wbino Posted March 14, 2011 Posted March 14, 2011 tried to update svn...got error rebellion refused it. ?
Lavo Posted March 14, 2011 Posted March 14, 2011 tried to update svn...got error rebellion refused it. ?Noticed this just now, sent Evaders a PM. Sins of a Galactic Empire staff.
NovaCameron Posted March 14, 2011 Author Posted March 14, 2011 Yay! Meshes have been redone. They now look much better. Fixed all the errors of the previous meshes and these can be used for stars as well.
NovaCameron Posted March 21, 2011 Author Posted March 21, 2011 Eh it's not dead was just distracted and will get right back on this. See here for updates: http://forums.sinsofasolarempire.com/406367
Snowba11 Posted March 25, 2011 Posted March 25, 2011 Did you get any further with a large map? I had a go making a new one with approx 200 planets using the new planets it runs ok at first but after about 2 hours or so it slows right down again. I was playing a 8player FFA match maybe I will try again with less players.
NovaCameron Posted March 25, 2011 Author Posted March 25, 2011 I have the 535 planet one still. ^^ I can't play it yet cause it uses planets that don't exist.... lol I made it before I started on my mod.
Lavo Posted March 27, 2011 Posted March 27, 2011 Something i noticed... Is the Huge Toxic supposed to have such expensive infra upgrades? It's 14400 credits for the first stage, which is staggering. The Dwarf Toxic only costs 1800 in comparison. O_o Sins of a Galactic Empire staff.
NovaCameron Posted March 27, 2011 Author Posted March 27, 2011 Yes. Though I might tune it since it's a multiple of the diameter. But I doubt I will... maybe a .4,.6,.8,1,1.2,1.4,1.6 scheme might work also.... I'll think about it...
Lavo Posted March 27, 2011 Posted March 27, 2011 Yes. Though I might tune it since it's a multiple of the diameter. But I doubt I will... maybe a .4,.6,.8,1,1.2,1.4,1.6 scheme might work also.... I'll think about it...That makes sense. Though a multiplier scheme sounds good as well. Sins of a Galactic Empire staff.
Lavo Posted April 3, 2011 Posted April 3, 2011 Hey Nova, are there any maps not yet in the beta that you want me to put in? iirc there is one or two, but I don't have the links handy. Sins of a Galactic Empire staff.
NovaCameron Posted April 4, 2011 Author Posted April 4, 2011 Not really... I might need help figuring out why the bloody moons won't work outside of SOGE....Or figure out what's wrong with them... I think i'm getting a rendering error but I'm not sure where it's located.... skyboxes seem to be the cause but I'm not sure how to fix them.... Meh I'll create brushes soon and upload it as-is.
Lavo Posted April 4, 2011 Posted April 4, 2011 Not really... I might need help figuring out why the bloody moons won't work outside of SOGE....Or figure out what's wrong with them... I think i'm getting a rendering error but I'm not sure where it's located.... skyboxes seem to be the cause but I'm not sure how to fix them.... Meh I'll create brushes soon and upload it as-is.Hrm. Perhaps SoGE actually uses skyboxes for something, so using SoGE's skybox files wouldn't work outside of SoGE proper? Sins of a Galactic Empire staff.
NovaCameron Posted April 4, 2011 Author Posted April 4, 2011 Well they all new skyboxes. Same files... different outcomes. Moons render in SOGE, same files outside... nope... ahh I'll have to deconstruct it. Again... and reinput it from ground up.
Lavo Posted April 4, 2011 Posted April 4, 2011 Well they all new skyboxes. Same files... different outcomes. Moons render in SOGE, same files outside... nope... ahh I'll have to deconstruct it. Again... and reinput it from ground up.=/ Maybe it has to do with the manifest files somehow? Sins of a Galactic Empire staff.
NovaCameron Posted April 5, 2011 Author Posted April 5, 2011 Don't think so... This is the part that's different: c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(81): assert! [rangeSize > 0]c:\gs\entrenchment\CodeSource\Engine\Math\RandomStream.h(75): assert! [maxV >= minV] I have no clue what it is pointing to though. It happens when it's loading/rendering the galaxy such as the MM system or a map.
Lavo Posted April 5, 2011 Posted April 5, 2011 I... Have absolutely no idea what the hell that pile of code means. >_ Sins of a Galactic Empire staff.
NovaCameron Posted April 5, 2011 Author Posted April 5, 2011 Yay fixed. Stupid AsteroidDef file... and Skyboxes... >.
Lavo Posted April 5, 2011 Posted April 5, 2011 Yay fixed. Stupid AsteroidDef file... and Skyboxes... >.<If it makes you feel any better SoGE's AsteroidDef file is a holdover from Sins Plus. :v Sins of a Galactic Empire staff.
NovaCameron Posted April 5, 2011 Author Posted April 5, 2011 Yay fixed. Stupid AsteroidDef file... and Skyboxes... >.<If it makes you feel any better SoGE's AsteroidDef file is a holdover from Sins Plus. :v Hmmm might be uzii's fault but I dunno. Meh fixed anyway.
NovaCameron Posted April 6, 2011 Author Posted April 6, 2011 Are the current brushes fine? Cause if they are I'll just use them and push the mod out the door so you all can play it...
Lavo Posted April 7, 2011 Posted April 7, 2011 Imo they're fine. Nothing looks "off" so to speak. The planet icons are a bit big, but they're nice icons, so eh. Sins of a Galactic Empire staff.
NovaCameron Posted April 7, 2011 Author Posted April 7, 2011 Well they are supposed to be... I really didn't want to start munching up the brushcount with little planet icons that could be replaced with the same brush. (I'd be going over 1000 now if I redid the brushes so they were 5 pics per planet....) And some planets got new texture so they might me a little 'off' now but... meh. I'll use them so I can finally get this out the door and let you all play it. On the Diplo front you can modify the ships just fine. They just added a line to the bottom of the file so just be sure to modify both the Ent copy and the Diplo copy. I'll release both VERY soon. Like tonight I hope... lol
Lavo Posted April 7, 2011 Posted April 7, 2011 I can't do Diplomacy stuff. Never mind the code stuff, I can't test it as I don't have Diplomacy. >.> However, I will grab those files, so whenever the beta's done, I can do a simple conversion/upload/whatnot. Sins of a Galactic Empire staff.
NovaCameron Posted April 7, 2011 Author Posted April 7, 2011 Ya you can. It's the same format. Just change what you change in ENT and change it in the DIP files. They are only have a one line difference so you can dl the dip conversion i made and just update both. If you have a change that messes with the dip part I'll fix and test it. Well ships that is. Planets didn't change. Neither did abilities. They just added files.
Lavo Posted April 7, 2011 Posted April 7, 2011 Ya you can. It's the same format. Just change what you change in ENT and change it in the DIP files. They are only have a one line difference so you can dl the dip conversion i made and just update both. If you have a change that messes with the dip part I'll fix and test it. Well ships that is. Planets didn't change. Neither did abilities. They just added files.Wait, the difference between ships is one line? Nice. And Players files? Though mind you, this will only be done for the final release, for now it'll stay Entrenchment, to avoid update complications and more SVN stuff. Sins of a Galactic Empire staff.
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