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[MOD] TotalEffects Complete Particle Conversion mod for Diplomacy 1.034 UPDATE 12/17/11

[MOD] TotalEffects Complete Particle Conversion mod for Diplomacy 1.034 UPDATE 12/17/11

version 0.801

 

TotalEffects now conforms to TSOP standards. Huge thanks to Soase Maelstrom!

Thanks Stant for the updated Diplomacy version.

 

 

Anyone may use this mod in their own mod however they like, as long as proper credit is given.

 

 

 

Enjoy

Diplomacy 1.034:

 

http://www.gamefront.com/files/21093989/TotalEffectsDiplomacy1.34.zip

 

 

.zip

7.69 mB

 

I have now included the Readme here for those who do not wish to download the mod at the moment.

 

Credit to Bailknight, Mansh00ter, and Zorodius for their corresponding graphical mods and inspirations.
Also credit to Gas Powered Games' Supreme Commander for some of the textures.




This mod is an attempt to make another graphical mod that goes with the current list.
It contains a mixture of particle effects of my own creation(the majority), effects from bailknight's graphical mod, effects from Mansh00ter's mod, and effects from Zorodius' Solarflair mod.
I would like critique on my particle effect skills and what looks nice and what does not.

GameInfo changes:
Better range for the Jarrasul drain planet ability so that it actually has the same range as its bombing range. If the gameinfo folder is removed the drain planet effect will look funny.
Cleansing Brilliance has a muzzle effect. (bailknight)
Assault Specialization has an effect when it hits structures.
Charged Missiles now has a different beam texture and hit effect.
Disintegration bounceback has more attached effects and Disintegration itself has an actual muzzle effect.
Volatile Nanites now has an effect when a ship dies.
Tweaked a bit with all of the Vasari capship weapon attachments.
Changed the capship explosion. Getting rid of gameinfo will change the capship explosion back to Solarflair's.
I changed the Argonev's explosion to the same as the other starbases so as not to generate lag on death. If the GameInfo is deleted, the game will lag every time this starbase dies. (How d'ya like 1000000 particles onscreen at once? Attempt at your own risk)
Synced the Skarovas' and the Kortul's wave cannons to fire at a single point.

DELETING THE GameInfo FOLDER WILL CAUSE THE GAME TO CRASH.

The Solanus now has a muzzle effect
The Garda's shots also travel faster.
The Destra Crusader's plasma shots now fire at a single point on a mesh.
Added custom phase travel effects for each race. (Bailknight for TEC, Zorodius for advent, me for Vasari)
The Transcencia starbase now has Beam weapons instead of plasma. No damage change.
The Dunov's shield Restore ability now has a muzzle effect.

There is also a change in the theme music, one that I like more. (NO CRITIQUE ON THIS PLEASE)
Numerous other surprises relating to just particle effects.

 

I have removed all of the changes that would have anything to do with imbalance or game tweaks. All of the above changes are aesthetic only.

Showcase of Destra, Kodiak, Iconus, and Domina effects:

750,568 views 298 replies
Reply #227 Top

Can you add new Suntextures? Please:pout:

Reply #228 Top

Well

I only do particles...

If you want assistance with adding two mods together, I will be glad to help!

Reply #229 Top

More Particles!!!!

We need more vespine....errrr...particles!!!!!

 

:thumbsup:

Reply #230 Top

I've already replaced almost EVERYTHING

and added some extras to boot...

Reply #231 Top

Add some more!!!!

Om nom nom nom!!!! :rofl:

Reply #232 Top

That sounds like a great idea!

I'll add effects for EVERYTHING FROM PLANET ELEVATORS TO ESCAPE PODS

Reply #233 Top

I'd love to see something completely differnt done with the planet elevators--that would be really interesting.

Reply #234 Top

I already made them explode extravagantly, what more could you wish for?

;D

Reply #235 Top

I was thinking of giant Cthulhu-like tentacles slithering around the planet while bolts of lightning hit and the inhabitants screamed in terror--like that.  ;)

Reply #236 Top

Lol

That would certainly make the game different...

Reply #237 Top

Different...or better?

Reply #238 Top

We'll go with better if you like... :thumbsup:

Reply #239 Top

I like the wave cannon, the planet bombardment, the phase missiles, the phase drives, and a few other things. I have to say though that the targeting uplink is a bit overwhelming and makes my comp lag. The cap explosions, although huge, are a good show for their duration. Only with this mod (I always put it over DS) have I had dead vessels continue to float onscreen perpetually, in whole condition.

So, it's a pretty show if you're aiming for epilepsy. :thumbsup:

I will admit though that I think stacking so many mini mods is pulling me down, so I will probably pick apart the graphics later on and keep some of bailknights and what not.

Still, good job.

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Reply #240 Top

thanks!

the reason behind the floating vessels is that they don't have an explosiondef entry from DS in my replacement explosiondef...

using DS's explosiondef would fix the problem, but then no fancy capship explosions...

T.T

Reply #241 Top

Well, if I'm going to use anything, I'll probably have to chop it up anyway, so I'll keep that in mind.

Reply #242 Top

I've been having issues with this mod. The first time I loaded it, it would minidump on me in about five minutes. I downloaded the mod again, and it ran fine for about 4 hours. But then, today, when I went to continue the game, it will minidump on me as soon as the save game file is loaded. Any suggestions?

Reply #243 Top

Run it on the dev.exe and see what errors come up, or upload a save file so some of us can have a look at it.

Reply #244 Top

Where is Krrrdaaaaax?  He's been hit and run posting and hiding.

Just wanted to say I got your Yggdrasil effect working and looking quite nice dude.

Reply #245 Top

HI.

Oh really?

I thought you said it didn't look good!

I'm confused!

T.T

Reply #246 Top

Quoting Stant123, reply 243
Run it on the dev.exe and see what errors come up, or upload a save file so some of us can have a look at it.

Actually, I seem to have gotten it to work. I can't just load the game. It will crash immediately. But if I clear the active mod text file then start up the game with the Mod inactive and reactivate it in game, it's fine. Not sure why that makes the difference.

Reply #247 Top

Sins doesn't do a very good job with its texture system.  It's probably having the same issue that happens when you lower the settings and try to play a game (the higher settings are still used until you restart the whole game).  I'll do a little investigating on my end this weekend to see if I can get your issue to happen to me and we'll go from there.

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Reply #248 Top

It has happened to me, and I haven't figured it out either.

I have merely chalked it up to Sins limitations.

 

Also, a resolution to be the first mod for Rebellion.

WOOT

Reply #249 Top

Some weapons need better sounds. Can you think about it? Would be nice if you add them in the next version.

:)

Reply #250 Top

Wellllll

this is a graphical mod

not a sound-oriented one...

I can help you get new sounds installed for your own mod, if you like, but I currently have no plans to add new ones.

Sorry

:)

 

Distant Stars mod has alternate weapon sounds from Gurkoz's sound mod...

I suggest that you try it out.