Please refer to the ModDB link below for more details and up to the minute coverage as changes come along!
ModDB linkage
Trailer 1 video - Sins of New Eden Mod for Sins of a Solar Empire - Mod DB
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Credits and Thanks:
Steelfin: got me my first models to play with in game!
manesse: EvE skyboxes
Contributors:
All EVE related content is protected by Copyright and Belongs to CCP (Crowd Control Productions) entirely! CCP has graciously allowed use of their product in furthering our entertainment outside of EVE-Online.
CCP GAMES Website Eve-Online
Please feel free to PM me on either site if you want to help but please know you must have Skype and Eclipse tools to make this mod team!
Futher Approves of this Mod!
Very good work just getting the ships in and with their hardpoints working. I love the shields. You'll eventually get into making custom sounds and particles so everything looks unique so gallente blasters have a good plasma look and rails their own. Damn impressive work all of you. I'd lend some help, but 7DS has a lock on me -although, I'd love to see the Amarr go up against the Kohr-Ah who are evil bastard smartbombers from hell.
Are you getting rid of all phase missiles? Hope not, an ability for minmatar and caldari or their stealth bombers could be like charged missiles, but works to give 25% shield ignore (abilty to load T2 missiles).
Again, damn good mod. Remember, use the stringinfo desc to flesh things out and work that GalaxyScenarioDef file to the max for pirates, enemy bases, etc... Look forward to playing the finished product m8. Give the mod that true 0.0 feel!
Looks real nice so far. Keep up the good work!
Will updating to the 1.3 patch in Sins Diplomacy screw this Entrenchment mod?
No, it won't.
Does anyone know how to get dynamic movement to work with this mod? IM dieing for it!!also update on ur guys progress?
Stay up to date with the happenings at our modDB site:
http://www.moddb.com/mods/sins-of-new-eden
Wow great models!
http://pastebin.com/iSEeaa5U
http://pastebin.com/Qyrnkt0N
Ran the mod through dev.exe for entrenchment, here are the results. Lots of mesh issues like this:
Failed to Clean Mesh: C:\Users\John\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051\Gus Version\Mesh\Megathron.meshD3DXValidIndices: A point(3393) was found more than once in triangle 2818D3DXValidIndices: A point(3394) was found more than once in triangle 2819D3DXValidIndices: A point(3401) was found more than once in triangle 2824D3DXValidIndices: A point(3394) was found more than once in triangle 2825D3DXValidIndices: A point(3402) was found more than once in triangle 2826D3DXValidIndices: A point(3403) was found more than once in triangle 2827D3DXValidIndices: A point(3404) was found more than once in triangle 2828D3DXValidIndices: A point(3405) was found more than once in triangle 2829D3DXValidIndices: A point(3406) was found more than once in triangle 2830D3DXValidIndices: A point(3407) was found more than once in triangle 2831D3DXValidIndices: A point(3408) was found more than once in triangle 2832D3DXValidIndices: A point(3409) was found more than once in triangle 2833D3DXValidIndices: A point(4176) was found more than once in triangle 3488D3DXValidIndices: A point(4178) was found more than once in tDirectXAssert: [!FAILED(dxVerifyHR)]Context: D3DXValidMesh( pMesh, pAdjacency, & pErrorBuffer)HR: (D3DXERR_INVALIDMESH)-Invalid meshc:\gs\entrenchment\CodeSource\Engine\String\StringConvert.cpp(113): assert! [nResult != 0]Failed to Clean Mesh: C:\Users\John\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.051\Gus Version\Mesh\Nyx.meshD3DXValidIndices: A point(7508) was found more than once in triangle 5135D3DXValidIndices: A point(7509) was found more than once in triangle 5136D3DXValidIndices: A point(7513) was found more than once in triangle 5139D3DXValidIndices: A point(7514) was found more than once in triangle 5140D3DXValidIndices: A point(7515) was found more than once in triangle 5141D3DXValidIndices: A point(7516) was found more than once in triangle 5142D3DXValidIndices: A point(7517) was found more than once in triangle 5143D3DXValidIndices: A point(7518) was found more than once in triangle 5144D3DXValidIndices: A point(7539) was found more than once in triangle 5155D3DXValidIndices: A point(7540) was found more than once in triangle 5156D3DXValidIndices: A point(7540) was found more than once in triangle 5157D3DXValidIndices: A point(7541) was found more than once in triangle 5158D3DXValidIndices: A point(7541) was found more than once in triangle 5159D3DXValidIndices: A point(7542) was found more than once in tDirectXAssert: [!FAILED(dxVerifyHR)]Context: D3DXValidMesh( pMesh, pAdjacency, & pErrorBuffer)HR: (D3DXERR_INVALIDMESH)-Invalid meshc:\gs\entrenchment\CodeSource\Engine\String\StringConvert.cpp(113): assert! [nResult != 0]
The meshes look good in game. I suggest the moros, revelation, abaddon, apoc be ships with side oriented weapons.
Good progress.
yea running the dev mode with error messages poping up is uber annoying those get turned off asap.... tbh importing models from another game is going to equal some trouble with polygons not lining up right.
Love that you guys are enjoying hopefully we will get back on the ball in the next few weeks!
haiyooo
Errors like that concerning points in triangles are usually the result of polygons with more than 4 sides in the .xsi (or whatever you're using before converting to .mesh). If you're using XSI I would suggesting doing an n-sided polygon filter on the model and it will probably come back with some. It's usually pretty easy to clean-up using subdivide or manually with the slice tool.
-dolynick
Mod documentation shows you how to do this in XSI as well. If you run 3dsmax and export to .3ds it usually automatically converts the 4 point faces to 3 point.
That's not the issue. I did the Abbadon and the Pride of Higarra and have those issues. If you use --nooptimize the error goes away but the tri count almost doubles.
Also did a search for the points and the polys using a script and they are nowhere near each other.
The issue is with the cleanup on ConvertXSI
Not only that. ConvertXSI was designed to be used with XSI v6.0. There have been some issues with using it for higher versions of XSI. It works, but sometimes i get mesh errors now where i didnt get any mesh errors before when i used 6.0. Unfortunately XSI 6.0 doesnt work with Windows 7, or Vista. The dev's are looking into updating convertXSI to work correctly with XSI 7.5 (mod tool), and up.
Suppose now that Rebellion is around the corner you can have "true" Titans in this mod
Good stuff so far.
I know it might seem odd bumping an old post but I just downloaded the patch for the EVE ships. Let me start by saying I am an avid eve player, since 2005 and I really like this mod. The only problem is I start a SINS game and about 25 to 30 minutes into the game my screen flickers black and then back to the game, it happens very fast but it's noticeable, the other problem is I get the Save Mini-Dump error.
The game will minimize itself to the desktop, then remax itself like it is going back to the game but instead of me seeing graphics I hear music and sound, then as i try to move my mouse or click it exits BACK to the desktop and give me the error message then says "Not Responding" then exits out of it. Not sure if I have done something wrong, I have Trinity v1.32 although diplo, entrench and regular have there own differing sub-versions, and as I have placed the mod file into the entrenchment .051 folder as stated in previous instructions, then i enable it via the mod tab in the menu. Everything shows fine but for some reason it exits me out of the game. Help is greatly appreciated.
galensilasponder, it sounds like the graphics settings are too high, try lowering the detail settings to high or lower.
harpo
What's the latest? Anything going to be under my tree this year?
maybe if you've been good there will be something good. If bad, however, better stop up the chimney so Santa doesn't leave you something no so good.
(my house last year... )
Increddible!
Just saw this mod for the first time, nice work!
Looking forward to seeing it further on
+1
Please rest assured that progress continues on the mod...
Biggest eggs in the basket:
Overhauling the UI
SINS structures morphing to EvE structures
The Overhaul of the God foresaken poly counts
Downsizing the music pool (currently 200 megs of data)
While we are ever hopeful to get you a release for the holidays to tinker with I will not begin to tack a date on her! And no more peer pressure from the community for early releases!!! We have been taking heat / a multitude of my game crashes after 30 minutes of crud... please it is a beta... we are trying to find the best solutions and its not easy, so lets leave it at that
Haiyooo
take the time m8, looking forward to this.
i was being midly sarcastic on my pain meds for shoulder injury hopefully everyone chuckled about the peer pressure thing and doesnt think im a p3nis
awesome mod so far. cant wait for all the ships to be in. love how you have all the ships attack patterns going off all the weapon slots. hope you get the ships from the winter expansion after they show up.
a quick question will you use the current model of the scorpion battle ship thats in eve or keep the one you have.
if you do update the model use the one you have in 8a as the pirate model. keep a difference and it looks like a pirate ship.
I just realized I'm made for an EVE mod. Would you like help with textures, balance, proper translation, operations in reduced poly count models, how to abuse buffs in sins to achieve EVE? mainviewicons, and so on? I'm already well underway for such things of Amarr. If you view my thread, you'll see the beautiful avatar and Rorqual mainviewicons I've made (the ones that you see when you zoom far enough out). They were literally fabricated.
Haiyooo, I'm sure once 7DS has their Nosferatu abilities/buffs in, Dan'll give the okay for you to use them. Ours are a bit modified to steal a set amount of antimatter and then do damage, but they look similar to NOS/NEUT. Detonate Antimatter is more akin to NEUT than NOS -the portions that inflict damage can be removed if you like.
As for ships with fighter movement, see below from one of our nimble frigates. You can go through the reference data entity files for ranges, but I've put them below in bold. The stats from mass to maxRollAngle are perfect for a tackler frig.
TXTentityType "Frigate"defaultAutoAttackRange "GravityWell"defaultAutoAttackOn TRUEprefersToFocusFire TRUEusesFighterAttack TRUE [keeps the ship moving during attacks like fighters]autoJoinFleetDefault TRUE
change maneuverability
mass 180.000000 [if you increase the mass, you might need to change the max accel/decel values]ShieldMeshName "Frigate_PhaseLight"renderShield TRUEmaxAccelerationLinear 500.000000maxAccelerationStrafe 10.000000 [100 for fighters, 10 for frigs/caps]maxDecelerationLinear 1000.000000 [500 for frigs/caps]maxAccelerationAngular 35.300000maxDecelerationAngular 72.999996maxSpeedLinear 1307.000000maxRollRate 2.000000maxRollAngle 35.000000
mass7DS has mass calculated for every ship; keep 10000 for caps, 200 to 2000 for frigs, 100 for fighters, 150 for bombers
maxAccelerationLinear how quick it is to accelerate to maxSpeedLinear250 for fighters, 200 for bombers, 125 for frigates, 100 for caps
maxAccelerationAngularhow quick it accelerates in the turn. 50 for strikecraft, 10 for frigs/capsmaxDecelerationAngularhow quick it decelerates in the turn. 1000 for fighters/bombers, 500 for frigs/capsmaxSpeedLinear -how fast the bugger goes2700 for fighters, 2000 for bombers; be careful about frigs and caps with really high value. Test always. 400 to 1000 for frigs and upto 750 for capitals. They really get moving.maxRollRate2 seems universal; up to 10maxRollAngle35 seems universal; up to 70
7DS Beta 5 just went up on public, play through some of the races and see if anything might be of use, if some are, talk with us about using the abilities/buffs.
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