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Lavo

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Everything posted by Lavo

  1. 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.
  2. They just need to either use the default starting homeworld template, or spawn with a planet module called IMP:Module:SupercapFactory (where IMP, ALL, REP, NR, VNG, CIS are the race names) in the GalaxyScenarioDef file.
  3. Lavo

    SVN Update Log

    Update: August 25, 2012 | Revision: 908 Loads of small changes, NR is nearly complete capital ship wise, and I did a bunch of changes that likely broke the Vong, so I can work on SoGE when I'm away from my main comp. Also, replaced VSD-II in militias to the Imperial Dreadnaught and all supercaps now have the supply placeholder.
  4. Wow you're fast. I'll get around to this eventually.
  5. 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.
  6. 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.
  7. Don't worry about Mantis for the moment; it's currently got some sort of bugs plaguing it, use the forums for bug reporting instead.
  8. Great, that's a relief to hear. Has your friend tried the following: Trying to run the game after the crash, making no changes. Lowing ALL graphics settings to Low, turning off shadows, and running the CORE module only. Running SVN Checkout multiple times?
  9. What do you mean by that? What map are you trying to play on?
  10. If the CORE module isn't loading then your install is messed up. You'll need to run SVN Checkout a few times to the same folder, overwrite if necessary. If that doesn't work, you'll have to reinstall.
  11. Try running the game with only the CORE module enabled, see if it runs. If not, it means the SVN Checkout didn't finish. Also, I came across a minidump error related to the Providence within the last few hours; currently fixing it.
  12. Will put it in the fixed Supply Ship. I'll rig the Dauntless fully then. The skin can always be worked on, as the model's fine.
  13. In truth, I'm not entirely sure how to change it, if at all. As until a player gets multiple planets that are well-suited for culture (spread bonuses, lots of logistic slots), it isn't much of a problem. Plus it makes culture a viable strategy for taking out, or at least annoying, other players. Perhaps the culture techs should be boosted?
  14. Lavo

    SVN Update Log

    Update: August 23, 2012 | Revision: 906 Halved bombing power of the Core Ship, and did some minor armor/health regen adjustments. (R900) Fixed up Alliance capital ship's statcounttypes, increased ISD-C's speed to match the ISD-II. (R901-902) Fixed Providence's Sensor Scramble ability; was causing a minidump on casting. Fixed issue with Backup Shields not working on some ships, and fixed Supply Ship mesh. (R903-904) Full Squadron on Liberty cruiser now works from when it's built, Defensive Tactics changed up to be a useful ability and only works in friendly gravity wells. (R905-906)
  15. Do note, none of the "cruiser" capital ships have a culture bonus, only the more expensive "elite" ones do. So if you have say, a fleet of VSDs, they aren't giving you a culture bonus, though it seems you know this. The reason this occurs is, when the AI gets a planet like any of the Tropical ones, or something else with a culture bonus like an Ecumen, they love to utterly spam HoloNet Broadcasters. Like, you can find planets with 16+ of those things on them. While you might be overwhelmed with culture at times, I have been as well, culture itself hasn't been changed for years, not even when NU was introduced, it's the planets' changes that are allowing players to pull this off.
  16. 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.
  17. Lavo

    SVN Update Log

    Update: August 22, 2012 | Revision: 898 Please welcome the capital conversion Alliance! Performance Boost now can only be used from level 4 onwards; this is primarily for the AI. Cruiser Torpedo Volley cooldown increased. The Dauntless also has it's own mesh now, it isn't fully rigged, as I want opinions on it (i.e. use it, do another mesh instead, etc). Metal and Crystal have been renamed to Neutronium and Lommite, respectfully.
  18. Noted. Hopefully the max export fixes things somewhat, and if it does I can reverse import it and slap on tangents in XSI, assuming that is necessary. Also, what do you think of the Dauntless model Warb? Should I go for another one, or is this one good enough?
  19. 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.
  20. Warb, I'm not sure if I've done this before, but I commend you on your model's symmetry! Whenever you make them symmetrical, it halves the rigging time for the model, which makes it much easier for me to do. I was able to get the Supply Ship, which admittedly had not many points to do, in 20 minutes or so. The Supply Ship also has two weird glitches. There's these two lines that appear out of nowhere, only at certain angles. I have no idea how these are occuring, I couldn't "see" them in 3ds max either. First one, second one, and both.
  21. Nah, they're designed for the mod, they're just a WIP.
  22. Noted. Do report on the results of this, if possible.
  23. 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.
  24. All of the non-Random maps, save Interconnected (regular and Trio) are broken. It's up to the original map makers to fix 'em really.
  25. If it's system managed, that's fine. Make sure it's set to such for both the partition Rebellion is on, and the mod's files. If it is, you shouldn't be dumping at 1.7 GB RAM usage. I really have no idea what's causing you crap. =/

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