Monday, April 23, 2012

Slowdown

I vaguely remember there being a thread at one point or another stating how you could disable the simspeed regulator on FA so that the game would remain at real-time speed at the cost of FPS. I cannot, however, seem to find it.
Any help here would be appreciated.
And I run everything on maximum graphics with near-perfect FPS anyhoo, so I'll just tone them down a notch or two if it gets bad.|||viewtopic.php?f=2&t=39740
the trick to finding it was that it was never in Mod Talk - was in SupCom GD instead.|||BulletMagnet|||I used to experience some really bad Sim Speed slowdowns.
There are three important steps you need to take in order to fix this problem:
1) Install the Sim Speed Regulator Remover and patch your exe. This will not directly affect Sim Speed, but it will allow you to keep a constant Sim Speed (for the most part), albeit with lower frame rates.
2) Install Sorian AI 2.0 or greater, there have been some recent changes made that give a massive Sim Speed boost, I've noticed increases as great as +4 or +5, meaning that when I used to eventually get to -4/-5 during the course of a game, now it'll be at 0/-1 instead!
3) Install the Core Maximizer, I've noticed a slight performance boost with this, but you could probably do without it. If you have a quad core however, the benefits increase.
I play with AIs and some of my friends over LAN, and we all have these enhancements. We rarely get negative Sim Speed nowadays.
Of course, another thing that really helps is just have a high-end computer, with a 64-bit OS and 3GB+ of RAM.
Happy Hunting! :)|||You forgot about Duncane's AI fixes. They can be run alongside Sorian's and will provide additional boosts.|||X-Cubed|||yes although they change the rush ai, and it changes the beheaviour of the sorian ai too.|||Duncane's fixes affect the stock AIs and Sorian's AIs. Duncane did not to my knowledge make any AIs of his own other than the null and fortress AIs.|||he made a swarm ai, notech ai and made land air and naval ai which replace the standard rush ai's. the only problem with his mod is that some of his changes bleed over to other ai's and make them behave different.

FA: Campaign Cheat Enabler

I did some searching around and found a way to enable cheats in Forged Alliance Campaign, but it stated that I needed a file in my gamedata folder called 'game.prefs', I could not find this.
I was wondering whether anyone might be able to help me with this.
Thanks a bunch :)|||The path is User/appdata/local/gas powered games/gpgnet/supreme commander forged alliance.|||The above post is correct. This is not the gamedata folder however, thats a different folder altogether.
Remember you will need to show all hidden files and folders to be able to see the app data folder, at the location given by the previous post.
Also, make a backup of the file before editing it.
Any probs just ask.|||How to enable cheats? plz tell me =D|||Ok, I know that theres different paths to it all, but I know how to get to game data and stuff, but I was told to find a file called 'game.prefs' i just need to know the title of the folder (or document) in which this can be found, thankyou|||well i'm running windows 7, so its probably a bit different...
C:\Users\<%USERNAME%>\AppData\Local\Gas Powered Games\Supreme Commander Forged Alliance
(also, AppData is hidden so you'll need to turn on "Show Hidden Files" somewhere in control panel)|||the86th|||It's not in the gpgnet folder, just the Gas Powered Games folder.|||AGENT X506

Enable cheating in Forged Alliance Campaign (Complete)

I know most people already know how, but this is for those who don't.
(p.s, if this is in wrong thread, someone please notify me)
First, go to My Computer, hit Tools->Folder Options->View->Show Hidden Folders
Tick to show hidden folders then apply.
Second, go back to My Computer, open your C:Hard drive ->Documents and Settings->(user)->Local Settings->Application Data->GasPoweredGames->SupremeCommanderForgedAlliance->Game.Prefs
It's easiest if you open the game.prefs file with notepad or wordpad or a similar text processor.
Third, you will see at the top profile = {
now this is important, above that you enter (or copy)
debug = {
enable_debug_facilities = true
}
You can now use the normal codes availabe in Skirmish or Multiplayer, in Campaign.
Chillboy|||Whats this? How to cheat in the Campaign?
Lmao, If you know how to play the game, You wouldnt need cheats =p
Just my opinion XD|||brandon007|||Actually, it's just something for fun, rather then need. And also when a quantum riff is pumping T3's and experimentals at you, it's nice to have a backup, just in case...

[REL] Dark Abyss - GPGnet Client Skin v .1

GPGnet is supposedly skinnable in a later release. I've jumped the gun and skinned it anyway.



This is a very early release and many parts aren't polished/looks ugly.



Installation instructions:



Browse to THQ/Gas Powered Games/GPGnet/skins.



*RENAME* default to something like default2



Unzip the .rar file's content into the skins folder, make sure you do not overwrite anything.



Enjoy the skin.



If you want to change back, get rid of the current default folder, and rename default2 to default.



*KNOWN BUGS*

Some reason GPGnet crashes when you go into world map. Probably due to sizing problem.



Here's the download

http://www.sendspace.com/file/3i3u2l|||It almost feels like theres something missing in your post :)|||I feel the same way, but for the life of me, I can't figure out what could be missing from a release. . . He's got the obligatory warning, and the description. . .



Just teasing Wanky, looking forward to trying it out as soon as ya put up the URL.|||LOL. How silly of me. Sorry when I typed the post I was looking for a hosting service to put the file there. Then my gf called me and the rest is history.



Anyways, here's a picture (kinda psoted in the general forum by accident)



Image



When I find a web host I'll host the files.|||Fileuniverse.com or sendspace.com would work.|||Here's the link:



http://www.sendspace.com/file/3i3u2l|||wankey|||Oh Wankey, mine DID NOT crash when i used the world map, it just looked like the normal, fine world map.

Plainly, your skin is a bit iffy about what resolution the user is using, since we both had different issues, that one that I showed you yesterday.|||Hi,
here a skin based on your very good job wankey.
Unfortunately i had not (and have not, the download link is dead) your original skin, just the screenshot found here
and i founded this topic too late.
So the link for the skin i made: http://supremecommander.filefront.com/file/black_skin;107183.
Image
you can find the animated version of this skin here:http://forums.gaspowered.com/viewtopic.php?t=33630&highlight=black+skin
And I give you a diferent way to install the skin:
We can actually install multiple skins without overwrite the default skin folder.
In first lookking it seems impossible because there is a bug. And it works without restart gpgnet:
Instead of overwrite the default directory, unzip files in a directory you created on the skin directory (for example "black V2")
EDIT: problem found: GPGNET should be closed while unzipping the files.
Then launch gpgnet and go on something like (I don't know exactly because i have the french version of gpgnet):
tools --> options -->
style application --> Miscellaneous --> skin's name
Type the name of the subfolder of your skin in it (for example "black V2") and press the enter key. DO NOT CLICK ON "OK" OR "APPLY" BUTTONS, SIMPLY CLOSE THE OPTION BOX with the UP RIGHT CROSS or with the CANCEL BUTTON.|||Just wish to say that I'm using the US version and it works as you've described. Loving it so far! Thank you!|||*Cough*necro*cough*|||Well I would love the skin, but I can't navigate that French site.|||DeadMG|||DeadMG|||Screen-shot and download link updated.
The skin is now available on supremecommander.filefront.com: http://supremecommander.filefront.com/file/black_skin;107183
Here is the topic for he animated version: http://forums.gaspowered.com/viewtopic.php?t=33630&start=0&postdays=0|||Screenshot re-loaded again.

[rel][GPGNET client] Black skin V2 animated

Here is my animated black skin, based on the black skin V2
International DL link:
http://supremecommander.filefront.com/file/Animated_black_skin;96741
how to install:
We can actually install multiple skins without overwrite the default skin folder.
In first lookking it seems impossible because there is a bug. And it works without restart gpgnet:
Instead of overwrite the default folder, unzip files in the skin subfolder of the gpgnet installation.
EDIT: do not unzip the skin while the GPGnet client is running, it creates an index error.
NB: by defaut, gpgnet skin folder is "C:\program files\THQ\Gas Powered Games\GPGnet\skins".
After unzipping, you should have, on the skin folder one sub folder per skin and a readme file.
Then launch gpgnet and go on something like (I don't know the exact words because i have the french version of gpgnet):
tools --> options -->
style application --> Miscellaneous --> skin's name
Type the name of the subfolder of your skin in it (for example "animated black V2") and press the enter key. DO NOT CLICK ON "OK" OR "APPLY" BUTTONS, SIMPLY CLOSE THE OPTION BOX with the UP RIGHT CROSS or with the CANCEL BUTTON.
Of course, there is no langage on the skin, installing it will not change the langage of your gpgnet client.

Modification:
You can modify this skin as you want.
If you distribute it, don't forget to wrote it's based on wankey and Guig Esprit du Sage work.
The static black skin is still availlable, so if you think there is too much animations, you can replace some files from animated version by some from the static version.

Overview:
Image
Animated buttons (click to view the animation):
When the mouse is over:
Image
Image
Image
Image

Animated When mouse is not over ( I can't change that):
Image

Image
Image
Image
Image|||Are those animations permanent or only on mouse over?|||For close/minimise/maximise/restore, annimations are played only if mouse is over them.



for nav buttons, animations are permanent if the buttons are activated and the mouse is not over them.

In fact, for nav buttons, I can't choice when the animations are played or not.

Some buttons are animated, others not.|||Hmm idk, I think those animations might get annoying.|||An user found a problem: Do not unzip the skin while the gpgnet client is running.

The creation of a new skin directory will create an index error and you will be oblige to restart it.|||Links updated and animated icons added on the first message of the topic.|||The previous image server I used has finally stopped.
I updated the images from an other server.

unit packs

ok i got blackOps an 4th-dc. any other?|||Did you check the Released Mods List sticky?
Mike|||i did but how do i know if they are unit packs?|||If they say they add units that'd be a big hint.|||Heh the biggest issue is finding other unit packs that are still active enough projects to not have compatability issues. Most of the ones listed in the sticky haven't been updated in at least 6 months or more and any newer unitpacks that I have hear of being made are still being coded.|||Name me those unit packs that are being coded plz|||janez

Plea for nuke EMP mode, or arty EMP

First of all hi, long time lurker here, downloaded a lot of mods from here for my SC:FA, and for the first time I didn't find something I wanted (since I'm here for a long time that's only testament to how much great mods you have here).
So, the thing I am looking for is this, a Nuke that launches EMP, so it disables defences and units, for about 30 seconds. No damage whatsoever, just disables defences, units and shields.
So does anybody think that they can do this? And a little rang upgrade would not hurt.
Thank you for reading this, and I know from a few friends that nuke modding iss very tricky, so I understand if nobody wants to do it.
So my second idea is for artillery that shoots EMP bombs, they too do not do damage, only disable all of the above for about 25-30s.
Thankh in advance, looking foward to answers and possible mod : D.|||Kick Orange Knight for me... He is actually suppost to be making a sat model for a weapon of this nature I have planned for BO:SpecWep.
BO:Unleashed Cybran also has a T4 Transport that has a massive EMP weapon as a manual fire system thats quite unplesant... Especially comming from a transport that can cary 20 or so units :P
But truthfully modifying existing weapons to add an EMP role to them wouldn't be too hard. Especially if a new model isn't needed for it (aka adding alternat function toggles to SMLs or T3 Arty). The trick is time... I personally barely have time to work on things for my own projects :(
EDIT: If you want to learn how to mod the game (which is very easy) there are tutorials and plenty of ppl, myself included, willing to help.|||I actually have black ops mod and never encoutered this weapon on a transport, thanks will try tomorrow, of to bed now. And what's ypour position on arty EMP, possible or no? Because that would be insanly cool : P.|||On existing arty? It would be pretty much as simple as hooking in a toggle button that adds a stun buff to the existing weapon & drops the damage to nothing. Not really a hard thing to code in all truth... If noone else gets to it and I find time to pull up code this weekend i may set you up with something for it.|||Exavier Macbeth|||Exavier Macbeth|||lol well if you want to be specific...
Technically the major names that still frequent this forum usualy have their own projects that consume our time. Most of the time we don't engage in projects that are simply "write it for me" requests because of how easy it is to mod the game.
There are a handful of people however that come around intermittantly (LD being the best known I think) that have a tendency to randomly pick a request topic and write it into a mod on a whim.
So if you want to be specific I can say... "If LD doesn't get to it and I find time this weekend I will take a look into it" :lol:|||So this is kinda like entering the lottery lol :D.