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)
Aractain
I wonder what the reason was for swapping the data textures was...
Doing things your self is always more fun!
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.
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.
GameInfo PlayerTech.entity Phase and Psi are the others.
The accel/deccel is how fast it takes to get to max speed and how fast it rotates. maxSpeedLinear is the max speed I guess.
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.
Looks totaly hardcoded then? I was looking around in the .fx but that just gives it the white glow. Me wants the hardcoding removed. :( (or a work around).
AbilityHyperspaceDisruption
[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
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.
Personaly I want even more hardcoded limits removed (for example number of diffrent strike craft types allowed per ship should be 9 (max for the interface)). Even so the capship thing and some other bug fixes/improvments sound very nice.
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).
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?
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.
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
Use the deverloper.exe to get more specific errors (if your not already :)).
Its usualy "Application Data\Ironclad Games\Sins of a Solar Empire\Mods"
On a related note do the devs have a real list of stuff modders want(NEED!) supported?
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.
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.
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.
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.
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.