[MOD] Infinite Space 1.02 RELEASED (Rebellion 1.1) LAST UPDATE 04/12/2012

http://axeldude3.wordpress.com/

This is the official Infinite Space thread.

 

Here is a file with all changes and installation help (Updated for 1.02)

 

Here you can post findings, bugs, feedback, etc.. on the mod

For more up to date news, feel free to visit and/or follow my twitter page, I update it daily!

I update my Wordpress with screenshots regularly: http://axeldude3.wordpress.com/screenshots/

For more info, visit the ModDb Profile.


 

Download Infinite Space version 1.02 (for SOASE:R 1.1)

Infinite Space 1.02

  

Mod of the Year Awards

Dont forget to vote/write reviews on my mod page! Big thanks! :)

- Axel

 

259,528 views 65 replies
Reply #1 Top

Sweet! Whenever wincustomize decided to accept my update to the Enhanced 4X Mod some of your early planets will be in that one too. :thumbsup:

Reply #2 Top

What is your modular mod?

Reply #3 Top

If this is your most recent/complete version (which i'm assuming it is), I'd like to add it to the Directory of Planet Mods (haven't updated it recently given all the rebellion hype and me being busy)...

Reply #4 Top

@Seleuceia: yeah this is my most recent version :) please add away man, no problem, I've finally found the time completing this lol

Reply #5 Top

Update, please check OP :D

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Reply #6 Top

Will your future releases be for rebellion or diplomacy?

Reply #7 Top

Only thing I still need to do is making icons for the added planets (I have to drag myself to my computer to make 'em lol), Sol and Default planets are all done. About 28*2 icons need to be made and then I'll release it for Diplomacy

When I get Rebellion from steam I'll (try) and port it over. 

Are the changes from Diplomacy to Rebelion big?

Reply #8 Top

Quoting AxelDude, reply 8
Are the changes from Diplomacy to Rebelion big?

Depends on what you are doing. They added in another planet type but I think with planets that is about all they did unless they also got the shadow effects added on as well.

Reply #9 Top

Depends on what you are doing. They added in another planet type but I think with planets that is about all they did unless they also got the shadow effects added on as well.

 

Only adding more planet types, so I guess if it works with Diplomacy it'll work with Rebellion?

Reply #10 Top

Quoting AxelDude, reply 10
Only adding more planet types, so I guess if it works with Diplomacy it'll work with Rebellion?

Not 100% sure.

Reply #11 Top

Quoting AxelDude, reply 10
Only adding more planet types, so I guess if it works with Diplomacy it'll work with Rebellion?

No, the planet entity files will need some additions...

The Vasari's Stripped to the Core destroys the planet and turns it into a dead asteroid or asteroid belt...there is a whole "ruinDef" section that defines the effect to be used, the planet to convert it to, the amount of resources to be earned, etc...

You could right a script to add the lines in...or you could just copy the group of lines from planet file to planet file and change as necessary...

There may be some other lines added in the entity but I can't think of them...

Also, I think some of the mesh files need an additional line, but that line is like the first one in the mesh file or something...script could add it in easily I'd think....

Reply #12 Top

your stuff is awesome, and i have been messing around with the files in rebellion. (In Rebellion) all the standard texture files work other than the ones you added (because of the new entry files). i didn't  notice a difference between the  standard desert, terran, ice, and volcano mesh files and the core pack. the gas planet mesh i believe works fine if a re-size is what you where going for. the star mesh files however, made the stars bigger than the gravity well and ship jumping to the star would glitch out and continue to try to jump into the star, also only allowing one to two ships to jump away at a time. the planet module and resource asteroid mesh cause a memory dump. the "no play intro movies" fix still works as well. 

cant wait for the updates. these planet packs should be standard in all mods. Just like the "multi galaxy cloud" fix. come to think of it, the planets should be bought up and released in an official patch.

 

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Reply #13 Top

Quoting loki771, reply 13
your stuff is awesome, and i have been messing around with the files in rebellion. (In Rebellion) all the standard texture files work other than the ones you added (because of the new entry files). i didn't  notice a difference between the  standard desert, terran, ice, and volcano mesh files and the core pack. the gas planet mesh i believe works fine if a re-size is what you where going for. the star mesh files however, made the stars bigger than the gravity well and ship jumping to the star would glitch out and continue to try to jump into the star, also only allowing one to two ships to jump away at a time. the planet module and resource asteroid mesh cause a memory dump. the "no play intro movies" fix still works as well. 

cant wait for the updates. these planet packs should be standard in all mods. Just like the "multi galaxy cloud" fix. come to think of it, the planets should be bought up and released in an official patch.

 

Thx for the feedback ;)

In my new version the star and gas/ice giant gravity wells have been adjusted as well as all the planet entity files have some minor adjustments (for diplomacy).

I'll try and release the diplomacy mod tonight for testing, this will contain the standard planet icons but no icons for the new planets :D

 

 

Reply #14 Top

Uploaded a combined version of the mod on my dropbox folder, check out my downloads page:

http://axeldude3.wordpress.com/downloads/

Contains: Core, Planets, Post FX, Skyboxes, Scaled units/structures

:D

 

Reply #15 Top

       Sweet! man, that had to be a lot of editing . there's a massive amount of new files.   the sky boxes are another standard.  the gravity well and planet resizing works well. the ship resizing is a grate idea. i think you made them just big enough to better interrupt the action.  the volcanic planets look awesome. the only qlich i got, was a mini dump when i would try to load a preview in the map maker.

    Questions :  I understand the ship resizing will not cause late game memory problems. but I've read on the forum (cant locate), that gravity well re-sizing can be memory tasking.  have you had any issues?  or is this out of date information?

                   I've been re-packing your mod releases for multi-player vanilla rebellion. I play your total mod single player. So, the ship re-size should work in multi-player. but the planet and gravity well re-size will not work in multi-player?    

 

        thanks for the release. works well

Reply #16 Top

Update! (release soon to come) :)

Icons done for non gas giant planets!
36 new normal planets + 6-8 new gas giants!
5 new planet types (Carbon, Hydrocarbon, Forest, Oceanic and Rock)

The mod adds all these planets to the standard maps so there's more variation and all of them have been resized (larger)!

 

@Loki

I haven't heared about the memory leak with gravity wells, if someone can confirm? :D

Also for using it in MP, I don't play MP so I wouldn't know what does and doesn't work, sorry :)

 

Reply #17 Top

Nice textures! :drool:

Reply #18 Top

I don't think your newest download link is working? :'(

Reply #19 Top

 

 the light reflected off of the Axel volcanic textures are brighter than from diplomacy (anyone got any ideas?)

  http://cloud.steampowered.com/ugc/560945254385457173/05CA97F974C70E14FA0F136C115B3C3A59C7D4C3/

 

any ideas on how to make the cloud layer black for volcanic planets? I've thickened them up by adding saturation. but  changing the cloud layer color  to black in Gimp and it just makes a full transparent. i also tried changing the cloud color to black (binary code) in the entity file. same thing. also adding shades of gray / black is still too transparent .  i'm thinking big thick black and gray clouds around the volcanic planets.  i messed around and add a cloud layer to the gas planets to try make it look like gas movement. cant really see a difference though.

 

 

Reply #20 Top

Wow, this mod is coming a good ways. Definitely take another look at this.

Reply #21 Top

Loki, the volcanic planets of mine are not rendered as volcanic planets (renderAsVolcanic FALSE), you should check that out, that might be the problem? Also could be a colored skybox thing, try to toggle it off and on.

Goa, yeah  I've finally done all the icons, next up is the planet bonuses, and some minor adjustments to the entity files (pop-caps, resources, ...) and planet spawning :D

I'll upload the most up to date version tomorrow for testing, sometimes I've been getting a minidump while loading a random huge map and I'm not sure what's causing it :(

edit: uploaded it already, went faster than I thought :D

DOWNLOAD LINK (160mb .zip)

Reply #22 Top

Quoting AxelDude, reply 22
Loki, the volcanic planets of mine are not rendered as volcanic planets (renderAsVolcanic FALSE), you should check that out, that might be the problem? Also could be a colored skybox thing, try to toggle it off and on.

sweet! thank man got it working. also the coloered sky box stuff. im guessing that the skybox colors reflect on the planets. worst at it in is the purple and green.  when you say toggle them on or off do you mean remove the textures or is there some other setting. i looked in the skybox.meshs  and i changed these values to "0" in the planet.entity files, but nothing happened.


i've been messing about making new "planet dark side light" textures. i made two for the ice planets just buy filliping and rotating the original planet-da file.  i was thinking about the desert planets and that you would think that a civilization would colonize on the polls if the equator was to hot so i tried to make a "dark side lights" texture to reflect that. its a really bad texture (just a test)  http://cloud-2.steampowered.com/ugc/560945254407724105/3AB312F0A2F2B13AD4F987702A6B94DE088F0605/

if you like the idea i think you could do a better job than me.  some other idea for "desert dark side light" the desert planets with an ice cap on them. thought about lights in  lines moving away from the ice cap toward the south. like a water line/pipes that sustains colonies and cities (similar to oil line that we have)   you would think there would be population build up near and along these pipe line. 

another; on desert planets without ice caps. light lines in a similar pattern to denser population staying close to a river. not just running north to south but all direction. as if the planet occupants have devised a more natural irrigation/water system. (i guess you could have a few river following population on planets with ice caps too. was just thinking about how populations would form on these planets, how would they get there water, and how that would be reflected graphically. 

Reply #23 Top

I like the idea for the nightlight, however I'll not be adding nightside textures to the mod to press filesize and memory usage :-)

Also, notsure for the skyboxes, I didnt make them :D

Added moddb and twitter links to the OP, check em out! :D

Reply #24 Top

Quoting AxelDude, reply 24
I like the idea for the nightlight, however I'll not be adding nightside textures to the mod to press filesize and memory usage !

 

memory usage....the big compromise.  saw on twitter that your porting the mod to rebellion. Ya!!!! :-) cant wait dude. this should really be the base of all rebellion modding.  "dose your mod have Axel dude planets? No? darn, well i guess im playing infant space till it dose."