yeah re scaling things was necessary, but it is a huge amount of work because I had to rescale effects and speeds and everything, not just the models and their hardpoints
EvilleJedi
Version 1.0E is about as finished as it can be, granted there are bugs and stuff will be improved upon, but it is considered to be the release version. Everything beyond it is working towards a version 2, essentially an expansion pack I believe the only ship that uses any upgraded models or skins from xwing alliance is the alliance bulk cruiser which I got specific permissions from that author, TBH most of the xwing alliance upgrade artists are very protective of thier
anteachtaire for right now if you can post descriptions of your fixes on the mantis bug tracker we can take a look at them, make sure you don't duplicate items that are already there, and report one item per bug so we can close them out individually.
hmm which race were you playing against? I am curious if the attack scripting might be broken for some races but not others.
yeah the second UV set is used for the tangent map (the XSI docs say to use the second map cluster to set the tangents) and the tangent UVs don't care about the scaling or positioning just the orientation using the max map can be an issue if you rotate any of the UVs though, for example you cannot mirror geometry like you would in a standard UV map you need to make sure the faces are going to same way, these types of corrections are easy to do , but it would be great to be able to do
AdmiralTeridoc do you mean the acclamator I and the Trafed carrier? (the venators should not have any colonize) personally I like the fact that they are seperate because they really don't belong in the first wave of a fleet operation, they would get murdered. Defenses need to be eliminated first. I usually use the quick groups (1-9) to move ships around anyway so the selection issue is only a problem right at the beginning when you have at most the local defenders to deal with.
Mystic angel try again a little later, fie front has been known to have issues on and off
if you knew how much of a pain in the ass star bases are to actually mod it would make more sense to you, but they will be coming even if it is just to move the golan 3 there or somehting
to the OP do we know if the max importer correctly imports the tangents? I've tried many different versions of exporting them from XSI and having tangents that look like that (essentially planar projection) do not look right in game. The actual lighting being 'correct' is if the ship has a light side and darkside when facing the star (the only real light source in the map), if that is being properly calculated then the lighting is 'correct.' and the problem is with the
97240SX the SVN has the most up to date version, though it may not be as polished.
yeah descriptions were written before all the abilities were added so they need to be revised. How was multiplayer in general? we really need a lot more feedback on that part of the game.
I'll be honest for the tangents I just create a new cube map in XSI (world space) and then smooth the crap out of it to eliminate the seams unless the ship is supposed to be angular. this seems to produce the proper effect (and all of the tangents are not facing the same direction, the tangent by definition should be orthoganal to the normal and the binormal.I'll have to admit I really haven't dug into iron clads normal map concept much other than noticing that instead of using a normal map i
the zoom levels also dictate the clickable distance for ships for each type (mesh, icon, etc) these are set for all ships across the board I can't tweak it for each one. some ships like the recusants are a huge pain to click because they are so narrow. remember there are advantages and disadvantages to moving into closer range, abilities and more weapons, but it is up to you to command your ships to engage at point blank range.
It's a combination of changing the alpha on the cloud texture and adding some extra factors into the shader (really just upping some constants and exponents) I also made it so that the specular is higher and the dark side of the planets are darker A note for the ship speeds, when we release a patch it will change the multiplier in the game options, there will be a fast setting that is about 2x faster than it is now, the slow and normal will remain unchanged.
Felkins try playing the game without the changes as well, we've done a lot of testing and haven't found any minidumps. Doesn't mean they can't happen so we need a lot more info and need to make sure it wasn't your changes. Did you change the values then load a save? that could be causing the problem.
the venator range is intended, it is basically an insta kill weapon for any cruiser (and anything around it) especially when leveled the phase missile/missile will need to get worked out, a lot of the shield penetration tech relies on phasemissiles as the type, but that was changed in the last day or two before release so probalby need to go back and fix the research.
for the imp cruisers I'd definately say check out the broadsides as well as dreadnaughts once they have the slave ability researched, they will stack each others bonuses. Interdictors in general need some work and the gladiator is just a cheap colonizer (since the imperials do not have a frigate colonizer) missile defenses work well vs stationary targets, but can't hit moving targets. the seige/turret mix needs to be looked at but this is intentional &nb
red tends to not be as bright so it is red with a bright center making it look quite orange
well stardock barfed on the upload, but filefront seems to work now, so I'll try to find more mirrors in the meantime
I think it is file front being overloaded, I just checked the download and it died at 30%, it worked fine last night and I know other people are getting it. It could possibly be your connection with your ISP but unless you have problems with other sites timing out then it looks like it is file fronts servers being loaded down (despite what they say) I'm uploading it to the stardock site now as a mirror, but it will probably be a few hours as it is going very slow.....</
gikane thanks for the feedback a few comments ship zooms and icons are being reviewed the tactical icons rotate based on which direction you look at them, there wasn't a better way to do it it, but there is no up in space so it's fine :-p I was thinking of changing the build rate multiplier that is in the game start up options, that should improve things a bit for people that want a faster paced game. The gravity well size IM
very close now, just need to make sure there are no random string errors or anything and then do all of the packaging and stuff to release it again this is for entrenchment and if you are in the beta and get updates through the SVN you will not need to download the file when it is posted, just update and have an even newer version.
yeah trying to make fighters unUber right now they annihilate everything
We are looking for a public release this weekend, probably on a site like file front. more details to come. Everyone that is in the beta can continue updating as they normally do. This release will just be a full download for those that don't connect via SVN
the latest beta version fixes a lot of the minidumps, but the public version is really buggy unfortunately. We are getting close to a new SOGE release though so it shouldn't be too long.