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Lavo

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Everything posted by Lavo

  1. There are no "prison planets" in SW, the closest there is is something like Kessel, and that is merely an asteroid that houses a lot of prisoners for labor. For post-apoc, there's really no point to this, besides the fact that they are virtually non-existent in SW. This is mainly due to worlds being able to be "rebuilt" or re-colonized even after a terrible event, such as when Taris was bombed in KotOR, or the terraformed half of Coruscant after the Vong occupation.
  2. The question is, will this just improve the size of the mod, or will it also improve RAM usage. If the latter, you sir are great. Also Rebellion will not fix the processor issue, this is due to how the engine was made, and that it is a 32-bit exe. The RAM issue however, might be partially mitigated or fixed, which is something the devs have mentioned.
  3. Ah, I understand now. Yeah, that sounds good then.
  4. This isn't a good idea imho, the planets are very well done and balanced atm. Might I suggest adding objects via the Galaxy Forge/manual editing, or putting in new planet files? Less RAM usage is almost always good.
  5. Making a new map is prolly the best option, seeing all the stars you likely have. Also I got the graveyard to work.
  6. Lavo

    SVN Update Log

    Update: March 7th, 2011 (again) Converted/re-saved a bunch of textures, with no loss of quality. As well, planets, 'roids, ships, etc were not touched. The Stardock and Impulse splashscreens, loading screens (bar the SoGE leaders/characters), Refinery, Trade, and Construction ships, taken from The Sins Optimization Project, were added/pasted over which do have a slight loss of quality. These changes should help with the lag a little.
  7. Did some browsing, got and looked at the Sins Optimization Mod. Now I've figure out how to use dds files instead of tga files in the Texture folder. I'll be playing around with that sometime, should help with lag. Edit: BLUE_BLAST has been successfully converted to dds. Doing the conversion myself, I've gotten it to 42.8 KB versus the normal 192 KB. Also I will slap in the TSOM's trade ships and other fixes when/if possible. Snowba11, check your PMs. :v Edit 2: I was able to save it as a more compressed tga with no loss of quality (unlike the DDS) to 48.2 KB. It seems not all of the tga files are 32 bits/pixel, which means I can easily save them as 16 or 24 bit/pixel without quality loss, and 16 bit + RLE offers better compression than DDS. Edit 3: Seems that some files, not all, work better with the 24 bit compression. I'll keep on this though. Edit 4: It appears that 16 and 24 bit tgas don't save all of a dds' alpha channels, which explains why they're so small. Aka. 16 and 24 bit compressions won't work for all texture files, even if the quality is fine. Edit 5: Compressions complete. All that's left to do is to edit some the Mesh/Particle files and upload.
  8. Lavo

    SVN Update Log

    Update: March 7th, 2011 Seems I totally forgot to upload all of the Window stuff from Nova's planets addition when I added it to the SVN. This has been fixed... To all who have been playing while missing planet icons and such, I deeply apologize for this stupidity on my part. Also fixed a missing space in the Interconnected Trio map.
  9. ...Jeez that's massive.
  10. I'm only planning to put it in custom maps, they won't be put into any sort of random, that would be silly, fairly uncanon, and extremely unbalanced. Basically I agree with you and that's exactly what I plan to do with them.
  11. Oooo, I do like the sound of these new planets. I'm also going to get around to slapping in a "ship graveyard" (think the Katana fleet, or a "lost" fleet that went missing along those lines), as I got an interesting map idea that uses one (already started making it :v).
  12. Oh? Whacha planning?
  13. :v
  14. Lavo

    SVN Update Log

    Update: March 6th, 2011 Some minor changes.
  15. I'll just add in a 'roid for you to screw around with. It'll be called "PlanetAsteriodCustom". Check the SVN for it! I, or you, will add it to entity.manifest and GSD once you're done playing around with it. Before I add 'em in, am I correct in assuming there was no quality loss in this compression? Edit: Seems like there is a small loss, for some of the files that is. Edit 2: You know none of these have the correct file extension right? They can't be used, or at least, I have no bloody clue how to deal with textures and meshes and thus don't know how to make these work if they can be used.
  16. And to give you an update, I also attempted to directly port over the Tech station (techs, ships, everything) and I had the same ability issue as earlier.
  17. Do you mean huge as in 99+ total "planets"? If so, this is possible, my Interconnected Trio map has 99 "planets" and runs smoothly, at least for the first 4-5 hours or so, which is typical of most Sins games.
  18. Split from the SVN Update Log, I'm posting this in order for people to post feedback and experience from the recent SSD and Viscount changes. Discussion is of course welcome and encouraged.
  19. Lavo

    SVN Update Log

    They still have considerably more health than all of the other supercaps. And yes, I do realize I am playing with fire here, and these changes are by no means permanent. However, these two were just extremely under-priced (and they still have the best overall prices), I had three choices in order to not make them utter game enders. 1) Slash their health. (This was never an option, and for good reason.) 2) Up their costs a lot. 3) Do a middle ground between both, which is what I have attempted. Part of why they had so much health is their high shield mitigation value, which is higher than all the other supercaps bar the Vong's. Anyways, the math, v2 refers to the re-balancing I did. http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/sogesupercapstats2.png In addition, if people have constructive criticism and/or ingame experience that they have with the SSD and Viscount after these changes, please, please post it. As it's only with these sorts of posts that I can help get a really good picture on these types of changes, plus of course playing a lot of Sins myself, and time is something that I do not have a lot of.
  20. Can they be used? Sure, just paste over the GalaxyScenDef file. Will they have icons? No. I might possibly make /some/ icons in the distant future, though it would not be for each of the 136 planets that's for sure.
  21. Lavo

    SVN Update Log

    Update: March 4th, 2011. SSD and Viscount have had their shielding and armour notably decreased, metal cost decreased, credits and crystal costs increased. This was done in order to bring them in line with the other supercaps in terms of health and cost per capita. I'll post up the math which explains this later.
  22. I'm thinking the reverse might occur, that it SoGE would be even more stable, as there are more factions and, as such, there are more factions by default. Though it goes without saying that a bunch of things will be removed. Imho the beta should be finished, or at least completed to the point of a public release, before moving/converting over to the new expansion.
  23. This is awesome. Can't wait to get this.
  24. Lavo

    Supercaps

    Alright so, I played around with the stats a bit. v2 refers to the re-balancing I did. Comments are encouraged. http://i919.photobucket.com/albums/ad33/Lavo_02/SoGE/sogesupercapstats2.png In terms of solid stats: Viscount (old): Cost: credits 16513.000000 metal 4514.000000 crystal 4022.000000 Hull: 60000 Shielding: 100000 Viscount (new): Cost: credits 24513.000000 metal 3514.000000 crystal 5822.000000 Hull: 45000 Shielding: 80000 SSD (old): Cost: credits 16275.000000 metal 6361.000000 crystal 3478.000000 Hull: 90000 Shielding: 75000 SSD (new): Cost: credits 24875.000000 metal 3781.000000 crystal 6578.000000 Hull: 40000 Shielding: 70000
  25. Lavo

    SVN Update Log

    Update: March 2nd, 2011 Changed the weapons loadout of the Viscount a bit. Notably, the point defense lasers were removed and switched with missile batteries.

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