OK here is the situation. I ALONE am working on the Diplomacy port. This is to make sure everything Mesh, and Texture wise is working correctly before i hand it over to the SoA 2 Team to finish the stuff i am not sure how to do. Just like i did the 0.4 series Entrenchment foundation.
Everything in 0.5D will be re-scaled to 1/2 scale. The ships, The stations, Everything. and the map objects will be returned to vanila sins size. Except for the gravity wells which will remain double sized. 1/2 scale works flawlessly on the smaller ships. No bumper cars. I am also going to see about trying to limit the ships leaving the grav wells by reducing weapon ranges. The ranges seem to be the culprit in the ships traveling outside the wells. Ships wont fire until they reach maximum range, and the ships will always move to maximum range. Reducing the ranges on the elites, should fix some of this issue.
Jaytlrpcs, and the SoA 2 Team are working on Entrenchment 0.4 series version updates, and new models for the mod. Ive seen the dominion starbase, and some klingon work. It is awesome. The meshes may need some poly reduction to sins standard, but its some damn nice work. The SoA 2 Teams focus is to keep the 0.4 series up to speed, and add to it as necessary. These additions will also find their way into 0.5D. Once the 0.5 series foundation is done then it is a simple matter of transfering the files into entrenchment. Along with editing the manifests, and strings. Since Entrenchment, and Diplomacy are virtually identical file system wise it makes our job that much easier.
Then one final version for Original Sins will be made. Again this will only be a coutesy for those that dont have entrenchment or diplomacy. Not much time will be spent on it, and it wont be near as complete as the entrenchment, and diplomacy versions.
The SFX did get fixed but for some reason the old files broken files found their way back into the mod. Use Iskatumeks files until we can get this issue out of the way. Just drop em into the mods sound folder and overwrite the broken files. Thank you for the time, and effort for fixing this issue Iskatumek.
We already know there is a dump issue, but i strongly belive it is a sins issue. The 2 gig issue. Other mods experience similar problems. It is making me re-think some things. IF sins cant handle more than 2 gigs of ram, then we need to nerf the mod accordingly. The original, and still current intention is that any system that can run sins "should" be able to run the mod with no issues. That is why i matched or went lower than the sins standard as far as meshes, and textures. Yet we still have dumps when sins exceeds the 2 gig barrier. My TEST machine for the mod is an AMD Sempron 3100+ 1.8 gig. With 2 gigs of pc3200 ram running windows XP. The way i see it is if the mod runs well on THAT P.O.S. Then nobody should have a problem running the mod. Unless their machine is older than mine.
None of us are programmers so when someone comes up to us getting all techy wondering why the mod doesnt work for them. Why it is fragmenting their hard drive, Why is this green when this should be blue, then we are at a loss. All we did was change what was already in the sins entitys. We try to mimic whats in vanilla sins as much as possible. The only things new that we added are the meshes and textures themselves. This is another reason why i think the dumps are a Sins issue. Even in our meshes we mimiced what was in the original sins meshes as far as hardpoints. The only thing that it can be is the 2 gig bug. None of us thought about this when IC up the hardcode limits for meshes, and textures. Now we are beginning to see why the limits were there in the first place.