DEV. I got this error message when I make 15 entries in Explosions.explosiondata [quote]explosionEffectCount exceeds the maximum allowed. 15 requested but only 10 allowed. If a larger number is needed bug a programmer![/quote] Are you sure 1.04 support unlimited explosion entries? I can`t proceed my work with this message for stability.
bailknight
[quote]They are timed in such a fashion that, if PlayTime was irrelevant or fixed at 2.5-3 second intervals, we would see 4 synced explosions, then 5 synced explosions then the final boom. Yet the capital ships do not explode in such a fashion in-game. Also, the make mesh invisible time works[/quote] My capital ships explode exactly same what you said above since ver 1.0 vanilla. I was thought like you until I notice the unreasonable truth beyond this nonsense that I coundn`t n
[quote]derbal213[/quote] That stupid playtime value in Explosions.explosiondata is completly waste. It seems like game engine play explosions(and also make mesh invisible) in term of every 3(or 2.5) second. This mean explosions that set for playtime between 0~2 will blow in same time(0 second). I use 6 different mini-explosions with different time setting.
I like it. Really.
[quote]As a follow up to Manshooter's comments: The number of allowed explosion entries should be infinite, unless I misunderstand you. Some of the others (number of points on a ship, etc) were intentionally constrained as I said above.[/quote] I didn`t think so. You Should check this out. In my past experience(in ver 1.02) game crash everytime in 1 to 5 minutes(very random) even I just copy&paste 3 exist explosion entries (rename though) OK I`ll try this again myself
Yes some hardcoded quantity limitation is really annoying. I never saw such unresonable limitation in my entire MOD life. However Sins is still very mod-friendly for basic alternation and I think that is exactly most people(who demand mods not making one) want. I always love tricky way to solve problem in such limitation and my experience told me that there will be no "ALMIGHTY" full mod package forever ;)
Wait..12000? What are you saying now?. Kol`s poly count is exactly 4021 meshes not 12000 and other capships have similar counts.
Why every people want bigger size? Make frigates and crusiers smaller will more effective then enlarge other things I think :NOTSURE:
[quote]While I would be completely satisfied if these explosions were placed globally on all ships, I would suggest that if it's not a lot more work for you, that you could make the mod even better by having a separate explosion animation for Advent ships and another different one for the Vasari.[/quote] As I said before current Sins only support 10 explosion entries and making race-specific explosions need at LEAST 3 entries for each race (Big for capships and structures, Medium for fr
[size="3"]OK. I add a video of new explosion effect for ver 1.3 in top of this page. Enjoy. ;)[/size]
Graphic Mod is under major overhaul right now. This include completly new explosions and weapon effects. I`ll post some vid`s soon.
[quote]One that is not on the list is buffOverTimeActionType "Magnetize".[/quote] Thanks I add it. ;)
[quote]I've already active the bug report, But there is nothing recorded[/quote] I meant no record.. See in game pop up when game load up. It`ll say that model have too many weapon points. Just adjust points till no message appear.
Activate ShowErrors in user.setting and it will show what is wrong when problem occure.
1.1 works fine for me except shieldmesh. Game engine always decide shoot other side of shield made from max script(ex [color="#00BFFF"]([/color][color="#FF0000"]*[/color][color="#FFFF00"]-[/color]O[color="#FFFF00"]--[/color][color="#00BFFF"])[/color][color="#FFFF00"]---->[/color]o shoot penetrate shield and hit other side of shield from inside) And some mesh always detached from smooth group even there UV is connected.
Cool. It`s always great pleasure to me waiting next update :CONGRAT:
[quote]And to think this baby weighs only 5000 polys...[/quote] I think 5000 polys for a single cruiser is little bit much for this game(devs use approximately 1500~2000 polys for cruiser class)...well most of your ship models use way too high polys, especially seeder pod(this things are need to spam for it`s role :SURPRISED: ). Still this is your MOD and I`m just worry about possible slowdown ;) Still good job as always.
Add a buffInstantActionType - SpawnShipsAtPlanet used by AbilityFleetBeacon.entity
[quote]I was able to modify the GS_ShieldImpact.fx so that the shield hit effects are more visible - right now the shields are really visible, allmost opaque when under heavy fire, and this can be adjusted at need.[/quote] Great job ManSh00ter :CONGRAT: [quote]texture g_TextureNoise3D; texture g_TextureEnvironmentCube : Environment;[/quote] It seems like impact effect use program-generated texture so if you find way to designate diffuse texture instead of genera
[quote]I've noticed that capital ship explosions seem to end a bit abruptly (simply vanishing midway through the detonations). Can this be fixed?[/quote] [quote]1. Enhanced every weapon effects include planetary bombing. (1) 2. Enhanced many skill effects. (1) 3. Enhanced explosion effects (New fighter/cruiser class explosion) (1) -------------------------------------------------------------------------- 1.For people who want skip gameplay changes just del gameinfo folde
Sorry for inconvenient but I found a bug in my mod ver 1.2 that vasari assailant and sentinel`s charged missile ability has been removed. To fix this copy and overwrite these files from Sins original GameInfo folder to my mods GameInfo folder. AbilityChargedMissiles.entity AbilityChargedMissilesLight.entity BuffChargedMissilesDoDamage.entity BuffChargedMissilesLightDoDamage.entity BuffChargedMissilesLightSelf.entity BuffChargedMissilesLightSpawnDamage.entit
[quote]AI has different parameters, from Gameplay.constants. Strikecraft all have twice the maneuverability[/quote] Sorry I almost forgot mention because these changes are too old to keep in mind. [quote]The AntiVeryLight reduction in bomber hit percentage in 1.04 isn't there[/quote] You may miss something. Both original reference(1.04) and my mod(1.2) have same value 0.75 [quote]There's still a couple files in the TXT_GameInfo folder that are binary and not text.[/quote] Actua
Ver 1.2 released This version have new phase jump exit effect and other various fixes include effect disappering bug and optimize many things for better performance. Merging is now free for other modder`s. Just send me PM or e-mail for notice. Have Fun :LOL:
I`ll release 1.04 compatible version with some new effect (also fixed particle disappearing bug) tommorow.
[quote]I do believe the particle effects disappearing bug is fixed in 1.04 as well[/quote] Yes. It`s FIXED at last. The main reason of this bug is Vasari Pulse gun`s muzzle effect that has infinite lifetime. I`ll release fixed version as soon as possible with some enhancement.