Sins of the Fallen is a massive enhancement for the critically acclaimed Sins of a Solar Empire.
New Races with new strategiesNew PlanetsGameplay Enhancing AddonsAI Enhancements
Journals: [SotF] Diplomacy Pacts & Bonuses, [SotF] Improving the AI, [SotF] Cosmos Ad Infinitum
What version of Sins of a Solar Empire is supported? Sins of the Fallen is a modification for Diplomacy and Rebellion.
How do you install Sins of the Fallen? Please read How to install Sins of the Fallen.
Why does your mod have so many folders? As Sins of a Solar Empire is a 32bit game it is restricted to 2GB of ram utilization as well as other various hard coded limitations. The stacking structure used with this mod allows more than 2GB of content by allowing portions of the mod to be loaded.
Will you support Entrenchment or Vanilla? No, I did have previous versions that supported Entrenchment (See Release History), but have decided the it was too much effort for one person to try and maintain both.
Make it passive. That would b better for a level six wouldn't it?
Zombie has allready uppdated the files. It now lasts alot longer and gives more resistance and missile block, like 55/75 if i remember correctly. What you suggested would work too ofc.
edit: the podpora class vtak has incorrect repair rates at lvl 2 amd 3 i believe. It isd listed as zero at lvl 0 and says nothing at lvl 3.
Also zombie i dont totally understand the nano frenzy ability, so having trouble writing a description for it: it targets a friendly ship and lists dooing 1% planetary pop death pr second, so uhm do it enhance a friendly ship with the ability to do heavy damage to a planet or exactly how does it work? Maybe its just bugged and really it should just target an enemy planet for the death effect. /shrugs.
Also what is nanocore and nanocommand? I see it in your hyp_stringinfo file but those abilities are not among the current cap ship abilities? Something you didnt implement or something you are debating?
By the way regarding psionics for hypercorp: As advent allready has psioncs in everything they do, hypercorp need to be different to not be clones of advent in that area so keeping hypercorps psioncs limited in quantity -not quality would be in the best interest of diversity. (we have allready talked of this i am just rehearsing ) How abouth giving hypercorp ONE ship with psionic abilities: and letting that ship be the vessel of their psionic division. Call it "Black Ship" that would make it properly ominious. (as in one type of ship not just 1 ship hehe) the ship should be fairly expensive since it cant be a cap ship, so cruiser type with fairy high fleet cost. And offcource you need to colour the ship type black for it to stand out! It gotta live up to its name after all. Beyond that i have a special orbitol structure "PsiTech Headquarter" type in mind for the rest, need a decent name: this should function as hypercorps center of psionc activity and thus most of not all of their psionic abilities should be activated from this place (besides the black ship that is) Claivoyance, telekinesis etc, this offcource neccecitates that these abilities get a fair range so they can actually be usefull within the grav well the HQ is located in. (for the abilities that are of such a nature) It should have a fair number of abilities and a fair amount of matter to power said abilities.
You can offcource also allow the starbase and moonbase to have limited psionc abilities but the more we spread it around the more like advent it becomes, i feel that psioncs should be a special tol for the corporation not everyday like with the advent. In a way similiar to PsiCore from babylon 5. Let me know what you think, just a suggestion offcource, maybe it sucks, but i kinda like it.
by the way i uppdated the file with next version descriptions, some improvements here and there.
The leviathan carrier for nephilim reads: an impressive carrier carrying many tendrals of strike craft. Hmm, was this mean to be tendrils and is this meant for the plague? or is it just another word i dont understand
Something strange happened when i played plague and uppgraded the extracellular growth, think it was at lvl 1 and uppgraded to lvl 2. I was looking at a structure, a growth tank to be precise and i saw that the weapon cooldown and range stat listed at 15% suddenly weent up to 85% and then after a while it was at 20%, so seems that lvl 2 gives an extra increment
the same happens at endospohore growth lvl 2, it then shows at 95% and at lvl 3 goes down to 30%. This might also happen at the first tier but i didnt notice it before tier 2.
This also happens at biochemical receptor growth lvl 2, and i also noticed that at lvl 1 it gives like 25/25/23/23 from top to bottom. incase it should be 25 the whole way.
On the Nano Frenzy... I looks like one of those moments where I had two different thoughts on where that was going... *shrugs too*. I know I really like the planet mania effect and probably intended for it to be a nano swarm against the planet, but I can only assume I had an intention of a nano swarm against multiple ships too running through my head.
It was something I didn't implemenet.
Still at work, but here's a few thoughts I jotted down.
Also totally agree here on the idea for a Psi-ops headquarters for the pyschically talented would help differentiate this from advent. I also like the idea of a support ship and possibly even a capitalship would be nice too.
I'm proposing: a new structure, possibly a starbase as the other starbase is more civilian oriented. The utility ships be psi oriented. A new capital ship class that is psi oriented.
So I know we brainstormed psychic powers and what not, but what should the final research be? I could be talent based like:
PsiOps: Headquarters for psychically talented individualsRemote Viewing (Watcher) (Not in combat)Block View (Shadow)Extinguish (Pyro)Destabilize Hyperspace (Phase)Teleportation Network (Push, Phase)
PsiOps Upgrades:Kinetic Bolt (2x)DefenseBlock Colonize
Psi Ships:
Utility 0 (Shadow): Shield Target(s) (AntiMatter), Extinguish (AntiMatter)
Utility 1 (Wraith): Push Target(s) (AntiMatter), Slow Hyperspace (Passive)
Spectre (CapitalShip), Requires research and experience to upgrade:Incendiary Blast (AntiMatter)- Causes damage overtime to nearby ships when activatedDestabilize Hyperspace (Passive)- Destabilizes any enemy ships exiting phase space further reducing anti-matter reservesTeleport Target(s) (AntiMatter)- Allows friendly ships to teleport directly towards their targetPhase Manipulation (AntiMatter, EnemyFleet)- Phases out the enemy fleet for strategic attacks or retreat
Psi Corps:Watcher Corp->Scrying->Remote Viewing->Aura ViewShadow Corp->Block View->Shield Target(s)(blocks abilities)Pusher Corp->Push Target(s)->Teleport Target(s)Pyro Corp->Incendiary Blast->ExtinguishPhase Corp->Slow Hyperspace->Destabilize Hyperspace->Phase Manipulation
Teleportation Network (Requires Teleport Target(s) and Phase Manipulation)- Allows near instantaneous travel between two points in the teleportation network.
Watcher:Remote Viewing->The talent to seperate ones mind from body revealing ships or structures for a short period of timeAura View->The talent to reveal the aura ships leave while phase jumping near your planetsScrying->The talent to locate artifacts planets within your control
Shadow:Block View: The talent to block the vision of other psychics and locate probes left by non-psychic races (removes proxy sensors from planets)Shield Target: The talent to psychically shield a ship or structure from being targeted by enemy abilitiesShield Targets: The talent to psychically shield multiple ships or structures from being targetted by enemy abilities
Pushers:Push Target: The talent to telekinetically push a ship away causing damage to the affected shipPush Targets: The talent to telekinetically push a ship and any nearby ships away causing damage to the affected ships.Teleport: The talent to instantly teleport a group of nearby ships to a distant destination (not sure what is fully possible here yet, just brainstorming)
Pyro:Incendiary->The talent to absorb anti-matter and direct it pyrokenitally causing damage to a nearby shipExtinguish->The talent to absorb nearby fires allowing repair systems to activate quickerEnergy Absorb->The talent to absorb energy directed blasts converting the result to anti-matter
Phase:Slow Hyperspace->The talent to cause minor disturbances in phase space slowing the travel of inbound enemiesDestablize Hyperspace->The talent to cause major disturbances in phase space resulting in damage to ships exiting phase space.Phase Manipulation->The talent to phase out entire structures or ships during attacks for a short duration
Hmm, good concept base there. If you had implemented it as it stands i would not have been disatisfied. However i am a bit uncertain abouth the number of psionic vessels, if all their support will be psionic how large percent of their fleet will be psionic in nature then? 2 support cruisers+1 capital ship. I have always been one for quality over quantity for special stuff myself, so im probably predidetermined in this area, so take what i say with a pinch of salt, hehe. I think i would go with a military support vessel based on nanotech myself and give it repair ability as i think that fits perfectly with nano technology and maybe one more non flashy effect. Then i would go with one psionic support cruiser and for that i would use the name shadow as i have i liking to that over say wraith, and i would give that cruiser some fancy stuff like shield target, slow hyperspace etc and then i would have the big ship name spectre is good by the way, have loads of fancy abilities, but little firepower, it should imo be a vessel that is made powerful by the use of its abilities not its firepower. It must be balanced after all, if we want fancy powerful effects as suits the single psionic cap ship of the faction it cant both have that AND powerful cannons. Just my take on things offcource.
By the way i have to ask: you seen the movie PUSH?
Also noticed that all your ship names are incorporeal beeings somewhat related to death, good stuff there! Ive always been a hound for symbolism.
All in all i very much liked the abilities you set up for your two support ships, they fit well together, i just feel that repair is handmade to suit nanotech even more but offcource thats just a personal oppinion and not at all important.
As for the HQ: 1: i like remote view 2: i like block 3: i dont like extinguish but mostly because i feel its much more suitable for nanotech and because extinguihsing fires is well and good but it its just a tiny part of overall repair. 4: destablice hyperspace is okay 5: teleportation network is okay, i assume it works like the vasari ehr phasegate or whatever its called?
However are you sure you want the building to be a starbase? Would not beeing a starbase require it to be up to speed on all areas to be competive seeing you can only buikd 1 starbase, hmm but maybe its the best idea, altrernatives would be to have it cost tactical slots and so many that you could only build 1 on any planet, like 18, im not sure i really like that however. Or if it was a normal building costing 4 like any other shipyard or whatnot it would need a limit to stop it from beeing more than 1 built at any planet. My biggest issue with it beeing a starbase is probably that it would require a completely new model to really fit well imo, also that i dont really see it as a huge military complex with lots of guns capable of taking on a fleet, sure maybe if it was like THE ONLY HQ for the psicore anywhere it would be fitting, but when every planet can have one orbiting it becomes a little strange to me, but maybe im just a grumpy old man that cant see the sun for the clouds. Youll havr to decide, im just beeing quarrelsome here! It could be cool though but the model would need to be awesome! Hehehe.
As for the spectre: incendiary blast is to magic for me i think, would be to much like shooting a fireball and waving a wand and screaming shazam! But it could potentially be done in a nice way if the description said something abouth accelerating the particles to the point where they spontaniously burst into flame and the effect didnt consis of firing out a ball of fire, but rather saw the enemy vessel just ignite with a flame like effect around it or something. Destabilize hyperspace sounds okay, teleport target sounds okay although i dont really see the use for such an ability seeing the game is not really abouth long range vs close range, you get into fire range in 5 sec in any case. in my experience that is. Phase manipulation i assume would be the same as armastice? or some ability that just affects enemy targets in a radius with youre own ships beeing able to fire, just not on them? The latest version would be very powerful as you could manipulate so the effect only hit say half the enemy fleet, then you could crush them and take the rest when the effect wore off. An option would be to make the radius cover the entire planet space ofc. That would take care of the problem but it would make the effect do much more than intended.
Watcher: scrying and remote viewing is fine, aura reading i dont like, its is meant to see the auras of beeings, one colour symbolice this or that or simply see their true essence. Well there are several varietys here, but i dont think seeing ships is in direct line with this power. I think here one would rather utilice some form of precognition to sense them drawing near or some form of sensing the ripple in space they make when exiting or entering phase space perhaps. That could fit into several disciplines.
Shadow is fine i guess, i would think shadow would be more closely related to stealth and transportation than actual shield but i guess its a matter of perspective.
Pushers: i dislike the word pushers, because its a oversimplification of telekinesis. Sounds like all you do is push things around when in reality telekinese can do so much more (well in theory lol, i dont personally know anyone who can actually do it) For instance you could reach into someones body and squeese their hearth, or shut off some major artery, pinch shut the windpipe you name it, you could also take part in building projects, lift large objects where it would otherwise require big machinery to do it, hundreds of things, but.. i guess its okay. grumble grumble. not that lifters are any better!
Pyro: i would personally not let the fire discipline do repairs as removing flames is really not the biggest issue when it comes to repair, i would limit it to damaging effects against enemy targets, but not flashy fireballs spewing from ones hands (ships) or some fancy meteor swarm raining down, its all to flashy for me, that i delegate to magic not psionics.
Phase seems okay to me.
That sure was alot of grumbling!
What you have thought out seem so deliberate its more like a finished project than a rudimentary start, i assume you have had this thought out for some time? Or maybe you just have a brain that works really fast hehe. Its hard to make suggestive changes when it all seems so.. done.
On the positive sides i like the setup you have made, the more powers within one line part, some of the stuff i quite enjoy, like watchers. Good stuff there, and i guess one cant get the good stuff without something you dont like. Hehe.
Let me think some on this and see if i can come up with any ideas. But after all my grumbling i must say that it wasnt all that bad, i quite enjoyed it really.
You have to go with what feels right for you offcource, i may like blue while you like red. Make some comments to some of the things ive commented on if you like and maybe a little on how you look at the various things.
I kinda had similar feelings putting this together but when brainstorming it's usually better to over do it and scale back in my opinion.
Nope, this was all just brainstorming from today after doing a few google searches to get the juices flowing.
You could say my brain works fast I guess I basically try not to get too hung up on whether everything is good or not and try to get a base template to work from. I did look over your original suggestions for Psionics before I started and did some light reading on different psi organizations from Anne McCaffrey's Earthbound books from the 1950's to babylon, starship troopers and a few games that popped up. I noted Anne's books on wikia as I've read some fine stuff from her in the past and am actually a bit intrigued to read about her universe she created now. I did the capitalship concept abilities in a similar fashion and actually detailed all six ships abilities like this out in a couple of hours and then refined it over a couple of days.
The Pyro is the one I'm least satisfied with and could drop the whole thing if needed. My thought with anything pyro is it's really the ability to harness and manipulate energy with the origination the abilities showing with manipulation of fire. Plus lots of good movies about pyro's like Firestarter or Charmed (yum!) even though they are witches...
The hardest thing is coming up with something that is doable with the sins engine ability or research wise. Some of it just makes sense like the scrying, remote viewing or phase jump detection. Just need to pick names that fit.
Others are not quite as easy. For instance the teleportation for Psionics came from Anne McCaffrey's book which made Inter-stellar travel possible by Teleportation versus faster than light speed travel. I really wanted the buff TeleportTowardsTarget to work going to planets, unfortanetly it only works in the current gravity well. However, a work around is to use the phase gate network with the jump speed massively increased when using phase gates only which is possible.
The reason for thinking starbases is because the Civilian Starbase will be more lucrative to setup due to population and trade upgrades which won't be available on the Psi Ops base. I tend to fall more into the make me make a choice category (i.e. should I build a PsiOps base or a CityBase?) It could easily be categorized as a Superweapon too which would seem to fit the category. I have a model that might fit, I need to look over with you on IM sometime.
Glad you like the first iteration though. I'll take some of your comments and make another spin through and see if we can firm it up some.
BTW, nanocore is the 5th ability that will be available to all hyp capital ships if they want to opt for additional antimatter capacity was the idea there.
My personal (note this hehe) take on the concepts you have above would be:
I would have one military utility cruiser with nano tech repair ability.
I would have one psionic utility cruiser (shadow) with a large matter pool and several different abilities: Telekinetic shield, combustion, matter manipulation, psionic blast etc, lot of varying abilities releated to all the different disciplines.
I would have a capitol ship (spectre) with more powerful abilities but prob of the same disciplines as the cruiser, maybe something different for the lvl 6 ability.
I would have a HQ that was not a starbase but a building prob costing either the same as a shipyard or the same as a superweapon to build. This building would have remote viewing, slow down incoming ships, some form of telepathic attack, and more. By the way have you considered making the HQ the superweapon for the hypercorp? That could justify making it have really powerful abilities.
Besides that i would texture the ships black to symbolice their special cargo, black is an ominious colour and just what i picture for the psi division of hypercorp, i think many others have gone with this same approach: babylon 5: black uniforms for the psicore among others come to mind. "What is that thing over there, the only reason i can see it is because it blots out the stars behind it" "That my friend, is a black ship, pray they have not come for you" something like that lol. ANd then i would find some cool voices for them.
As for the disciplines, I would prob go with clairsentience, psychokinesis, psychoportation and telepathy. i would put any form of remote viewing, scrying, precognition under clairsentience, any form of travel or phase under psychoportation, any form of confusion, shock, mind control or mind attack under telepathy and any form of telekinese: inc shields, even combustion (moving particles so fast they ignite) under telekinese.
Well the sad part is that even as i am writing this i am coming to terms with your take on things, i must admit i appreciated the movie "push" even though it was a hogwash of psi ability.
So i guess that even with all my complaints i liked it quite a bit. Meh. I bet your thinking "damm why couldent he just say that right at the beginning instead of forcing me to read through page after page of rubbish" lol.
edit: put pyro under telekinese(pushers) as explaiend above. and implement: telepathy instead, its the one biggest factor lacking from psioncs imo. With the approach your taking you could always call em "brains" or "minders"
Heh i actually thought that was what nanocore was when i first saw it, cool stuff. Id like that, just be carefull not to overdo it, if they have culture giving faster antimatter aswell i think that will be overdooing it for most ships to the effect that they get more than they loose. The reactor could have other effects aswell to be more worthwile spending points on.
im gonne be on for some hours now so just hook me up on msn if you have the time.
Same here, it was a bit cheesy but I liked where they were going with it.
Good stuff here!
Just a 1 general draft of the 4 disciplines and some possibly powers:
Clairsentience powers enable you to learn secrets long forgotten, to glimpse the immediate future and predict the far future, to find hidden objects, and to know what is normally unknowable.
Psychoportation powers move creatures and objects through space or even time itself, enabling instantanious travel anywhere in the universe or even to different planes of existence.
Psychokinesis powers deal with the manipulation of matter, moving objects with ones mind, creating kinetic shields or even disintegrating objects outright.
Telepathy powers can affect and influence the minds of sentient lifeforms in a myriad of ways, from tricking them into believing something is real to forcing them to take their own life.
Clairsentience powers: Remote Viewing(view a distant place)Precognition/destiny dissonance/danger sense(detect incoming enemies before they arrive from anywhere in the galaxy)State of Prescience/battle meditation/moment of prescience(know what the enemy is going to do before he make up hes mind to do them, and impart this knowledge to strategic decisions=10-30% dodge modifer toentire fleet in a radius)
Psychportation: Temporal Acceleration: Those affected enters another time frame, speeding up so greatly that all other ships seem to be standing still. However you cannot affect anything in the normal timestream when in this time frame. (invulnerable and 500% speed and acceleration for a limityed duration cannot attack)Dimensional Anchor: Anchors ships to this dimension, preventing them from traveling into phase space. (makes it impossibly to phase jump/slow down phase jump in a radius or around a point)Phase Door/teleport: Opens up a door to another place in the universe, enabling travel there.(cause all ships in a radius to teleport to a distant place. (in effect this first causes a door to open at the place you click on then the ships are sent through)Forced Teleport------>Baleful Teleport: This power forces the target to materialize into a object, causing damage to it.Etherealness: Turn the ship/and or the fleet Ethereal, invulnerable to damage but also unable to affect anything in the normal world.
Psychokinesis: Telekinetic Thrust: A powerful telekinetic attack that can break a small ship in two or severaly damage a larger one.Telekinetic Force: Gripping a vessel with psionic power, it is held motionless in space until the stress forces the psion to let it go.Inertial Barrier/armor: Creates a barrier of psychokinetic energy around a ship, helping prevent damage to it.Matter Agitation: accelerates the particles within an object to go faster and faster until the object combusts/self ignites.Control Object: Telekinetically controlling an object, the psion have absolutly control over the objects movements until he can not longer manage to strain.
Telepathy: Mindlink: Links the minds of the captains of an entire fleet together, allowing the fleet to act with unparallelled precision and focus, effectively increasing its weapon cooldown.Demoralize: Sends out waves of dehabilitating brain patterns, causing enemy crew to loose their morale, panic and make bad calls. ( x % to negative cooldow, range etc)Dominate: Your Telepaths force their wills on the captain of an enemy vessel, making him take action against hes own forces. hes own crew however will not let the madman do so for long before he is relieved of command. Antipathy: Creating an irational hate for the selected object in the minds of all surrounding beeings, they attack the target without hesitation.
Pardon the gramatical errors and crappy descriptions, its just so you can see the concept.
1 abiity will require others etc like standard research, more powerful abilities higher tier requiring other from the same discipline but lower tier.
I don't suppose we could possibly see the next release of Sins of the Fallen since the update is pushed back a few weeks?
I you Zombie for this mod btw I've been reading this forums for years but the desire to play this once more (too late I found out about having older versions seperate) as forced me to log in and post for the first time.
Dont think anything is ready for release yet Doshka19.
You can disappoint me, but don't disappoint the hopeful cat!
True that, who can say no to such a face. Maybe Zombie will have some food for it soon. Personally i am hungry too, so we can eat together.
Sorry, been a bit DOV with the next release. Had a lot of issues popping up with work and little time to work on the mod.
Hopefully things will clear up soon and I can start working on the mod again.
no problem man, take your time.
Hey guys,
I have need of some testing help. Nothing real complicated I'd just would like you to activate the mod and try starting a couple of games.
This is a diplomacy 1.32 version only (I won't be supporting any new content in Entrenchment).
Basically I have 4 mod parts that can be activated with Sins of the Fallen.
Fallen Planets [System]
Used to activate different celestial systems. These systems currently include the stock Sins planets though these may be removed in future releases.
Supported systems: Fallen Planets Sol Fallen Planets Rigel
Fallen Addon [Type]
Contains various gameplay or effect addons.
Supported addons:Fallen Addon Artifacts - Currently places a dead alien battleship in plasma or magnetic clouds.Fallen Addon Effects - Brings Bailknights effects to Sins of the Fallen.Fallen Addon Moons - Adds moons and prototype moon bases to Sins of the Fallen.
Fallen Race [Name]
New races and factions for Sins of the Fallen
Support races:Fallen Race AdventFallen Race Alliance - Unfinished, new models but not much elseFallen Race Archailect - Unfinished, bairly any work doneFallen Race Hypercorp - Unfinished, research tree is borkedFallen Race NephilimFallen Race PlaugeFallen Race RogueFallen Race TecFallen Race Vasari
Sins of the Fallen
The base mod that must be activated every time.
Here's the rundown of what I need tested...
In theory you should be able to activate the above mods following these simple rules (Note: R5 is the current version I'm testing)
Fallen Planet [System] R5
Fallen Addon [Type] R5
Fallen Race [Name] R5
Sins of the Fallen R5
This mod should be activated LAST regardless of what is activated above it.
Link for testing
Sins of the Fallen R5 (Test Link ~500MB)
Please post any feedback on mod activation or issues here.
Thanks, ZombiesRus5
Example Activation (Includes Sol System, all addons, and all races)
Example activation with currently released content:
I could probably do some testing. I'm at college now, where I've got a stupid bandwidth cap, but when I go home this weekend, I'll download it, though I'll be pretty busy over the weekend. I can generally test in the evenings and some times throughout the day during the weekdays.
Speaking of updates I have a new tactical race structure for the Nephilim. This is to fill in a specialized role that buffs friendly ships or puts a de-buff on hostile ships. I've been putting it off for a while until now and thought I might as well get started
Sounds good. Any help I can get verify this thing activates and plays for people besides me would be awesome!
New models, yum!
Edit - kharma will be coming as soon as the new forum starts behaving.
I've tried doing what you requested a few times, and the first time I got this: (Note: Each error is separated by a <>)
<START>
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/AI/BuildResearchAI.cpp(829)
ability->GetIAbilityPtr()->GetDef()->m_buffApplyAction.buffInstantActionType == BuffInstantActionType::CreateSpaceMine
<NEXT>
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/String/StringConvert.cpp(113)
nResult != 0
Failed to Clean Mesh: C:\Users\Hoffmanfamily\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.32\Fallen Race Plague R5\Mesh\Frigate_PlagueEnvoy.mesh
D3DXValidIndices: A point(3133) was found more than once in triangle 3400
D3DXValidIndices: A point(3132) was found more than once in triangle 3401
D3DXValidIndices: A point(3134) was found more than once in triangle 3402
D3DXValidIndices: A point(3133) was found more than once in triangle 3403
D3DXValidIndices: A point(3135) was found more than once in triangle 3404
D3DXValidIndices: A point(3134) was found more than once in triangle 3405
D3DXValidIndices: A point(3136) was found more than once in triangle 3406
D3DXValidIndices: A point(3135) was found more than once in triangle 3407
D3DXValidIndices: A point(3137) was found more than once in triangle 3408
D3DXValidIndices: A point(3136) was found more than once in triangle 3409
D3DXValidIndices: A point(3138) was found more than once in triangle 3410
D3DXValidIndices: A point(3137) was found more than once in triangle 3411
D3DXValidIndices: A point(3139) was found more than once in triangle 3412
D3DXValidIndices: A point(3138) was found more than once in t
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/Render/Mesh/Mesh.cpp(1030)
DirectXAssert: [!FAILED(dxVerifyHR)]
Context: D3DXValidMesh( pMesh, pAdjacency, & pErrorBuffer)
HR: (D3DXERR_INVALIDMESH)-Invalid mesh
Second time, totally fine.
Already sent you the model by the way so check your email asap
The space mine one you start off with is native to the core game, so you can ignore that one if you want.
I'm curious how many tri's that thing has.... It looks very over complicated.
But a nice model.
I'll test the load shortly
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