Rebellion.. The Fourth, and Final Expansion for SotSE....
For all that do not know what TSOP is, or have not been keeping up with current events at all for the last four years. Check this topic. The Original TSOP for Trinity topic.
TSOP was originally created to fix the very annoying 2 gig hard coded crash bug that plagued Trinity. IT WORKED. Without changing any game play aspects of Sins. Without changing the quality of the game itself. During the time we worked on TSOP we found many bugs, and errors that the Dev's missed over time, or that were created with the relentless Sins patches of the past, and new expansions. With the Diplomacy 1.32-1.34 series of patches some elements of TSOP: Trinity were incorporated into Diplomacy. Mainly the Errors, Typo's, and Particle fix's. We are all human, and we all make mistakes. A company as small as Ironclad was bound to make some mistakes. Especially on their first game. I want to make it clear once again that this project in no way is a disrespect of Ironclad, or Stardock. Quite the opposite. You guys made a great game! There is no denying that. We wouldn't be here right now if you did make a bad game.
The goal of TSOP:R Is to add what was NOT incorporated from the Diplomacy TSOP incorporation. We will Bug Hunt, Look for errors, and typos that were not seen before, and Fix it. Just like we did for Trinity. We will convert the TGA formatted textures to the highest quality DDS format possible (This includes the UI textures). Just like we did for Trinity. We will try to put back into Rebellion what was taken out from Trinity (the varying planet types). We will also look into optimizing the new rebellion shadow system some more (if it is at all possible).
Rebellion reduced the size of the ship textures (mainly all of the frigates) to the next size down (by a power of 2). So frigates that had a 2048 resolution texture now have a 1024 resolution texture in Rebellion. Which is brilliant, It is hardly noticeable, and it made lots of room for more Rebellion features. TSOP:R will expand upon that, and bring back the "Strategic Particle Texture Reduction" of TSOP Trinity. There is much more we can do to optimize if we look for it. However, the goal is to optimize without changing the quality of the game, or if there is to be a loss of quality. make it as minimal as humanly possible. Just like we did for Trinity.
We also plan on bringing the Trinity versions of TSOP up to date.
All of this, and more that TSOP:R will do will free up more Ram, and improve your Graphic Performance. So you should be able to run Rebellion on a slightly lower end system, or a not so hot video card. CPU lag is still, and will always be a problem. We tried to deal with it by reducing poly counts on meshes in Trinity. That failed. Poly counts surprisingly have very little impact in Sins. It is the sheer number of units on the map that a Single Core of your CPU has to deal with that causes the lag. The only way i can think of to deal with the Late Game CPU Lag issue is to remove, and/or lower the number of units on the map. We WILL NOT do that. We WILL NOT change any game play, or balancing aspect of Rebellion. Just like we did not change it for Trinity. Let the developers deal with the Game Play, and Balance. We only wish to improve upon the game itself. We Bring..
The Sins Optimization Project: Rebellion
So.. Here we are once again..
TSOP for Rebellion is more of a Graphic Optimization mod than it was for Trinity. Many of the issues that plagued Trinity were fixed by Ironclad/Stardock for Rebellion. So there is no need for any GameInfo folders any more. Also the 2 gig crash issue that TSOP was originally created for has also been fixed. TSOP:R is more intended as a performance improvement mod than anything else.
TSOP, and TSOP:R is an open community project. Anyone who wishes to contribute is welcome to do so. Also anyone who wishes to use TSOP/TSOP:R in their mods, or other projects are also more than welcome to do so. No Questions Asked. This project is for you. Use it!
Do not run TSOP with other mods. TSOP is intended to be a Stand Alone mod. Running other mods with TSOP. Especially Graphic Enhancement mods. Will defeat the entire purpose of TSOP. TSOP is intended to improve your Vanilla Sins experience. Other mods like Distant Stars have incorporated elements of TSOP into their mods.
I will ask that we please DO NOT discuss Multi Core support, 64 bit, or LAA on this topic. It is a dead horse issue that has been beaten down so many times that people are beating the dust on the ground where the dead horse was laying. Its not gonna happen! EVER! The Dev's said its not gonna happen. DO NOT DISCUSS THE ISSUE!!... please.
TSOP:R Release 1.1
All mesh, and particle bad file path names fixed.
Mesh fix's (Unnecessary team color entry's removed)
GameInfo files fixed by Stardock/Ironclad so it is no longer needed in TSOP
All particle, and UI textures converted to DDS format. Some very large texture resolutions reduced.
Optimized Sounds, Music ported from TSOP Trinity.
Optimized Trade ship, Strike Craft, and Constructor meshes ported from TSOP Trinity.
Game holds steady at 1.6-1.7 gigs ram usage using Random Vast Competitive map. Max settings for everything. 9 vicious AI's Results may differ for you depending on your system. No Dev.exe errors were present. No crashes. Late game lag still an issue, but game is playable much longer than vanilla.
See various "Fixed" text's for complete list of changes, and fixes.
Thank you Myfist0 for ModDB link
Yea, It is just borked for 1.04. I'll have to update, and redo everything. Ill get on it when i got time.
Man that stinks. Oh well. Whenever you get around to it, we'll be here.
any point in downloading this mod now? does it work?
Not right now. It needs updating with the current reference file set which i don't have the free time to do at the moment. Any volunteers?
Just to let all of you know i started updating TSOP to 1.041. There were some mistakes i made with the previous version. Like including the entire gameinfo folder. When it wasn't necessary. This will be corrected.
Feel like an idiot triple posting but i found out how to make the current version work in 1.041
Delete the GameInfo folder in the mod (It wasn't supposed to be there to begin with).
Delete the Entity.manifest in the mod (1.041 fixed the manifest anyway).
You can ether leave the english.string in the mod, or delete it. If you leave it you will get string errors for the new maps.
Do this and TSOPR .95 will run fine. Until i go through and do a full update on it.
TSOPR basically focus's only on graphic optimizations, and the 1.041 update didn't really touch those files. There was nothing really wrong with the game info, and only a few errors on the manifests. 1.041 fixed the manifests, and bad file path name issues in the particles. I just need to beyond compare the existing files to make sure nothing else was altered.
i know it don't belongs here but i think you should know
https://forums.sinsofasolarempire.com/433850
Yes, i saw that. Yes, I am excited about that, and Chris Roberts new game, but you are right. It doesn't belong here.
You might have added a file or two for those ability optimizations.
Yea we just need to point that to the dev's for the next patch.
So, with the fix on reply #207, does this work with Rebellion 1.1?
I thought they made the music really bad on purpose and then made the alt tabbing really good to encourage us listening to our own music while playing.... well that's what I do
I am updating TSOP:R to 1.1 as i type this. SD fixed the particle bad file path names for the textures, but they left all of the texture animations, and effect meshes with the bad file path names. So i am removing them all, and double checking everything with the 1.1 reference files. Expect an update soon.
The previous version "should" work with 1.1 if you remove the GameInfo folder, Entity.manifest, and the English.string files. Rebellion is fixed enough to where you dont need those files in TSOP any more. I haven't tested it myself yet. TSOP:R pretty much deals only in graphic optimizations now. Since the GameInfo is pretty much fixed by Stardock/Iconclad.
Bump for update.
Excellent. That means it should pretty much stack with any mod now too. I will mention it as an add on in all my mod download sections once I have a reason to update them.
You shouldn't have to update .95. 1.1 runs fine. Go ahead and experiment and see if it does stack, but i still think it will defeat the purpose to stack an enhancement mod
Hi, is this compatible with the Enhanced 4X mod for Rebellion 1.1?
How is someone supposed to mirror a file you can't upload?
Even though I don't want Rebellion, I am putting it up on theTSOP - Skydrive
My Dropbox is suspended already for too many downloads. I am able to upload to dropbox, but that is about it. Every other file sharing site i try ether resets, or the file is corrupt. Its the crappy internet i have that cuts me off every 5 minutes. So if anyone can mirror it to a GOOD file sharing site i would greatly appreciate it.
The 4X mod should be compatible, I don't see why not, because the 4X mod doesn't alter any graphics that i am aware of.
I would NOT run TSOP with mods that change, or enhance the graphics, because the other mod would defeat the whole purpose of TSOP. The enhanced files will override TSOP's files. Causing more Ram, and CPU usage than reducing it.
Modders: I left TSOP (Both Trinity, and Rebellion) in text form for a reason. That was so you can study what we did with TSOP, and incorporate it into your projects. Also to show that you can do more with your mods with less. Without sacrificing quality. Distant Stars is the only mod that i am aware of that did use some of TSOP in it as a guide.
Particle Forge Users Beware! Particle forge uses the full file path name for your Textures, Texture Animations, and Effect Meshes! It is unnecessary, and could cause problems. TSOP fixed the vanilla bad file paths caused by particle forge. Edit your particles in wordpad, or any text editor to remove the full file paths in your mods particles. You only need the name itself of the Texture, Texture Animation, and Mesh in your particle. Not the full file path along with it.
Most mods "should" work provided you place the other mod above TSOP. That will cause whatever optimizations that don't conflict with the mod to be loaded and those that do will be ignored.
Well it has grown quite a bit since you last played it I think major. It now has the better part of several planet mods in it, including some of the original planets. The particles and most other textures should be totally fine though.
I feel this might not be a good idea. If we're making a mod big enough that TSOP is useful, we should be comfortable with converting between TXT and BIN format. Especially if users just start using it with other mods like Solstice seems to be doing, there's no real reason for that.
I agree, seems a little counter-productive to make an optimization mod and leave the files in txt, which is the whole point of binning them in the first place. Log file of changes is all you need.
Its also a bit of lazyness on my part. The only reason the files are binary is for faster load times. It doesn't really effect how much ram the game uses.
Major, you may have already known this but, here goes....
The "Infocard" references for artifacts (located in InfoCardIcon-Planet.brushes) are completely unused (easily noted by the fact that they all reference the same 0,0,0,0 region)...also, the "Infocard" references for planet bonuses (also located in InfoCardIcon-Planet.brushes) are duplicates of the original planet bonuses (those that existed before the new ones added in expansions) and thus are also unnecessary....
2 Major Stress:
[quote ]Game holds steady at 1.6-1.7 gigs ram usage using Random Vast Competitive map. Max settings for everything.[/quote]
My Game version 1.041.
I do not use the maximum setting.
My Game Setting:Effects - low(Only ships -averages)
Video - 1024x768, Ant _Aliasing - none ,Texture Filtering -Linear
My PC configuration:
IntelCore2Duo E6750. 2,66Gz ,GeForce8800GT 512, 2Gb DDR2 RAM. 14Gb Swap File
WinXP SP3 32bit .
Originally, more than 2 hours, it is almost impossible to play. Turn-Based mode only (Restarting the game helps for a short time.
Your mod is to allow me finish game against the 2-3 AI on the map 180 -220 planets -I correctly understand the meaning of this mod?
Thank you in advance for your reply.
It might help you to play for longer,
BUT YOU NEED MORE RAM, sins can use 2gb ram for itself, and windows xp needs 512mb+ for itself(and will NOT give up it's ram for a program), other programs that are also running eg video drivers,antivirus, printer drivers, filrewalls also NEED the ram for the running process, so in practice it is reasonable to say that windows and essential services/programs use atleast 1gb ram(which in your system leaves 1gb for sins and sins' data), so again you need to add more ram(depending upon how much ram your motherboard will support(some motherboard chipsets only support 2gb total ram, others support the 4gb ram limit on xp (btw with a geforce 8800gt512 you will see no more than 3.5gb ram available in the system properties due to BIOS,video bios and i/o addresses) and before you say that you have a huge amount of vertual ram, vertual ram is space on the hard drive (1000 times slower) that fakes being ram by swapping out data(including programs) from real ram so that the real ram can be re-used by other data/programs.
and before you claim that I do not know what I am talking about I also have a winxp box with a geforce 8800gt 768 and have 3.25gb ram available in it and have when the computer is in sins I actually have approx 1.5gb free( or not used by programs) RAM.
harpo
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