To the couple fans that might still check this site we are still alive and looking forward to the new year. Most of the mod team are dealing with significant life challenges and we are always trying to recruit new modders. With luck we might be positioned in 2016 to slay the run time error that some are experiencing in the last couple internal builds and be able to push out an updated mod. Happy Holiday's to all and best of luck for the coming New Year.
Darvroth
[quote who="Hael-sose" reply="4979" id="3600995"] Can it be related to the fighter problem (where they keep chasing each other off the map)? [/quote] Maybe but that problem has existed for a long time and the run time error has expressed itself only in the last two builds. I've taken several mitigation measures to improve the fighter tail chase problem over the years and it is much better than it used to be. The way it was addressed in vanilla Sins was to give strik
Played a 4 v 4 game last night and the run time error is still on the latest internal build but I noticed when it happened, CPU usage was at 100% and cycled between 100% and something slightly less than 100%. I let it run for a while watching before deciding to end the application as my rig was heating up. Any ideas?
Improving the UI already. Can't wait to see the overlays imported into a build.
mouack, The right looks better IMHO. Sins of the Younger Races, finally a B5 UI makeover.
mouack, Impressive work, while there is a backlog of models you'd need to speak to TobiWahn or Hale-sose, there is also a separate web site where they are tracking the models but I'd really have to look to find the link, better if one of them posted or sent via PM. The UI work is really helpful, good UI will go along way to make the mod more immersive and finished in appearance. I'll see if I can get TobiWahn to surface and comment.
mouack, Any help is appreciated but I'll have to defer to Tobiwahn faire use considerations and file size and characteristics.
cccain, We are not done but most of the mod team are experiencing life challenges at the moment so the mod must by necessity take a back seat. We still converse back channel and work is proceeding if slowly. The current focus is bug hunting, the goal is a stable build but the last several internal builds contain a serious problem that leads to a fatal crash. Until we isolate the cause and work a solution progress is at a pause.
[quote who="Hael-sose" reply="4946" id="3575842"] Sorry, been absent for a while. I'll have time to continue starting tomorrow. [/quote] NP, TobiWahn has been working through the known errors and reducing the count which should ease further TS. My last conversation on the subject he still was encountering a fatal run time error that was not present in earlier builds. New Horizons contributed several good observations on narrowing the culprit.
So team, how close are we to a new internal and hopefully bug free release?
[quote who="Zvezdochets" reply="4941" id="3566581"] mine clearance - like protev frigate and vasari scout ? [/quote] There are several mine clearance abilities: Narn, EA and Centauri all have the same, Minbari ability is better and Elder races is better still. The Younger races mine detection range is slightly more than early weapon range so the ship has a good chance of activating one mine while engaging another. This is mitigated a great deal
[quote who="Zvezdochets" reply="4939" id="3566041"] About Delphi and Oracle - this is two type scout ships: frigate and cruiser. Why two type dcouts ships ? [but 2 better then 1] [/quote] Zvezdochets, long time no see, welcome. The Oracle is an early ship and does a poor job clearing mines and is an adequate scout but with high attrition. The Delphi is more suited to fleet engagements and is more effective at mine clearance, additionally due to advanced ECM it is far more e
[quote who="NewHorizons" reply="4937" id="3558632"] I'm probably grasping at straws here [/quote] I doubt it, most of our recent problems relate to Victory conditions but there is something new (or missing) in the latest build.
TobiWahn, See ticket 164 for a serious issue with the latest build. There are several new errors in the dev.exe initial reports. NewHorzons is correct in pointing out how to reduce the error count so these new and any remaining bugs are easier to locate and solve.
Just tried to set up a MP game with build a022941394fa on Lan and Internet MP and could not get two accounts to connect repeatedly getting a different check sum error but both accounts had the same exact build copied from the same master .zip file. Any ideas?
During large scale testing the engine can be seen to slow down the more fighters are present, at some point it almost stops. I'm concerned we may need to revamp fighters significantly reducing the count. I propose reducing planetary fighter modules from 6 to 4 squadrons and reducing dedicated carriers by 1/3. Most capital ships would be as is but some reductions may be required. Other fighter equipped frigates would need review on a case by case basis. Reducing squadron co
[quote who="NewHorizons" reply="4927" id="3553620"] Caused byfiringAlignmentType "TiltForward" with no firingTiltAngle value after it, see FrigatePsiAntiModule.entity as an example. All other units use firingAlignmentType "Default", hence require no firingTiltAngle. [/quote] Adjusted to "default" in my copy of the DB, will be reflected in my next commit.
[quote who="TobiWahn_Kenobi" reply="4926" id="3552404"] Dirties the Tethys texture [/quote] Tethys appears a bit large when beside the Avenger Heavy Carrier, suggest adjusting the scale of one or both.
[quote who="TobiWahn_Kenobi" reply="4922" id="3551224"] Tethys screenshots differ from ingame version, I tweak specular and reflections as well as normalmap afterwards [/quote] Looks very Homeworld like... Very clean lines for an early EA ship. Even so it will be nice to have a model for such a commonly used EA ship. TobiWahn, I'm slowly adding tweaks to my DB copy. Let me know when you are itchy for an update to the DB and I'll send a commit before y
NewHorizons and Cybertx, If you could take a look at ticket 164 on BitBucket. I'm trying to narrow the culprit but assistance would be appreciated.
JackBauer36, see my entry above. Open the Centauri research entity file 100 Worlds and remove the following: researchModifier modifierType "SpawnCopyOfPirateRaidsAtRandomPlanet" then set researchBoolModifiers from 1 to 0, ensure there are no extra blank lines, then save the file. Lastly restart the mod, that will fix the issue.
TobiWahn, Need a hot patch. Remove: SpawnCopyOfPirateRaidsAtRandomPlanet from Centauri research 100 worlds. It is unbalancing and did not do what I wanted it to do.
[quote who="TobiWahn_Kenobi" reply="4913" id="3543261"] Myrmidon: [/quote] Deadly in numbers.
[quote who="TobiWahn_Kenobi" reply="4909" id="3541898"] Morshin is now in the repository, [/quote] Sweet, beware hoards of Nail for they are to be feared. [e digicons]}:)[/e]
[quote who="TobiWahn_Kenobi" reply="4905" id="3541014"] @Darvroth, Hael Sose (and the rest of the team)if you want to use this as well, just send me your usernames and I'll add you to the team/board [/quote] TobiWahn, It strikes me as an organizational tool for the models...if you have more in mind send me an e-mail. In the short run I'll decline. Life is becoming busy for me and I don't think I'll be an overly productive mod member till the fall