If anyone has a write-up on texturing editting in GIMP I'd love some tips as it's my preferred gfx editor. I'm running Gimp 2.6 and I installed the DDS plugin.. .but I'll be damned if I can load up Sins DDS files into it. I've tried flicking through Channel views, viewing/flattening different layers, using the Script->Colors to convert using Alpa or scaled etc. but I just can't get a valid texture to edit. I was expecting 4 channels/layers (R,G,B,Alpha) but importing as a single mi
JasonFJ
You can change the existing names, but you can't add new names, or a new l;ist for a new race. I would say you can probably change your existing ship names and still play multiplayer. Of course the other player would see the original names (e.g. it would be IDS_XXX_TECHnn String Name that would be passed to other players, not the actual string Value).
(similar message posted in the Celestial Bodies MOD thread) For those of you that love Celestial Bodies enhancements to the game (like I do!) I've been looking for ways to allow people to enjoy both Requiem and Celestial Bodies at the same time. After a bit of fiddling, I have now have a user-friendly way for people to play Requiem v1.16 + Celestial Bodies v0.8b at the same time. Here is the link explaining how to do it <a href="http://db.imperial.cc/show.cgi?id=s
Hi TohKlidan, After a bit of fiddling, I have now have a user-friendly way for people to play Requiem v1.16 + Celestial Bodies v0.8b at the same time. Here is the link explaining how to do it http://db.imperial.cc/show.cgi?id=sins&a=view&f=2&t=13 Testing feedback welcome!
A quick "minor" bug report... when in error alert mode I get about 4 popups of "Failed to convert 'GasGiant' to an enum value." Everything works fine though it seems
Well I managed to stabilize the mod by v1.6 by following my advice. Ryuzaki, what's your advice on the best way to isolate issues and resolve stability issues - do you find cross-referencing between entity files or the validity of their content to be the best thing to focus on? P.S. What mods have you authored and/or converted?
Seriously, use UltraCompare if you really want to do that... just for GameInfo folder changes between 1,16 and 1.02 there is around 494 changes.... Here is UltraCompare output... you're headed for a world of hurt as this is only one folder byte-level difference :) First folder name: G:\Sins\GameInfo\ Second folder name: G:\Sins\Entrenchment\GameInfo\ Report type: ``````````````````` Just Differences Summary:<br
Less coding, more dating, I say :)
Hulls and shields are in a different entity file, linked from the starbase.entity. For example, Tech is located in StarBaseUpgradeTechToughness.entity... there are upgrades that you pay for. As for the all the new stuff.. well quite frankly if you use UltraCompare (a related product of UltraEdit, my fav text editor ever) and do a byte comparison of text-converted files between Entity/Mesh/Particle/ directories between 1.16 and and Entrenchment you will noticed a crapload of ch
(edit) removed my comment... figured out that your mod does include your new features in random map generation :)
Well I found rebuilding from vanilla files to be the easiest way to get a mod working, especially across major versions - perfecting a race/abilities/research etc before moving onto the next race. Hence my manifest/string files have all my "customs" at the top so that in the event of major changes I can copy my changes back into vanilla files pretty quickly. How about releasing a "CIS only" release that people can thrash out for you? Even a relatively simply mod like Requiem w
What Goa said is true... try rotating your camera angle around and you'll see the "sun side" of the ships which is brighter. If you zoom out somewhat, the game engine applies an ambient light to the ships so that they can be seen more easily from a distance. On that note, I'm uploading the full v1.6 release right now, which will hopefully be the final version of this mod (at least the Empire side anyway. I'm 70% uploaded.. a download link wi
When modding starbases, even a vanilla template, an error starts spamming when you add the ship building feature to the starbase: "Slot ACTION_PLANET_OPENFRIGATEMANAGEMENT1 can't be setup over ACTION_CAPITALSHIP_MOVE." It doesn't effect the game, but makes testing a pain. Or maybe it's creating unnecessary code exceptions that may be detrimental to the game. Either way devs I thought you should know :)
Just a quick reply while I look into the issues above: the Heavy Fighters upgrade appears to be greyed out but it's really not... it's just.. colorless. Try spending your 3 points and you'll find it works on heavy Fighters. I'm going to release a full 1.6 download in the next few hours which will fix all the above issues!
Thanks Grundel for your icon buttons...
You know I've toned down those sound effects abuot 10 times already from it's default! I'll reduce it even more :) Yes, I'll release one big download file again once I've done some more tweaks and fixes. I'll also make an "expert" download link as well for those people that are cluey enough to download separate data, graphics and sound packs (I hate forcing people to download 70Mb every time I do a patch involving 8Kb of changes!) Thanks for the tip on the starbase icon... I'l
Well firstly, it's JasonFJ, not JustenFJ :D :D :D Aside from that, thanks for further exploring this issue - I'll do some testing this weekend (I have 3ds max, and a friend of mine has Soft Image) and see how well it works.
I've fixed all the above issues in a v1.5 patch releas (6.1Mb) downloadable from http://sins.imperial.cc . Just on the starbase... that ability causes damage to ships leaving the gravity well that the starbase is in. Is there supposed to be some kind of visible addition to the starbase? I'm trying to work out how to test if this is working.. I guess the only way is to watch what happens when a hapless enemy scout enters the system!
I've restored the 1.2 to 1.3 patch.... looks like I missed a file in the combined 1.4 patch. If you go to the site, install the 1.2 to 1.3 patch.. then install the 1.3 to 1.4 patch. Like Stimson001, you shouldn' have a problem. Sorry for the pain. Thanks for the tip on tech fighters in the hangars.. will fix that.
Wow thats pretty old version to convert. I'd be tempted to take a vanilla v1.16/v1.02 installation and rebuild the mod from scratch, copy/pasting what you can... but probably rebuilding the entity/string/manifest/research/ability files from the originals.
I was looking for a way of using the utility to import into 3ds Max or Softimage 7.5... without having to use the 3ds Maxscript import.... but unless you register this program I don't think there is a freebie way to do this. I tried to convert to .hrc format then import into Softimage 7.5 but it crashed the program :(
I've just uploaded a patch from v1.2/v1.3 to current version v1.4... it's 850Kb only and fixes all the above issues as well as some new features. I've also confirmed that Novalith works correctly. - Dreadnaught replaced by Loronar Strike cruiser - TIE Fighers and TIE bombers replace Tech ships - Lancer frigate now has shields, and all Imperial ships now have 33% less shielding v1.4 download info: http:/
Thanks for all the feedback and testing.. credits and karma coming your way :) All issues you've mentioned are fixed! 1) Fixed the repair platform problem.. I can't believe I left this broken.. my bad 2) Designate Target has moved to the Enforcers.. the text description is just wrong (my bad again.. will update) 3) Rotating turrents not working. I thought you meant ship turrents then I realized you meant orbital turrents. I figured this out: the Entrenchment re
The Lancer frigate has no shields to be true to the Star Wars Extended Universe... however for the purposes of game balance that position might have to be reversed :( In the 1.4 patch I'm working on, in addition to getting Tie Fighters and Bombers in... I'm going to reduce all shields of major Imperial frigates and cruisers by 33%... apparantly the Empire is overpowered in some respects and since you need to chew through a lot more shields to destroy a ship... it artifically inflates
For the Galofree, only the centre exhaust works because it's such a tiny mesh that if the others had exhausts the whole back end would look like a blur of light! But I might see if I can find a smaller exhaust particle effect for them. The ISD aqua texture is something I will have to follow up with EvilJedi, being the maestro for graphic designs, but good to know. For the carrier armour, the idea is that one escort carrier = 3 x tech light carriers - so effectively the cost/hu