Thank you Harpo. Yes, we are very damn close to the limits in our current state. Combined with the loading of the vanilla stuff i think its safe to say we went over the edge. Sins loads every texture in the mod folder regardless if it is used or not. It loads every mesh in the mod folder wether it is used or not. same with particles, brushes, sounds, etc etc. We got a lot of CRAP we arent using in the mod folder.
Also we have duplicate vanilla sins stuff in the mod folder They are leftovers from when that stuff was required to be there in order for the mod to run (pre-entrenchment). It does not need to be there now. The game loads what is in the mod folder first. Then it looks in the game for what is not in the mod folder. We only need Modded files in the mod folder.
The mod in its current state is a total disorganized MESS! I couldnt do much about it due to my past RL situation. That changes now. Its getting re-done. end of story.
I am running my new re-build of the mod with ZERO errors. I have half of the fed ships in right now, and functioning in thier intended ROLETYPES. Under a new naming convention that is much more organized than the previous builds. Any mesh, texture, weapon, entity, or sound etc etc we are NOT using is being removed.
There is no more "playerfederation, klingon, or romulan. They are now using the vanilla tech, phase, and psi entitys. This will eliminate about 25 unecessary UI textures, and a dozen brush files. Plus its much easier to eliminate vanilla sins stuff this way. PlayerDominion, and Borg will require new entitys and brushes, but by the time we get to that point the vanilla stuff should be all but gone. The focus on the mod now is to REPLACE. Not add on to whats already there.
I am not adding any weapons or research until all of the mod ships are in for that faction, and the vanilla sins counterparts are removed. The weapons themselves are going to be worked over to replace vanilla sins weapons/particles (with the same names). Mod Researches will replace vanilla researches and so on. For everything we add to the mod, we MUST remove a vanilla sins counterpart component, or make sure it overides a vanilla component. That is the ONLY way to ensure the mod will run on the same specs and machines that vanilla sins can run on.
I am keeping the current build on sync as a backup. I will upload my build once i get it done, and i am sure it WORKS. Then the rest of the crew can continue from there once you see what i am doing, and how i got it set up.
As for the AI crashing i can tell you why it is doing that... because the faction is missing one of its roletypes. We MUST have one of every vanilla sins roletype in the mod, or the AI has a shit fit. which means we need at least one scout, light frig, lrm, siege, anti strikecraft, heavy, colony, utility0, utility1, minelayer, minesweeper, riod capper, battleship, siege cap, colony cap, carrier cap, support cap. They dont necessarily have to act the roletype, but there must be one of each per faction. I know for a fact the feds dont have all of its roletypes. I am fixing that as i type.
To the crew.. Once i get the new foundation done ill upload it so you can see what has changed. It is pretty simple really. there will be a team meeting on saturday. time TBA.
BTW i was wrong about the 2 gig bug. i re-installed sins, and it went away :/