It's been a few months since r1.03 was released and while some progress has been made, the changes to Sins: Remastered are what's really prompting this release right now rather than later. Still, I think you guys will find that there are several noteworthy changes and additions this time around.
There aren't any huge changes to game play this update but there were a handful of fixes put in place for icons, zoom distances and a missing picture or two that slipped by in past releases. Just good old-fashioned house-cleaning type stuff.
For actual game play changes:
To begin with, you will find that a few of the custom skyboxes have changed a bit. They've had their brightness and intensities tweaked a bit and I think they are much better now. Specifically adjustments were made to the Nebula 4 & Nebula 5 skyboxes.
Secondly, tangent issues have been fixed on the up-sized planet models used in SGR. You may or may not have noticed that a line or seam was visible on planet models when facing the right direction. This was a side-effect of how I had scaled them up. For r1.04 I found a new (well actually old) method for doing so that avoids that issue. So I'm happy to say that the unsightly seams are now a thing of the past.
Finally, as with all good updates, this one comes with a fairly healthy dose of new art assets.
The Asgard received a handful of new custom planet module meshes with freshly made textures:
The Asgard weren't the only ones to get new structures for r1.04 though. The Wraith also got a selection of all new models and textures as well:
There were also a few older assets brought over from Stargate Invasion and updated to work under PBR. The Wraith research labs were both generously lent to the mod as was a brand new model and textures for the Ancients Aeolus capital carrier:
Lastly, there is a little bit of bad news this time as well. With the addition of this latest content, SGR finally ran into the 32 bit memory limit. So as part of this update a large number of higher resolution textures were downsampled to lower resolutions. This of course means that you may notice some things being a bit more blurry or pixelated than they were previously, but it also cut about 600 MB from the texture load and leaves more space to grow yet. There are still a fair number of custom meshes and whatnot that need to be added yet so I'm afraid this sacrifice was necessary even if it was somewhat painful and disheartening to do.
As always, I invite you to give feedback and share your thoughts on any of the changes and/or new content. It's always nice to hear what people think.
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