Jump to content

Planetkillerzz

Members
  • Posts

    37
  • Joined

  • Last visited

Planetkillerzz's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Still with that pagefile nonsense Update did indeed overwrite exe file so re-enabling LAA again will fix. Did it for all of us and no issues again. Good times
  2. Come now, that was kinda the point a humorous "hint hint" Thanks for the fix good sir
  3. Because description is wrong I do not know which one is what nor what else I could upgrade it with instead
  4. #7 Concussion Missile salvo, not torpedo volley #4 Actually Empire Golan has same bug. Since the Icons differ maybe its just a description error? but its def also on empire golans (playing it as we speak)
  5. #1 I do use Nvidia Drivers although they're the newest ones so do not know what to do about that - no biggie #2 Np, Now that I know it is completely cool and I agree on all points so removed from issues list. #3 Research icons is NOT an issue with their current location now that I know. It was more a "hey do you know these things hover out there?" thing #4 Golan Volley Fire is easy though. Play NR They volley fire ability on the Golans are both located in the top left corner first Icon and again on the bottom row 2nd from the left so technically you can upgrade 4 times on the Golan in two separate places to get volley fire ability. If you still need pics after this let me know #7 NR MC90 "Concussion Missile Salvo" my apologies^^ and no there is nothing within its range it spasm triggers anyways and it is random but often while hostiles are in system but way out of range. That is unless the circle of its range is wrong by a huge margin. Either way.
  6. Did you fix the graphics overall "bug" so that effects now work? Since the last update I am getting a lot more traction on effects and lasers and such. As a "control group" I said nothing and suddenly my friends said it too. - or maybe I am just going mad with delirium! Anyways to the issues at hand. I have skipped the questions you have since fixed as pr your own statements (I have not checked this myself but I assume you got it sorted by saying so) #1 Ships adapting total coloration. It seems it is not ship related as much as it is faction related. Playing Republic. When playing republic everything from buildings in space to consular scouts are "tainted" complete color of my player setup coloration choice. #2 "Titans" and their production. You write that we should not be able to build titans normally. I am assuming we are speaking past each other here? I mean ofc super-capitals = Titans = being built in Titan Foundry building? if not then there is more to this entry than I imagined. If not, and we are talking about the same thing, then the following applies: - Foundry/Production is confusing and at best set up wrong. At this stage the foundry has AutoCast automatically enabled so when you build/Que your first Super-Capital then it will auto produce one every chance it gets if your economics and fleet supply allow it. It should be set to manual build just like any other facility in game no? - Ship appears at edge of the gravity well at seemingly random point when AutoCast on Foundry has almost made it to cooldown. Why not just produce it like normal ships/titans do and let it be produced, come out of foundry when its done? I guess what I am saying is why make it so confusing for no apparent gain/reason? - During said confusion I managed to build 2 Allegiance Super Caps playing Empire for the price of one by hitting build, cancelling the build (during my confusion) and then re-enabling the build. #3 Research Icons being awkward Picture is here: http://40k.vadercrane.net/?p=18 Please let me know when you have seen it so I can remove it #4 Golan Volley Fire. You state you're currently looking into it. Be aware that it is not all factions who has this issue. #5 Stability of the game LAA fixes this completely across all machine configurations (we are 4 that plays this) with not a single crash despite long games on huge maps. - Or you can page file, whatever works for you. Although I consider this sorted/fixed it is too bad that the game is unplayable without these circumvention's but it is not a big issue and I know you guys are facing horrid limitations of 32 bit engine so face-palm, all is good #6 Graphics Settings I am using all "high" settings, being paranoid I do not use highest. Deep sky boxes and bloom are disabled. (I was not aware of deep sky boxes until you told us actually) #7 New Republic Mediator Capital Ability "Torpedo Volley" bug will fire on nothing until out of AM if set to AutoCast despite being no enemy ships within range. #8 Bug Tracking Generic I will use this post to make new entries as I find them if any until you inform me otherwise. Too bad I liked mantis but this will do Last note of today is: Ion Cannons are way out of control. Super-Caps should not be instantly disabled by 1 single Ion Cannon. And before the comments come with "you should not fly it alone" etc even so manual control makes them(super caps) useless even when dumping a staggering almost 400 command into 1 single vessel as an example and before I hear "it is cannon/fluff" either then fine but in game mechanics we can put up a lot of them = destroying "fluff" and utterly knee-capping their use. Ironically often in their text it says things like "sector wide command vessel" etc. I think not It is not game breaking, just not very fun. This becomes obviously multiplied by human players using them but also the force multiplier of the ion cannons is simply so out of whack that it beggars belief.
  7. Sure there is set up. Page file wants to use RAM size reservations as I got 32 GB RAM that is a lot of space on an SSD for no use whatsoever except one singular game. If I have to set up the page file manually and define its size then by definition I have to set things up, and which in turn then begs how much page file space does this game need? I do not want page files, and certainly not on other drives where my game resides, if I can avoid it. I have SSD´s and do not want space taken for no need other than a singular game and I imagine there are many others who would prefer not to set up page files on other drives either. That being said, if that is the only solution then there is no debate on the subject. But the LAA works for me and my friends when we play and play LAN, but then again we do not face online connection out of house so that's about it.
  8. Thanks Lavo, Appreciate the reply. I will furbish you with all your requests today/tomorrow.
  9. Also happens when you deploy the gun platform ability. Re-producible every single time for us. Added it here in my growing bug listing: viewtopic.php?f=620&t=28170
  10. Hey there, Had same issues. Game was unplayable and I was not happy about setting up page files if I did not have to. However this thread: viewtopic.php?f=620&t=28009 Delivers solutions. They work. Both on mine and a friend of mine´s machine. Hope it helps.
  11. Let me just preface this saying this mod has gone through major visual fidelity since my last thread and testing times. Very awesome work to the SoGE team and especially you Lavo, I know without you maintaining this project it would probably not even be alive now. Observations so far: - Despite the overwhelming awesomeness of the new visual fidelity this mod has got, I have but one complaint in this category. The new missile effects are too over the top for me. I like the anonymous effects and visuals of the old missile effects considerably better. Star Wars does not come to mind for me as huge on effects all-out overwhelming missile spam/size of missiles with glow effects etc. But this is a matter of taste. I like the more"clean" old version. This is for missiles only however. All other fidelity is superb. Bugs: - Graphics for gun effects ie laser etc seems to be massively toned down from the entrenchment releases. Not sure if this is a bug or intentional, first I thought maybe the faction I played was not ported right to rebellion but its the same everywhere, my friends commented on this as well. Lack of explosion effects, lasers etc, major detractor of fun. In fact prob THE major detractor of fun. We see the debris left from dead vessels but only little in effects. They are there, just brief, rare and far in between. - Some ships adapt the Player Setup color choice entirely. This has to be a bug? It looks fantastically lame to have a full blown orange vessel etc. The grey base line is nice the color adaption is not. - Issues at the time of this post with NR during text file enable of mods. This causes me and other who has reported this to crash before ever loading the game. This is not because of in-game mod enabler (we don't use it) Credit goes to Didact to find the temporary workaround: Remove NR folder and edit the mod count and entry listing in the text file enable. FIXED - Playing Republic, The Mandator Titan causes automatic minidump if the "Combat Platform" is active both manual deployment or if using auto-level - "Mouseover" crash to desktop issues? seems to happen only when I am mousing over some ships ? (uncertain as of yet) seems to be only when playing Empire - Titan class ship playing NR is severely bugged trying to "get built" in the Titan Foundry. (I tried several loads and finally managed to wrestle one out, but not sure how I finally got it out. Random Map. EDIT: Found out its because its all weird. When researched any titan, a timer starts on the titan foundry, when done the auto-cast makes a titan, but free of cost. Reproduced in all games all factions weve played since our re-entry to testing - NR Titan (the big one forgot its name) cannot attribute ability points manually after 1st one. However auto cast ability gain seems to bypass this problem - NR Battle Dragon has ability point that can never be used. In fact tons of capitals have this same bug. I think maybe this is intentional due to the way caps work now? - Vong ships explode the instant they're construction cycle is finished, which in turn make them unplayable for obvious reasons as of this post. This behaviour is also reported by others (see Didact post on this) FIXED - Research Icons playing Empire faction shows under weapons research way out of the actual box in the middle of space to the extreme right of the screen. - Upgrading Golan platforms have 2 icons who are different and whom both grants "Volley Fire" which one is correct? are they both correct? - Random dump to desktop. No/few mini-dumps are generated/reported just "sudden death" overall stability has decreased substantially since pre-rebellion for me. Good news is the game can be resumed if saved and can continue on, so not sure what plays a factor here. Questions Section: - Does it matter how high we set our graphics settings ? I know a lot of mods recommend various settings from high going down and/or bloom disabled? is there any pointers here or can we do whatever we want without it having adverse system stability issues? - Are we still supposed to use Mantis bug tracker? http://warlords.swrebellion.com/mantis/view.php?id=502 - and if so, its giving me a lot of red text errors ATM like: SYSTEM WARNING: date(): It is not safe to rely on the system's timezone settings. You are *required* to use the date.timezone setting or the date_default_timezone_set() function. In case you used any of those methods and you are still getting this warning, you most likely misspelled the timezone identifier. We selected 'America/Denver' for 'MST/-7.0/no DST' instead PC Specs I am running this on: i7 - 3930K Cpu Windows 7 - 64 bit 32 GB Ram Gforce 690 GTX - Nothing is overlcocked The Game Settings: All effects set to high Bloom is disabled Shadow Quality is set to high Resolution is 2560x1600 Anti-Aliasing is set to x8 Texture Filtering is set to x16
  12. The NR works. You cannot use ingame mod enabler; this an issue with Sins' engine. I'll look into it. I noted that the Vong was broken as of revision 908. I will be overhauling the Vong again. I am not using the in-game mod enabler, I think both he and I are following your instructions to the letter but for whatever reason we crash before ever entering the game with the NR enabled in the text file. Without NR it seems to work fine without the aforementioned Vong issues at any rate.
  13. I am having the exact same issue, but the mod runs if you remove the New Republic fileset. (And change the number of enabled mods to 5 of course). I guess the problem must be in there somewhere, I have tried redownloading it but it doesn't seem to fix the issue. EDIT: Additional bug, any ship that an AI or player Yuuzhan Vong creates is instantly destroyed. It pops out of the factory and explodes immediately. I could not test the New Republic for obvious reasons but everything was building fne for the other races. Spot on sir! you are epic. Yeah definitely something funky going on with New Republic, I removed it as you proposed and suddenly the mod works instantly no problems, which in turn is ironic since I wanted to play NR but better some than nothing - thank you very much for that information. This also saves me from the frustration that I somehow thought I has done some installation error somewhere I could not spot. So thanks for saving my sanity along with it!
  14. Thanks, I must have missed that before. Cheers. EDIT: Even with the text doc sorted it crashed before the game loads. My text file is: TXT Version 0 enabledModNameCount 6 enabledModName "SoGE Beta Reb - Alliance" enabledModName "SoGE Beta Reb - CIS" enabledModName "SoGE Beta Reb - New Republic" enabledModName "SoGE Beta Reb - Republic" enabledModName "SoGE Beta Reb - Vong" enabledModName "SoGE Beta Reb - CORE" and it has an empty line underneath it as pr instructions. I even cut out the mod, reverted sins to normal, hit apply, re-copy the files back into rebellion 1.04 folder, re-launch and crash before I get the game to load. *scratches head*
  15. I think there is something wrong then, I did read right that the order of races is not important only that the core module should be last right? because we get mini-dumps when we hit the "apply" button in the mod so we do not even get to load it at all, this is with revision 912, the 6 modules, core loaded last, a very legit version of the game which is updated to current and with all the modules in the rebellion 1.04 folder. Any assistance would be greatly appreciated?

Copyright (c) 1999-2022 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...