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[MOD WIP] Sacrifice of Angels 2 Entrenchment

[MOD WIP] Sacrifice of Angels 2 Entrenchment

SoA 2 0.3e.102

Can anyone remember when we used to be explorers? - Jean Luc Picard
Gameplay
FED
KLI
ROM
DOM
BORG
NPC
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3,999,174 views 1,969 replies
Reply #1626 Top

Quoting darkshimmer, reply 1611
As of today i have resigned from the mod team for my own personal reasons. Please do not ask why. The patch for 3E.2 is scrubbed for release as i will not be able to complete it. I have sent all my files to stress. He's back in charge. GL all of you and i'm sure when you guys play with the Romulans, its going to make your day! Thanks for the fun guys! 

:'( Sorry to see you go man.  You have been the heart and soul of this mod for such a long time.  I hope you can get everything sorted out so that you are able to get some semblance back in RL.  We will try to persevere, but know that you will be missed. :'(

Reply #1627 Top

Quoting Blair, reply 1625
If you are using some version of Visual Studio (there is a free version I think) I can hook you with something that will provide more information from a minidiump. Email me if you want it ([email protected]).

Whoa! 2 visits from Blair!  Take him up on it! :D

Anyways i have given my crew some time to figure out whats going on with our dev build of the mod. We are getting gs vector crashes. No error crashes, etc etc. If the problems keep persisting i will have no choice but to deem our dev build totally unstable, and nuke it from orbit.

I already started the process of completely rebuilding the mod from scratch using the 1.041 files as a foundation instead of converting older versions over.. Adding/Importing 1 file at a time, 1 model at a ime, 1 texture at a time, and testing it thrice over to make sure it all works. I already found another corrupt texture, and its the hud texture itself... u know the pretty lcars u see on screen. Dont ask me how it got corrupt. I am digging thru my cd's for a backup of the original psd. That was just porting the Federation core player files over without adding any models or weapon yet. So no doubt there will be more where this came from. I have no clue how this got so screwed up.

We have to assume the worst. The download we have above is no good, and will be removed. Sorry guys, but these things happen.

We are in the process of fixing everything. Once that is done we will post a new download. I know it sucks, but have some patience. We are on it.

Reply #1628 Top

Major Stress, you are an amaizing individual.  I may very well have lost patience for this stuff long ago.  Thank the stars your the one doing this mod and not me.  I await patiently for the repaired mod, and have every confidence in you and your crew to fix things. 

Everybody else...lets give em a break.  This has been long time in  the works, and most others would have quit in frustration by now.

YOUR THE MAN, STRESS AND CREW!!!!!

Good luck Shimmer.

Reply #1629 Top

Quoting Major, reply 1627



Quoting Blair Fraser,
reply 1625
If you are using some version of Visual Studio (there is a free version I think) I can hook you with something that will provide more information from a minidiump. Email me if you want it ([email protected]).


Whoa! 2 visits from Blair!  Take him up on it!

Anyways i have given my crew some time to figure out whats going on with our dev build of the mod. We are getting gs vector crashes. No error crashes, etc etc. If the problems keep persisting i will have no choice but to deem our dev build totally unstable, and nuke it from orbit.

I already started the process of completely rebuilding the mod from scratch using the 1.041 files as a foundation instead of converting older versions over.. Adding/Importing 1 file at a time, 1 model at a ime, 1 texture at a time, and testing it thrice over to make sure it all works. I already found another corrupt texture, and its the hud texture itself... u know the pretty lcars u see on screen. Dont ask me how it got corrupt. I am digging thru my cd's for a backup of the original psd. That was just porting the Federation core player files over without adding any models or weapon yet. So no doubt there will be more where this came from. I have no clue how this got so screwed up.

We have to assume the worst. The download we have above is no good, and will be removed. Sorry guys, but these things happen.

We are in the process of fixing everything. Once that is done we will post a new download. I know it sucks, but have some patience. We are on it.

almost have it corrected stress !! 

Reply #1630 Top

Quoting Major, reply 1616
He needs a break BADLY with good reason judging from the last few pages here.

I just pm-ed him, and told him to take a breather for a while. Step back, and collect your thoughts, and if you decide to continue then great. I always said RL comes first. Myself getting stressed over this is one thing, but my TEAM getting stressed thats where i draw the line. You guys are treating this project like it is an EA, or Relic game, and demanding it to be flawless. IT IS A FLIPPING MOD. Made by Amatuers! Who dont know how to code c++. Who can barely understand how this game works!

I honestly think that the patch 1.041 is unstable. I think this because ever since i patched i have been getting dumps playing the VANILLA game. Ether when i exit, or randomly duing play. Just like you guys are playing the mod. I will send my vanilla dumps to IC to see whats going on. It does it on both my machines. One machine has 4 gigs of ram, but i downgraded it back to XP 32 bit. The other machine has only has 1 gig of ram so i think its the 2 gig ram bug coming back to haunt us. That is SINS fault. Not the mods. I am testing this theory right now to confirm this. You guys should be too.

Update 0.3E2 is not scrapped, but it is gonna take a bit longer than expected due to the circumstance. Plus we are going over the converted download to see WTF is going on. Some get the no curry texture bug. while others who download the very same file do not. That tells me you got a corrupt download. Re-download it again, and if it doesnt work you will have to wait till we figure all of this nonsense out. Remember we are NOT programmers. We are a bunch of guys like your average construction worker who got together to do this as a HOBBY on our free time. Lets treat it like a hobby, and cut my crew some slack.

AGREED !!!!! :fuzzy:   and for all the nit pickers and perfectionists out there stop talking and start contributing !!!!!! :borg:

Reply #1631 Top

I'm going to start looking into the AI. Doing several very long galaxy takeovers on my own, then gonna play with enemies again. If it is the AI crashing it I'll try to find out what it is that's making them so very unhappy.

Reply #1632 Top

Quoting alryq, reply 1628
Major Stress, you are an amaizing individual.  I may very well have lost patience for this stuff long ago.  Thank the stars your the one doing this mod and not me.  I await patiently for the repaired mod, and have every confidence in you and your crew to fix things. 

Everybody else...lets give em a break.  This has been long time in  the works, and most others would have quit in frustration by now.

YOUR THE MAN, STRESS AND CREW!!!!!

Good luck Shimmer.

 

Stress has lost patience, I think 3 times now. This mod has been cancelled at least that many times (at least since I started following it).

 

He ain't called the Stress Puppy for nuthin

Reply #1633 Top

The mod has never been cancelled. Tho i do fess up to losing my cool several times during this mods run. Looking back i laugh at the infamous "major stress meltdowns". I could be worse... i could pull a christian bale on ya :D Oy! You got the Romulans in, ... OOOOOOOH GOOOOOD FOOOR YOOOOUUUUU! But half the ships are F***ing Backwards!!

Indeed this mod has been a lesson on patience. Just when we think we got it all together.. blammo!

Imagine what the dev's went through to "create" the game. We are just changing artwork, and mechanics.

Regardless of what happens. Be it we fix the existing mod, or we start it over again from scratch the mod will continue. Jtaylorpcs says hes got the existing version stable, and i am waiting to get the fixed copy to test. If it fails then we start over. Tho we are in far better shape for doing that than say like last year when we all were tripping over ourselves trying to figure out how stuff in sins worked.

If the stable version indeed works then we need to figure out why the textures are corrupting on us, and fix that problem. I think it was just one download of the dev copy too many, and an internet hiccup during transfer. Thats what they make backups for ;)

I said in one post ages ago that as long as i am on the project as a project leader or otherwise the mod wont die. FFS's i founded this thing. Do you honestly think i would let it go that easily?

Reply #1634 Top

For some strange reason I was lucky and I'm playing with .101 converted version without problems, it dumps to me only if I set one of the players as federation.

Given the federation in this version is useless it's not much of a problem for me as I used to do klingon vs klingon and it works quite well (with the exception of the AI not taking neutrals and repair stations not auto-casting repair, minor issues).

On another matter, to trace transfer corruptions why not use a checksum program like md5 on the files before and after the transfers?

I don't exactly know how it works so please don't beat on me while I'm trying to help but that should at least make you sure that the transferred file is the same as the source.

Lo

Reply #1636 Top

lotek, it would be a good idea, but like you I do not know how to setup/use them, which is why I use the recovery record and test archive in winrar's compress dialog when compressing files to upload.

harpo

 

Reply #1637 Top

If you're still interested, this seems to cover MD5 checksums and give the link to the freeware.  Seems as easy as installing a small utility that has context menu checking.  Archive the mod, create the checksum, and each time it's downloaded just check to see that they match.

http://www.wheatworks.com/how_to_use_md5_checksums.htm

Reply #1638 Top

I think it is something on our end. We constantly re-sync the dev copy. So it is possible that during the re-sync itself that the textures got corrupt. No worrys we got backups, and any corrupt texture we find will be replaced.

Reply #1639 Top

I've been playing the latest patch and mod with no problem at all.  Haven't seen any corrupt files or screen dumps.  Guess I am just one of the lucky ones.  I'll keep on enjoying the file until he new one comes out ;-)

 

Great job guys!  I wish I had the "know how" to contribute on the mod!  :thumbsup:

Reply #1641 Top

OK  can report that the developer copy is now stable!!! 

Reply #1643 Top

Ill go over all of the dev copys textures today, and replace any corrupted textures with backups, I will do the same, and replace 0.3e.101's corrupt textures. ill reupload 0.3e.101 tonight if i can with an updated readme as well.

EDIT: I fixed 0.3e.101 faster than i thought. The one dev.exe error that harpo reported is still there from conversion. I dont know how to get rid of that without rebuilding that version of the mod. Which is pointless because 0.3e.2 is close to being ready.

Here is the fixed 101  SoA 2 0.3E.102  Main topic updated as well

Fixed:

Replaced all mod textures with current dev build backup.

Team color issue: Fixed. You can now have team colors enabled with no effect on mod ships.

Curry: textures corrupted, and missing specular map. fixed

Akira: Odd sized texture leftover from old version. fixed

Kimal Odd sized texture. fixed

Miranda. Corrupted, and missing specular map. fixed

Phaser platform: had -da, and -nm textures swapped. In correct locations now

Skin_Tech: The Lcars texture is corrupt, and i have no backup :( so that one will have to be done over. The current texture works.

'IF' you get a corrupt opening movie just delete it. we are making a new "better" opening movie using the SoA 2 lore.

All other issues with this version will have to wait until we release 0.3e.2

Reply #1645 Top

Downloading the update now.  It's probably already known, but you have to be a member to get the new file.  I have no problem registering with ModDB, as it takes all of 20 seconds, but some may have an issue with it.  So I dunno if someone wants to put up a mirror or something.  At any rate, keep up the great work!

Reply #1646 Top

Ah dammit! I forgot about that. ill upload it to filefront, and post an alternate link

 

Reply #1647 Top

are the romulans now activated ?

Reply #1648 Top

IN the OP they outline the plans for which races/major changes are intended, so for 0.3e2 NO it is ONLY fed & klin

harpo