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Mr.Thi Mar 9 2015, 4:43am says:

You can add -mpBeta or something like that as Argument to the modlauncher. I have not tested it myself yet, but read it somewhere on the forums.

This should enable multiplayer

+1 vote   download: Clean UI for Homeworld Remastered
Mr.Thi Feb 23 2015, 6:50am replied:

Are you playing with CPU opponents? ... The out of syn is most probably caused by a function call checking if a player is an AI. The client will not detect CPU players as CPU, but think they are real players ... Therefor the game will get out of sync.

The corresponding function should be: "CPU_Exist(0)"

... maybe one of the Devs may take a look at that.

If I remember right, there is a Safe Deathmatch or something like that in the gamemode selection, maybe they have this function not active there.

+1 vote   download: Star Trek: Continuum - Release GAMMA
Mr.Thi Feb 23 2015, 12:59am replied:

If it does not work create a manual shortcut to start it.
Like this:
...\Homeworld2.exe -mod STC_main.big -mod STC_fonts.big -mod STC_shader2.big -hardwarecrusor

I hope this will help. I have Win 8.1 64 bit and the Lauchner simply does nothing when installed in my directory. Even moving the files from STC to Bin or running as admin does nothing.

Did not find a way around ... so used my own shortcut

+1 vote   download: STC - Mod Launcher Compatibility Fix
Mr.Thi Dec 8 2014, 4:05am replied:

Well, WIP-Backup. That's pretty much it.

Tehre should be only one map and WIP usually mean something alpha like ;-)

+1 vote   download: RandomMapGameMode V0.25A (WIP-Backup)
Mr.Thi Jun 2 2014, 11:43am says:

Jea - finally a nice Jumpgate! Looking good.

+1 vote   media: Jumpgate WIP
Mr.Thi Jun 1 2014, 1:13am says:

NomNomNom Wreckage NomNomNom

+1 vote   media: The Fish Time Has Begun
Mr.Thi May 15 2014, 1:10am replied:

Thak you very much. I do my very best. =D

+1 vote   mod: EVE: RTS
Mr.Thi May 15 2014, 1:10am replied:

If I can manage to work on them ^^ ...

I'm currently trying to streamline ship and race integration as well als Buildtree and Build restrictions. I totally altered a lot of stuff with the new Gamemode. Scripting wise it allows a lot more races now. This should be pretty similar to the HW: Universe race management conceptwise.

before we will have Eve ships back, I will finish the Prototype with Hiigaran and Vaygr Fleets. Next Step, may add 1-4 Factions from Nexus: The Jupiter incident and the EVE Race ships with the ships you saw on early screenshots.

I would not expect all this done soon, but when gamemode is fully polished, all things may speed up a lot.

+1 vote   mod: EVE: RTS
Mr.Thi May 14 2014, 5:31am replied:

Well, checked. ^^ - you may remove those two comments.

+1 vote   media: New Map (EVE: RTS background)
Mr.Thi May 14 2014, 12:54am replied:

Jea, ... and it would have been nice, if Siliconworm would have asked at least before using it.

Well, he should at least ask the HW2:Blue Planet Team.

+1 vote   media: New Map (EVE: RTS background)
Mr.Thi May 8 2014, 11:45am replied:

Centauri carrier ^^ ... I can still remember this one from the HW1 mod.

+1 vote   media: Balvarian Carrier
Mr.Thi May 7 2014, 12:39pm replied:

^^ ... you like pain huh? ... Well the same as above. But buy Subsystems that add the specific upgrade.

If all that is done when docking, you could also use a script instead of the Addability with aof.
SobGroup_RestrictBuildOption(<sSobGroupName>, <sBuildTypeName>)
SobGroup_UnRestrictBuildOption(<sSobGroupName>, <sBuildTypeName>)

+1 vote   media: Another load of Gamemode Shipyards on their way
Mr.Thi May 7 2014, 12:54am replied:

Hm. Sounds interesting. I think the Shipyard, Arsenal and Repair station / Ship is possible. The arsenalship could get a area of effect "add ability" wich will enable build on the docked capitals. The function "SobGroup_AllowPassiveActionsAlways" would allow building subsystems while docked. The towing and repair restriction could be a Problem.

Different Buildspeed is also possible by either using a modifier or different Ship-files.

I think it is only usefull for an RPG-style mod. It would be an enourmous pain to script this for AI.

+1 vote   media: Another load of Gamemode Shipyards on their way
Mr.Thi May 6 2014, 3:35pm replied:

I have some other Nexus shipy done too. Maybe I'll add them in. All in all there are a lot of mods using this ships to date and there does not seem to be anyone who cares. So I might use them until someone tells me to do not. I pretty much avoided using them because I could not find anyone resposible who I may ask. But as many mods seem to use them there seems to be no Problem.

Gorg and Noah Ships are ready - even some Vadrag. Some Ships still miss turrets.

As my new Gamemode supports unilimited Races (pretty similar to Homeworld Universe Mod) I do not have to be picky about them. Maybe the Nexus ships will be in before the EVE stuff.

+1 vote   media: Another load of Gamemode Shipyards on their way
Mr.Thi May 5 2014, 11:04am replied:

Awaiting incomming Message :-D

+1 vote   media: Something I build from the Chimera Station...
Mr.Thi May 2 2014, 5:04am replied:

If you hod it the right way and make good lods it's definetly possible

up to 100-200k Poys is easily possible. But you may need a combination of HodEd 3 and 4. The Obj file needs to be divided into several parts and then imported in CfHodEd V3, because there is a limit of polys that can be imported with V3, but it has no shading bugs in there. After that you can use V4 to Hod the Turrets and other stuff.

+1 vote   media: Latest SC-305 enhancements
Mr.Thi Mar 21 2014, 3:34am replied:

You could manage them as a Stack or something like that. When doing the scripts for the Sectore mode I divided most otherwise for or while operations in function to be called inside a Rule wich increases an index by a setable amout to work on arrays.

As you have changing entities you could either collect the new array while processing an old one over time as a rule. or you could create a Stack with Entities wich are removed if killed.

I always failed at that because I was not able to get individual ships on runtime in an efficient way.

+1 vote   media: Battle damage and Fuel Auto Docking for AI
Mr.Thi Mar 21 2014, 3:27am replied:

Jea... Well they use the same system with Dawn of war 1 and 2. But the really ugly part is, that the bullet will always follow it's target to hit if it was determined to Hit by engine. (At least if target random will not lead to empty space.) I noticed that the first time when I managed to jump a ship with a short range jump and a good amout of bullets chaned their direction to hit at new destination.

^^ ... HW Technerd discussion *Like*

+1 vote   media: Battle damage and Fuel Auto Docking for AI
Mr.Thi Mar 20 2014, 2:53pm replied:

HW1 had a lot of mechanics that where superior to HW2 ones. Comparing the Performance and Physics HW1 was much better. The Bullets where much better ... in HW2 every Bullet is basically a homing missile with a chance to miss... In HW2 hitting the target was more realistic. If a fighter was moving short before the bullet hits, it simply won't hit. In HW2 ... the shot will follow the fighter. I also think this mechanism made battes much more CPU intense. HW1 was able to handle way more ships in Battles then HW2 can.

And the whole harvesting and asteroid system ... was much better... Well I shuold stop now :-P

+1 vote   media: Battle damage and Fuel Auto Docking for AI
Mr.Thi Mar 20 2014, 2:47pm replied:

X System is cool, but it's load is enourmous and I'm pretty sure it would be much bigger then the load their script is creating, if you use it on many ships.

I tried to control ship speed with X-System for my EVE mod... And the results where very nasty. It's simply not efficient for many ships.

+1 vote   media: Battle damage and Fuel Auto Docking for AI
Mr.Thi Mar 19 2014, 2:36pm says:

Ehm ... I like the Idea and all this. But .. have you checked this with let#s say ... 200 Fighters?

I would think this might cause heavy lag or stuttering.

At least that's what I remember when the last one tried this.

+1 vote   media: Battle damage and Fuel Auto Docking for AI
Mr.Thi Dec 28 2013, 12:08pm replied:


The reason i use Data and not Big, is that I see no need to do so. But this discussion has been done before. When I think, there is a Version wich will not change very much, I may create a Big-file.

In addition I think the modding beginners can start to mod it, even without having to extract it first...

Best Regards.


For the Crash take a look at my Comment above.

+1 vote   mod: EVE: RTS
Mr.Thi Dec 28 2013, 12:05pm replied:

Hey bongiovonni,

This might be a common problem with the Shaders.

Please take a look at my first post.

+1 vote   mod: EVE: RTS
Mr.Thi Dec 28 2013, 12:03pm replied:

Hey Sid,

look at my new Comment at the Top. It gives some info.

+1 vote   mod: EVE: RTS
Mr.Thi Dec 28 2013, 9:17am says:

thx to all of you still following my mod.
I did not manage to work on it since the last picture update.

Currently there is nothing new, wich is playable in any form.

I can not promise anything, but maybe I'm able to release another gamemode candidate next year. But I'm pretty sure that, if that is happening there will only be a limited number of ships - like in the first release.
Titans, Dreads and Stations are also pretty unlikely.

Best regards
Mr.Thi / -=[F@LC0N]=-

P.S. Regarding Crashes
Please Check this:
- Have you got an ATI / AMD card? (delete/rename shader folder)
- is the a race selected? (not random)
- is the map working? (try another)
- check HW2.log for other hints. (Maybe send it to me via pm)

+2 votes   mod: EVE: RTS
Mr.Thi Nov 23 2013, 6:07am replied:

You can send me your Hw2.log via PM, i'll take a look.

Maybe you should try to remove the "" around the target.

Otherwise .. simply PM me if the problem is still there.

+1 vote   mod: EVE: RTS
Mr.Thi Nov 23 2013, 6:04am replied:

They where planned but currently I simply lack time.
Also the size difference seems too big after all... -.-'

The game would go to be too slow.

+1 vote   mod: EVE: RTS
Mr.Thi Nov 23 2013, 6:02am replied:

The Plan was to have them, but no time to implend.

+1 vote   mod: EVE: RTS
Mr.Thi Nov 23 2013, 6:02am replied:

Currently there is nothing big going on.

Time is low at the moment.

I spend most of my time for University and a bit on X Rebirth.

But I have done some work on a new random Map system. Wich will work with Jumppoints similar to Freespace and B5 Capture mode.
(Only to Buy stuff - not for travel)

Currently this is only working on matlab ... still need to implend it into hw2 lua.

+1 vote   mod: EVE: RTS
Mr.Thi Apr 6 2013, 3:51am replied:

No? - I simply lack of time at the moment.

+1 vote   mod: EVE: RTS
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