Distant Stars Mod Blog


Feedback of any kind is always welcome. Ideas, balance changes, and bug reporting of any kind is always useful!

Version 1.00 Released!

Make sure to ask for permission before republishing any part of this mod to the public!

Downloads

Rebellion Logo

1.05 + DLC Compatible:

0.12 ALPHA Release:
Full Download:
http://distantstars.mmobase.com/rebellion/Distant_Stars_(R)_ALPHA_0.13_[45189661].7z

Full Download MIRROR:
http://www.moddb.com/downloads/distant-stars-rebellion-alpha-013

MD5: 69486D2FCD3F35E46E6F5EF8C9F1634A

Diplomacy Logo

1.34 Compatible:

1.01 Release:
Full Download:
http://distantstars.mmobase.com/diplomacy/Distant_Stars_(D)_1.01_[45685832].7z

 

Entrenchment Logo

1.051 Compatible:

Beta 0.9951 Release:
Full Download:
http://distantstars.mmobase.com/entrenchment/DS_Entrenchment_Beta_0.9951_[36672852].7z

SoaSE Logo

1.14 - 1.181 Compatible:

Version 1.01:
Full Download:
http://distantstars.mmobase.com/soase/Distant_Stars_v1.01_[453701567].7z

Make sure to ask for permission before republishing any part of this mod to the public!

Multiplayer Games:
We've setup a thread for everyone to organise their multiplayer games in and also setup example times and dates for most people to meet up and start games. These are what we hope to be the main times for people to be around and want to play games together.

The times are:
4pm EST (9pm GMT) Saturdays & Sundays
9pm EST (2am GMT)
Saturdays & Sundays

If you want to organise other games please go ahead using the same topic to consolidate all the information in one place and hopefully get more games together within our community. These games are for PvP, PvAI & PvPvAIso come along and we'll get some games going!

Screenshots:
We've setup a thread so you can all post your screenshots to share with us the Distant Stars team and its players. Im sure we're all intrigued to see what kinds of battles and events you've all been having on the mod aswell.

Lore:
We know some of you guys love to role play whilst using Distant Stars, and here's a topic for you guys to post all of your role playing stories, character profiles and anything else you can imagine.

Maps:
Some of you avid map makers out there have produced some great maps but never really had them recognised because they've got lost. Well here's a topic for you to post a link to the download (we can even provide mirrors if necessary) a screenshot or two of the map for us all the preview and if enough people like it we'll even include the map in with the actual mod!

Please visit our website and for more information, change logs, downloads, and to report bugs. Our website can be found here: http://distantstars.mmobase.com

Bug Reporting

If you want to report a bug please use the Bug Report feature on our website:
http://distantstars.mmobase.com/?m=reportabug

Please include as much information as possible, if you have an error log feel free to post it on these forums and we'll take it from there. If you can reproduce the error please include the error log (read below to find out how to enable error logs) and include as much detail on how to reproduce the problem.

To enable logging:
Windows Vista/Windows 7:
C:\Documents and Settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting
or
Windows XP:
C:\Documents and settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting

Open the user.setting file (using Notepad, Wordpad or any text editor) and scroll down to the bottom 7 lines from the bottom is the line:
LogOutput FALSE
Change FALSE to TRUE
LogOutput TRUE

and from then on any Log files will be saved to the debug folder:
Windows Vista/Windows 7:
C:\Documents and Settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Debug
or
Windows XP:
C:\Documents and settings\<Your Windows Username>\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Debug

If you get these log files to us (you can just paste them in to a forum post) we can hopefully get your issues sorted.

Frequently Asked Questions

All files are compressed using 7Zip to shrink the download filesize. To extract these files you must use WinRAR or 7Zip.
Any Patches should overwrite the original install directory, either by extracting over the original folder, or cut/copy & pasting over the existing file/folder structure.

1) My game keeps crashing, is there anything I can do to stop it?
i) Are you running the game on maximum (highest) settings? if so, lower them to High or Medium, there is a known issue with the game using up too much memory, there is nothing we can do about this, also no matter how powerful your pc is, it is affected by this issue no matter the pc it is not above this crashing issue, it is a game problem not a hardware one, so quite simply lower your settings. If you still have an issue with crashing see point two.
ii) Give us as detailed information as possible about the crash, what was happening at the time of the crash, what races, ships, abilities were involved. If you can supply a Debug Log (see above for more information about logging) and post a bug report on our website.

2) The loading screens and portrait pictures dont appear properly, whats wrong?
i) This is an issue with ATI based graphics cards (rarely affects Nvidia based cards) we're looking in to the issue.

3) Why dont you support converting Distant Stars in to TXT format?
i) Quite simply many things can go wrong with converting your mod to TXT, we cant help you with something you've probably broken yourself.

4) Can I mod Distant Stars for myself?
i) Yes you can however please do not distribute our mod or our mod that you have edited to the public. You must ask for permission to do so, we will regrettably stop distributing our mod to all if users abuse our work.

5) Your mod is in BIN format I can't edit the files, what can I do?
i) You can convert the mod to TXT format however we wont offer any support to versions of the mod that have been converted to TXT.

6) Why is Distant Stars distributed in BIN format?
i) Mods load faster in BIN format and are less likely to have issues in this format.

7) I'm having trouble installing the MOD, do you have any more instructions?
i) Carbon was kind enough to do some more advanced instructions out here.

8) Is there any way to make new maps for Distant Stars using GalaxyForge?
i) Within the Distant Stars Extras folder there is a folder called Galaxy Forge, Copy and Paste this folder (or its contents) over your original Galaxy Forge folder (or its contents) replacing any files if it asks you to. When you start Galaxy Forge next you'll be able to use all of our planets.

Or, the DIY approach (without custom icons):

ii) The GalaxyForge supplied by the devs will still work with our Mod, however to be able to access all of our planetary bonuses, templates, planet types and stars you will need to take our GalaxyScenarioDef.galaxyScenarioDef (found in the GameInfo folder of the mod) and place it in to your GalaxyForge folder, overwriting the original GalaxyScenarioDef.galaxyScenarioDef (if you still wish to make maps for the original game keep a backup of the original file). This will allow you to use all of the Galaxy changes included in our mod.

Note: Any maps made for Distant Stars will not work with other Mods. See #8.2 for DIY instructions for map making or take the appropriate files from Entrenchment, they're cross-client compatible.

Some statistics...

Since August 2009 to February 2011 we have had over...

400,000 Unique visits to the website
12,000GB (12TB) of data transferred from our website

That equates to over 60,000 Unique downloads of the entire mod, excluding the excess of 20,000 Patches downloaded. 

Thanks to everyone that has supported us this far and making our mod as popular as it is!

dyMRNwSFh9gw

Comments (Page 240)
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on Aug 14, 2010

Make sure your settings are turned down if you haven't done that yet, and run the Dev.exe to play the game.  You'll lose all of your personal things like player name and color, graphics settings and all that but who cares.  Just jump back into the options and change them again.  The advantage is that you'll get to see errors as they happen while the game is playing and it could help you narrow down the cause rather then just swinging blind.

 

Like Harpo said, it's probably something you did in your modified files since DS doesn't typically crash for no reason at all, this can be confirmed by playing the mod in it's natural unchanged state.  If it doesn't crash, then you now know exactly what files to look at and compare them to their unchanged versions to narrow down any mistakes.

 

If it crashes just playing DS unchanged, then redownload the mod, unzip it to your desktop, then move everything over to the mods folder and try it again, and hopefully this time it'll work as advertised and you can get back to your own modding.

on Aug 14, 2010

Using dev mode, I got some errors,

c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Render\EntityMeshRenderer.cpp(75): assert! [!mesh->GetData().HasAnyTextures()]
Warning: No skybox properties found for .
CAPITALSHIP_PIRATECARRIER has weapon:2 damage in FRONT bank but no weapon points for its current mesh. Is this intended?
CAPITALSHIP_PIRATECARRIER has weapon:2 damage in BACK bank but no weapon points for its current mesh. Is this intended?
CAPITALSHIP_PIRATECARRIER has weapon:2 damage in LEFT bank but no weapon points for its current mesh. Is this intended?
CAPITALSHIP_PIRATECARRIER has weapon:2 damage in RIGHT bank but no weapon points for its current mesh. Is this intended?
CAPITALSHIP_PIRATECOLONY has weapon:0 damage in LEFT bank but no weapon points for its current mesh. Is this intended?
CAPITALSHIP_TECHCARRIER has weapon:2 damage in FRONT bank but no weapon points for its current mesh. Is this intended?
CAPITALSHIP_TECHCARRIER has weapon:2 damage in BACK bank but no weapon points for its current mesh. Is this intended?
CAPITALSHIP_TECHCARRIER has weapon:2 damage in LEFT bank but no weapon points for its current mesh. Is this intended?
CAPITALSHIP_TECHCARRIER has weapon:2 damage in RIGHT bank but no weapon points for its current mesh. Is this intended?
CAPITALSHIP_TECHCOLONY has weapon:0 damage in LEFT bank but no weapon points for its current mesh. Is this intended?
CAPITALSHIP_DEAD_TECHCARRIER has weapon:2 damage in FRONT bank but no weapon points for its current mesh. Is this intended?
CAPITALSHIP_DEAD_TECHCARRIER has weapon:2 damage in BACK bank but no weapon points for its current mesh. Is this intended?
CAPITALSHIP_DEAD_TECHCARRIER has weapon:2 damage in LEFT bank but no weapon points for its current mesh. Is this intended?
CAPITALSHIP_DEAD_TECHCARRIER has weapon:2 damage in RIGHT bank but no weapon points for its current mesh. Is this intended?
StarBaseTech has weapon:1 damage in FRONT bank but no weapon points for its current mesh. Is this intended?
StarBaseTech has weapon:1 damage in BACK bank but no weapon points for its current mesh. Is this intended?
StarBaseTech has weapon:1 damage in LEFT bank but no weapon points for its current mesh. Is this intended?
StarBaseTech has weapon:1 damage in RIGHT bank but no weapon points for its current mesh. Is this intended?
StarBaseTech has weapon:2 damage in FRONT bank but no weapon points for its current mesh. Is this intended?
StarBaseTech has weapon:2 damage in BACK bank but no weapon points for its current mesh. Is this intended?
StarBaseTech has weapon:2 damage in LEFT bank but no weapon points for its current mesh. Is this intended?
StarBaseTech has weapon:2 damage in RIGHT bank but no weapon points for its current mesh. Is this intended?

 

Doesn't seem to help though, the log cuts off suddenly, with no indication of what is causing the crash.

It should be one of the files I modified, Im just not sure which one...

PS: how do you attach a file?

All settings were turned to lowest.

on Aug 14, 2010

Attach a file?

 

So you know it's one of the files you modified, then fixing should be relatively easy.  Compare the files with the originals.  Figuring out which ones you changed should be as simple as sorting your files by date, the newly changed ones will all group together.  http://www.comparemyfiles.com/  is a free online comparing tool.  Put both files in, yours and the original and have it match them up.  If you set it to only show the differences and you see large lists of text, then you've made a mistake somewhere that just really screwed your file structure up and the game is going nuts because of it.  Fix the error in yours and compare it again.  The only differences you should be seeing are the numerical changes / ability changes / whatever you've made if that's all you've done to it.  At least this way you're looking at a few lines rather then 100's.

 

on Aug 14, 2010

Will having
numEntityBoolModifiers 1
entityBoolModifier "HasShieldMeshEffect"

on a passive buff crash the game due to memory issues?

on Aug 14, 2010

That, I can't answer that off the top of my head, but in an effort to not stop progress while waiting for an answer, remove the effect and try it.  If the crashing stops then the answer is yes, if they continue, then there's something else causing problems.

A good way to go about modding when you don't know what's going on is to go back to the working version and change 1 file at a time.  When you hit on one that isn't working, change that one file 1 line at a time until you get it to what you want without crashes.  When you make a lot of changes without testing you could end up having two or three or more problems and not know it because while you're looking into one cause and fixing it, the others are causing problems preventing you from knowing if you really fixed an issue or not.

Yes it's a pain and it takes a lot longer, but that's why mods have three and four and five and more dedicated testers who play just to work on cutting down on the time spent doing that.  Once you get familiar with the way things are and what works, you can make changes without testing because you already know it'll work, but it's the changes that you don't know that need you to spend time in testing.  In your case, it's going to really be a pain since it's a mid game crash and not a quick one, so without help, it's going to be slow going.

on Aug 15, 2010

Hey, I kinda have a request/idea/possible addition? =D     You reduced the number of trade/refinery ships per port/refinery, but would it hurt the performance any to make them larger? Keep the speed size them up a bit(cause those small things are carryin aloooooooot more than they look like they can lol) just something cosmetic, unless you wanna add more health, make 'em put a little effort into getting that Cannery popper achievement(or whatever it's called) maybe the size of the Kodiack/heavy cruiser ships? or I could leave a note to Zero or the OPTI crew and see about a new model at a severely small file size ^^    man I love this community

 

 

 

                      BadTune~ The Snozberries taste like Snozberries~!!

on Aug 15, 2010

How do you know that they're carrying more then they can hold?  You're probably not expecting this, but being a DS lore writer with my focus being on the trade aspect of the game, I've actually put some thought into this whole issue of how much a trade ship can carry, and quantified it to real world amounts even if I don't necessarily follow those amounts in the lore, so here's my thoughts on all of that stuff.

Taken straight from the string file for the Matter Compressor Artifact: "An atomic scale scanning and reordering system, it allows all manner of products to be spatially compressed in order to make for more efficient transport through your empire's trade network."

This would lead an individual to assume if the artifact is reconfiguring your products on the atomic level in an effort to reduce it's size to make more space available, maybe there are systems already in place that do similar, though not as small scale, like computers that list every piece of cargo and plays a game of Tetris to fit it all in having no 'dead space' inside the cargo areas.  Like when you're filling a moving van.  If you have two couches, you flip one over and put it on top of the other slightly offset so the arms pass next to each other so that you have both couches taking up the same space as the first one did all by itself, and then you pack in boxes on top of those and around them building up a nice solid wall of cardboard maximizing the use of space above and around the couches.  I just picture these ships being loaded up like that.

In some of my free time a few weeks back I drew up some schematics for both the TEC trade ship and refinery ship (Using the unoptimized versions, the newer ones have more cargo space since there's less detail to the ships and the smaller containers were combined into larger ones) that I may introduce into the lore, but they're far from done, I just wanted some size estimates on things so I only did external drawings to represent the info I pulled out of the game.  Based on the size of the decks, if construction standards are similar to today's standards, each deck would be roughly 8 feet tall (Roughly 2.4 meters).  Having a size to work with I did some measurements at various points for the cargo areas to figure out rough capacities.  Here are those pictures with their capacities listed:

Remember these are the unoptimized versions so they'd have less capacity by comparison to the optimized versions.  What each space is used for is debatable, but MY trade ships use the space in this fashion.  Yours may vary, and I wasn't trying to be accurate with the numbers I was just taking quick measurements in game and transferring them over to the picture and roughing the numbers to have an ideal of what I was dealing with.

 

 

Now for some real world comparisons.  It's a bit tricky because today's shipping is based off of weight, so the easy information to find is all in tons and tonnes.  It's done on weight because roads can only handle so much weight before they rip apart and ships can only hold so much weight before they get pushed too far down into the water and sink.  In space, weight would be a non issue and they'd base everything on the volume of space being occupied.  The largest world standard container is a 53' container.  In the US, both the 48' and the 53' are used as the most common choices for containerization, for international shipping most are 53' to maximize the amount of goods being transferred each trip across an ocean.  That in mind, these 53' containers are 9'6" tall and 8' wide.  Most containers are 9'6" and 8', but there are some types that don't conform to those standards and are thus used inside a country only and aren't rated for international use, or they conform to air freight standards which have even stricter weight standards.  Anyway, 53' containers have a volume space of about 1,230 cubic meters.  The largest currently used ship can hold 1,344 of those resulting in a potential for 1,653,000 cubic meters of volume being transferred per trip.

So now that we have approximate capacities for real world shipping and approximate capacities for the TEC trade and refinery ships, the issue of scale comes into play.  The trade ship has roughly 1/4th the capacity of the current largest container ships (350 trucks worth), which is acceptable if you figure the trade ship is small enough to dock inside the trade stations to drop off their cargo bins and then exit again.  If you consider the size of the planets to be tiny by real world comparisons as I do, then you have to consider the TEC trade ship to be the trucking portion of the Trade Order, and if you have the game manual, you can read the description for the Dunov that states it's built from cannibalized parts of the large civilian trade fleets, meaning that the Dunov would be considered the equivalent of the Panamax size ship, the largest of which holds those 1,344 containers.  I've not compared the sizes for the trade ship and the Dunov, but I'm pretty sure that the Dunov is more then 4 times the size of the trade ship, meaning the large civilian ships are larger then today's current largest ships.  We just don't get to see them in game.  Since the wars started, maybe they stopped building them all together and converted all of them to war ships so we'll never see them, who knows...

However, if you consider the sizes of the ships to be accurate to the size of the planets, then the windows themselves are the size of small cities and that's just absurd, so I'm not even going to make any kind of volume comparisons based on that...  You can if you want, but that means the amount of goods being transferred per trip would have the size and capacity of New York City, Los Angeles, Chicago, London, Moscow, Paris, Mexico City, and the moon combined.  Well, not the moon, but yeah, that absurd.

on Aug 16, 2010

BadTune
Hey, I kinda have a request/idea/possible addition? =D     You reduced the number of trade/refinery ships per port/refinery, but would it hurt the performance any to make them larger? Keep the speed size them up a bit(cause those small things are carryin aloooooooot more than they look like they can lol) just something cosmetic, unless you wanna add more health, make 'em put a little effort into getting that Cannery popper achievement(or whatever it's called) maybe the size of the Kodiack/heavy cruiser ships? or I could leave a note to Zero or the OPTI crew and see about a new model at a severely small file size ^^    man I love this community

 

 

 

                      BadTune~ The Snozberries taste like Snozberries~!!

nope too much work, besides most of us just turn the stupid things off

on Aug 22, 2010

Okay, I just don't have the damn time I use to and if I got a deadline earlier and failed to meet it, that would be no big deal. As it is, it's a nice idea that I'll get this stuff done tomorrow, but it just ain't going to happen. So if there are any cosmetic things people are willing to change after the Beta ends, cool. Otherwise, I'm bowing out. I just have too much shit going on.

on Aug 22, 2010

no worries man, we all understand what RL is like, heck that's part of Nacey's issues as he tries to get out the next update

on Aug 22, 2010

Its all our issue. RFT is the only one with alot of free time

on Aug 22, 2010

Actually no, I have much much less now, probably less then all of you.  Because of my work situation, I now no longer have a set schedule and I usually end up working twice as much, then when I have the time, I go looking for a steady job so I can get regular hours back...  Also now that football (American) has started up again, the girlfriend is around much more.  There's a game on Thursday nights, we usually go out Friday evenings, college is on all day on Saturdays soon and we hit up the post game parties around town after that, then NFL again all day on Sundays, and Monday evening is more football.  So since my girl is over Thursday afternoon through Tuesday mornings now, my time online has severely dropped off. (In case anyone hasn't noticed the lack of random insulting going on around here for the past couple weeks.)  Honestly, and this is 100% the truth, I have not been to bed since I got up at 3am Friday morning, that's how busy I am.  So that leaves me just Tuesday and Wednesday evenings to screw around, and no one else is on, so why bother?  =]

on Aug 23, 2010

Just to let you all know, we are now currently in the work up stages for the next DS release. Got the optimizations put in place and that helps a lot.

on Aug 24, 2010

Just to let you all know, we are now currently in the work up stages for the next DS release. Got the optimizations put in place and that helps a lot.
WOO-HOO!!!!!!!!

on Aug 24, 2010

I need some help...

If I wanted to add your planets (just your planets) to another mod (Sacrifice of Angels 2), how would I do that?

Someone over on the SOA2 gave me some basic help, but my attempts failed miserably. 

I would appreciate ANY help anyone could give me  =D

 

--JOZMAR

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