Search found 31 matches

by Akuma
Tue May 15, 2007 11:57 am
Forum: Starshatter Modding Forum
Topic: FreeSpace Online (FSO) project for SS:TGS
Replies: 5
Views: 801

RE: FreeSpace Online (FSO) project for SS:TGS

I'll be publishing the MOD later on today (EET time), with three sorties included.
by Akuma
Sun May 06, 2007 12:02 am
Forum: Starshatter Modding Forum
Topic: FreeSpace Online (FSO) project for SS:TGS
Replies: 5
Views: 801

RE: FreeSpace Online (FSO) project for SS:TGS

Only one more playtesting thing on my todo list before publishing the first version of the TC. The test happens tomorrow, if all goes well the FSO site opens public in monday.
by Akuma
Sun Apr 29, 2007 9:09 pm
Forum: Starshatter Modding Forum
Topic: NEW STARSHATTER DEDICATED SITE!
Replies: 17
Views: 1183

RE: NEW STARSHATTER DEDICATED SITE!

Oh. I didn't want to post this message after all.

please send it to dev/null.
by Akuma
Thu Apr 26, 2007 9:10 pm
Forum: Starshatter Modding Forum
Topic: How to use the existing models?
Replies: 11
Views: 873

RE: How to use the existing models?

<t> Oh. Found a thing in that supports the absolute efficiency idea. A good counterweight, so to speak.<br/>
<br/>
It applies, for example, in cases like the galaxy.def. You cannot create a clean galaxy map of your own to an external mod. After several trials I came to a following conclusion: if ...
by Akuma
Thu Apr 26, 2007 8:50 pm
Forum: Starshatter Modding Forum
Topic: How to use the existing models?
Replies: 11
Views: 873

RE: How to use the existing models?

<t> Yes. I agree with your words completely. I considered to give the main FSO conversion file away labeled as fso.dat with a readme file included in the installation package. This readme file would contain the "installing instructions" that state that to "install" the mod one needs to rename the ...
by Akuma
Wed Apr 25, 2007 7:11 pm
Forum: Starshatter Modding Forum
Topic: How to use the existing models?
Replies: 11
Views: 873

RE: How to use the existing models?

<r> Excellent. It seems I'm being just plain paranoid me again. This means I'll be stuffing my FSO stuff into the retail shatter.dat, remove from it what I don't need and share the resulting shatter.dat on my website (non-profit, credits to whom they belong) as the FSO MOD.<br/>
<br/>
I hope this ...
by Akuma
Wed Apr 25, 2007 6:39 pm
Forum: Starshatter Modding Forum
Topic: How to use the existing models?
Replies: 11
Views: 873

RE: How to use the existing models?

<t> This has troubled me also.<br/>
<br/>
I believe the graphic and sound material included in retail shatter.dat is property of the enterprise and therefore protected by the copyright law. The easiest way would be, indeed, to include/replace all custom stuff into the existing shatter.dat, build a ...
by Akuma
Tue Apr 24, 2007 5:02 pm
Forum: Starshatter Modding Forum
Topic: FreeSpace Online (FSO) project for SS:TGS
Replies: 5
Views: 801

FreeSpace Online (FSO) project for SS:TGS

<r> Hello!<br/>
<br/>
A couple of years back I commenced a project of creating a Freespace total conversion MOD for the Starshatter. The project is now nearing it's completion and has grown from the original concept into something much more than just a MOD. There has been a void for a space ...
by Akuma
Wed Feb 07, 2007 4:07 pm
Forum: Tech Support
Topic: The Gathering Storm serial number
Replies: 1
Views: 159

RE: The Gathering Storm serial number

Ahh found out that I need the Gathering Storm allright, and the 5.01 is an update to that. Roger.
by Akuma
Wed Feb 07, 2007 3:47 pm
Forum: Tech Support
Topic: The Gathering Storm serial number
Replies: 1
Views: 159

The Gathering Storm serial number

The serial number contained within my original Starshatter purchase doesn't seem to work with the TGS. Do I need to purchase the TGS somehow, or is there a some other way to install TGS for the original Starshatter owners?

A noobish question, I know. Just want to be sure. [:)]
by Akuma
Tue May 31, 2005 11:43 pm
Forum: Starshatter Modding Forum
Topic: tac reference room functions in 4.5.0
Replies: 6
Views: 229

RE: I have no idea.

How about hiding weapons from the tech room? I tried to include the Secret: True in them and it didn't work. With ships it works fine. I guess this is not yet supported.
by Akuma
Sat May 07, 2005 7:20 pm
Forum: Starshatter Modding Forum
Topic: tac reference room functions in 4.5.0
Replies: 6
Views: 229

RE: tac reference room functions in 4.5.0

It'd be nice to write descriptions to the tech room templates. Also, it would equally be nice if one could block templates from being visible in the tech room. [&:]
by Akuma
Wed May 04, 2005 10:00 am
Forum: Starshatter Modding Forum
Topic: tac reference room functions in 4.5.0
Replies: 6
Views: 229

tac reference room functions in 4.5.0

How to block designs from being visible in the tac reference room?

How to use the larger missile payloads?

I would love to have a list of the most important 4.5.0 functions modding-wise. [&o]
by Akuma
Sat Feb 19, 2005 12:26 pm
Forum: Tech Support
Topic: ship design radius
Replies: 0
Views: 82

ship design radius

<t> How to alter ship design radius? I'm pretty sure it causes my blob ammo to hit an invisible wall before it impacts with the ship itself. <br/>
<br/>
For example, the ship's length is 630. However the game draws the design radius to 910. <br/>
<br/>
I'd like to see my primaries hitting the ...
by Akuma
Sat Jan 29, 2005 1:21 am
Forum: Tech Support
Topic: Milo wanted - MP Quantum bug
Replies: 0
Views: 89

Milo wanted - MP Quantum bug

<t> Are there known issues with multiple playerships changing location in the same quantum leap? We've experienced odd behaviour (one ship not detecting the other, whereas the other ship sees the first one) after such leaps.<br/>
<br/>
<snippet from errlog><br/>
Ship 'Training 1' quantum to ...
by Akuma
Wed Jan 19, 2005 5:26 am
Forum: Starshatter Modding Forum
Topic: mod_info.def?
Replies: 7
Views: 152

RE: ship loading problem

..has been solved by Melkor. Thank you! [&o]
by Akuma
Tue Jan 18, 2005 9:21 pm
Forum: Starshatter Modding Forum
Topic: mod_info.def?
Replies: 7
Views: 152

ship loading problem

<t> Allright, I got past the mod_info.def problem.<br/>
<br/>
The next problem is that when I launch the full game (omitting -filesys), it finds the mod, enables it allright, finds the missions in the mod.. but when I try to load the mission, for some reason, it does not locate the ships. Game ...
by Akuma
Mon Jan 17, 2005 11:46 pm
Forum: Starshatter Modding Forum
Topic: mod_info.def?
Replies: 7
Views: 152

RE: mod_info.def?

Thanks in advance, Damo. [:)]
by Akuma
Mon Jan 17, 2005 10:10 pm
Forum: Starshatter Modding Forum
Topic: mod_info.def?
Replies: 7
Views: 152

RE: mod_info.def?

The most critical thing about my .dat yearning is the fact that I can't do modded multiplayer without a working release; therefore I'd really like to know how this procedure is completed - no matter how annoying it might be. [:)]

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