![]() |
Hotfix #12 RELEASED
Download: http://www.moddb.com/mods/sw3exp/dow...-rc3-hotfix-12 x64-8xFix.exe should be finished a bit later, havin some problems right now. |
Quote:
Heh, I actually used to play around with Ram drives a lot, so 32gb of ram was essential. However, since I got the ram games are somewhat larger! It used to be that a 16gb Ramdrive would hold anything. It's a good PC, the 2600k with a modest OC is still allowing me to play pretty much anything I want, so I'm happy. Btw: A question if I may... I have the Astarte now, which I notice has EIGHT ship slots, however I can only carry six crew. Basically, I'm currently full crew-wise, having "AI" to Pilot the MS - it sees enough combat that skills/levelling will be worth-while - as well as Joker and Astra, who I hired to pilot my hand-me-down Fighters until the level up. So, can I have the technically nine crew I'd need for eight Fighters plus the MS Captain? Scoob. |
It just has 8 ship slots for its own sake.
its still kinda impossible to have beyond 6 pilots. Although I would like to try my skills to change that, its still gonna take a while before I can start on that project though. Way too many other things to work on right now. If in theory you somehow would get a seventh and eight pilot, the game would NOT allow you to have all of them docked. you may have them temporary outside our mothership and you could control them with ease. Last time I did that the game deleted the pilots who couldn't fit in the 6 pilot slots above the hangars. |
Ah, I thought it might be teasing me of some future feature - I don't recall the Astarte having 8 ship slots previously, though I might just be miss-remembering it. That said, I'd not normally be able to get extra crew from Goblins Shipyard mod you integrated :)
Thought: as we can buy the Butcher, which is too large to dock, in theory this might work? I always thought it might be a good feature to be able to control multiple large ships, but I suspect that expecting too much out of the engine. Scoob. |
Future feature.... Well there is a special script im working on from time to time called the "Group Manager"
It will basically allow you to "kinda" have more than six pilots. It will give you the ability to switch between different groups of pilots. and the pilots one doesn't currently control would be following you around or do other stuff one will be able to set as option. As for the Multiple large ships idea: You can't really give a pilot a "Bigship", atleast not Player-controlled Pilots. They can only fly "Interceptor" Class ships. They arent even allowed to drive corvette ships, which kinda sucks. The way this can be avoided is to basically force-change the definition of these ships to "Interceptor", which required to copy paste the entire ship a second time in the Carcasses.xml and then, of course, replacing the definition with the new compatible one. |
Sounds interesting. So, you could give orders to one group of 6 for example, then flip to the other group of 6 for direct control, while the original 6 go about their business... certainly has the potential to expand player options. I'd imagine that legitimately allowing for additional crew slots isn't something modding supports then? Rather you'd need to tweak the code more directly.
When I last played, many years ago as I already mentioned, I do remember playing with an early version of Goblin Shipyard. I recall being able to buy and fly a Butcher, which is a larger corvette-class ship. It basically behaved just like a Fighter, even docking where it clipped through a docking port it would never fit through lol. I guess part of me imagines an almost Homeworld-esque option with the player controlling multiple motherships, some carriers, other pure destroyer with no ship docking...likely asking too much though :) As an aside, I notice base building appears to be in - is there a guide somewhere as I'd quite like to play around with this? Scoob. |
Basebuilding's quite .... "explosive". Kind of needing an total rework tbh as it was made with quite old and bad code.
I think its pretty straight forward: Visit the Mod Menu by pressing "N" and then navigate to Base Building Tab. From there you have either the option to Build a Base (Please be careful to NOT press it a second time after you have build a base once, there is no error checking in place to avoid a disaster) and the option to manage stuff. You should know that there are many unfinished features in it, and I didn't touch the Basebuilding in quite a while, its one of those projects I plan to finish / extend after getting my main projects done first (A Campaign for a New upcoming faction), there are some other projects also which I absolutely need to finish before continueing to work on smaller things, other projects like the CPU-Agents which are designed to behave like the player, and also some other. Most of these major featueres are supposed to be included in the next Big version 0.6.2X. Before that gets released tho theres going to be a Preview Version in order to showcase the stuff thats allready in place. --- EDIT: Oh and if you encounter some problems with the Repair at some maintance stations you can Access the ASRS Plugin Config section in the Mod Menu -> Plugin Configuration and set the "Disable Drives" to True. or if it still doesn't work you can just switch to the vanilla repair system by Toggling the Plugin altogether. |
Hey. Not had time to play today, but just wanted to say thanks for the update - I'll apply hotfix #12 before I start my next play session. I'll also have a peek a base building. The planned features sound awesome :)
Scoob. |
i did try convert .mdl file from rebel galaxy into obj format, but nothing works.
i used programs noesis, crowbar and this web http://greentoken.de/onlineconv/. is there used some different mdl format? |
is it the same mdl that been used for the half life engine?
|
All times are GMT. The time now is 09:03 PM. |
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.