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List and Observations in BETA testing


Planetkillerzz
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Uhhh, what? You're on a really old revision if the Viscount is not skinned. It's been skinned for months now on the beta. Even the public version, 2.1, has a properly skinned Viscount. In addition, the SVN has been entirely redone in order to reduce resource usage, please read this thread.

 

It is mostly skinned, however the engines are not.

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I don't understand, they are clearly skinned. Picture below is from the latest revision. Can you show me a picture of what you are seeing?

 

http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/ScreenShot_22.png

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Apologies Lavo, I am using an old version it seems. I just saw your post about deleting the .svn folder to fix a locked directory and it is now updated. I had thought that there were no new versions since updating didn't do anything for me.
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  • 4 months later...
Okay for some reason I cannot build anything in orbit around the Large Urban Planet class, I imagine this is a bug, or is it just me.

Update to the latest version, load up the save, and try it again. Are there enemy structures in the grav well? If so, they are taking up logistic/tactical slots, even if you do not own them.

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Okay for some reason I cannot build anything in orbit around the Large Urban Planet class, I imagine this is a bug, or is it just me.

Update to the latest version, load up the save, and try it again. Are there enemy structures in the grav well? If so, they are taking up logistic/tactical slots, even if you do not own them.

 

KK, I just colonised the planet and there appeared to be no grav well, ill try the update.

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Double check your settings; it's possible that grav wells are toggled off. Either way, if the issue persists at all, send me the save game and tell me which factions are present so I can look at it personally.
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Right, ill start a new game, btw the CIS supercapitals don't appear to be building properly, I clicked the build option for Grevious's flagship, but It made no progress, so i canceled and went back to the main supercapital menu, which showed an option for the ship which I clicked, however It functioned like an ability rather than as a build order.
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Right, ill start a new game, btw the CIS supercapitals don't appear to be building properly, I clicked the build option for Grevious's flagship, but It made no progress, so i canceled and went back to the main supercapital menu, which showed an option for the ship which I clicked, however It functioned like an ability rather than as a build order.

This is how it is supposed to work. It must be this way in order to circumvent the titan system.

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No, only once. You fire off the ability and then the supercap will eventually spawn. The system isn't 100% complete, so you have to make sure you keep the right amount of ship supply open so the ship will spawn; I have a fix for this though it will take time to implement.
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I am having an issue with laser fire effects, they sometimes appear but other time they are not visible at all. i can still hear the sound effects of weapon fire, just can't see any visuals. I have tried playing around with different graphics setting etc, all to no avail.
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  • 2 weeks later...
I was having a fiddle with trying to get the random maps to work, and found something which may be useful: if you increase the number of per-player extra planets, as listed at the start of the file - I changed from 3 to 5 - the chances of getting one of them with a connection to the rest of the starmap goes up accordingly. If you haven't looked at this before as a potential solution, I hope it helps.
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No offense intended, but as a solution to what exactly?

 

The problem whereby random maps often - in my experience, at least - have to be re-rolled because one player is not connected to the general planetary network, but only to their per-player planets. Is this not a more common problem? I thought I'd read about it here before.

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Do you mean that it isn't connected to other planets, aka. you are isolated from the entire galaxy, or that you are only connected to enemy players? If the latter, while this does not happen often, is partially remedied in the Enlarged and Dispersed maps (that's what they were made for). Besides that, there isn't any real way to conclusively fix the latter, as that is the nature of Sins' random generator.
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Do you mean that it isn't connected to other planets, aka. you are isolated from the entire galaxy, or that you are only connected to enemy players? If the latter, while this does not happen often, is partially remedied in the Enlarged and Dispersed maps (that's what they were made for). Besides that, there isn't any real way to conclusively fix the latter, as that is the nature of Sins' random generator.

 

I mean the former - so there's the star and its network of planets, and nearby a totally isolated group of three with a player. It's happened to me several times, though I may have just gotten very unlucky randomisation - it hasn't happened since I first posted in this thread.

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Have you got any save file of this? And what map did it occur on? I really want to look into this more, while I haven't experienced being cut off from everyone else in the galaxy (aka. basically an auto-lose), this needs to be worked on.
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I'd have to go back through the auto-saves, but I know I've played some long games since. I encountered it under r884, and while I haven't encountered it since, that may equally be due to better random results and to my having changed the per-player planets to 5. Happened on the 2-player random map, and still happens routinely on anything made with the in-game map designer thing, but I don't know if you care about the map designer.

 

How difficult is it to make additional player icons? I haven't worked with alpha channels before and don't know what's involved in them, but there are a host of potential images on the SW Wiki, many in svg format, which I could work on transferring if it's not too difficult.

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Not that hard. For SoGE, all the player icons, sans the militia and pirates, can be found in a file called "RaceLogosSOGE.tga" in the CORE module's textures folder. The new icons can go directly onto the black and white alpha channel, with a faint outline, or more complex version of sorts on the RGB channels. I'd suggest comparing "RaceLogosSOGE.tga" and "RaceLogos2.tga" to see what I mean on RGB channels.

 

svg format isn't too hard to work with; if it's on a white background you can always take a print-screen of the page and grab icons that way. I'd love to see a Vong icon; I'll handle all the Window coding as long as you get the art done.

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Not that hard. For SoGE, all the player icons, sans the militia and pirates, can be found in a file called "RaceLogosSOGE.tga" in the CORE module's textures folder. The new icons can go directly onto the black and white alpha channel, with a faint outline, or more complex version of sorts on the RGB channels. I'd suggest comparing "RaceLogosSOGE.tga" and "RaceLogos2.tga" to see what I mean on RGB channels.

 

svg format isn't too hard to work with; if it's on a white background you can always take a print-screen of the page and grab icons that way. I'd love to see a Vong icon; I'll handle all the Window coding as long as you get the art done.

 

I cannot for the life of me remember how to get alpha channels to work. Rrargh.

 

This is a rar containing 48 black and white icons ready for insertion, if that helps. The Vong have 2 options :) I'll try to look into doing this properly on the weekend.

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