Here we go at last! I have decided to release a portion of the visual content which will be included in the Last Stand mod as a separate mini-mod, ready to be merged at your convenience with whatever is your current content of choice.
The background of and reason for this mod is simple - I am not satisfied with explosions in either vanilla game or improved versions of several graphic mods out there. The concept of this feature is that a battle should tell a story - when hundreds of ships are pounding at each other with weapons of incredible power, I wanted to see that power reflected directly on the ships themselves. I wanted to see pieces breaking off, sparks flying into space, thick smoke and fire billowing out, atmosphere escaping from cracks and finally, a glorious detonation befitting something which has fought hard, and lost.
However, words can be cheap - I have a preview video of what I meant by "carnage in space", one of the early names I had for this mod, before it got merged into the Last Stand. It's called "Face of War" and this is how the combat will look like in the Last Stand mod. Ok, I'll shut up now and hope you enjoy it!
Preview video (standard quality) download here: Mediafire(30Mb)
Streaming video (YouTube):
Also, here is a new preview video showcasing the new ver 1.0 effects: Mediafire (29Mb)
And on Youtube:
MOD DOWNLOAD: Volumetric Damage & Explosions Effects ver1.2 (Mediafire, 14.04Mb)
COMPATIBLE WITH SoaSE 1.18/Entrenchment 1.41
Entrenchment FIX
This fixes a bug where racial explosions wouldn't show up in the Entrenchment version. Keep in mind that due to the nature of the necessary changes, the currently available Dynamic Battle System version is no longer compatible with this mod. A new version of the DBS will be uploaded in its respective thread.
Download: Volumetric Damage & Explosions Effects ver 1.2 - Entrenchment fix
Version 1.2 change log
-added new explosion effects for all three factions. Now Vasari ships explode in a different fashion than Advent or TEC. Vasari explosions are green tinted while Advent are more to the purplish side.-added new explosion sound effects for all main ship explosions. The effects are more numerous now and have a greater variation/complexity-removed bodies from spilling when a ship is critically struck. Bodies still float around for a short while after a ship is destroyed-optimized ship explosions for heavy duty battles. You should notice a lot less of a FPS drop when lots of ships blow up in a short amount of time
KNOWN BUGS/ISSUES:
None.
This version is meant to be merged at will, so merge away, just credit me. The preview video includes improved particle effects by Bailknight. To merge this mini-mod with others, install those mods FIRST, then overwrite the files with the ones from this mod. Note that if you have any special explosions listed in your .explosiondata file, they will be overwritten. Also note that if your ships .entity files invoke any explosions of non-standard names, you will get a minidump, so take that into consideration when merging.
A final note - I am very much interested in hearing how this performs on your machine, so you are welcome to comment upon that and don't forget to include your system specs! I also playtested this for a few hours and so it should be free of error, but if you do notice something missing or odd, do tell.
This much from me for now, hope you'll like the new stuff!
Ah, sorry about that, it's actually 30 seconds, not fifteen. Anyway, I can play with that too to see if I can get an improvement. The goal is to enhance the explosion and the "viceral" effect of battles, so you have to have a minimum ammount of time to allow the chunks to fly about.
Yeah I understand that! and Love how you done it. I just thought I pass on what I could to maybe help you better your already great addition.
I am using this mod and I noticed that the Advent SB is not firing its lasers. Does anyone else have this problem?
Excellent mod btw!
Yeah, I dont see any lasers coming out of those things even when the screen(Dps per weapon) says they're there. I noticed the same thing occuring with a friendly Vasrai starbase only with it's phase missles instead. Keep in mind that this was from Starbases belonging to the AI, I have only built TEC stabases so far.
EDIT: Just built Vasari and Advent SBs myself. The weapons are being used, it's just that their effects and impact have not been enhanced by Bail's mod and therfore they have the normal vanilla "pinprick" look. Very missable from a distance.
Very nice mod overall [e digicons][/e] love the new splosions, I just have one concern, and I'm not sure if this has been answered or not, but where are the colored shields from Bail's side of the mod??
Awesome job man. I'm gonna check this one out myself.
one question. i am using the merge ready mod, and i love it.
is it possible to just delete the "corpse" files, or does the whole mod have to be reworked?
imho they are too big compared to the ships. i of course can't do that kind of modding with meshes,
so i am just curious. i just got my mod fully Entrenchment compatible, including extra ships and all,
and i don't want to go deleting things and breaking it.
thanks for the great work!
Yeah, I'd like to see this merged version.
I'll post a little fixer-upper tomorrow, so you can disable the bodies. Next version of the mod will see those reworked/resized, they *are* a little too big.
not to complain, it's still a bad ass mod
thanks
edit: also, no bugs or issues, merged perfectly, looks great!
when i try to dowload it, i dont get normal files, i get odd files that wont work in SOASE. Any ideas why this is? never mind, i figured it out
Any progress with this?
Hi,
I love this mod and was just wondering if you plan to update it for 1.03? Keep up the good work
Yeah, I think all my mods are going to be updated for 1.03 during the week, so check the threads out to pick up the new versions as soon as they're ready!
manshooter I think that the total change between etrenchment 1.02 & 1.03 entitys is
You the man [e digicons]:grin:[/e]
Is there any way of using this mod only cosmetically- checksum differs in multiplayer Awesome work though
DrGonzo
I apologize if this issue has already been addressed, but I'm playing sins now on a new vista 64bit computer and this mod keeps crashing my computer. No minidump, just freezes the whole computer (at seemingly random intervals, usually 15-30mins between hard resets). Vinilla entrenchment seems fine, and the only mods that have crashed have this one it it (I also tested it by itself). I also tried it on all high and all medium graphic settings.
Anyone have any ideas?
Great mod, just installed it, but I loled so hard when I saw an advent SB explode, it turned into a dead TEC starbase, maybe you could update it so that the top or bottom prong breaks off the advent starbase or sumtin' oh, and I didn't see any bodies, otherwise it's great! Kudos![e digicons]\o/[/e]
I'm not actually having any problems with Volumetric merge into Requiem 2.3... but then again I don't include the manifest.entity from the Entrenchment pack (I'm not sure why this is needed ManShooter - it works fine without?!).
One thing that might interest you is that a couple of people who are playing Requiem 2.3 have gotten around minidumps by deleting the PipelineEffect folder. It seems to be a Volumetric issue relating to either regional language naming of the folder or perhaps a driver incompatibility.
Here is the thread reference:http://db.imperial.cc/show.cgi?id=sins&a=view&f=4&t=16
Yeah, if you got issues with minidumps caused by the volumetric mod, delete the Pipeline Effect folder from the mod. Still not exactly sure what causes some people to experience these minidumps.
Thanks for the replies, but I'm afraid my problem persists. I deleted the pipeline effects folder on the standard Volumetric mod and sure enough after about 10-20 minutes my computer froze again. Also, I'm not getting minidumps, my computer is freezing so that nothing, including task manager, works and I am forced to hard reset. I have standard English 64bit Vista. I guess it could be a driver issue (though it runs vanilla with no problem), I was doing all sorts of crazy things to it to get Empire: Total War to run some what decently. I guess I'll reset the driver to the newest Nividia version and see what happens...
Okay I tried two different drivers and even a different graphics card. Is thier anything else that could be the problem?
I love this mod, all the major mods I use include it and I just downloaded it seperate so I can use it when I have no other mods enabled.
I love your work. KABOOM!
Little tumbling dudes are funny, too. Awesome mod.
so, does this work on 1.03?
riviaguy221 from examining the files in the mod and NOT finding any files that would NEED updating, I think that it might. I am just going to perform a quick test to see if it does
harpo
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