This Topic is now Closed. A new SoA 2 WIP thread will be started in its place. Do Not Post here.
I understand Shimmer, but is there supposed to be an FX that goes with the shot other than the muzzle flash? If so than I am not seeing it.
Yes there is one, but you have to wait for it, and if you blink twice you will miss it, currently its not set to auto, so you'll have to set it that way, there is a delay after the charge before it shoots, the shot is there, but not the muzzle flash, which i'll figure out why later, and for you klingon loving testers, your klingon starbase is fully functional awaiting you to test!
Ok, I'll look for it, sorry to be a hassal, I just wasn't seeing it for some reason.
Well I'm not a klingon loving tester, but Hooray! Starbases ROCK!
Just tested the Starbase, and I must say that it certainly is impressive! I love the Klingon Logo's on the top (don't know if you want the skins to keep them, but they still look cool anyways), but I have found a few glitches, most of which you probably already know about.
First, you know that strange glow that the Federation platforms were doing? Well it's back again and with an object of that size it is fairly obvious.
Next, when attacking the station, I noticed that the shields of when it was hit only encircled the middle portion of the station, not the entire thing. I don't know if this is intentional, but it kind of looks awkward to have only the center portion shielded when the entire thing is getting attacked. I'll try to post a pic of what I'm talking about later.
Also, when I built the Fighters and Bombers (don't know if you are keeping them around, but shuttle craft could work as models for these craft, so please don't just get rid of them yet), they initially appeared WAAAAAAAYYYY out of the grav well, and took over 5 minutes for them even to reach it.
Other than that I think everything else looks good so far. Just needs to have that good spit and polish put to it, and it should be ready to shine like 24k Gold Pressed Latinum.
the shields are like that currently as no shield mesh has been made yet
the fighters and bombers have not been disabled / made yet -- the reason for why they spawned where there could be due to no fighter bay entity on the ship
but other than that NICE work on the station shim
If the meshes are glowing strangly ill check it out. it is usually an easy fix, or you can do this..
open the mesh file in wordpad.
check where the normal map, and the -da texture is. Normal map should be self explanatory. the -da texture should be in "illumination".
Example: this is from the current Fed-PhaserTurret.mesh which i fixed before, but it seems the broken model wound up back in the mod. Look at these lines
MeshData hasValidTangents TRUE BoundingRadius 119.140976 MaxBoundingExtents [ 91.831360 71.278297 91.532394 ] MinBoundingExtents [ -91.587692 -119.140816 -91.886650 ] NumMaterials 1 Material DiffuseTextureFileName "Fed_PhaserTurrent-cl.dds" SelfIlluminationTextureFileName "Fed_PhaserTurrent-nm.dds" <--- These textures need to be swapped NormalTextureFileName "Fed_PhaserTurrent-da.dds" DisplacementTextureFileName "" TeamColorTextureFileName "" Diffuse ffffffff Ambient ffffffff Specular ffffffff Emissive ffffffff Glossiness 50.000000 <--- This is WRONG
The entrys should look like this
MeshData hasValidTangents TRUE BoundingRadius 119.140976 MaxBoundingExtents [ 91.831360 71.278297 91.532394 ] MinBoundingExtents [ -91.587692 -119.140816 -91.886650 ] NumMaterials 1 Material DiffuseTextureFileName "Fed_PhaserTurrent-cl.dds" SelfIlluminationTextureFileName "Fed_PhaserTurrent-da.dds" <-- Self illumination is the -da texture NormalTextureFileName "Fed_PhaserTurrent-nm.dds" <--- Normal map in the proper line DisplacementTextureFileName "" TeamColorTextureFileName "" Diffuse ffffffff Ambient ffffffff Specular ffffffff Emissive ffffffff Glossiness 32.000000 <--- Glossiness set to 32. This is the default setting for all of the vanilla sins models. I have not tried lowering the setting to eliminate the over shininess some of the trek models have yet
Movement is MUCH better. I couldnt play a full game , but from what i have seen the ships are starting to move like they should. Im gonna test klinks today.
Just got back from my vacation and (sorry didn't read the updates first) and I was blown away with how tight everything, especially movement, has gotten in only 10 days... I played a match of 6 players free for all (hard) and VERY balanced. Still working on that game but 2 federation and 2 klingon players are down leaving federation vs kilingon...
The kilingon base is stellar and both turrets fit right in, great work Shim. I will probably play all Saturday...
The movement is indeed VERY Star Trek now.
I forgot to mention that you need to check the textures themselves. I fixed the broken models this time, but for new model imports this is important.
Check the -da texture and make sure the Green channel is duplicated and renamed to Alpha. If the da has an all white alpha then wierd things will happen. The alpha in the -da texture is Bloom.
Make sure the Red channel in the Normal map (the -nm texture) is duplicated, and renamed to Alpha. I am not exactly sure why it must be the red channel, only a developer can answer that, but that also keeps wierd things from happening.
Hey, this is the first time I've used the forum... and I have to say I'm blown away by all the work gone into this mod!!!
How does one sign up to be a BETA testor? I'd love to give it a go.
I was thinking the same thing Loki, but I thought that I would just report it in case no one knew about these yet.
Thanks for the quick turn around on the mesh filter for the starbase Major Stress, it looks phenominal now that it doesn't have that eerie glow going.
I believe at the moment just_jim that the beta testing positions are all filled at the moment, but you would have to ask one of the developers specifically to be sure (either Major Stress, Loki, or Dark Shimmer).
If you can't hold over until than, harpo has the most current version of the mod (though it is now unsupported, so don't text back any feedback about it) 0.03c posted at http://files.filefront.com/13727176 (there's also a link at the top of this page). This mod is for vanilla sins, not entrenchment, and if you have any further questions just refer to the top of the page.
Oh My....
You guys are sick! And I mean that in the best of ways... i just downloaded 0.03c like you suggest, and it's amazing!
But I don't see Borg? Or are they part of 0.03e or whatever the new version is?
Still.. I'm gonna have me some fun tonight, even if this is just Vanilla!
Oh, one queston, will you be incorporating any of the Celestial Bodies or Distant Stars planets into this? Being able to invade Earth with a fleet of Klingon ships would be TOO funny!
In that version, there is only a quick glimpse of the Borg (hint: try invading the pirate base and you'll see what I mean). As for plans for them, like it says at the top of the screen, they are probably not going to be in the first release of 0.03e since they still need work, but they are on their way and will even be a playable race!!
As for the Celestial Bodies or Distant Stars mods, I don't know for sure but probably no. This mod is specifically being focused on these devolpers works, and as those other mods are another group of developers work. I am not even sure they want to (though since Celestial Bodies and Distant Stars are mainly focused on changing the different planetary values, and not the ships, I don't see why you couldn't splice their planetary values in yourself doing a little modding of your own, just follow the developers rules and don't go posting it around and trying to use it as your own mod and you should be fine). To be 100% sure about this you will have to ask all of the modders on all the different teams to make sure that:
A. They are ok with doing this.
B. Whether they even want to do this.
At the moment though, SOA2 is probably not going to focus on it since these 3 guys are way too busy with what they already got.
Yeah, I can understand them having way too much going on. I ca't believe how much work has already gone into this
And if I did take a shot at splicing the mods, it would be just for me, I'd never upload it or claim it as my own... besides for the fact it'd be obvious to anyone playing it wasn't actually mine, it's just not cool. I just want to be able to use our own solar system planets, I could care less about stealing credit for anything.
I may take a shot at it later down the road... probably just mini-dump the thing anyway...lol.
I was wondering, is the Prometheus class going to be in this?
No. It is not. The prommie is considered by us to be an "ubership". Due to its absurd MVAM. Which we can not duplicate in sins. Just like we cant duplicate saucer separation for the galaxy class. We are trying to avoid using stuff from Voyager as much as possible. I wont go into the debate as to why...again.
0.03c has borg in it, but they are restricted to NPC entitys. Invade the pirate base.. if you dare.
We have all the testers we need. Enjoy 0.03c until we can get SoA 2 entrenchment finished.
The 1st release for entrenchment 0.03e will more than likely have only the feds and klingons complete with structures, civilian ships, and research trees.
The only 3rd party mod we merged with SoA 2 is the volumetric explosions mod. We are intergrating LokiGodofMischief's Borg mod, and he is now a full member of the SoA 2 team. The Borg will be a playable faction, but will be in a later release due to the difficulty in balancing them.
The rest of the original SoA 2 factions will be added after 0.03e. It is very difficult to balance with the new movement system, and you all should be thanking Darkshimmer for putting this fine effort into this.
Except maybe Loki's Unimatrix and several other Borg design's right? LOL
If I haven't said it before Shimmer, thank you so much for all the hard work that you have been putting into the vehicle movement. Without it, the mod would not be as fulfilling (other than the new research tree's from Loki and meshes from Major Stress). You all have been doing a phenominal job, but the movement has been the greatest improvement so far.
LOL I hear that man!!!
Great work guys!!!
Indeed, 3 cheers for Darkshimmer.
Hip hip, HURRAY
Hip hip HURRAY
hip hip HURRAY.
doesn't have quite the same effect over the internet.
Thanks guys, i worked extra hard with loki during my vacation to update as much as possible, and stress i'm trying what i can to get more models in. I don't think i'm going to put any more work into the movement right now until after the mod is released, so consider it completed for now. Stress the borg ill have to be ready for release with the feds and klingons, that was my promise to loki and i would not like to back out of that. they will have a limited research tree, unless loki says otherwise. some things that need to happen prior to the release.
-Torp will use antimatter as ammo, testers will already see this in the klingon turrent, but there is currently an issue, 4 targets when only 3 are designated
-Same goes for the Emperors torp charge, which i will be updating the damage and fx for again. I'm not completely statified with it yet.
-Torp damage will be going up, its too silly to see ship take 20-50 torp hits and not go down. longer recharge time. sorry folks i can't do anything on the alpha strike, which i wish i could do something about
-Klingons removed from planet defenss, replaced by ???? i have a few ships in mind!
That sounds all like good news to hear Shimmer, plus removing all the other emphasis than on that stuff will increase production and make the date of release sooner (which I am quite sure all the loyal fans around here would be totally jazzed to hear).
I am also glad that you are giving a use to the antimatter that all the ships will be carrying. It has always seemed odd to me to have that stuff and not see it getting use. I am also glad to see differnt planet defenders (seems monotonous to fight almost all Klingons everywhere I go).
In the end, it sounds like you guys have great plans in the works for the project and I am proud to be honored with the position of Beta tester for this fantastic piece of work.
Keep up the good spirit and the fantastic work fella's.
Wait, so if we're to consider it finished... can we play it??? (Hope hope hope)
One thing I noticd playing 0.03c yesterday was the first Klingon scout I ran into (I don't remember the name of the ship... the little Klingon Scout). All my ships tore thru scout ships but this one, it's screens went totally black, so it looked like little black bubble wandering around... but it wouldn't die! Am I missing something, is it maybe cloaked or something? Are you guys incorporating Cloaking devices?
Just thought you should know.
Oh, and I tried to invade the pirate base... Oh my what a slaughter... If that's what just 1 borg cube can do, I dont think I want to see a Borg Starbase!!! lol
this is such a good idea with the torpedos and the antimatter, i will be so happy when i play it release it pls as soon as possible if u guys can... (sry i know)
Glad to hear the number of torps fired in a volley is going to be less. It's going to be interesting to see how the antimatter for ammo system works.
After having been heavily inspired by this mod (and lack for a better sense unable to find any Star Trek maps in the download area), I have gone and created my own map that can be used for play. I have finally decided that I would just post it at my file share site and let the fans of this game give it a whirl.
http://www.mediafire.com/?w5w5oojejdd
Though this is not the fully finished product yet (I still have lots of nebula's and other galactic anomalies to add), I feel that at the moment it is fairly stable enough to be playable by anyone.
It currently supports play for up to 8 different players (all players start randomly at SoA2's race home worlds and have one extra solar system allocated to them), and boasts over 50 Stars and 150 planetoids. I hope everyone here likes it and give me any feedback if possible.
To use this map, be sure to install it in your default Galaxy folder in your vanilla sins game, not entrenchment (something like C:\Program Files\Stardock Games\Sins of a Solar Empire\Galaxy . . .). As a small note, since I have used Galaxyforge to create this, I haven’t found out yet how to convert it so that it’s playable in entrenchment, but for all of you 0.03c players this should be a major boon.
quicktodraw, if the map works for 0.03c then it will work in entrenchment as both 1.15-1.16 & entrenchment use the exact same map format
harpo
I have tried to play it in entrenchment (by placing it in both the glaxay folders for the vanilla copy and entrenchment), but I have yet to get it to work myself (along with several other maps I have downloaded from this site). If I am doing something wrong Harpo, by all means plesae enlighten me, but as far as I can tell, you can't use Galaxtforge to create maps for entrenchment yet.
Also to the developers of this site, don't take this as a shameless promotion of the map, I just felt inspired (like some of the other gamers) to see not only this game played with the ships, but also with the universes planets as a backdrop. If you want me to not mention again/remove this comment, than I will totally understand.;
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