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EvilleJedi

SWR Staff - Executive
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Everything posted by EvilleJedi

  1. copy paste the line exactly, sounds like something is out of place/
  2. no, but you can modify the text output of skunks tool
  3. scenarios with ships in old ships will crash if oldships is not present (anytime a object is called and isn't there, this happens, especially if things are typos ARGH) research should work, but I could be mistaken...
  4. SO these would be things we can trigger off research and adjust?
  5. remove oldships.big and imps should work, I am working on a patch but have a lto of personal commitments right now.
  6. I have to say I get where you are coming from. My hope is that the Ironclad staff open up a bit and let us actually play with the game. At this point its is limited to essentially a graphical conversion. If you ever want to help in the future I'm sure we could find something for you to do .
  7. try just playing with the rebellion ships there is a bug with the imperials that creeps up occasionally.
  8. that is implemented in skirmish mode with fighter spawning on.
  9. I'm updating a bit to match that image
  10. did you download oldships.big? if not download that and put it in your data directory and make sure the option is turned on in the skimish settings to include old ships
  11. This topic has been moved to Features/ships/updates. http://www.swrebellion.com/modules/nukephpbb3_2/viewtopic.php?t=0
  12. the campaign has a timer bug that makes the ships go fast, I haven't had a chance to fix it, this also adds to the difficulty because the SSD comes out too soon did you change your team color? the awings and corvettes should have stripes, it may just be gray for some reason? the information is slowly getting added, It's on my big todo list of issues to fix for the next release (as soon as I get some time that is) the campaign was written before there was a switch to the regen rates of small ships, I didn't go back and modify the landing craft or landing brges since they are not player buildable, so I just added it to the list of things to fix next patch
  13. the capital limit of 5 and the limit of 2 fighter types per ship is the harder limit, they pretty much have to fix those to get this mod to work well. basically the ship list for smaller vessels (gunship through heavy frigate) will be divided up with the duplicate ships going to one faction or another. Right now there will be very few ships that are missing from the warlords list in that size.
  14. until we get 1.03 which hopefully is more modding friendly we can at least get the models in game (even if the data and normals are not present and also do some of the rigging)
  15. I posed that question to the Devs on how we extend the UI to more slots, still waiting on a response
  16. err have you played the mod at all? Now if this is for sins you posted in the wrong section and the answer is that we will evaluate adding in a CIS and republic faction after the Empire and Alliance are in
  17. yeah everything is blank because no one has bothered to help me put it in, despite many requests for help.
  18. it was too difficult to keep the health and weaponry up to date in the description. I changed the format in 0.6 to be a more general good/vs /weak vs however I haven't had time to populate it. the damage and health values will return to the bottom UI in the next versions (they were incompatible in 0.45)
  19. if there are spaces in the path it needs to have quotes around it "C:\XXXX XXX\ XXXXX" -mod ETC
  20. EvilleJedi

    Icons!

    I'd like to go for silloheuttes if possible, but the ship build icons could be screen caps if they are reconginazable enough
  21. just so everyone knows I gave him the tie fighter and dark forces midis to work off of as well as a couple other track ideas for inspiration, I'm eagerly awaiting the first rough cuts
  22. If you want to tackle icons that would be great, also if you grab the XSI tool you could help with importing and rigging. A lot of the textures need to be tweaked to get stuff right in game (all the data textures need to have thier channels modified)
  23. beta mod tools http://www.ironcladgames.com/sins/SinsModPackageIncomplete.zip notepad++ (handy) http://notepad-plus.sourceforge.net/uk/site.htm XSI modeller http://www.softimage.com/products/modtool/
  24. EvilleJedi

    Help wanted

    I'm posting current positions that are open in this thread, respond here or by private message (if you become staff your status should change and you should see the staff forum) Low end testing: a tester who has really low system specs and still wants to play, and by low system specs I mean you currently have to play on low detail with few options. this is to establish a minimum acceptable performance level. Text Editor: some one that is willing to slog through hundreds of lines of text in the string files to update and change descriptions, research entries, planet names, ship names. Someone who isn't going to simply look things up on wookiepedia and copy paste. 2D UI artist: this would be a lot of small icon work for the interface with some work putting together artwork on buttons etc. This is a thankless job, but a very necessary one. Please only apply if you've actually looked at the icon sheets and how many will have to be edited (will require text editing of the coordinates as well) I'll try to provide as many assets as possible for renders (like for ship icons) but you should be very proficient at making large image map grids quickly and precisely as well as being able to implement the changes in game yourself.
  25. because the message wasn't for you.

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