Working on release 2 of the mods ... includes optimization for original races (TSOP) and the new races. So stay tuned Badtune. By the way what are your PC specs and OS?
soase-maelstrom
Yes, I have noticed the planet glow "problem" I don't mind the effect. I'll look into it too.
Look forward to playing your mod!
Thanks for the detailed feedback. Correct me if I'm wrong ... BTW - "the big Cap ship (the planet assualt ship)" Thunderbolt "get's little rectangular white box's as it fires it's weapons" autocannon . "The central weapon" beam "fires w/o the blank white box." Unless what you are seeing are shield impacts, I still think its your graphics card - I don't get the ef
Yes, I use 3D Object Converter ( http://web.t-online.hu/karpo/ ) to convert [.mesh] to/from [.obj] then import into XSI. I typically hand place the Nulls and follow the "Sins Mod Supplement" tutorial. I'll give you a link when I get home tonight. By the way I've been working on a number of new planets (not quite finished though) which you are welcome to use also.
Do you use XSI? If you do I can send you the XSI files (for all the planets) which you would be welcome to use and as such would also be self-explanatory.
Have a close look at your graphics card ... http://forums.nvidia.com/lofiversion/index.php?t91073.html Let me know what you think. Your PC spec's look good. Do you have similar problems when playing standard maps? NB: I have updated the Trade & Refinery Ships icon sizes (as per original races icon sizes). For release 2 of the mod though.
Hi walkercubed, the most common reason for crashes, whether mini-dump or not, is related to Graphic memory or Graphic cards. If you have followed the "Recommended Game Setup, Effects Settings for all Maelstrom mods" your RAM usage peaks at about 1.7GB (hopefully you have 2GB+). Just remember that this mod almost doubles the RAM requirements for SoaSE. Do you meet the "Recommended Hardware Requirements"? If problems persist lower your Effects setting
If memory serves me right I think it is the Norlamin Tradeships. Nonetheless, I'll look at it for the next release. Thanks.
Thanks will have a look ... though on the binary I don't mind the "problem".
Malanthor ... your very cheeky [e digicons]:thumbsup:[/e] !
Thanks for the feedback. The Binary planet orbital structure placement is intentional. Which can be changed if you think it is overly problematic. I wanted this "Planet" to be hard to defend. When you say the "trade ships are over sized" do you mean their icons or meshes? And for which race/s?
I can't remember everything ... my head is currently buzzing with Diplomacy. Highlights ... abilities on Starbase's completed, Icons finished, new mines, new sounds, etc ...and yes minidump fixed.
If there are any improvements you would like to see let me know.
Your playing the beta version of Maelstrom, with this known issue. Good news is take I'm releasing the full version (issue 1) as we speak. I'm updating the Maelstrom website, SoaSE forum and ModDB forum as of today. The .zip is uploaded (the link above should be good to go) and the .7z is an hour away.
Hi davidt0504, I haven't made any new maps for the Maelstrom mod so I can't comment. However, there is nothing special about the new Planets i.e meshes, textures, entity, particle files are in the standard locations. You could asked another modding team how they inserted their planets i.e the 'Distant Star' tea
Hi BadTune, "the range buff in that force field one" (Binary Planet) checked and will put in stack limit. Thanks for the feedback.
At this stage not too much will change i.e HUD's, voice's, a few abilities (and it won't crash 30 mins into the game) ... if you can wait for a few days I can send you a pre-release for testing.
Hi welingen, Thanks for the feedback ... appreciated! Yes, the Entrenchment version is a beta. It appears to happen when you have more than 1 Replicator or more than 1 Norlamin and ~30mins of play - a great bug! The TradeAlliance is stable. Not that it matters as I have rebuilt the Entrenchment mod, problem so
Your hardware looks good. Make sure your are using the recommended game setup, effects settings * Planet : Detail - Highest * Ship : Detail - Highest, Extras - High, Bump - Low * Building : Detail - Highest, Extras - High, Bump - Low * Show Mesh Team Colors - Off * Show Cargo Ship Icons - Off * Show Planet Elevators&
Hi FeldherrTobiasRieper , There are a number of German people playing the mod ... so rest assured you should be able to play the mod. Ok, so lets start by asking a few questions ... 1. Can you give me your PC specs (OS, CPU, RAM, Video Card)? 2. I hope you are trying to play Maelstrom (or Maelstrom Expa
Currently the Entrenchment version is a beta.
Thanks. Don't bother about the Entrenchment version as yet. If you could give feedback for Maelstrom and Maelstrom Expansion (both for Original Sins) that would be great.
Hi chemical_art , Thanks for the feedback, it is appreciated. I take it you have been playing the Maelstrom Expansion mod. Firstly, "Do you have play testers to try balancing this awesome looking mod?" ... one other play tester, ICEMAN ... his cool. "If want another one, I can give much more detailed feed
My highest priority with the Malestrom mod was game play (sounds, voices, icons, etc ), then models (complete model sets including structures). As the mod develops I will revisit the models. So, I'm glad you can play at the lower settings and without a top of the line PC. A lot of the development was on a Dell Laptop - Inspirion 9300 ( Pentium M processor 2.0GHz, 1G Ram), so I'm not to surprised you can still have some fun.