Therax

Therax

Joined Member # 2376172
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[quote]In Sins it seems all this data is in the model itself (which is a good thing IMO). I am assuming you are going to use normals for firing arcs like in VME, and HWSE?[/quote] Each emitter has a position (relative to the model center) and a 3x3 rotation matrix. The rotation matrix is applied to a forward-facing unit vector [0 0 1], and the result is treated as the normal vector for the half-plane in which a weapon can fire: Forward firing weapons have an identity matrix in plac

91 Replies 53,456 Views

Waiting with bated breath, Herder. You're really pushing the envelope on what we can do with the Sins beta.

91 Replies 53,456 Views

There is a difference in speed between when ships are phase jumping between stars (actually, when they are passing through the void between star systems), and when ships are phase jumping between planets at the same star. By default the interstellar jump speed is 35 times the interplanetary jump speed. I believe the "radius" parameter attached to stars determines when the ships switch to the higher speed. If they are closer to the star than "radius", then they are considered to be ins

64 Replies 163,227 Views

Success! Thanks to efforts by Code Herder, we now have the ability to add, delete, and move weapon systems on Sins models. Kin of the Stars has been updated, once again leading the way with a proof of concept for modifying Sins. Roil-class Destroyers now have a single primary forward weapon, and two rapid-fire point defense beam turrets. They are far more capable of fending off mine attacks, and can contribute meaningfully to the point defenses of a fleet. Naturally, Kin of

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At least with other data files, Sins seems to be far more tolerant of extra data hanging around than of having data missing. Have you tried just appending (a really huge number) zeros to the end? What sort of relative size are you seeing for this block? Would (# of vertices + # of triangles) do it? I'm afraid I'm not up to date on modern 3D engine design, so I'm not sure what to suggest for what other kinds of data the Sins engine might be looking for. Maybe some sort of hierarchic

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[quote]The sad thing is, unless the modding suite will allow folks to add gun mounts to frigates, every ship would have to be a capital class, since just about every ship in B5 I can think of has more than one mounted weapon (Starfuries aside). And most of them aren't even frontal firing And, at least with TEC, capitals seem to be the only ships that are allowed to have more than one weapon type, as well as controlled placement..[/quote] Sins is perfectly capable of having weapons that are n

311 Replies 483,152 Views

Let me boil this down: "We want the ability in a Buff entity to add/subtract from the player's current resource storage (credits, metal, crystal). An ability also needs the ability to check for (credits, metal, crystal) as prerequisites to activate the ability, as well as the antimatter level of the ship itself." That, plus the existing SpawnShip action, should give you what you want. Anything I'm missing?

49 Replies 27,837 Views

Makes sense. There isn't a field that I saw indicating the number of filenames, so when less than 3 are used, the remaining ones are listed as empty strings (length 0). I've worked up a Perl script that I'm using to edit emitters. It's not very user friendly: I feed in a .mesh file, and it dumps out a text file of emitter information: [font="courier new,courier,mono"] Above;0,25.3130931854248,0;0 Aura;0,-37.4141960144043,0;0 Centered;3.00000010611257e-06,0,30.65166

91 Replies 53,456 Views

Some refinements for you on the .mesh format: Everywhere there is a stringLength, it looks to be a long, not a char as your doc currently indicates. Textures look to be always composed of 3 DDS textures, as described by Major Stress here . The long you have listed as Unknown2 in the file header (at address 0x21) looks to be a count of textures. Then each texture is 3 Unicode strings, then 18 floats. The

91 Replies 53,456 Views

[quote] I'm pretty sure the .fx files are just shader files. Yeah, they may very well be that. Doesn't help me since I've no clue what the commands there mean. The highest programing language I know is C++ and even there I never made much with graphics... <img id="ImageResize_Image_15"

91 Replies 53,456 Views

[quote] Are you sure about that? I don't think I've seen my planets take population, rather than infrastructure, damage. [/quote] From FrigateTechSiege.entity: [font="courier new,courier,mono"]BaseDamage 42.000000 BasePopulationKilled 2.800000[/font] The amount of infrastructure damage and population damage has changed over the various betas, as have planet (infrastructure) hitpoints and population growth rates. I'd have to retest beta 3 to see whether glassin

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I know my way around a hex editor, so if you've got a file format doc already written I'd love it if you could send it my way. Glad to hear you're working on a friendlier tool as well!

91 Replies 53,456 Views

I actually have this implemented in my Kin of the Stars mod. Your basic light frigate has a very low chance (around 0.5%, IIRC) to "overload" the systems of the target, disabling it for 10 seconds. It works quite well given the number of frigates you have running around. You'll see it happen from time to time, but it's not what you'd call "reliable."

8 Replies 14,618 Views

[quote] If such a thing is supported (I figure we can rig up planet-invading troops by changing the projectile of the siege cruiser to some sort of pod), I'd totally be for it. I'm not sure if the "bang" of the pods hitting the planet are 1. dynamic (I can add more sounds if I want, you wouldn't want to hear the same gun/radio chatter every second) 2. changeable as far as delay goes (i want to control how long it plays), and if they are both we could play with that effect to simulate a plane

558 Replies 1,147,380 Views

Do you specifically want to use the squad mechanism, i.e. for free auto respawn? You might have more luck with the SpawnFrigate buff type, as with the Sova's missile turret and the mobile space mines in my Kin of the Stars mod. Set the expiration time to something insanely long (or try -1 for the expiration time, that might work for infinite lifetime), and you can essentially build ships out of antimatter.

49 Replies 27,837 Views

Code Herder, if you could give some documentation on how to modify the weapon hardpoints, I'd be very grateful. The inability to change the number of weapons on ships has been affecting how much progress I can make on adjusting balance in Kin of the Stars. Major Stress, I don't suppose I could prevail on you to make a few models for Kin of the Stars, could I? I don't really have contact with experienced modelers.

91 Replies 53,456 Views

[quote] Can you elaborate on how this was done? I haven't peeked at the colony ship or siege frigate files yet, so it might be a easy 'oh just decrease this to 0 or change this to true' thing but it'd be appreciated. [/quote] Planets lose their ownership when their infrastructure is reduced to zero. In stock Sins, due to the way bombing damage is set up, you're virtually guaranteed to have killed off the entire population of a planet before you wear the infrastructure down to zero.<

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[quote] Nice Mod. [/quote] Thanks! Glad you enjoyed playing with it. [quote] Though imho The Zolf Class is too powerful once you get lvl 3 Mobile Space Mine Burst. It launches 5 mines every 2 seconds for only 4 antimatter per cast (which allows you to cast it dozens of times) which do each 1200 damage. You can easily kill entire grav wells with defenses and enemy fleets with just that one ship. [/quote] So it goes when recreating source material. <img src="

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It would have been a low lvl research that would have increased tax income (which is sadly not changeable, so it would have changed population amount on a planet, which works very similarly) and decreased metal gathering rate. I thought there was an entry for this. Check Gameplay.constants for the following section: PopulationTaxRateIncrease ResearchSubject "RESEARCHSUBJECT_POPULATIONTAXRATEINCREAS

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A look at the data files in GameInfo with something as simple as Notepad can be productive. In Gameplay.constants: planetBaseAllegianceAtDistanceCount 11 allegiance 1.00 allegiance 0.90 allegiance 0.75 allegiance 0.60 allegiance 0.40 allegiance 0.15 allegiance 0.15 allegiance 0.15 allegiance 0.15 allegiance 0.15 allegiance 0.15 In PlayerTech.entity: <fon

12 Replies 11,490 Views

I think I've just concluded that Karma isn't interested in listening to anyone who doesn't agree with his point of view. To summarize, Karma wants a game where more micromanagement (what he calls tactics) are necessary. I don't care for micromanagement, and I'm very happy with the level currently required by Sins. Thank you for bringing up both Conquest: Frontier Wars and Nexus: The Jupit

49 Replies 11,880 Views

That sounds like you tried to make a dead asteroid colonizable, and also gave it an ability (e.g. the Solar Radiation ability that regenerates antimatter). This is a problem, because when you colonize the planet, the button to buy upgrades for the planet is supposed to go into the same slot in the bottom-right control panel where the icon for the Solar Radiation ability already is. This is why, in stock Sins, all planet types with special abilities (stars, nebulae, gas giants, etc.) ar

10 Replies 9,547 Views