Nomada_Firefox

Nomada_Firefox

Joined Last seen Member # 3069816
2 Posts 12 Replies 4,402 Reputation

With the mod, I have not made too much lately. I must navigate a bit among the new files and remember how edit a model at softimage.;) Lately I have been editing this. http://www.moddb.com/mods/star-wars-polaris-sector-alliance

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If I have not said it. I hope that other people modding the game can use the new voices added. It is a lot of work for only a single mod and it can be useful for many others. I am adding all them in the original ogg format from the game, clearly the best. Regards.

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Well, I continue this small update from the mod. In a first moment, I was thinking replace only the voices from heroes but after I saw how many voices I had, I have started to replace the voices from most of the units. Now I have made most of the Imperials and many from the Rebels. When I finish this voice update, probably I will update some model with the last textures and the last model. Probably, even I will add some new unit. I hope remember how softima

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Well, the improves in code for this version are ready but I want add some new features to the mod. One of the new improves will be the voices, all the heroes and special units will have customized voices, now you can hear to the Emperor or Vader with the executor between others. There will be many other more new voices and new music files. [video]https://youtu.be/knQteq2KlhE[/video]

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[quote who="ZombiesRus5" reply="20" id="3613534"] Opt-in to 1.83 - check Convert newest files in 1.83 to text - check answer: you can get the reference files yourself. [/quote] You could release a link with the files converted. At this moment, I have not edited this game at more of a year and I have not time for search, research how convert them.... [e digicons]v_v[/e]

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Looking this, I would like to say how this patch and the GOG version are probably a big error. It remembers me Star Wars Empire at War and the different versions from the same game where at the end, they added several problems with mods, versions and players.

35 Replies 177,050 Views

So you understand then how overclocking a "Xeon" to meet the same specs can reproduce the exact same results that of a faster i7 counterpart within the same architecture yes? Benchmark programs are not the real live. They do not analize things as what is the speed running with one single core a game which I do not go to name "old engine" because it is not sense, at the end, most of the games continue running with one single core. <blockqu

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[quote who="wokenjay" reply="4" id="3531457"] also your mention of xeons is quite ambiguous considering that there are xeons that can't be overclocked and that is the general misconception that they are not great for "gaming"[/quote] Intel by default release versions unlocked and locked, Nothing strange but I did not say it because I thought how it was locked, I sayed it because Xenon processors are thinking for running specially with 64bits and aplications. There are a misun

11 Replies 9,695 Views

Lately I have been fixing some errors but I have been improving the textures with better lights and improving the shiny brightness from the hull in models. However, I must confess and probably it is not the first time that I say it, the lights at SOASE are not too perfect as they can be at my EAW mod. It takes a lot more of time to make them and more improve them. Next other point, good or bad, it can be how the sources of lights are more at SOASE than at EAW and the shadows are bette

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The Bloodfin, the Turbulent class Star Destroyer commanded at his last fight by the Admiral Pellaeon will be in the next update from the mod. Before I release it, I will publish a complete log with the improves and fixes. By the moment I will continue enjoying more the mod thanks to the Large Address Aware http://www.techpowerup.com/forums/threads/large-address-aware.112556/ , remember, if you use 64bits, you should play with it the mod. You will note the difference. <

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Perhaps you know this tool named Large Address Aware from use it with other mods. However, yesterday, I tested it with my mod and.........it is awesome! it works, with this you can play a generic game created for 32bits systems (where usually they do not use more of 2gb of ram) with more of 2gb of ram. This tool works with Windows Xp 32bits and other 32bits systems but it is a mess because you must edit somethings from the startup from the O.S. By this reason, the better O.S for this

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Another question. Can this be correct? [code="xml"] periodicAction actionCountType "Infinite" actionIntervalTime Level:0 4.000000 Level:1 4.000000 Level:2 3.000000 Level:3 3.000000 buffInstantActionType "ApplyBuffToSelf" instantActionTriggerType "OnChance" buffApplyChance Level:0 0.200000 Level:1 0.300000 Level:2 0.300000 Level:3 0.350000 buffType "BuffFighterBlinkActive" effectInfo

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