DANMAN3712 DANMAN3712

ASK DANMAN - Question and Answer

ASK DANMAN - Question and Answer

DANMAN GAMES

http://www.danmangames.com

Greetings All!

Throughout my time here playing and modding the game I have become quite knowledgeble in the overall aspects of the game and modding the game as a whole.  While I learn stuff everyday, I feel like I can teach and answer questions as well.  People have helped me along the way, so this is my way of giving back to the community.  So, if you have a question that you think I may know an answer to, feel free to post and I will reply whatever I know.  Feel free to ask about anything about the game, modding, or anything else in general, my head is full of useless facts and knowledge.  I have played most Space/Sci-fi games, love fantasy games (like Oblivion and NWN) watch just about every Sci-Fi & Fantasy TV show, and have a deep knowledge of science and history, especially ancient history.  I have a Marketing and Sales background, with a specialization in graphics and art.  I also know modeling programs, but use 3D MAX specifically for modding.

So, I leave it up to you, the modding and gaming community.  I will be listening....

DANMAN

1,057,869 views 495 replies
Reply #101 Top

Quoting DarkCloud, reply 25
I'm doing an Honorverse Map and I want to increase flt supply and cap ship supply. I played around with increasing some of the values in the game info folder. It just locks up if i try to load it. Specificly the tec research for caps and flt supply. I did it like a mod that was done along time ago. The Capital War Mod. How do I do it or where can I find the info to do this? I read something along time ago, but can't find the thread.

Just increase the appropriate values in the fleet supply research files, or mod them to be higher in gameplay.constants if you want it across the board.

Reply #102 Top

Thanks carbon I got it done in the research files. Where is the gameplay.constants file? Also in the CB mod I'm using his deep space sector as my system hyper limit for my honorverse map. Their just too bloody small a starbase can almost cover it edge to edge. What file do i need to adjust to make the deep space sector grav well bigger. Ya know more like deep space. Your my hero :smitten:

Reply #103 Top

Gameplay.constants should be in GameInfo like everything else.

Find the appropriate file for the planet/well (Planet*something*.entity) and adjust the following two values to your likng:

moveAreaRadius 40000.000000
hyperspaceExitRadius 30000.000000

Reply #104 Top

Thank you yet again carbon. Your deeds do you good service. On another note I thought of an interesting way to make hyperspace nodes. By using the nebula and making the grav well large. What I'd like to do is make like a 30% speed bonus to the node. Maybe make it bigger. You get the idea. How hard would it be to add that ability to that area? Gonna mess with it to see what I can achieve.

Reply #105 Top

Danman

Have you seen the Dawn of Victory mod? It is still in progress but close to completion and once it comes out I think it would make an excelent addition to 7 Deadly Sins. Of course you would have to ask whoever makes it but this shouldnt be a problem.

Here's a link to the forum if you want to check it out:

https://forums.sinsofasolarempire.com/149666

Reply #106 Top

Is there a way to control how fast stuff moves in any one grav well?

Reply #107 Top

Is there a way to control how fast stuff moves in any one grav well?

Um...ship speed?

Reply #108 Top

I've tried adding the ability to the nebula. I get a mini dump when I enter it tho. I'm trying to increase speed in just the nebula. Nowhere esle. Are you saying there is another way other than creating an ability for the nebula.

Reply #109 Top

Could I add a 30% speed buff and that work?

Reply #110 Top

disregard my last few...posts I've found it.....Yup....doing the I found it dance..... |-)

Reply #111 Top

Quoting DarkCloud, reply 9
Could I add a 30% speed buff and that work?

Glad you got it to work.  Also, feel free to use the nebulea I made.  Just be sure to give credit.

 

Carbon16, thanks for your help here.  I have been busy with RL to be in here this past week.

 

Quoting soasertsus, reply 5

Danman

Have you seen the Dawn of Victory mod? It is still in progress but close to completion and once it comes out I think it would make an excelent addition to 7 Deadly Sins. Of course you would have to ask whoever makes it but this shouldnt be a problem.

Here's a link to the forum if you want to check it out:

https://forums.sinsofasolarempire.com/149666

Actually, these guys have made it very apparant that they are against 7DS, and even poke fun at it.  I say until they actually release something, they should not complain.

So, needless to say, I will not be merging with these guys.  Besides, the TCA already will take care of their style of ships and gameplay.

DANMAN

Reply #112 Top

Quoting boshimi336, reply 20
I tracked down where the spiral galaxy files are and which ones are causing the problems.

 

They're in the Texture Folder.

 

galaxyspiral.dds

galaxyspiral2.dds

galaxyspiral3.dds

 

When I deleat them, it just leaves behind white blocks ... is there anyway to edit a .dds file or some other way to make things see through ... or replace them with a star?

 

~Reuben

 


Quoting harpo99999, reply 19the deep space skybox does not solve the whiteout problem. i suspect that you might have to create a mod changing the skyboxstars.mesh or the skyboxbackdrop#.mesh files

hope this helps

harpo

 

I'll look into this for you, and there is actually another mod out there that does this already.  I'll try to find it for you.

Quoting soasertsus, reply 18

Quoting Carbon016, reply 8
Try one of these that supports folder comparison. The easiest way to do it would be to use the Beyond Compare program's 30 day trial for it.

Get some 1.05 reference data or convert it yourself, then compare the mod's files against that reference data. Merge the changes in manually and you should be good.


Where would I get the Beyond Compare trial?

boshimi336

I think there is an option in-game that removes deep space skyboxes. Ive never tryed it myself but it sounds like it might help you.

I use Notepad and Notepad++ for all my file editing.  Also, if you want to retro convert to 1.05, you need to open both the new version of a planet, and an old version side by side, and make the new one match the old one in spec info.  Just besure to keep the meshes and planet values the same as the new.  Then, you will have converted the file.  This is what I am doing to convert UP to the new version and Entrenchment.

Quoting Heinekus, reply 16
Danman, i was wondering what 7DS 2.1 capitalship mesh's/textures are converted for entrenchment. The ones im specifically asking about are the DarkAngel, WarHammer, Assassin, CruiserROGUEScout (entitly filename from 2.1) and Tempest Cruiser. Reason i ask is to add them to my current, personal, mod project while 7DS gets converted to the most up to date version on sins + entrenchment. Ive tried to convert some 1.05 models w/ 3dmax 09 but i literally just started messing around with it two days ago. If none of the above meshes are available, any really would be fantastic. Send a PM and ill reply with my email. Thank you very much.

Actually its not the meshes that need to change, its the entity files, and yes, those are already done.

Quoting gamerking345, reply 14
i was just wondering if its possible to have two separate versions of sins on my computor, one for 7ds and one for v1.15+. i really want 7ds but i dont want to uninstall and re-install my game and not be able to use the more modern mods

 

YES!  I am running two versions right now.

Quoting SemazRalan, reply 22
How badly is "stacking" mods going to affect the GSDef?  Multiple races, multiple ships/structures... Will the GSDef be the massive file we have now or what?

Don't know yet until we actually get into it.  I say if we make a base mod, and then add to that, things should go very well and provide an a la carte system to gamers.

Quoting soasertsus, reply 23
Okay this is wierd. My galaxyscenariodef file in the gameinfo derectory of 7DS is unreadable. It is in text but it looks like this:

TXTstarTypeCount8 starType designName"RandomStar" designStringId"IDSGalaxyScenarioTypeStarRandom"   orbitBodyTypeCount 10  orbitBodyType "BlueStar"  orbitBodyType "GreenStar"  orbitBodyType "RedStar"  orbitBodyType "YellowStar"  orbitBodyType "BlueStar2"  orbitBodyType "GreenStar2"  orbitBodyType "RedStar2"  orbitBodyType "YellowStar2"  orbitBodyType "WhiteStar"  orbitBodyType "BlackHoleStar"
 

and its all like that, about 40 pages long. I cant edit it because it a nightmare to find anything in there. Why is it like that? It never was until i got 7DS 2.0 and 2.1. Can it be fixed?

And Thoumsin, thanks it works great.

Its like that because it is in binary form.  You need it in text form, which is part of the mod tools that Ironclad puts out, or you can translate your own with a converter using ConvertDATA.

Quoting DarkCloud, reply 25
I'm doing an Honorverse Map and I want to increase flt supply and cap ship supply. I played around with increasing some of the values in the game info folder. It just locks up if i try to load it. Specificly the tec research for caps and flt supply. I did it like a mod that was done along time ago. The Capital War Mod. How do I do it or where can I find the info to do this? I read something along time ago, but can't find the thread.

This is in the gameplayconstants file, which is located in the GAMEINFO folder.

Hope the helps guys!  Let me know if I missed anyone!

DANMAN

Reply #113 Top

i was just wondering if its possible to have two separate versions of sins on my computor, one for 7ds and one for v1.15+. i really want 7ds but i dont want to uninstall and re-install my game and not be able to use the more modern mods



YES! I am running two versions right now.

 

 

... okay, can you tell me how?  \o/

Reply #114 Top

Is there a way to make the wispy nebula stuff bigger?  In my hyperspace version of it the grav well is like 70000. The nebula part like 2000. Thiers also a 500% top speed increase there with a 250% accel bonus.

Also on another note. I'm tring to make the Jav into a missle pod, but the text file from the ref data dumps the game.

Reply #115 Top

Danman, Just a little side info and why I'm in your thread. I'm currently using the celestial bodies mod for the new planets and realistic moons it provides. My mod or idea is a SinsoftheHonorverse hybrid.

It contains so far:

Manticore vs PRH senerio map with over 40 systems made with compainion stars.

A tweaked version of the CB mod.

Ships of the Wall Mod.

 

Reply #116 Top

Quoting gamerking345, reply 13

i was just wondering if its possible to have two separate versions of sins on my computor, one for 7ds and one for v1.15+. i really want 7ds but i dont want to uninstall and re-install my game and not be able to use the more modern mods



YES! I am running two versions right now.

 

 

... okay, can you tell me how? 

Sure, you need to install the game again.  But first, you need to rename all the current folders of the mod on your machine right now.  EVERYTHING.  Then reinstall the game, then google and download the patch to 1.05.  Thats all there is to it.

 

Quoting DarkCloud, reply 14
Is there a way to make the wispy nebula stuff bigger?  In my hyperspace version of it the grav well is like 70000. The nebula part like 2000. Thiers also a 500% top speed increase there with a 250% accel bonus.

Also on another note. I'm tring to make the Jav into a missle pod, but the text file from the ref data dumps the game.

Yep, there sure is.  That is how I made my nebulaes.  Using Particle Forge, you increase the overall immiter sizes of each immitter, to the siz f your gravity well if you wish.  Then they will fill the gravity well.

Quoting DarkCloud, reply 15
Danman, Just a little side info and why I'm in your thread. I'm currently using the celestial bodies mod for the new planets and realistic moons it provides. My mod or idea is a SinsoftheHonorverse hybrid.

It contains so far:

Manticore vs PRH senerio map with over 40 systems made with compainion stars.

A tweaked version of the CB mod.

Ships of the Wall Mod.

 

Looks like you are following in my footsteps, and I wish you the best of luck.   Let me know if you need anymore help.

 

DANMAN

Reply #117 Top

wait, WHAT? im completely lost o_O , what do i rename and what do i keep?  and where do i find the files and all that stuff, i am horrible at modding and stuff like it. X(

Reply #118 Top

Thanks..I kinda feel at home around here. :thumbsup:

Reply #119 Top

Any luck DanMan? I'm working on the same project as DarkCloud, just some different stuff.

 

Quoting DANMAN3712, reply 12

Quoting boshimi336, reply 20I tracked down where the spiral galaxy files are and which ones are causing the problems.

 

They're in the Texture Folder.

 

galaxyspiral.dds

galaxyspiral2.dds

galaxyspiral3.dds

 

When I deleat them, it just leaves behind white blocks ... is there anyway to edit a .dds file or some other way to make things see through ... or replace them with a star?

 

~Reuben

 


Quoting harpo99999, reply 19the deep space skybox does not solve the whiteout problem. i suspect that you might have to create a mod changing the skyboxstars.mesh or the skyboxbackdrop#.mesh files

hope this helps

harpo

 
I'll look into this for you, and there is actually another mod out there that does this already.  I'll try to find it for you.


DANMAN

Reply #120 Top

Quoting gamerking345, reply 17
wait, WHAT? im completely lost , what do i rename and what do i keep?  and where do i find the files and all that stuff, i am horrible at modding and stuff like it.

 

Ok... very short... instal sins with the upgrade to 1.05... copy your main folder ( stardock/... ) to a folder with a other name ( by example stardock1/... ) ... upgrade the original to the last version... once your start the game, you will be using the last version... for use 1.05, start the exe from stardock1/... be aware that each time your start a different version, your config file are reset... and save game from the other version will not work... when you switch of version, be sure that no mod are eable at the startup...

 

 

 

some people simply copy and paste the backed version they wish... myself, i use playonlinux and linux... along with a custom wine... it allow me to run any version with a single click.. i can run 1.05, 1.16 ( or other version ) and the last entrenchment version in the same time in windowed game config... but how to setup everything is somehow a little more complex... until now, the maxgame that i was able to start in the same time was 7, from any version...

Reply #121 Top

Quoting DANMAN3712, reply 11


Quoting soasertsus,
reply 5

Danman

Have you seen the Dawn of Victory mod? It is still in progress but close to completion and once it comes out I think it would make an excelent addition to 7 Deadly Sins. Of course you would have to ask whoever makes it but this shouldnt be a problem.

Here's a link to the forum if you want to check it out:

https://forums.sinsofasolarempire.com/149666




Actually, these guys have made it very apparant that they are against 7DS, and even poke fun at it.  I say until they actually release something, they should not complain.

So, needless to say, I will not be merging with these guys.  Besides, the TCA already will take care of their style of ships and gameplay.

DANMAN

Wow, I had no idea but I agree, they shouldnt insult 7DS when they havent even released a mod yet. And that part about the TCA, I didnt know that because I never played as them!;P

Reply #122 Top

is that in my program files, because i have 2 stardock files one saya stardock games and that has the game name file in it(sins...). The other just says stardock, the one that jus says stardock only has impulse, so im guessing that i change the stardock games file. is that right?

Reply #123 Top

And that part about the TCA, I didnt know that because I never played as them!

Heretic!  Play as the TCA.  They are my favorite faction because of their sheer toughness.  Their caps have around 30 armor fully teched out.  They are so damn bricky.

Reply #124 Top

I find the assertion that it's possible to sum up an entire TC in one faction laughable, but I suppose that's what happens when you equivocate gameplay changes with ship size. Nonetheless, this thread is not about mod slapfights or 7DS; it's about letting modders create their own work (which inevitably leads to mod slapfights).

Quoting gamerking345, reply 22
is that in my program files, because i have 2 stardock files one saya stardock games and that has the game name file in it(sins...). The other just says stardock, the one that jus says stardock only has impulse, so im guessing that i change the stardock games file. is that right?

Correct, it's not like Steam where the game is stored in the application's directory. While you'll still have conflicts in other directories (config files, mods on startup, etc etc), by renaming Stardock Games you should be able to install two versions of the game simultaneously.

Quoting boshimi336, reply 19
Any luck DanMan? I'm working on the same project as DarkCloud, just some different stuff.

Have you tried replacing the files with full (including alpha) black .dds files instead of simply deleting them?