[quote who="Dark_Ansem" reply="4634" id="3436899"]what is planned for new updates? new particles, for example?[/quote] Way to much stuff to list here, but yes, a few new particles, model improvements, lots of strings, balancing, DOM and ROM were both buffed, errors that only people wit the 3rd eye actually found. http://www.moddb.com/mods/sacrifice-of-angels-2/images for a lot of new stuff. <p
myfist0
[quote who="RedDwarf999" reply="4630" id="3435528"]thems fightin words[/quote] Into the arena with ya's [e digicons]:annoyed:[/e] [video]http://youtu.be/AphxyjrH4SE[/video]
its for old dip models, need to convert mesh to txt, remove that new line maxDiffuseMipLevel 0 then convert back to BIN import to max
[quote who="JimPeck" reply="4622" id="3432474"]OK, I'm part of the group..... but I don't know that I want a "Red Shirt"... lol ... I know what happens to the guy in the red shirt [/quote] Anyone that bothers to look at our crew list will see many that worn the 'r
[quote who="JimPeck" reply="4620" id="3432418"]I'll pm you my info when I get signed up, OK?[/quote] Your new Starfleet 'red shirt' is waiting for you [e digicons]XD[/e]
[quote who="JimPeck" reply="4618" id="3432349"]On the plus side.... I love the shadows! Did something change concerning them? They just seem to show up so much better.[/quote] ya, that was 1.80 patch I think, one of the recent ones did improve them. Jim, can you join our group http://steamcommunity.com/groups/ST-SOA2/ or pm me your steam ID so I can walk you through getting on the team's REPO?, w
[quote who="wbino49" reply="4616" id="3432267"]Most ships should have a 25% across the board ship speed,dive,climb,turn rate reduction.[/quote] Oh no, I am not lowering max speed, it's already painful watching a fleet cross a well [e digicons]:([/e]
[quote who="starkers" reply="1888" id="3432234"]Anyhow, I'm off to see if I can effect a climactic change. [/quote] I'm sure there is a 'conspiracy theory' in there somewhere [e digicons]:-"[/e] Always great fun to read Starkers [e digicons]:thumbsup:[/e]
[quote who="ParadePartizan" reply="4614" id="3432217"]Any ideas?[/quote] Bugs the hell out of me as well, I have also experimented for a long time and found no good results. They probably did change it for the new corvettes. If you find a good solution, please let me know. EDIT: I forgot to mention that we added a few abilities that must face forward to use, so, like the Galor's main spiral weapon ability s face forward, the ship will stop its run and turn
[quote who="Daiwa" reply="1878" id="3432190"]Sorry, but this just has to be posted. Enjoy.[/quote] Hahaha, I LMFAO [e digicons]:thumbsup:[/e] [e digicons]:rofl:[/e] [e digicons]:rofl:[/e]
[video]http://www.youtube.com/watch?v=rQDeVfZaeX0[/video]
[video]http://youtu.be/Bi9vvQXut7Y?t=4m16s[/video] 4:16 for the politics
Our mod works with or without the 1.82 bEta. So 1.80 or 1.82 is fine for Rebellion versions. It is only stock game balance changes mostly. https://forums.sinsofasolarempire.com/450865 The recent SOA2 patches are only good for the newest current Full Release on the download page you should have 0.6.8 Full, then patch with 0.6.9 overtop, should ask to overwrite files, choose yes.
Each race would need its own entity for the ship that could call the same model/mesh Make a copy of the entity for that ship eg GameInfo\CAPITALSHIP_PHASESIEGE.entity reame with race you want GameInfo\CAPITALSHIP_TECSIEGE.entity add the new entity to the manifest and the player entity, change the strings and icons and whatever else to suit. 3/4 down it calls the model used. The entity can share strings and brushes if you want but
it does support rotation but not the way you would want, I have a battle ship that doors open, turret raises, fires a burst forward, lowers, doors close. A rotating turret is not possible because the null is in a fixed position and the turret will not turn to face target, just rotates what you set it do do in the particle.
http://fukushimaupdate.com/ A great resource by James Corbette
[video]http://youtu.be/wIzLdjg6xSs[/video] for the new generation that cna't reed well ;)
[quote who="IskatuMesk" reply="4595" id="3431037"]The other file is in mono and the frequencies are too tight to each other to really isolate much without destroying it. This one has some distortion but should be minor when heard against music.[/quote] Thanks bud [e digicons]:thumbsup:[/e]
[quote who="wbino49" reply="4592" id="3430957"] Who could have that file w/o the music? [/quote] Very rare you can get clips from movies, shows, without background music playing. It sounds very cheesy in-game. Feel free to try out your voice acting skills :)
sorry, dont want any that have music playing
got the sound clip?
If I buy a game, GOG is my 1st choice, I dont even look at Steam sales, and always on DRM I just laugh at the tards the go for that shit.
[quote who="wbino49" reply="4584" id="3430467"]First Klingon icon in second row seems fine. It's the Klingon icon 5th row #2 that doesn't seem to conform. [/quote] Ahh, that is a bug, thanks for finding. [e digicons]:thumbsup:[/e] [e digicons]k1[/e] I added 2 special icons for the new npcs, these are special players, like House of Duras, Maquis, Sona, etc. I had to move the 2 Borg hands to make room for a row of 10 special NPC icons
Hahaahaa, those last 2 are classic Crap, looks bad on black back