Lavo Posted August 24, 2012 Posted August 24, 2012 What program are you using? In Photoshop it's simple, for GIMP you have to load the alpha channel itself or something along those lines. I'll look into getting those icons working, thanks! Edit: All of these can be used, assuming they aren't already present. The 90 pixel resolution is ideal for the larger icon size. If you can get these into a single picture, with approximately 15 pixels of horizontal space and 20 pixels of vertical space between each icon, I should be able to fit these into the RaceLogos sheet fairly easily. Sins of a Galactic Empire staff.
xt828 Posted August 25, 2012 Posted August 25, 2012 Okay, I worked on it today and got this, which has alpha channel images for 48 player icons, and alpha and rgb channel images for the pirates and 16 npcs. I've only done the largest image size, so I can't check that it works in game - which I suppose is a bit of a potential issue, since I haven't done this before. Let me know what you think.
Lavo Posted August 26, 2012 Posted August 26, 2012 I'll take a look at this, you've done a really good job! If you've done the large icons in the same way as I had in mind, these should all fit in nicely. Edit: There must be a minimum of 15 pixels of horizontal space and 20 pixels of vertical space between each icon, or else it comes out funny. I'm also going to have to ask you to limit the total number of player icons to 60 (aka. get rid of 5), as Sins can't display any more than those. This picture here probably explains things better than I can with words. Also, don't worry about the alpha channels and whatnot, I just need the black and white bit, the colors are only needed for militia, and those are in a separate file. Sins of a Galactic Empire staff.
xt828 Posted August 27, 2012 Posted August 27, 2012 There are only 48 player icons - the coloured ones were meant for the milita, and the burning claw is, according to wiki, the SW-universe equivalent of the skull and crossbones generic pirate symbol. For some reason I thought you'd said 14px rather than 15 for spacing - a fixed file should be available here. Some more general feedback - is it possible that the Republic and Imperial Dreadnoughts, and the two types of Providence-class, be differentiated somehow in their name? I haven't gotten the latest revision yet, so if you've fixed it there then ignore.
Lavo Posted August 28, 2012 Posted August 28, 2012 Ah I see. I'll get those militia and pirate symbols in as well, will work on this once I get home. Reason I say 15 is that the game loads these icons, with blank space included, as 105x105 pixel icons. So having the 90 pixel sized icons plus 15 pixels of space makes for a perfect fit! I'll put in some sort of naming difference. I agree; they're needed, the Arquitens and Vindicator need some work as well. Sins of a Galactic Empire staff.
Lavo Posted August 31, 2012 Posted August 31, 2012 I am posting to confirm that SoGE is not working with Sins as of 1.04. The issues with maps not loading aren't due to the map files; it's something either in the player files, GSD, planet, and/or constants files. I will work on this. Sins of a Galactic Empire staff.
derivativedeviation Posted September 5, 2012 Posted September 5, 2012 After finally getting the mod working (I just wasn't giving it enough time to load up), my first initial impression in an hour of playing is that some of the militia fleets you meet are absurdly powerful.
2IRRC Posted September 7, 2012 Posted September 7, 2012 Finally had a chance to install the mod and try it. First thing I ran into is that Capital Ship crew is capped right away at 999, getting the first tier upgrade brings it to 1000. Shouldn't it be 0 to start? A second odd thing is you can't research Formalized Training Plan because it requires Basic Military Academy which is the 3rd research tier therefore impossible to obtain.
zoommooz Posted September 7, 2012 Posted September 7, 2012 Finally had a chance to install the mod and try it. First thing I ran into is that Capital Ship crew is capped right away at 999, getting the first tier upgrade brings it to 1000. Shouldn't it be 0 to start? A second odd thing is you can't research Formalized Training Plan because it requires Basic Military Academy which is the 3rd research tier therefore impossible to obtain. Because of the new capital ship overhaul (many cruiser types becoming capitals) the command research should not be done, fleet supply only. Not sure about the other thing.
2IRRC Posted September 7, 2012 Posted September 7, 2012 Ahh ok then don't worry about the above. However I have since found several research bugs. When playing as the Empire you automatically have the Torpedo Sphere unlocked and so does the AI.You also have access to all Star Destroyers when the ISDII is supposed to be locked behind research.Also if you click to research the Lancer Frigate you can start building it immediately without actually researching it. If you deselect the Lancer research it takes away your ability to build more, click it again and once again you can build it right away. Not sure if other ships do the same.
zoommooz Posted September 8, 2012 Posted September 8, 2012 Ahh ok then don't worry about the above. However I have since found several research bugs. When playing as the Empire you automatically have the Torpedo Sphere unlocked and so does the AI.You also have access to all Star Destroyers when the ISDII is supposed to be locked behind research.Also if you click to research the Lancer Frigate you can start building it immediately without actually researching it. If you deselect the Lancer research it takes away your ability to build more, click it again and once again you can build it right away. Not sure if other ships do the same. Torpedo ship: True, but as it is not built in the 'capital ship tab anymore, I think that you will see something done here. Lavo is working on all of this and it is very much a WIP. Just ignore those 'unlock' capital ship tags. They are meant for the AI (Not an expert here, just quoting a post I have seen before). The only ones that are relevant are the SSD ones (small and large) Lancer: What you say has always been the case, and is a sins thing where you can 'in advance' set up a build order in the context of what you have researched. Yes you can 'select' to build, but you should notice that the actual production does not start until the research has finished.
weimsen Posted September 13, 2012 Posted September 13, 2012 Hey, just noticed that the alliance golan 3 starbases can only build weird starfighters (think that they are from the original sins). They also dont have any starfighter/bomber icons in the menu.
Lavo Posted September 13, 2012 Posted September 13, 2012 Oh dear, that's a bug left over from the conversion to Rebellion in June that I could have sworn I stamped out. Thank you for pointing it out. Sins of a Galactic Empire staff.
Intrepid64 Posted September 14, 2012 Posted September 14, 2012 Hi, one thing I noticed while playing today, unlike for other cruisers-turned-capitals, the siege turbolaser ability of the NR Majestic class isn't available on start. Instead, it's a levelable ability, but when I tried to put a point in it the ability point disappeared, and didn't give me the ability. It would still show as available to upgrade to level 1, which would not change even as the ship leveled up and I repeatedly dumped points into it. This is probably because I haven't researched the tech needed for the ability, but even if so shouldn't it merely be grayed out and unusable? At least, I don't think it should just be an ability point black hole like that. 0.o
Lavo Posted September 14, 2012 Posted September 14, 2012 It's a black hole because that's how the engine is set up, unfortunately. Capital ships aren't supposed to have abilities that require research. Not that it really matters; Heavy TL Shot is the Majestic's only ability and it's a fixedlevel0 one, so you aren't "losing" anything by sinking points into it. Sins of a Galactic Empire staff.
naarn Posted September 27, 2012 Posted September 27, 2012 Hey, sorry for Hijacking the thread, but I thought opening a new one for a single Bug might be a bit to much. So, I get a bug while playing the vong in Revision 939. I build a starbase at a wormwhole and wanted to use it to enlarge the trade network, so I build the trade facility at this starbase. The moment this trade facility is finished, I get a minidump. I turned on more than 2 GB with my Sins exe, and it's not that deep into the game that memory should be an issue. The bug can be repeated even after loading an earlier savegame. The game keeps on running smotthly if I cancel the build of the trade facility at the starbase. It crashes with a minidump again if I then try to build the facility again. Though I just remembered that I habe several starbases currently in build, so I'm gonna test if the game crashes when building trade facilities at other bases too, than we can see if the problem has something to do with trade fycilities at starbases, or if the trade network expansion triggered by the facility is the problem. Will come back with a report soon. Edit: Just did some testing, tested with 2 more starbases, one at another wormhole, one at a dead asteroid, and all of them consistendly went into a minidump when finishing the trade facility. Note: All of those starbases have connections to planets settled by me, which have starports. Gonna test the starbases of the other races and if it also happens with a starbase in a gravity well which already has a starport. Edit 2: Did some more testing, the problem also occurs in gravity wells which are already connected to the trade network through a starport. I have also tested the starbases of all other factions, their trade facilities in starbases work fine.
Lavo Posted September 28, 2012 Posted September 28, 2012 Aye, the Vong trade port causing issues again... I'll have a look at it, thanks for the heads up! Sins of a Galactic Empire staff.
naarn Posted September 28, 2012 Posted September 28, 2012 No stop, not the trade port, but the trade facility of the Vong Starbase (Merchant Quarters if I remember correctly).
Lavo Posted September 28, 2012 Posted September 28, 2012 Yeah I know what you're referring to. Sins of a Galactic Empire staff.
naarn Posted September 29, 2012 Posted September 29, 2012 I don't know if this information is any help, but I decided to at least temporaly fix the problem by just assigning the merchant facility from the CORE component used by all the other factions to the Vong starbase. Which produced the same minidump when the building of the facility was finished. Just to make sure the error does not lie with me, here is what I did: 1) Replaced the research for the Vong Starbase with that for the Golan III in the Vong player entity file (because it is a prerequisite for the standard merchant facility)2) Replaced the research for the Vong trade facility with the standard one3) Replaced research prerequsites for the Vong starbase constructor with the Golan 3 research4) Replaced the Vong trade facility with the standard trade facility in the Vong starbase entity file Hope this helps in finding and correcting the problem.
Lavo Posted September 29, 2012 Posted September 29, 2012 It won't be hard to fix it, I just haven't had the time yet; I do appreciate your input and temp fix. Odds are I accidentally deleted a file at some point which is causing a dynamic vector error. Sins of a Galactic Empire staff.
naarn Posted September 30, 2012 Posted September 30, 2012 No, you didn't delete a file, I just found the problem, the fix truly is simple. In the Vong Starbase entity file is a line, close to the end cargoShipType "FrigateTechTradeShip" That seemed odd to me, and I had a look a the Vong trade port, where I found the same line, but with "FRIGATE_IMPTRADESHIP" instead of "FrigateTechTradeShip".I had a look at the CORE folder, and at least the entity file for the "FrigateTechTradeShip" is present, don't know about any graphics though. But if you change the line above to cargoShipType "FRIGATE_IMPTRADESHIP" like it already is for the Vong trade port, the Bug is gone and everything works fine.
Lavo Posted September 30, 2012 Posted September 30, 2012 The star base still has the TEC trade ship? Huh, well shit, that would definitely cause a crash. Very good eye, I had set the Vong to temporarily use the Imp's cargo ships until dedicated Vong ones are made. I tip my hat to you, good sir. Sins of a Galactic Empire staff.
naarn Posted September 30, 2012 Posted September 30, 2012 You are welcome! It was only a little thing, and I think all the hat tipping should definately go in your direction for providing me with the pleasure of realy having the feeling of commanding warfleets in the Star Wars universe. There is nothing like smashing through fleet after fleet with an Executor and two dozen Imperial Class Star Destroyers.
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