JasonFJ JasonFJ

Star Wars:Requiem for Rebellion v4.8 released

Star Wars:Requiem for Rebellion v4.8 released

A Star Wars mod that works with the existing races

http://sins.imperial.cc

Hi all,

For your playing pleasure...

Download
http://sins.imperial.cc/media.cgi?topic=Rebellion

Release notes
http://sins.imperial.cc/view.cgi?id=&a=view&f=2&t=584

About Requiem and credits
http://sins.imperial.cc/view.cgi?id=&a=view&f=2&t=1

Development Forum
http://sins.imperial.cc/show.cgi?id=&a=list&f=3

Support Forum
http://sins.imperial.cc/show.cgi?id=&a=list&f=6

 

64,758 views 54 replies
Reply #26 Top

(so yes... I renamed everything to follow the vanilla format and capitalization and it seems to have fixed the issue)

For those super interested in the details, if you download the 4.2 full release and 4.2.2 hotfix from the Requiem site you'll see exactly how the files were named (check out all the ones to do with Starbase, constructors, deployment ability etc.).

The 4.3 beta 2 patch shows how I renamed them.

Reply #27 Top

Intriguing... I was asking as SoGE has been suffering from some weird sync issues in MP, but I haven't had any sort of error message like that one before.

 

Reply #28 Top

I think realistically the only way to be sure is to make sure the dev .exe starts up with no popup warnings or errors. I previously figured anything that didnt cause a minidump was probably ok to fly and that appears to be true for single player games.

I haven't gotten any negative feedback on the 4.3 beta 2 patch yet which is hopefully a good sign(!).

From a SOGE perspective I'd probably start debugging by double-checking any and all entities associated with any form of popup errors.. and as mentioned look for inconsistent naming conventions or capitalization (not just the entity file itself, but other entities that reference it, the entry in the manifest file etc.)

I'm so hoping this has resolved the sync issue... must have sunk 20 hours trying every conceivable problem isolation technique in the book until I went back to basics and followed the vanilla approach exactly.

Reply #29 Top

so after the 2nd 3on3 multiplayer battle

we found another bug

i dont know if it works "invisible" but the "docking booms" update on the alliance starbase doesn't show up on the starbase and i've not seen any effects/bonus from this update while playing

 

awesome mod :) greez from austria

 

 

Reply #30 Top

I get a String Not Found at random event announcements.

Reply #31 Top

I just tried downloading it, but I'm getting a website not found message.....  ??? 

 

 

 

Reply #32 Top

Quoting JimPeck, reply 31

I just tried downloading it, but I'm getting a website not found message.....  ??? 

 

 

 

 

The website changed web hosts and Jason forgot to update the links.  ;)

http://sins.imperial.cc/home.cgi

+1 Loading…
Reply #33 Top

Quoting GoaFan77, reply 32

Quoting JimPeck, reply 31
I just tried downloading it, but I'm getting a website not found message.....  ??? 
 
The website changed web hosts and Jason forgot to update the links. 

http://sins.imperial.cc/home.cgi[/quote]

 

Oh, OK, thanks!  Downloading it now.   I'm gonna check it out this evening...

Reply #34 Top

NO matter what i try i get crashes at around the half hour mark with the mod.

IM on 1.80 and using the hotfix.

 

side note i was playing around and wondering why the mod is split into two. is there any reason i cant combine the folders? also for the record i never saw in the instructions which mod should be on top... it took me a few to figure that out.

 

also do you have a no supeweapons option that i missed? im not sure about moding a mod, im pretty rusty.

P.S> I love the mod and am anxiously awaiting for a fix... along with my friends.

Reply #35 Top

Quoting TopAce6, reply 34
NO matter what i try i get crashes at around the half hour mark with the mod.

Try reducing your graphics settings. Almost any large mod will crash if you are on the highest graphics settings due to the game hitting its RAM limit.

Quoting TopAce6, reply 34
side note i was playing around and wondering why the mod is split into two. is there any reason i cant combine the folders? also for the record i never saw in the instructions which mod should be on top... it took me a few to figure that out.

Jason wanted to separate the large game assets that don't change much, like the models, music, textures etc., from the game files, which tend to be changed a lot. That way people can download the much smaller game files when they need to update the mod.

 

Reply #36 Top

oh iv been playing this game modded for about 5? years believe me i know about the graphics settings, its definitely not that in this case.

Reply #37 Top

If it's set to Highest it can be the issue, your experience be damned.

Reply #38 Top

Quoting TopAce6, reply 36

oh iv been playing this game modded for about 5? years believe me i know about the graphics settings, its definitely not that in this case.

Quoting Lavo_2, reply 37

If it's set to Highest it can be the issue, your experience be damned.

The new DLC might have had a negative impact on this regard as well.

Reply #39 Top

LoL its not set to the highest, anyone who plays with mods knows better then that.

whats with the snippy attitude? that's completely uncalled for.

right now the mod simply crashes, as it does for others.

Reply #40 Top

Quoting TopAce6, reply 39
LoL its not set to the highest, anyone who plays with mods knows better then that.

Common sense isn't so common, you would be surprised. ;)

Reply #41 Top

I once had to do tech support for somebody who kept on saying our mod wouldn't run. Turns out he'd deleted his exe for the game and nothing worked... So yeah, it's always good to start with the basic.

Reply #42 Top

true, but in this case i believe it crashes for everyone, or at-least that's what i gather from the website, and my buddies.

Reply #43 Top

My mod is set to highest settings and has over 360 textures and 800mb+ of meshes. No memory crashes currently. If you know what you're doing, I'd recommend cloning your sins directory and go about gutting things the mod isn't using. Not being a developer of the mod, it might take you some time to figure that out, though. A good place to start is the textures for default ships, planets, and any skyboxes that might not be used. I've personally removed half the UI, the player portraits, most of the icons, and all research-related stuff. Meshes are more troublesome because unlike textures the game will crash if it can't find them. A way to bypass this would be to replace either the game or mod entity files for defaults to point to placeholder meshes and gut the ones you removed references to.

Since the game force loads everything in its directories, the problem with the ram limit for a TC is usually the TC + the default game, which the patches will make progressively worse.

I'd be interested to see how replacing default assets with 0kb placeholders in a mod works out in RAM usage, but only for the benefit of others, as I have no reason to hold onto the default assets myself.

Reply #44 Top

interesting approach. however right now its definitely not a memory limit crash, it never even gets close.

Reply #45 Top

I'm about to post a v1.82 hotfix (Ironclad add new stuff for Neutron Star and Spaceship Graveyard amongst other things)... and right now I've done a full Alliance playthrough (including all research and ship abilities) and no crashes.

About to start a playthrough on Empire.. hopefully(!) I will find a bug there.

Otherwise, the issue is probably graphics related. Although my system is pretty decked out (16Gb DRAM, 2 x GTX780 SLI'ed) memory wise I occasionally get instability at maxed settings. I'm positive there is an internal memory leak in the game code relating not to system memory but memory management and allocation in the game. For example, sometimes starting a new game (without restarting the .exe) I will get unable to load textures/sound errors.

 

Reply #46 Top

i tell you one thing l love about your mod is how well it runs performance wise. allot of mods get very laggy and yours (when its not crashing :) runs so smooth.

 

as far as memory goes, i believe you about the leak, occasionally over the years i have noticed the games memory just start going nuts. however most of the time i barely use 1.2 gigs for sins. 

 

P.S. how difficult would it be for you to make a no super-weapons option to your mod? i have published my no super-weapons mod in the past... but am unsure about modding a mod. also i really dont know what im doing to be honest and believe i went about making the mod the hard way.

Reply #47 Top

The latest patch to Requiem (4.7.1) imposes the limit of 1 super weapon per 20 gravity wells (the default is 1 per 4 wells)

You'll find the value in gameplay.constants file which I've changed to:

cannonGravityWellRatioDenominator 20

Early game you will see nothing (until the enemy gets 20 wells).
Late game you can expect probably 2, maybe 3 super weapons at most firing every 5 minutes at you.

How about give that a try and see how it goes? Post on the sins.imperial.cc forums if you will as I don't get to these forums that much.

Of course the game strategy for super weapons is offworld/auxillary governments in the starbase of your frontier worlds (the ones that get scouted by AI) and boost them later with shield gens.

If the Requiem nerf isn't enough.. the next step would to reduce the firing rate from 5 minutes to something like 10 or 15 minutes. But in Star Wars lore there is the precedent of the Galaxy Gun... so it does have a place but admittedly not a game changing place.

Reply #48 Top

The latest patch to Requiem (4.7.1) imposes the limit of 1 super weapon per 20 gravity wells (the default is 1 per 4 wells)



Yessssssssssssssssssssssssssssssssssss

Reply #49 Top

Grave digging this post lol... but thought I'd mention that I'd patched this (v4.8) which works with current version and all DLCs. :)

Busy modding Rome Total War 2, Space Engineers and 7 Days to Die these days... but still love my Sins!