I figured out how to add as many races as I want to my m0d and only load the assets when the stackable race is applied.
Help me out with who should be allies and enemies with who please. You can click the link to that races table and copy the table to the post or any quick notes are also good.
Add Races Change Log txt updated 8/26/11
Diplomacy_1.32_fixed_Particle Folder.7z
Reduced Mine Meshes by SivCorp
Blank Mesh Collection
Diplomats
purdyawnoingGoaFanCPT_Rhino SpardaSon21
[Leaked] Diplomatic Cables
Gurkos Sounds
hmm- one more try with SotC-Team as the user name
mephistopheles
Have you upgraded to the latest diplomacy patch?
I ask because your relationship modifiers are still the single digits. It looks like this now...
Nice Find
I have been testing on Entrenchment. Thats why I making that list so I can easily add to the Dip 1.32 files when most of the bugs are killed.
Any idea what that changes? Is that going to mess up all the relations charts I made?
I got the tec and advent now with no mesh and textures. Man what a fast game load and I can speed up to 8x with all AI and no lag at all. Test a small map balance in 10-15 min.
Are you planning on releasing an entrenchment version of this too?
I believe it's meant to provide some randomness to the starting relationships (i.e. between min and max when the game starts).
No, just testing out the blank meshes and game lag. Just in case.
All the files uploaded to aDrive are Dip 1.32 tested. though there is barely nothing their yet. I just opened the account.
BRAIN STORM! Maybe release a mini mod that is for large, multiplayer maps to allow massive fleet sizes, using the dummy tweak? No lag at all, and 5v5 action with swarms of ships sounds fun, even if its using the UI rather than actual ship meshes.... just a random thought.
And for the other questions....
I was thinking the screen could be for the forum post and/or the web page. I can make some banner graphics as well. and avatars/tags.
I use Photoshop and Illustrator versions CS5. I can change the fonts to the Avquest font, no problem.
Any thoughts on what you would like for the avatar?
Now for communication time frames.... As you could guess, I do have a full time job that is not internet connected (I'm outside working most of the time)
Therefor, I can chat from ~6pm to 12pm GMT-5 time zone (Eastern US time) And all my posts will be around that time. Thanks.
Maybe we could use the mod gear wrench from the modding icon for SotC along with the text in Avquest for the avatar but that easy. I can do that. But we need to think of a good icon symbol that shows good when small icon size.
That vectoring would be awesome for the game logos. Can you shade them a little like the stock ones?
As for the blank meshes, I can upload them. If someone wants to do what you asked I have no problem. Every model entity used should call for the blank meshes. I had to make different ones to get rid of some DEV errors so there are 6 I think with different meshpoints attached.
Here is some text manipulation that I threw together. Whatcha think?
And some perfected....
What should the background be? I was thinking a metal border with some space scene behind....
I would rather the gear stay more universal for the mod shop.
And yeah, I can color them however we want.
I like that. Here is a quick 1 I put together but the text is so small it's blurry. Can you vector each word as a separate file for me? I always liked that Davinci symbol even if we dont use, just another example
OOhhhh that edit one looks awesome
Put Team (avquest) instead of SivCorp and I will put it in till we get a better one. 3D effect maybe?
EDIT: You also need an icon and optional ingame font picked for Sivtherium Co
I like the Da vinci symbol, but I don't think it can be incorporated into an avatar. It could be used for a ship logo....
And here is the edit....
As far as the Sivtherium, they will use the Final Frontier font. I have yet to make the logo...
Awesome and uploaded to the account avatar. May take a while to show up on this post and probablly will not show on the posts made before the upload.
You can also login to the team account and edit the pics. There is room for a 150x150 and 3000x3000 but the weebly max size is around 580 wide unless we use a backgound tag.
If you ever post using the team account, try to remember to add a signature.
Glad it works fine. I'll make a few more at the different sizes and some personal ones with space for individual name tags.
Added a personal one for me, whata think? I can make one for you if you wish, just pick your color.
And I'll remember to add a signature.... but mine may be a bit different, just so we know who is logged in under it for posts.
add-xenon.txt
That looks great Siv. on the new Avatars
I like my avatar (I use it on multiple forums and blogs but I might put the SotC part in the top right if I can shrink it down but I need to edit 12 or so pics and remake the animation for my blinking eyes.
I need to get workin on the mod
A bit offtopic but can you do this for the TEC's trade and refinery ships? It would be much appreciated; it'd be an easy way to cut down on lag.
Based off the templates I sent you I think you need one more mod variation.
Sins of the Creator (Debug)
This would be used to generate the files necessary for a single race for debugging purposes.
This mod would allow you to start a debug session with a single race.
I also have some work arounds for the debugger if you want to use some of the debug options with multiple races (Diplomacy only).
Once I get a hold of your source I can start refining my scripts to work with your approach. This assumes you want a scripted approach. I would probably refine my scripts to generate more of the "stuff" based on the race name. The main templates would be for the planet item types, groups and string entries. Either way I'd still be interested in building off your work as a working prototype while you collect assets.
Here's my poor man's version of what you've proposed. This loads only my Advent extension and the Plague race. I can mix and match any of the races in my mod without having to build multiple things to apply
@Zman: When you say source, do you mean the whole main mod? That will be a while as I am picking the Xenon 1st (based off TEC) and saving the Xenon.entity to the add-on now with only the meshes pointing to the dummy meshes. Now I am going to start on the templates for the add-ons. As I remove lines from the Xenon.entity in the main m0d I will find the brush and add to the new brush template and as I find the sound take off the player name and place it in the add-on and so on and so on.
Once 1 race is done I should be able to copy those add-on files to the other add-ons
@Lavo; That is not off topic really, and I will get the dummy meshes up today
EDIT: http://sins-of-the-creator.weebly.com/model-files.html blank meshes are up.
I am sure I could get that count of them down but when I tried a single blank.mesh with no meshpoints I got a mesh error and it would not tell which so I started dividing them up giving a couple needed meshpoints to each and now I get no DEV errors
Trade ships you want _0-frigatenoweapon.mesh
New GameInfo file naming system
Xenon_RESEARCHSUBJECT_WEAPONS2.entity
Top file is the main player file
Just mean whatever the current source is... I got access to what you currently have so I'll look it over soon.
Is the Tec, Advent and Vasari add a race ready? I didn't see those in a cursory glance.
A naming standard is good, but won't you have each race in their own GameInfo folder which should reduce the complexity some.
All the entities need 2 copies for the main entity manifest.
1 set for each add-on will be complete but the entities in the main mod can be zero'ed out as much as possible.
Workin on it now. I am actually renaming the stock race entities to match up with the naming of the rest so I took out the strings for PhaseName PsiName and TechName and replaced with
StringInfo ID "IDS_PLAYERRACENAME_ADVENT" Value "Advent"
StringInfo ID "IDS_PLAYERRACENAME_TEC" Value "TEC"
StringInfo ID "IDS_PLAYERRACENAME_VASARI" Value "Vasari"
Renamed all entities so I can easily copy each set like the Xenon is a copy of the TEC entity set. Then change the GalixyScenerioDef with all as a set in 1 place the I can copy and repeat till all races are in.
Oh... your doing it that way for even the add-on races (excluding Tec, Advent and Vasari).
It actually works without having the entities present in the main mod based on my testing which is also how my prototype works.
My assumption was you would only need to dummy up the three main races as the entity.manifest would be all inclusive and would find the files in the installation directory if they weren't set with the blanks. Loading the mod in the normal engine would just ignore any missing entities for Xenon for example (assuming Xenon isn't in the stack).
In otherwords what I did was build a composite manifest for every single entity file in my mod which is currently 9 races in total. Then built a composite galaxyscenariodef for all the races as well in the main mod. The game displays a lot of warnings in the debugger but runs fine as only races that are included in the mod stack are instantiated.
I hate clicking past DEV errors. Now I have 0 and want to keep it that way
There will be way to much testing so once I have the 3 main races torn apart I just copy each set and no errors.
The GalixyScenerioDef needs all the items available and there will be an entity for each in the main mod but will not load any assets.
planetItemType designName "Amarr:CapitalShip:BattleShip" entityDefName "Amarr_CAPITALSHIP_BATTLESHIP"
Each also needs starting templates
group condition type "PlanetOwnerIsRaceNormalStart" param "Amarr" owner "PlanetOwner" colonizeChance 1 items 3 item "Amarr:Module:FrigateFactory" item "Amarr:Frigate:Constructor" item "Amarr:Frigate:Constructor" group condition type "PlanetOwnerIsRaceQuickStart" param "Amarr" owner "PlanetOwner" colonizeChance 1 items 9 item "Amarr:Module:FrigateFactory" item "Amarr:Module:CapitalShipFactory" item "Amarr:Module:MetalExtractor" item "Amarr:Module:MetalExtractor" item "Amarr:Module:CrystalExtractor" item "Amarr:Frigate:Constructor" item "Amarr:Frigate:Constructor" item "Amarr:Frigate:Scout" item "Amarr:Frigate:Scout"
This is still all theory and I hope it doesn't choke on me. So far So good
I agree. I actually have a way to turn those off but still get access to the debug commands with Diplomacy (doesn't want to work with Entrenchment).
I'll probably persue my pattern then as it's much easier to mod Plus, I can generate a standalone mod for each race with a flick of a switch if I really want to read debug warnings or errors.
It's a good approach, hopefully there's not some hidden hard code that will bite you in the arse
We shall see soon. I will upload to aDrive once I have the GalaxyScenerioDef finished and tested and all the entities created. They will all be either TEC Vasari or Advent ship and structure copies for now all loading blank meshes.
5 out of 38 are in so far.
I'm glad you 2 are working on the code end of this.... I would simply be lost.
Sofar I follow what is happening, and keep it up fist0! Good work dude! Let me know if there is anyting I can do, (that doesn't involve coding )
Somethings that's been kinda nagging me is how will you support lan or online games with this approach. Won't both players have to use the same sound files using this approach because the mods have to be enabled in the same order to play multi-player and get the same checksum?
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