[quote who="Seleuceia" reply="1136" id="3417613"] Out of curiousity, how was this thread not already political? Surely you don't consider it to be "scientific"?[/quote] Here is what the AGW faithers have brought us so far... A clearly biased IPCC report with all it's "suggestions" on how to fix the problem. Models that can't predict the future or past events. Links to pseudo scientists (i.e. professors, bloggers, journalists, ECO terrori
ZombiesRus5
[quote who="Stant123" reply="14" id="3417508"]Quoting Lavo_2, reply 12 Quoting ZombiesRus5, reply 10If it's for all planets you can use one line with "Invalid" as the planet type IIRC. Pretty sure it wouldn't work; for planets Invalid is actually a real planet group. Lavo is correct. (As of the Diplomacy 0.8 build I think it was) I changed it to the current specifically because of this. Previously, it was only giving the bonus to the astero
Current Version: SofF: Fall of Kobol: Reb.1.80.29 </
[quote who="rjhughes67" reply="9" id="3417415"]Quoting Kavoriken, reply 8 - The tooltip for improved tunneling lists "Max population increase: x%" 11 times. I guess its one per planet type but one would definately be enough given the description text at the bottom clearly stating that the bonus affects all planet types. Pretty sure that's hard coded.[/quote] If it's for all planets you can use one line with "Invalid" as the planet type IIRC.
[quote who="Turchany" reply="6" id="3417404"] Quoting Blair Fraser, reply 5TAR should not effect these. Its bugged and will be fixed. Awesome. Any chance on changing some of the neutral factions' ships into Advent or Vasari ships?[/quote] I'm not sure I follow this one... The rebellion is of your population on one of your planets. Consequently the ships that spawn are based on your faction.
[quote who="Mord_Sith84" reply="2190" id="3416938"] Quoting ZombiesRus5, reply 2185 SofF: Fall of Kobol: Reb.1.80.27 Addons and Planets can be downloaded from moddb: Sins of the Fallen: Reb 1.80.27 (Full Version) (Pending Authorization) Rebellion 1.80 compatible (DLC Compatible) Not compatible with earlier builds So looks as though the Cylons are finished now?[/quote] For
Yeah, myfist is correct. How you compress the TGA's really just affect their load times. The power of DDS is mainly two fold- You can use mipmaps to improve performance of game elements when zoomed out. They are sent compressed to the graphics card and uncompressed in hardware by the GPU. The downside of compressed DDS is they are lossy and add artifacts. Using compressed DDS on UI elements can result in noticeable artifacts in addi
[quote who="JasonFJ" reply="28" id="3417290"]I'll check out his tool[/quote] I'll PM some pictures [e digicons]:blush:[/e]
[quote who="Hankers" reply="1112" id="3417149"]socialism masquerading as environmentalism[/quote] so much truth in such a small statement!
[quote who="ZombiesRus5" reply="2185" id="3416461"] SofF: Fall of Kobol: Reb.1.80.27 Addons and Planets can be downloaded from moddb: Sins of the Fallen: Reb 1.80.27 (Full Version) (Pending Authorization) Rebellion 1.80 compatible (DLC Compatible) Not compatible with earlier builds [/quote] [quote who="ZombiesRus5" reply="2189" id="3416874"]I'll get a fix up for the textures when I get a chan
[quote who="ZombiesRus5" reply="2185" id="3416461"] SofF: Fall of Kobol: Reb.1.80.27 Addons and Planets can be downloaded from moddb: Sins of the Fallen: Reb 1.80.27 (Full Version) (Pending Authorization) Rebellion 1.80 compatible (DLC Compatible) Not compatible with earlier builds [/quote] Well, I got caught in between patches trying to do more optimizations. Short story is there are about a doz
[quote who="holy beast" reply="2186" id="3416547"] No it isnt in the folder and im using the svn version of the mod :/[/quote] The SVN got corrupted. Unfortunately I can't use it anymore. All downloads will have to come from the links posted.
SofF: Fall of Kobol: Reb.1.80.27 Addons and Planets can be downloaded from moddb: Sins of the Fallen: Reb 1.80.27 (Full Version) (Pending Authorization) <li
[quote who="holy beast" reply="2183" id="3416421"] Just noticed that the hades basestar has no texture [/quote] It's textured on my end. Bad download maybe. Check the mesh for it and see if the texture files listed are in your folder.
[quote who="Cylon_Luvr" reply="2181" id="3416287"] Quoting ZombiesRus5, reply 2173 Quoting Cylon_Luvr, reply 2171- Abilities still aren't right for Cylon Titans... they still have some Advent abilities? Also it seems as though you can't advance any of the abilities past 1 ability point? See my post Reply #2142 for abilities that the Titans should have ie. Total Atmospheric Expulsion for Loyalist Titan etc. Do you mean the icon picture
[quote who="myfist0" reply="263" id="3416091"] Thanks again for the update. I have a request also, can the validator look for flairs in the meshes? I have almost 100 errors showing for particles that are not used. I also assume that the mesh would have to be in txt format? My XSI script automatically converts to bin.[/quote] They are showing as errors? I thought they showed as warnings. I thought about validating
Welcome guys. Takes title of master of eclipse for the next five minutes...
[quote who="Crazyfrywad" reply="2177" id="3415782"] Going to add support for the new Sins DLC?[/quote] Yes- worked on that today. And found some other anomalies I thought I had optimized but the engine was apparently smarter than me. I got those fixed too. Will hopefully package a patch tomorrow lords willing.
New String Entries : TXT NumStrings 59 StringInfo ID "IDS_INFOCARD_BUFFADJUSTMENT_ENEMYCULTURESPREAD" Value "Enemy culture spread rate" StringInfo ID "IDS_GAMEMESSAGE_RANDOMEVENTDETECTED" Value "%s heading toward %s!" StringInfo ID "IDS_GAMEMESSAGE_RANDOMEVENTDETECTEDALLLOCATIONS" Value "%s heading toward all worlds!" StringInf
Modding Syntax/Structure Related Changes: RandomEventDefs (NEW) buffInstantActionType New: ClearRecordedDamage New: ChangePlayerIndexToNeutral <a href="htt
Phasic Trap is now an Instant Action. It will trap up to 18/27 strikecraft on the initial cast. Any strikecraft that fly into range after the cast will be unaffected.
Version update. Adds compatibility with Rebellion 1.8 (Includes DLC). Download
[quote who="GoaFan77" reply="113" id="3415130"] Quoting ZombiesRus5, reply 111 I personally think your models would look better if you removed the gray portion from the light map that is lighting up your entire model. You can optionally set how much "extra" light is applied to the model by modifying the minShadow and maxShadow in the entity file. I did the exact same thing for a while, min/maxShadow is definitely the way to go to avoid needing to
I personally think your models would look better if you removed the gray portion from the light map that is lighting up your entire model. You can optionally set how much "extra" light is applied to the model by modifying the minShadow and maxShadow in the entity file.
[quote who="Island Dog" reply="17" id="3414997"] Quoting kona0197, reply 10Obviously you don't know what's it's like to be poor. $299 represents one average paycheck around here. Wrap you mind around that. I know exactly what it's like. And if that is your income, a computer and/or tablet should be the last thing you are worrying about. [/quote] Probably two smartphones with a 2-year contract too should be added