Jump to content

jedi_consulor

Members
  • Posts

    685
  • Joined

  • Last visited

Everything posted by jedi_consulor

  1. I think your better splitting the code up so that you create a variation of this unit. So you have one Empire and One Rebel - completely separate. Split the the unit abilities so that you have one mining ability for the Empire version and one for rebel. Instead of them being part of the same ability's code. So in your variation for what ever version your doing - say a rebel variant - then add the unique rebel mining ability. Any how that's to tidy the code up a bit - but I am not sure that the ability type your doing is going to work..? as its for a planet income stream ?
  2. I often thought that - but was unsure to ask But if Evile Jedi could actually do that - many of us on here would be grateful.
  3. I am sure there are people willing to do it. Some mods will take time to produce - particularly if you want to make a mod that is about another part of the Star Wars Universe. I have just been reading about FOC - people were saying its very unbalanced - wont be long before some balance mods come out soon for FOC - They were saying the corruption ability is too powerful - I wont find out until the weekend though :
  4. 'z3rox' he was spot on with what he said. I remember we were talking about that in a topic a while back where we both basically felt the same thing was going on. There was much to put down the idea of such a cold war existing and greed in the community - but there was those of us who like me and z3rox felt differently. Monkeybiz hits the nail on the head with what he says. People should be and need to be releasing good quality models and even re modellings of stock EAW models and of course from Warlords to the world. I asked some time ago this should be done for the greater good of the community. Not some greedy isolated group thinking they are making a name for themselves. SPOT ON. I agree with that 100% If people had the models to use for themselves in public or private mods - from people who who are releasing them to the community. People would indeed come up with their own variations of xml coding for each of these models to work in game as they want it. Right now we have a situation of peoples code being ripped and 2-3 versions all feeling the same as each other. Incidently I coded and released several of Keeper of the Faiths model code for readyness for playing in EAW. I was furious to find code for one of the models were posted on a forum. The other nasty half of this is people who just can't be bothered to read a text file properly and understand it was for private use. But all that coding for Keepers models was actually done to how I thought that model should work in the game and what its ability's should be. On another note,. When people write a new unit into EAW adding effectively say a new model to the game there is really only so many ways you can write an xml entry for it. Now, the thing is people who often go on about people ripping code, - just remember this is not technically our code to begin with. There is only so many ways you can tell a unit to do some thing in the game and it has to be to that ridged code. I.E There is only so many ways XML code can be written to get some thing to work the way you want. Otherwise we run into errors, - the game not loading - bad coding errors in grammar etc. @ Kelathin I know we have basically discussed this before in the Community Project Topic - and I know you said it then that the SPG team would release the models to the public after its finished its release. Heres my take on this so please bear with me. 1) Is it not a little too late ? - by this time people will have ripped out the models and code already from the mod you have worked so hard on. They would of by then already been imported to peoples mods in any case,. 2) Don't get me wrong I do appreciate the kindness of the SPG Team, even though it may come too late in the fact of point 1 I made. 3) A Competition is always a good idea. I think and feel the community has lost a lot of good modellers - we have plenty of XML coders but have lost a few skinners and Modellers. Trying to encourage them to come back and do stuff for the community as a whole would be a great thing. Especially if they know there is reward for this at the end of it,.
  5. I have been calling for this to happen for some time and I am glad there is a topic finally dedicated to discussing this properly. 'Keeper of the Faith' was doing good work - I feel saddened he didn't go further in doing more models for us to use. I feel the same as anyone else in this topic. I hope some one will do this for us and get these models out to the community like keeper was doing. I agree with you both 'MonkeyBiz' and Dark lord. but unless people take our request seriously we are just basically just talking out load to ourselves.
  6. I have to admit I don't really like modelling myself - I am good a coding. I got a copy of 3D Max but haven't really got that far with it - I got half way through doing the Dominator and haven't returned to doing it yet. I don't think I have enough confidence doing it. I actually found the tutorial confusing and I felt that key steps were being missed out. We need a good tutorial that actually explains the steps with out any skipping over any part of the process. It needs to be written clearly for dummy's who have never done a conversion before let alone made their own model. How to create hardpoint's how to make bones - all needs to be explained for beginners too. As for some one doing the models for us. Its the models we need not the resource files if you are releasing anything to the community. There's not much point in releasing resource files if people are having trouble learning how to use Max now.
  7. yes I agree 100% We need some one like Keeper who who would be willing to do them for the community and just release them as model packs. no code just the models ready for coding in
  8. yes I'm after a good Dominator Model too. I can't model either - but have a copy of 3D Max. Just need to find to to learn how to use it
  9. Logan your best bet would be to do exactly what you said - put the unit in a well ventilated part of the room - avoid hiding the unit underneath computer tables too. These places can make the system run hot - gathers dust easily and has a lack of air ventilation. If you fancy investing in a bit of cooling - there's some pretty good solutions on the market - would be a good investment what with you running a Geforce 7 in that machine too - as they can run hot. By also which check the cooling on your GPU also. My other half has often talked about water cooling - it supposed to be really good - but there is other solutions besides you should consider. Its important - your protecting the life of your PC at the end of the day.
  10. oh I forgot to add a download location for the xml editor http://www.snapfiles.com/get/xmlnotepad.html To clarify what gives you an error - have you tried using the xml note pad mentioned to help trace the errors in your code ?
  11. I'll tell you whats a life saver - get hold of the new Microsoft XMl editor - Its helped me tremendously in fixing bad xml coding mistakes.
  12. ok ! - glad you fixed it. I am still trying to fix a serious bug in my mod as well. Mine is really annoying as I can save games but not load them. - I have only just noticed this recently and have been through almost everything I have done recently to try and find why its doing it. Just can't locate the issue.
  13. hmm yes its 11 - it only shows on the top right bar on the Galactic Map screen. However if there are more hero units than 11 I find when you enter them into a battle they appear on the top right screen. I believe its hard to change though to show more than 11. its some thing to do with the GUI.
  14. If you think the problem is in the squadrons xml file - maybe you could post up your tie fighter entrys. with out seeing your xml file its hard to see what could be wrong.
  15. I'd go over the last bits of code you added to the xml files that produced the problem. Obviously do that before doing any other imports into your custom mod files. If you can't trace it back to the last thing you did then it will be at least some thing you did recently and you know its occuring in the squadrons.xml for example for what ever unit is showing vaders icon - their should be an entry for a tie fighter with his icon associated with it - obviously this is messed up and you should see instantly whats the matter with it.
  16. I have an idea where you can get some check on EAW Files and look for Keeper of the faiths model pack - he has posted up his source files for people to use in 3D Max - they are in Max Format
  17. I was having just the same trouble and yes it was crashing max. I haven't found out why it was. I reinstalled max though and re added the plugin - and it didn't crash the next time. Which plugin were you using ? - the max 6 plugin doesnt work with max 8 - you would need to get the updated version.
  18. Your exactly the same as me MonkeyBiz - I find myself just modding my game files these days rather than actually play anything. Well only enough to test the game works ok in what ever combat mod I added a unit for. Thats really for debugging anything I find wrong.
  19. Hey MonkeyBiz I didn't know how much we have in common Mine is up to 850 MB - its a huge beast. I have been building my own mod up for months. Adding the Golan stuff seemed like a good idea for me to do. I have added much of everything else I have found in other mods and added them to my own. I have done a lot of coding of my own though - and re coding. I did add the Preator and the other you mentioned I would add them if I was you
  20. I already told you the correct use - trust me thats what you need to use. Just try it
  21. well that makes things more simple. I have those models too as I downloaded SAU 3.0 - so the xml code is all I need after all
  22. LOL what ?! So let me see.. You bought a new graphics card but can't install the latest drivers for it ? - because your system won't let you ? Your computer wont accept new drivers from newer cards. Suggestion: Use driver cleaner and hose your system. Have downloaded the latest drivers for your video card and try again. (Uninstall old drivers from safe mode) then run driver cleaner to remove any left over rubbish from the drivers. No system should not be able to install a new driver for a device - unless its the wrong driver your trying to install for your system. - OR you have a corrupt driver installed.. (Could be the reason) in which case remove them with driver cleaner. You can find it on google
  23. Your pointing out some things I was already saying through out the forums on this. Basically what I have been saying is that people who are making mods should be able to deliver a mod that can support any texture / shader settings. I am 'dissapointed' with some models that have been released with with mods because they can't properly support high texture settings. - obviously made for people with low end graphics cards in mind. This in expecting people to play the game in a low graphics detail for their mod. YOU CAN'T expect people who want to play the mod in high detail settings to turn down their settings just to play their mod which only works on low details. Vice versa this is why there is a reason for texture and shader levels in the game. People just need to make their mods compliant with any texture setting chosen. End of argument..it will keep people happy. I dissagree with your notion on graphics cards and I am sorry its a bit antiquiated. There is always a reason for upgrading a video card. New Video Cards support new technologies 'Shaders' / T & L Direct X settings of different kinds. While older cards either can't support them or have poor support for them. People when they buy a game expect to be able to play it and feel comfortable playing it. (Thats back to the different quality settings in EAW already) But what if your not just playing EAW - I know many of you want to play many other different games that have a demand on the processor. Newer cards have bigger pipeline caches - which make the game run better as it can run more frames per second - and fewer glitches in a game. For a GFX card with a 12 pixel pipe is like under £100 right now - just over on some. This is not breaking the bank - your adding future support for new games and in long run will add more features to your gaming experience. Also some new graphics cards (like from nVidia) can take much of the processing load of the CPU and puts it onto the GPU on the GFX card - freeing up memory for the system resources. Meaning it wont slow down they system. Games should always come with an option to turn up or down the GFX settings. Other wise the product isn't 'sellable' to the public. If your buying a new card just think about what your getting - this is long term investment and you need some thing good. The bigger the pipline cache the better for gaming - the more onboard memory - the better for playing back movies. The faster the GPU the better.. If you can afford even a mid range card, get that - instead of a low end budget card. Just save up the few extra 'Dollars' 'Pounds' what ever your currency is. Your taking your gaming experience in mind - its up to you how you want to look at a game.
  24. hmm yes it says "Unfortunately, the link you have clicked is not available."

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...