A Modder Currently developing Freespace: Sins of a BluePlanet. If theres anything you peps might need help with, don't be afraid to send me a pm.
unfortunately they didn't make the cut, they might come in a future build
not sure about multiplayer, just make sure you both have the same latest version
no extra details yet still working it all out
Well the mod will be undergoing a radical change if gameplay to combat lag, basically i will be changing gameplay to be more tactical instead of just throwing ships at the enemy you will have to use tactics
no its because i have disabled planet bombing for all ships and i'm using hte colony ship to invade and colonize planets but i might change that as the ai seems to have issue using it correctly
Well you go to the link i have in the new article you click the cloud with the download arrow and select download zip, after it has finished downloading you extract it with winrar, winzip, 7zip or what ever program you have to extract those files, and if it come up with a error then your download has most likely been corrupted, so you try and download again until it open fine.
thanks for the kind words, It's gonna get better
sorry mate about that try now you should be able to now
yeah tha game can get laggy late game due to the high detail models, i will be going though another optimization pass soon
the intersystem jump nodes can be colonized to create a defence
ok so culture i have disabled until i completely revamp it to make it much different to stock sins, no details yet. the turret don't rotate so they cannot shoot, but i', going to give the turrets that don't move weapon ability like missiles or something else to give it a punch if the enemy ships are out of the main weapon arcs.
ok yeah so fighters cost antimatter, but i unfortunately haven't yet added the ability to resupply them yet, that's on the next to do list
I'm hoping to at least get it into beta first then i will see where i go from there
Guys new Post Coming ETA very very Shortly, Really good news included
already trying that they seem to be ignoring the question
well not only us but basically every eve online total conversion mod has written permission to us eve online assets, they just come out start and said not to use it three days ago.
Why now is unknown and does this affects every other eve online total conversion mod too.
no need i spent lots of early morning making a blender plugin to create and bake diffuse textures from the PBR textures, but yeah that was a waste of time :(
Because eve mods are a time consuming process, and with the introduction of the PBR texture system from the Rhea Expansion. This in turn completely ****** up the modding community for eve mods, as well as the consent changing of file structures which makes gaining access to the files and models harder. This in turn makes modders have to make new tools to access these which can be stopped again at any moment by CCP.
you can't CCP Games has shut us down, Sorry
Its on hold at the moment until stardock gets a few more patches out with extra modding features
yeah mate still working on it
the way i'm doing it is very similar to that
yeah slowly, just taking a bit of a break at the moment
no rip yet its still in my list to do
no the mods still going, slowly but surely
its getting there, i have to now fix up the mod thanks to stardock releasing two patches.
well the latest patch for soge broke it, and now the latest patch for sins has broke it even more so yeah, i might one day get around to fixing it, but i can not be certain at any stage yet
no eta at the moment
you mean the hammerhead, its ingame just have a look