Ok, time to bring everyone up to speed.
To just cut to the point, the whole project ran into a major brick wall a while ago when I realized just how the Sins engine works and what kind of memory management it has. Chalk that up to my own inexperience since I was daft enough to assume that a seamless transition engine would have some sort of a memory manager which loaded and unloaded stuff as it was required (I know this can be done, but alas it was not the case with Sins).
This in short means that the mod, when fully loaded, is very inclined to simply crash the game, especially if you run it with all expansions loaded as well. That I was very liberal with texture sizes did not help either. So, I was faced with one of the worst things you can face when working on something for a long time - that I was, simply put, doing it wrong. Most of the models were textured in such a way that it is is not possible to reduce their memory footprint without making them look like something out a 90's game.
What to do, what to do.
Well, right now I am working furiously (and I mean that in the full sense of the word) to redesign the mod so that it:
- is in line with the excellent Optimization Project
- works better and looks even better
- retains the Awesomeness Factor™
This means I have to rework most of the models, unfortunately - fortunately however, I have gotten a lot better at it since the early days and can crank out a fully furnished model in four hours or so. Last week, I have already redone all of the frigates. I hope to be done with all of the ships by the end of this year. Modules should take a week or two more. The effects also need optimizing, but that should be a minor issue. No Sins game is complete without a set of BailKnight's Effects in my opinion!
Another major change is that, in light of the above revelations I have decided to curb my enthusiasm and limit this mod to just ONE race, the Xin. Recent news about the new memory model being in the works for Sins is great, but I won't make any plans for the Remnant and the Hegemony until I see that model in action so I can be sure it can all fit in nicely without making Sins implode.
With these major changes in mind, I will be opening a new topic soon, with a new project name, because in a way that's what it is. I've learned a lot during these years, gone from total n00bie to semi-pro, had tons of fun and want to especially thank each and every one of you who showed support for the project.
The saga continues. I have to get this out before Duke Nukem Forever...