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Blog RSS Feed Report abuse Latest News: State of the Mod: Post Alpha V .1

14 comments by Lord_Set on Apr 28th, 2014

State of the Mod: Post Alpha V.1

With our first release and getting some absolutely amazing feedback from you guys, we have begun filling those holes in the mod to really create that level of immersion that you (the fans) expect from us. In this State of the Mod, we will be covering new voice overs to rid ourselves of those pesky stock voices. As well as updated tangent models for our ships (to fix those shadow issues.) As well as give you guys a chance to ask the devs questions regard future development and help shape this project.

Let me be the first to welcome MEDiscovery to the DotR Team. With that being said we have some excellent audio taste tests to share with you guys. Now Cerberus right now is our main priority because they are the most complete. What I have done is uploaded a few audio/sfx clips to SoundCloud to share.

Voice Overs/SFX

Right now the four clips I have uploaded include an updated Mass Accelerator sound effect, Picket Cruiser(Female Voice), Heavy Cruiser (Male Voice), and Cruiser (Male Voice.) This is just a small taste of whats to come though. We plan to do some serious overhauling before our next alpha release so that you guys will have even more fun. For those interested I have included his Youtube channel below where he gives indepth tuts on how to recreate voice overs for almost every race in Mass Effect, some really awesome stuff.

Tangent Maps (Shadowing Fixes)

One of the unforeseen side effects of converting to rebellion was that we didn't anticipate having to do tangent maps. For those who don't know what tangent maps are, they are essentially something that gets attached to a model that dictates how the shadows fall on the model. Most of you noticed while playing the Alpha that shadows don't look quite right. Well we have begun to remedy the problem with some awesome help from Myfist0 of the Sacrifice of Angels 2 mod for Sins. Down below I have included a small example to show exactly how much a difference it makes in terms of appearance in game.

tangent demo

The Difference is night and day, we have been testing in game recently and can't get enough of how much better battles look with the right shadows. So a week out of our first release, we have seen nothing but positive feedback/criticisms. We hope with each successive release that you folks help us find all those little bugs we might miss in development.

Here is your chance guys, after playing our first official release what do you guys have to say? Got any good ideas? Post your questions and Lockerd, Skyline, and I will do our best to answer those questions and get back to you. With our first release that makes you all part of the team, help us to create a better mod and experience for you our loyal fans!

Your Fearless Leader

- Set

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Dawn of the Reapers: Onslaught  (Pre-Alpha Release

Dawn of the Reapers: Onslaught (Pre-Alpha Release

Apr 20, 2014 Demo 95 comments

Our first release to keep you fans happy! Happy Easter, and remember all good things in moderation.

The Sacrifice of the 55th

The Sacrifice of the 55th

Sep 19, 2012 Other 31 comments

Just the script to the live action trailer I hope to have enough time to work on sometime in the next few months.

Post comment Comments  (5320 - 5330 of 8,791)
Lord_Set Oct 16 2012, 1:49am says:

Taking a couple of days to help out Unikraken, Canadaman and the SOTP team. Be back soon.

+5 votes     reply to comment
Unikraken Oct 16 2012, 2:21am replied:

We appreciate your help. We hope the Mass Effect folk can come over and check out Lord_Set's handiwork when we get images of it to put in our own gallery!

+3 votes     reply to comment
CanadaMan7 Oct 16 2012, 2:23am replied:

"Oh, don't mind me, I'll just leave this plug here."

Can't wait to work with you though, Set.

+4 votes     reply to comment
Lord_Set Oct 15 2012, 11:16pm replied:

Like zombie said the mod is constantly changing, One of the issues stems from the fact that when i started this mod i was extremely limited in my modeling ability, even more so in my skinning ability. That changed, and because of that the mod has increased in speed because the bulk work i can do on my own now rather than shipping a model to a skinner, then waiting for it to be done to send to zombie and get it in game. Simplicity is key.

+3 votes     reply to comment
ZombiesRus5 Oct 16 2012, 9:03am replied:

It's good you are learning to texture your own models. Appreciating the uv-map and texture work should help the mod move towards completion without a lot of future rework.

+2 votes     reply to comment
ZombiesRus5 Oct 15 2012, 9:53pm replied:

The mod is quite simply not the same as it was a year ago or even six months ago. If you look at the latest fleet pick you'll see very little that was created during that time.

+3 votes     reply to comment
Super_battle_droid Oct 16 2012, 6:42am replied:

Aren't you??? hmmm or are you just trying to make us believe your not a geth..

+2 votes     reply to comment
wombatleader Oct 15 2012, 8:59pm replied:

Well, the beginning of the school year is always busy as hell. Papers and stuff like that. But give it a month or so and it goes to a normal pace. Allowing them to resume modding on a proper level.

+1 vote     reply to comment
Lockerd Oct 15 2012, 9:20pm replied:

even before this season he pumped it out fast.

+1 vote     reply to comment
Lockerd Oct 15 2012, 8:49pm replied:

To awnser that, Lord_Set is a machine when it comes out to models, before his break in the summer he cranked out new models each day, now that Skyline and he are texturing its all going smoother, and ZombieRus5 is a Coding God so it all pulls together faster.

+1 vote     reply to comment
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