata you have an empty line, the parser is very (VERY!) strict and does not seem to apreciate white space. When it says missing label it means it can't find the next expected 'data' it wants.

61 Replies 182,436 Views

A folder with the name of the mod (So if you call it test, the mod will be called Test in the mod managment screen in the game). In that folder all the files you changed in the same structure as the game I think (so with in folders like GameInfo and Mesh). It also needs all the OTHER files that you didn't change also or it won't run (I have no idea why).

9 Replies 10,306 Views

It used the entity file for standard phase stabaliser which has the two abilitys in it (dunno if the fleet beacon one would cause trouble but I left it there...). Empires can use the same entity files without any strange conflicts or anything right?

14 Replies 6,385 Views

I tried adding the sturcture (called PLANETMODULE_PHASEORBITALPHASEGATE) to the tactical page of TEC (playertech.entity) and I could build but I couldn't get it to actualy work. I added the research for it (same file) but it still didn't work. Not sure what else needs doing.

14 Replies 6,385 Views

In order to get a good campaign editor with all the event handling and tiggers nessesary (preferably with ingame 'cut scenecs') a dev team usualy has to try making a good campaign themselves (so they know what they need). If well done (I like to point to FRED2 as an example of the perfect space mission editor with amazing sexpression capabilitys (for late 90s at least), just ignore the genre diffrence) the mod community will be able to do far more with the tools. A offical campiagn also

83 Replies 116,138 Views

Judeing by the screens anything later than 2009 release would be strange. Most of the framework seems to be in place. Itll be fun, it won't be inovative, just DII with better graphics - that isn't an insult either considering D2 is one of the biggest PC games EVER.

65 Replies 185,268 Views

Run it from the dos box/command window. (You can drag the .exe to that window and it will give you the text to its location so you can easily run it (enter key)). It tells you how to use it there.

9 Replies 7,877 Views

Has anyone been able to find a way to change the engine exhaust colour from being tied to the empire colour? Exhust colour is something that I would like to control on a per particle basis. It also seems kind of redundant for the use of identification of ownership since the ship is covered in big obvious stripes and can have a massive icon above it so its not like the engine colour is nessesary.

16 Replies 12,070 Views

What did you set the cooldown time as? Point stagger delay is how long before the next shot in each burst will fire (since it cycles through all the points). Synched targeting makes all bursts fire at the same point on an enemy ship. Set to FALSE it will fire each burst at a diffrent point on the hull/shield.

12 Replies 42,598 Views

The meshpoints? As in "Ability-0" etc? They are all automatic (or in the case of particles refrenced by the name with "Flair-" first then the name of the particle effect). "Weapon-0" refers to the first weapon in the ship file, bomb is where the planet bombing effect comes from etc etc. Is that what you mean or something else? The only thing I don't really understand is how the orientation works.

97 Replies 254,761 Views