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 268)
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on Jan 13, 2011

Any news on the new version for Diplomacy?  I'd like to get back into Sins again, but vanilla Diplomacy just doesn't do it for me anymore.

on Jan 13, 2011

Will be after the official update.

on Jan 14, 2011

Hello Gentlemen. I have 2 questions related to the DS mod. I noticed the original planets (Terran, Desert, Ice, Volcanic) only have one texture look. The original unmodded game has two different texture looks. I want to make a personal modification where all the planet textures show up with the DS Mod. How would I go about doing this while keeping the DS Mod? I already know how to convert the bin files to txt in order to make the needed changes.

Secondly, I wanted to do the same thing to the planets provided from Uzii's Sins Plus Mod that DS uses. The Paradise and City/Urban planets had 3 different textures and the Industrial planets had two textures. I wanted to return them to the DS Mod for my own use. Hopefully it won't be too much of a hassle to do this but I'm willing to give it a shot. I realize it may be more likely to crash with the changes since Sins has the lovely 2 gig limit. Any information or even a point in the right direction would be greatly appreciated.

 

on Jan 14, 2011

First you need to verify that all of the textures and meshes are all present, or more appropriately which ones are missing since some may still be included even though they're not linked to by anything.  Once you've done that, then you need to open up the entity file for each planet that has multiple looks to them and add in the necessary information at the top of the file.

This is an example of the industrial planet that has 2 meshes.  The differences are slight so I highlighted them for you.

meshInfoCount 2
meshInfo
    typeNameStringID "IDS_PLANETTYPE_INDUSTRIAL"
    asteroidTemplate "Sparse"
    dustCloudTemplate "Sparse"
    meshName "Planet_Industrial_0"
    cloudColor ff999999
    nullMeshRadius 0.000000
    nullMeshParticleEffect ""
    hudIcon "HUDICON_PLANET_INDUSTRIAL0"
    smallHudIcon "HUDICONSMALL_PLANET_INDUSTRIAL0"
    infoCardIcon "INFOCARDICON_PLANET_INDUSTRIAL0"
    mainViewIcon "MAINVIEWICON_PLANET_INDUSTRIAL0"
    undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_INDUSTRIAL0"
    picture "PICTURE_PLANET_INDUSTRIAL0"
meshInfo
    typeNameStringID "IDS_PLANETTYPE_INDUSTRIAL"
    asteroidTemplate "Sparse"
    dustCloudTemplate "Sparse"
    meshName "Planet_Industrial_1"
    cloudColor ffa07b35
    nullMeshRadius 0.000000
    nullMeshParticleEffect ""
    hudIcon "HUDICON_PLANET_INDUSTRIAL0"
    smallHudIcon "HUDICONSMALL_PLANET_INDUSTRIAL0"
    infoCardIcon "INFOCARDICON_PLANET_INDUSTRIAL0"
    mainViewIcon "MAINVIEWICON_PLANET_INDUSTRIAL0"
    undetectedMainViewIcon "MAINVIEWUNDETECTEDICON_PLANET_INDUSTRIAL0"
    picture "PICTURE_PLANET_INDUSTRIAL0"

Outside of that, you should be good to go.

 

Edit:  Probably should cover the meshes a little bit...

Anyway, this shouldn't be an issue, but it might be, so just have a quick look inside each mesh and verify that they point to different textures.  Again the info is at the top.  This is for the industrial planet's second set of meshes and images:

    NumMaterials 1
    Material
        DiffuseTextureFileName "PlanetIndustrial02-cl.dds"
        SelfIlluminationTextureFileName "PlanetIndustrial02-da.dds"
        NormalTextureFileName ""
        DisplacementTextureFileName ""
        TeamColorTextureFileName ""
        Diffuse ffffffff
        Ambient ffffffff
        Specular ffe5e5e5
        Emissive ff000000
        Glossiness 20.000000

on Jan 17, 2011

Alright! I managed to get all of the different planet textures working. Thank you Stant for the information and your time. It was very helpful! I'm looking forward to trying out a few random map games to see how smoothly it runs.   

on Jan 18, 2011

During combat the screen will freeze up, combat will continue. after a few seconds images will start to flicker. Then Combat will resume. The second time this happened i had a mini dump happen. This never happened with entrenchment, i only recently got the diplomacy and the mod for this expansion.

on Jan 18, 2011

There are issues with memory usage from Diplomacy. They are working on a patch that will fix the issue.

on Jan 18, 2011

In the mean time you can turn down your graphics settings and restart your game to reduce memory demands if you haven't already done so.  Unpinning things from the empire tree helps sometimes too.  Other then that, you may just have to zoom out from the intense battles and let them play out then zoom back in once your frame rate picks back up.

 

 

@Ace - NP.  That's one of the easier things to go over.

on Jan 18, 2011

the battle wasn't even intense it was just 1 capital ship and 4 smaller ones. i have 12 gb of memory also.

on Jan 18, 2011

The mem in the computer is not the issue. Ironically I find the best results with only 2 gb in the computer as the game has a 2 gb limit (32-bit issue). The extra ten will do nothing for you, and personally I find I will always get mini-dumps and severe lags when I go over 2 gb.

on Jan 18, 2011

dang, i hope they make a 64 bit version eventually then.

 

Black holes are they in your mod? just curios would like to have a random black hole in a skirmish.

on Jan 18, 2011

They are, but you have to put them into your map via GalaxyForge. The computer tends to fall into them, so we leave them out of the random generated maps.

on Jan 18, 2011

They won't make a 64bit version of Sins. Too costly to redo the whole engine. That's something they'll do for Sins2 if it's ever decided to make a second one.

Black holes, like Draak said, yes, but you have to use the Forge.  However, I did make an updated GalaxyScenarioDef file that allowed them to show up as a random anomoly or planet but it is extremely rare so that you don't have the worry of one showing up all of the time causing computer players to always die there.  It also allows you to use them in the in-game map designer.  That can be found here.  (Complete with new fancy options and the icons that come with them.) As a bonus it also puts Ocean Planets back into the game since they were left off of the lists for whatever reason and fixes a lot of other little things not really worth the time to mention.  If you make a map with it, you and everyone else who uses your map have to put the GalScenDef file into your mod folder as well so that the game knows what the options you used are and doesn't crash when you load the map.  This changes the game's checksum, so I always run it as a mod on top of DS so that I can quickly disable it should I want to play someone online without it.

Fixed the issues with the ocean planet icons too while I was at it so that they didn't point to paradise planets.  Made a new set for them as well.  Both are interchangeable and do not affect the checksum of the game as long as you overwrite the files in the mod folder which is highly recommended.

Also made an update to the Gas Giants to make them have a lot more resource asteroids and really worth finding and hanging on to.  As before this changes the checksum, so I run this as a mod on top of DS so it can be disabled quickly to play someone without it.

 

If you get all of these and run the forge update and the gas giants change as mods on top of DS Diplo version 0.7 your enabled mods list should look like this:

Better Giants
Update Test
Distant Stars (D) Beta 0.7

(or whatever names you gave the folders when you put them into the mod folder)

Their combined checksum in that order is 111345474.

on Jan 18, 2011

Cool, thanks

on Jan 21, 2011

So... do black holes actually suck ships in, or is it more like a white star, in that you're damaged whenever you're in its grav well?

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