
Lavo
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Update: July 23, 2012 | Revision: 873 I just noticed the SVN is up and running again, so I slapped everything back up. Supercaps should now be working as intended, for the most part. Due to how the spawning ability is currently set up you have to ensure you keep your fleet supply open for the ship to properly spawn. I'm currently working on getting around this, will just take a little bit of time. All supercap abilities should be working as well. Also I put in team colors for the Nebula SD and the Majestic, tell me how you find them!
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if you already have the beta that was on mediafire, you can run SVN Checkout and overwrite those folders; this is faster than starting from scratch. It also is possible to play this on the dev exe, just make sure ShowErrors is set to FALSE, otherwise the game will be unplayable due to maps which the game wrongly interprets to be "broken".
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For distribution, we are using Subversion (SVN) - a version control system. This will allow quick turnaround between our developers and testers. No long waits of file transfers, no wondering whether someone has received a change. It is all included... our SVN repository will contain the exact files that will go out to release. The easiest way to use Subversion is through TortoiseSVN - a client for Windows http://tortoisesvn.net/downloads 1) Please download and install TortoiseSVN 2) Next, navigate to your Mods-Rebellion v1.0XX folder (located in ...Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion) 3) Right-click the folder and select "SVN Checkout" (NOTE: You will need to do this six times in order to add in all the folders of the mod) 4) Set URL of repository: svn://swrebellion.com/warlords/SINS/SoGE Beta Reb - CORE and the checkout directory name Sins of a Solar Empire Rebellion\Mods-Rebellion v1.0XX\SoGE Beta Reb - CORE (See image for an example) (NOTE: This must also be done for the following folders: "SoGE Beta Reb - Alliance" "SoGE Beta Reb - CIS" "SoGE Beta Reb - New Republic" "SoGE Beta Reb - Republic" and "SoGE Beta Reb - Vong") 5) Click Ok and let it download. The CORE module is rather large, well over 1 GB. Slow connections be warned! It is known that at times the download will abort while downloading. If this occurs, run SVN Checkout again, and do not delete the folder you already have, overwrite it instead. 6) You should now have a full directory with a green checkmark 7) To activate the mod, open the EnabledMods.txt file present in the Mods-Rebellion v1.0XXfolder and edit in the mod like so (this includes all races, like file included in this rar; make sure to leave a blank space at the bottom of the txt file): TXT Version 0 enabledModNameCount 6 enabledModName "SoGE Beta Reb - Alliance" enabledModName "SoGE Beta Reb - CIS" enabledModName "SoGE Beta Reb - New Republic" enabledModName "SoGE Beta Reb - Republic" enabledModName "SoGE Beta Reb - Vong" enabledModName "SoGE Beta Reb - CORE" In order to reduce RAM, it's recommend to remove the modules/mini-mods that you aren't using, and update the enabledModNameCount accordingly. For example, if you're playing a game with the Empire, Alliance, and New Republic, you don't need to load up the CIS', Republic's, Vong's assets. It doesn't matter what order you load the mods in, as long as the CORE is on the bottom of the list. To update: Just right-click the six directories and select "SVN Update". Please do that before any game you start, to pick up the latest changes. That's it. There are still discussions needed research, abilities, etc... but if you notice other bugs, please report them. Let me know here if you have any questions.
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Seems I just noticed the SVN is up and running again. I'll write up detailed instructions immediately. Edit: Hope these help.
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Using LAA or something similar makes the game unstable; Stardock themselves considered it and voted against it due to this. We mentioned this in the old Entrenchment versions, however, due to how Steam is, doing such a trick is a very bad idea, as Steam will throw a fit and ensure you cannot play MP anymore. At least, I think, until you verify the game's cache, aka "fix" it.
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Cumulative patch for SoGE's Rebellion Alpha. Fixes a number of things, such as particles (thanks to the new PipelineEffects) and supercaps. Download it here: http://www.mediafire.com/?y42s2zbz4tortk2 Installation: Extract to your ...Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.03 folder and overwrite when prompted. Known Bugs: -Not all supercaps have proper upgrade menu icons, even if the abilities work. -Some supercap abilities may not be upgrading properly. This is being worked on; will be fixed soon. -Republic VSD2 does not have the new VSD skin yet. -Republic Vindicator has had a mesh change, but has not had it's strings/icons/shield mesh updated -Some of the new maps do not have great starting positions/need changes, this is being worked on.
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The maps, in particular Hutt Space, are quite nice. Admittedly they need some work, for example all the starting planets in Hutt Space are not properly set up to be a capital world, but the planet placement itself is all excellent. I'm putting them in as is for now.
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The game engine randomly determines a planet and star's position in the z-plain.
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I've dl'd them, haven't been able to get a look at them yet. Will do so before the next patch goes out, so I can include them in it.
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It looked really odd in Rebellion. The bottom of the mesh was fine, but the top was bright white. At first I thought it might be the skyboxes, but the ISD2 did not have the same effect. I don't tend to use the max exporters, prefer to open up the mesh in Softimage in order to do the tangents myself.
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Also, I took a look at the Tector today. It looks nice, however it's tangents got absolutely botched when it was exported. I've tried reverse importing via 3DS Max, however for some reason that does not import the various polygon groups (i.e. the bridge, engines, etc). Would it be possible for you to send me the original .max file Warb? Edit: With regards to the Victory SD skin, could you take a look at place where the Open Circle insignia's used to be? It's somewhat distorted, comparison here. Edit: Could you remove the Open Circle insignia from the Arquitens?
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Thanks! I'm going to be doing some more rigging today as I'm sick and tired of waiting for SD/IC to release the rest of the ForgeTools, assuming they plan to release them at all. I'll probably get in the Arquitens in today.
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I didn't receive those maps, for whatever reason. Can you repost the links?
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The supercap summoning abilities have been successfully coded and are functioning as intended. Credit goes out to GoaFan77 for putting together the four Titan cap version and for basically making the one Titan version (explained it in great detail). How these work is that you have a special structure at your starting world, and it's used to "build" the supercaps. One can "boost" the cap by spawning an additional structure at a different planet, such as a Shipyard. Having multiple factories in one grav well would not work and would make this fall apart.
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Which texture files does the constructor use?
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All the Randoms are ready to go. Seems I didn't have to do any work with them like I thought i would have to. Also fixed up Interconnected and Interconnected Trio.
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The Death Star isn't going to be added, for a number of reasons, mainly as it would throw game balance outside of the window.
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I'm planning to get another patch out later this week, will have fixed supercaps, fixed abilities, and hopefully some other goodies.
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The one Titan per faction is hardcoded. This is being worked on; for now a method to get a cap of four/two supercaps has been implemented. Final caps will be as follows (due to balance and difficulty of setting up the system): Executor/Viscount/World Ship - 1 Mandator/Malevolence/Geo SDN/Mon Remonda - 2 Praetor/Mediator/Geo SDN (Nerfed)/Allegiance/Ro'ik Va'lh/Independance - 4
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1) Yes, all of the random maps except the Small one are broken. This exactly what I was referring to, unfortunately. 2) Yeah, it's back in Rebellion as strong as ever, Reb is even more resource intensive than Ent. 3) If someone is willing to go through the entities/string file, I'd be happy to put in those fixes. 4) It's either got to be in OGG initially, or be converted from a lossless source to OGG. Send me whatever you find and I'll see what I can do with it.
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There seems to be something wrong with the SVN; for some reason I'm having trouble accessing it.
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1) Most ships don't require technology. The Torp. Sphere does though, I'll look into that. 2) I plan to change this in the future. 3) No. While the Empire had VSDs, they were constantly phasing those ships out, and it would take away from the Republic's line of ships. More importantly, there isn't enough space in the Empire's line up for another ship. There currently is a single slot open; and this will be taken up by the Lambda (envoy). The DP20 will be taken away from them and retooled into something new, however the slot will be taken by a retooled Vindicator (the current Republic's Vindicator will be getting a name/model change). 4) Thanks! 5) Depends on the icon. Most are already as large as possible, some are small. There are others that don't even have any icons; those are a priority. I also am not great at making icons, and atm, I'm the only one making them. If you're willing to make bigger ones, or even new ones, the help would be greatly appreciated. 6) Tech has been a WIP since forever. The new techs are pretty much inconsequential to us, if anything making older techs properly work, such as shield penetration, is a much bigger feat for us. 7) Rebellion broke a lot of particles, unfortunately. These will take time to fix. I'd be open to a new sound. Just need the file either in OGG, or in a lossless codec (WAV, etc). 9) There are some in the Entrenchment version; they need fixing.
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Update: June 29, 2012 | Revision: 867 Okay, I lied, Rebellion version is up now. It's named in the same manner as the mediafire links I've posted; SoGE Beta Reb - Alliance SoGE Beta Reb - CIS SoGE Beta Reb - New Republic SoGE Beta Reb - Republic SoGE Beta Reb - Vong SoGE Beta Reb - CORE
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Update: June 29, 2012 | Revision: 850 This is most likely the final Entrenchment update. On Sunday, or very late night Saturday (EST), I will be updating the SVN in order for it to be used with Entrenchment. However, the Entrenchment portion will not be deleted, at least not for awhile; I can easily have both an Entrenchment and Rebellion version up unless space becomes an issue.