bailknight bailknight

[MOD] Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

[MOD] Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

Compatible with Entrenchment ver 1.02

 Bailknight`s Graphic Mod for Entrenchment ver 1.02 Fixed 1

Fix TEC light frigate weapon travel speed issue. If you get previous version please re-download this.

DOWNLOAD : http://www.mediafire.com/?yoomlxzk889

Compatible ONLY with Sins Entrenchment ver 1.02 not original Sins

This mod Contain "Volumetric Explosions&Damage Effects ver. 1.13 " by ManSh00ter

Warning - This mod didn`t trough entensive test so may have some serious bugs. When you find some please inform me.

0. Fix
   1. Fix TEC light frigate`s weapon travel speed (600 -> 6000)

1. How to install MOD
   1. Update your Entrenchment ver to 1.02 first
   2. Start Entrenchment
   3. Go option -> mods -> show modpath to confirm your mods folder.
   4. Quit Entrenchment
   5. Put "bkg_Entrenchment_v1.02_1" folder into your Entrenchment mods folder.
      ex) C:\Documents and Settings\youraccountnamemayhere\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.02\bkg_Entrenchment_v1.02_1   <- this folder should contain 6 folders(GameInfo, Mesh, Particle, PipelineEffect, TextureAnimations, Textures) and 6 manifest files(brush, entity, galaxy, playerPictures, playerThemes, skybox)
   6. Start Entrenchment
   7. Go option -> mods -> enable mod to activate mod.
   8. enjoy mod.

2. Changes - Visual
   1. Enhanced every weapon effects.
   2. Enhanced and added most ability effects.
   3  Add new mine explosion effect for each mines.
   3. Enhanced some explosion effects and Implented with ManSh00ter`s Volumetric Explosions&Damage Effects ver. 1.13
   4. Enhanced and optimized other various effects.
   5. Heavy Crusiers length extended.
   6. Phase Gate now stand up and rotate and bigger .
   7. Weapon Jamming Module downsized.
   8. Optimized TEC Fighter mesh.
   9. Pirate Gauss defense`s weapon changed to autocannon (only visual)

3. Changes - Gameplay
   1. None
   2. Still if you remove GameInfo folder, You`ll lost every enhanced beam effect and ability effects.
  
4. Fixes from vanilla SOASE Entrenchment ver 1.02
   1. Fix some improper weapon points.
   2. Fix persistence passive effects disappearing when load saved game.
   3. Fix Advent starbase`s Meteor planet ability didn`t work collectly at level 2 (Has 0 ranges).

5. Credit
   1. Thanks to Stannum for his SOASE 3Dsmax importer and exporter tool ver 1.1
   2. Thanks to ManSh00ter for his "Volumetric Explosions&Damage Effects ver. 1.13"

P.S.  Send me PM or e-mail for notice If you want modify or redistribute this MOD.


 For Sins ver 1.1 (Converted by Annatar)

(Notice- Pirate base replaced to desert planet in this video for better bombardment presentation. Not in release version)

TEC http://www.youtube.com/watch?v=fyZtYW0EhOs

ADVENT http://www.youtube.com/watch?v=JbBSxcCwjh8

VASARI http://www.youtube.com/watch?v=ihxCkD6eLmw

DOWNLOAD : http://files.filefront.com/Bailknight+11rar/;12438797;/fileinfo.html

2,167,897 views 770 replies
Reply #251 Top
The disappearing particles bug occurs in vanilla 1.03, be sure.
Reply #252 Top
 :LOL: Don't you think a major bug like disappearing effects would have been caught and squashed by Ironclad in vanilla? I'm pretty sure I never saw disappearing effects. Only after I installed this mod.
Reply #253 Top
boxox, NO IT DOES NOT. The problem went completely away after I inactivated the mod.

Hopefully Bailknight can discover the source because in big later-game furballs, it's frustrating to have to save and reload to see what my forces are actually firing at.

-- Retro
Reply #254 Top
I should clarify because I think boxox is referring to the "CEILING" particle effect that you run into when you haven't changed your particlecount and you're in a really, really big battle. This mod bug removes ALMOST EVERY particle effect when it kicks in, and all you see are your ships and hear the noise of combat. This did not occur in vanilla 1.03 after a three-hour gaming session. At most, one hour to 1.5 hours into a modded gaming session, just about every particle effect from weapons fire to smoke completely disappears, even if there's just a dozen ships on the screen.

-- Retro
Reply #255 Top
Gotta say, kudos for this mod. Makes the game a heckuva lot prettier (at least, when the particles are still displaying). ;) Is there no way to get a version that's totally free of gameplay changes, though? I did remove my gameinfo folder, but to me it feels a little incomplete if the gameplay changes are actually needed for some of the modified effects. Although it seems from the readme the #2 gameinfo change is the only one that seems to be directly tied to effects, and the others are straight rule changes?
Reply #256 Top
boxox, NO IT DOES NOT. The problem went completely away after I inactivated the mod. Hopefully Bailknight can discover the source because in big later-game furballs, it's frustrating to have to save and reload to see what my forces are actually firing at.-- Retro


Yes, the bug is that ships appear and no weapon, hyperspace, impact, etc effects are generated. Here's the thing - I don't use BKs mod and it happens to me all the time. Last I read IC didn't know what was causing it and were casting about for information from players, the last of which I heard was that some of the Vasari particle effects have an effectively infinite lifetime. Since the mod is throwing around much more effects it'll kick in sooner, but it's nothing to do with the mod itself.


WWW Link

(ED) if you read the link, BK says he has found these sloppy seconds in Sins and cleaned them up for his next release.
Reply #257 Top
boxox


Thanks for save my time (I`m VERY busy right now.. X-( )

I hope decreasinge missile lifetime may solve this problem...still I have no time for testing myself I`m not sure it fixed or not.
Reply #258 Top
Awesome, guys. I recall that I was playing a large Vasari map when the problems really started occurring, but my 3 hour vanilla session where I didn't see the problem was as Advent. When playing Vasari, I also had a number of missiles go off into infinite space when I attacked a fleet that was hypering out, so that would have just increased the problem. It obviously occurs much, much faster in the BK mod, because I've never seen it in vanilla SoaSE and I almost always play random race.

Bailknight, did you use the following in your fix, so we can apply it ourselves and enjoy the mod?

missile .particle files TXT:
ParticleSimulation
HasInfiniteLifeTime TRUE --> replace with FALSE
TotalLifeTime 10.000000 --> replace with 60.000000
...
ParticleLifeTime 3000000053248.000000 --> replace with 000000000053248.000000

If you post what you used, I can test it for you against your current mod version.

-- Retro
Reply #259 Top
theRetroboy

Tested with 10 vasari AI particle still missing eventually. I fixed every weapon paricles so I have no idea what cause this now.


Weekly Update. Utility Crusier and Heavy Cruiser.
Reply #260 Top
Thank you Bailknight for making an awesome mod! Even at moderate distance zoom, I was able to enjoy the fireworks. At close zoom, I enjoyed the possibility of being blind too. The mod sorta reminds me of anime space battles.

Now if you could make visual effects of near exploding capital ships to have internal explosion which are represented by overlapping bulges popping up along its length before getting blown to piece with final big explosion, I would be tremendously overjoyed.
Reply #261 Top
Very nice, very nice indeed. Can't wait to see these models in action.
Reply #262 Top
Bailknight, can i have permission to use your wonderfull mod in a gameplay mod i am working on?

Will give you credit in the read me file and give a link to your webpage.

Thanks.
Reply #264 Top
I`ll release 1.04 compatible version with some new effect (also fixed particle disappearing bug) tommorow.
Reply #266 Top
also fixed particle disappearing bug


If you could explain that in more detail, I'd really appreciate it. Been wondering what the problem was.

Also, for anyone who's using this great mod like me for just the graphical enhancements, I tried it earlier and it already appears to work with 1.04.
Reply #267 Top
Excellent work mate. Looking forward to the 1.04 compatible version :)
Reply #268 Top
I am finding no trouble to run this mod in 1.04 with the same graphics upgrade that was granted in the 1.03 version so i dont think any work needs to be done in that area.
that said i must say that the mod set to high/highest with bloom enabeled can make you eyes bleed from overload thank you.
Reply #269 Top
Yes its a great mod and yes it works with 1.04, but still the particle disappearing bug what bailknight was talking about does really exist and thus should be fixed with a new version. Other than that, i love it!
Reply #270 Top
I'm very happy with your work Bail. Keep it up! I've never been much into the modding community, but your mod has shown me the light! And it is beautiful!! Pew Pew Pew!!
Reply #271 Top
Ver 1.2 released

This version have new phase jump exit effect and other various fixes include effect disappering bug and optimize many things for better performance.

Merging is now free for other modder`s. Just send me PM or e-mail for notice.

Have Fun  :LOL: 
Reply #272 Top
Thanks BailKnight... Im really enjoying your effects thanks again!
Reply #273 Top
*snagging!

-- Retro
Reply #274 Top
sweet, thx. is there any planned date for the next version with the new models for heavy and utility cruiser? those look awesome.
Reply #275 Top
Love your mod. Soooo much prettier. :LOL: A few quibbles:

* The gameplay changes seems to change more than what's listed. The AntiVeryLight reduction in bomber hit percentage in 1.04 isn't there, and the AI has different parameters, from Gameplay.constants. Strikecraft all have twice the maneuverability. This is from diffing TXT_GameInfo against the 1.04 reference files (WinMerge for the win), so dunno if it's just because they changed from 1.03, but the changes from reference should be noted somehow beyond stuff that was modified for graphics.

* There's still a couple files in the TXT_GameInfo folder that are binary and not text.