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

By on June 4, 2010 9:17:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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Join Date 06/2010
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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.

 

A graphical mod I have been working on for a while. Mostly focuses on ability effects, (unlike Bailknight's which focuses on weapons and some abilities.)

I am making an effort to replace every single particle effect in the game. I only have 15 left to replace, so hopefully those who use it are happy with the large amount of content.

Credit to Bailknight, Zorodius, Soase-Maelstrom, and Mansh00ter(BKG mod and Dynamic explosions are mixed, so I dont know if I used any of his effects)

I used those mods as fillers just because I am lazy. I am working on getting rid of effects that I "borrowed".

In spite of these fillers, I still have over 2/3 original content

 

I did not explain how to install the mod, go look at some other mod's explanation.

 

Enjoy

Diplomacy 1.034:

 

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

 

Entrenchment is no longer supported.

 

.zip

7.69 mB

 

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

 

Credit to Bailknight, Mansh00ter, and Zorodius for their corresponding graphical mods.
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(mostly my own), effects from bailknight's graphical mod, effects from Mansh00ter's mod, and effects from Zorodius' Solarflair mod.
I need critique on my particle effect skills and what looks nice and what does not.


If you get rid of the gameinfo folder, you will get rid of:
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 effects and disintegration itself has an actual muzzle effect.
Volatile Nanites has an effect when a ship dies.
Tweaked a bit with the Vasari capship's weapon effects.
Changed the capship explosion. Need critique on this. 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.
Synced the Skarovas' and the Kortul's wave cannons to fire at a single point.

DELETING GameInfo will simply cause these changes to vanish CAUSE THE GAME TO CRASH. DON'T DO IT.

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. (critique please) (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.

Enjoy

Hopefully everyone knows how to install mods. If not, look it up. 

Hopefully this is clear...

 

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

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June 30, 2011 6:11:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

ehhh? the Diplomacy version doesn't have the beams? ;.;

oh well, the whole mod can stack with DS and the mini-mods so that works anyway i guess

 

Edit:spoke too soon, mini dumped a little ways in*sigh* I liked the phase jump effects though

dump happened with the tech tree, 3 lvls on gauss, were ok, but once you do 4 it dumps apparently @_@

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June 30, 2011 6:16:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The Diplomacy version doesn't have any gameinfo changes save the explosiondef changes.

If you want to add it, go for it, I just don't have the time to do those changes right now. Maybe sometime soon.

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June 30, 2011 6:25:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I think it would take quite a bit of tinkering to get the files I'm after to play nice with the other mods. Though a lot of the effects in Diplomacy are pulled from entrenchment's files. given my coming weekend is full of annotation and study I'm not gonna be able to do anything ~_~

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June 30, 2011 6:27:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'll probably do it tomorrow, given that there is sufficient interest from other people...

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July 1, 2011 10:13:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Good morning all.

I am planning on adding the Diplomacy GameInfo and I need a volunteer to test it out and see if it works.

Any takers?

-edit-

I need a tester because I have no computer with a working version of Sins.

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July 1, 2011 11:21:46 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I just uploaded the Diplomacy additions.

I really need a tester for them. Anyone?

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July 1, 2011 4:38:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I must only install sins:)

downloading

downloading

downloading

downloading

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July 1, 2011 4:43:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Oh good.

I just need you to tell me if it crashes or not.

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July 3, 2011 5:38:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Diplomacy version:  3 harmless(?) errors and a crash.

 

Failed to convert 'Surface' to enum value

Failed to convert 'Phased' to enum value

Failed to convert 'Surface' to enum value

BuffCannonShellPhaseSpawn.entity:
Label: numPeriodicActions
Line Number:103
Line Contents:

And that error of course continues to line 116 where it finally minidumps.

 

For the BuffCannonShellPhaseSpawn.entity you've got an extra line in there creating a gap.  Remove it.  Solves the crash issue.

BuffBonusModuleDamageTarget.entity  says Surface for the attach type which is not a valid option (Invalid, Center, Ability, Above, Aura)

BuffDisruptiveStrikesTarget.entity  says Surface for the attach type which is not a valid option (Invalid, Center, Ability, Above, Aura)

BuffCannonShellPhaseSpawn.entity second instant action under the target filter heading says phased, need to remove the d so it just says 'Phase'.

 

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July 5, 2011 9:59:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks, Stant.

'Surface' gets a failure, but it still works. Strange, right?

As for the other failures, I still have to fix them.

Karma for you.

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July 5, 2011 12:27:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I just uploaded the "fixed" version.

Any takers?

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July 5, 2011 4:27:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Oooh!

A new banner!

Cool.

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July 5, 2011 6:40:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting KrdaxDrkrun,
'Surface' gets a failure, but it still works. Strange, right?

Not really.  I just assume that the engine is robust enough that when it get's an error like that for an attach point it just picks a valid one and attaches it there, thus it still works.  May not be the place you want it to be, but it doesn't really matter.  Downloading the new version, will give it a look through.

 

 

Was getting this before, but hadn't had it come up in a while so I removed it from my previous post:  maxNumFrames exceeded 5570652. Extra frames ignored.  Figure since it's still popping up, may as well report it.  it appears pretty random, still trying to work out the exact source.

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July 6, 2011 9:43:31 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Stant123,

Quoting KrdaxDrkrun, reply 135'Surface' gets a failure, but it still works. Strange, right?

Not really.  I just assume that the engine is robust enough that when it get's an error like that for an attach point it just picks a valid one and attaches it there, thus it still works.  May not be the place you want it to be, but it doesn't really matter.  Downloading the new version, will give it a look through.

 

 

Was getting this before, but hadn't had it come up in a while so I removed it from my previous post:  maxNumFrames exceeded 5570652. Extra frames ignored.  Figure since it's still popping up, may as well report it.  it appears pretty random, still trying to work out the exact source.

Well that's probably good enough for me at least...

 

If you find that error, it probably means that I have a non-terminating 10-emitter effect that should have terminated...

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July 7, 2011 1:33:18 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Game Start:

  • Failed to convert 'Surface' to an enum value.
  • Failed to convert  'Phased' to an enum value.

First AI vs NPC battle:

  • Minidump in 10 player game somewhere near first capital ship battle near game start.  Not sure which faction or ships were involved.

 Diplomacy version.

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July 7, 2011 10:09:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Excellent, it's working like a charm.

Probably overloaded your comp.

I still haven't hit a minidump, and I just played it for 2 hours on my family's comp.

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July 16, 2011 4:12:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sometimes the mod crashs in battle, but I dont know how:( ( fixed version)

PS: Probably entity.manifest

 

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July 16, 2011 4:12:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Before I it forget: good Mod!

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July 18, 2011 10:34:51 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I don't have a computer to test it out with...

It hadn't really done that before, I wonder what is different.

Thanks for your support.

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July 21, 2011 11:42:19 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'm working on changing it for Diplomacy 1.3, but it might still work without updating.

Can someone test?

Also, are there any problems that might need to be fixed? People mentioned crashes and I am still looking into them, but is there anything glaringly obvious?

When I last tested the mod out on Diplomacy 1.21, the game didn't display effects correctly. Can anyone verify this with a screenshot?

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July 22, 2011 3:46:49 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I can test for dip 1.3 what should I do?

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July 22, 2011 4:34:15 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

First, get Diplomacy 1.31, then this mod, then run the dev exe and activate the mod.  Report any errors or crashes you encounter.

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July 22, 2011 10:19:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

And, if you can, tell me how it looks.

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July 22, 2011 7:34:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Also, Back-up your Diplomacy.user settings file... the dev.exe resets it because it hates me

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July 23, 2011 4:55:26 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting BadTune,
he dev.exe resets it because it hates me

It resets it to make sure you have the same settings every time you use it.  You can change those settings once you have it up and running and those changes will carry over the next time you use it.  Though if you use the normal exe between uses of the dev exe it will reset again.

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