This is the story of the last of the Babylon 5 mod-efforts. It's goal, to prevent another failure, by creating a place to solve our problems collaboratively. Its a port of call, home away from home, for modelers, texturers, programmers and sound engineers.
Babylon 5 - Sins of the Younger Races
Disclaimer:The authors are not responsible for any damage that may arise from using this mod. This mod may not be sold under any circumstances. It may be downloaded, as long as it does not violate the laws of the state/country you live in. This disclaimer must always be distributed with the mod. For other used please contact me personally.
Thanks to the TEAM:2D Artist: Tobias Liebhart (TobiWahn_Kenobi), SteinerXBughunters: Rob Cummings, cybertx, Darvroth, Peter1x9, ZombiesRus5Coders: Ronie Albesa (zRazor), Rob Cummings (NewHorizons), Davroth, EvilTesla-RG, Rodney Jenkings (HotRod), Tobias Liebhart, ZvezdochetsModel Templates: Amras-Arfeiniel, James Newman (Firehawk)Modelers: Ronie Albesa, Amras-Arfeiniel, Fileosoft, Johan Klaver, Koobalt, Tobias Liebhart, Stefan May, Timmaigh, Pauli Valkeejärvi (Hawkwall), ZvezdochetsMusician: Pauli ValkeejärviResearch: Rob Cummings, Darvroth, Rodney JenkinsPR: Darvroth, SteinerXSounds: Rob Cummings, Pauli Valkeejärvi, ZvezdochetsTexturers: Tobias Liebhart, SteinerX, TFL_BigBangTheory, Timmaigh, Pauli Valkeejärvi, ZombiesRus5Moderation: Blake00
Additional support: boshimi336, Lavo_2, myfist0, Gürol Salk (Geopard)And toMysticAngel for the Automated Fighter docking abilityThe Babylon 5 X3TC team
And thanks to all those modelers whose work is a inspiration and a template for creating ingame assetsIf I forgot anyone, please contact me so I can give proper credit. (There seem to be so many decent people involved at the moment)
Release 0.54.1 Full Download for Rebellion 1.95+& Patch 0.54.2
NEW - Balvarin Carrier and Minor Factions fix!
Installation Guide:
Sometimes the in-game mod loader can be a bit funky so if you can't see the mods you've installed or something isn't working then enabling the mods via the 'EnabledMods.txt' file in your 'Mods-Rebellion v1.85' folder where you installed the mods to is the other alternative. It should look like this to work:
TXT2SinsArchiveVersion 194Version 0enabledModNameCount 2enabledModName "SotyrRemastered"enabledModName "SinsRemastered-v0.95b"
DISCORD:
https://discord.gg/9AwgByEEKn
Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/
Yours TobiWahn_Kenobi
10 or 12 Squads (have to Look ist up). It is a frigate, no capship. Therefore a bit smaller than a Battlecrab. Glad to see you like it. I started to try to makeSA shadow module (turret or hanger) and ended up with that carrier.
Yes, very much, the two large fang looking frontal appendages are esp menacing! I'd list it as a cruiser even if in game there is no real difference.
I've noticed several ships have multiple ship types in the entity files and wonder if the order makes any difference in AI behavior. Some ships are decidedly passive.
Darvroth
It is of course a cruiser. If you finally get 'round to use tortoiseGIT or some other GIT client it will be available to you to try out!
While I strongly suspect I'm entering deeper water than I can handle I've downloaded tortoiseGIT though it did not properly load. I'll try it again later after I close the various apps I have running.
You need to reboot after installing TortoiseGIT.
then go to C:\Users\**myuser**\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34\
click right mouse button and select "Git Clone..."
under Url put
https://Davroth@bitbucket.org/TobiWahn_Kenobi/sotyr.git
under Directory put
C:\Users\**myuser**\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34\sotyr
when asked enter your BitBucket password, then wait till download is finished
(hope that works)
Some interesting impressions of the series we all love...
http://mutantreviewers.wordpress.com/cult-tv/
Several installs/repairs and numerous reboots later I have a persistant "MSysGit (http://code.google.com/p/msygit/) not found" error. Basic help is "ask the cloud" which in my particular case has yet to produce a servicable solution. Bumber.
You need to install msysgit before installing (or using) tortoiseGit
see install instructions here
http://code.google.com/p/tortoisegit/
Download the full installer for msysgit 1.7.8 (or 1.7.9 if you feel like beta testing) from http://code.google.com/p/msysgit/downloads/list and install it. Then try to use tortoiseGit again. If it's not working reinstall tortoisegit.
edit: Thanks for the link btw. It was a nice read but it kept me from sleeping till 4am. Damn, I'm a nerd it seems.
Hey Man! Youre mod is butiefull. Thise new shadow vessel are looks very nice. When will we be able to play whit them?
Hah, it took me the better part of Sunday to do the same thing! I honestly couldn't tell you how I stumbled on the site, but one B5 search leads to another, and another....
No release date set. will take a month or two at least I suppose.
Nice. To bad many of the once existing B5 sites have closed down years ago. There where so many of them once upon a time.
One of my favorite
http://green-sector.de/besterplace/
TobiWahn,
I'm partial to revisiting this one, which has fallen into some disuse: http://www.b5tech.com/
I'm still slogging away at abilities and it is proving a tough nut to crack. http://code.google.com/p/soaseplugin/wiki/Syntax
is a very useful site but...trial and error is very time consuming. I've read there are modding tools to ease testing but I'm not versed in them yet or skilled enough in the convoluted logic of the engine to understand why something didn't work.
I've loaded MSysGit and TortoiseGIT but have some problem with the handshake at bitbucket. Finding uninterrupted time and the will to focus are in short supply. Best wishes.
I'm not too fond of b5tech as I doubt the validity of many of its stats. Still useful though.
A very good tool (by ZombiesRus if I'm correct?). But abilities are, as you've discovered, a very difficult topic. Because even with a logically pleasing and correct ability one can kill the engine and have no idea why.
Don't worry. I will send you an email with a link to the current build. As always it is for internal use only (not for redistribution) but you know that already
Thanks for all your help!
I wasn't sure if what you sent is a full load or a patch so I loaded it both ways. In either case the check sum is zero.
Stilll working bitbucket, even changed PW temporarily to an easy one should that be the issue... It tries and then there is a persistant hand shake issue.
Glad to be of service...if only I was providing more content on a regular basis.
Hey Tobiwahn_Kenobi!
I am an amature modder only for my own satisfaction, i have made some abilityes based on B5 series if you intrested.
1. Narn Energie Mine for G'Quan
2. Centauri Drone Mines for Vorchan.
If you have dropbox i can show my progress.
lordcronos,
If you have had luck with abilities and want to give it a whorl I have many needed ones, cued up. Testing is a pain to ensure the ability doesn't crash the game. Let me know and I'll share what is needed and what has already been tried.
Hey Darvorth!
I am gladly show what i have just let me know when. I have a dropbox if you send me youre email addres i can give you acces.
Hi all!
Sorry for being absent, was on vacation (skiing).
Yes, it was the full build! it works for me, so if it doesn't work for you please use the dev exe and enable debug information to see where the problem lies.
Abilities are always of interest to me.
we already have one, but you can send it to me so I can use the best of both of 'em
nice. Please test them vigorously before giving them to me though. If you can play 5 long games with the ability enabled and the AI using it without minidump I would consider it safe.
Hello team sorry I've not been on for such a long time I hope the mod is going well! i have recently been watching the series again and reminded me about the aceness of your original mod proposal I spotted years ago.
Not sure if this has been posted or not but this B5 ccg resource page may be useful for ship art reference and also character portraits for the factions. There is also enhancements section which may inspire various abilities for ships and faction tech trees. There is also plenty of shots of the various non aligned league ships should they hopefully become a faction in their own right in the game in the future
http://b5ccg.mahasamatman.com/Composite/ByType.HTML
I know you are still working on diplomacy which is a big enough feat in itself, will this eventually migrate onto Rebellion once out (i know this is well off yet) the only reason i ask is that the ccg also covered the rebel factions i.e sheridan vs clarke, Mollari vs Refa, Delenn vs Neroon etc. though thinking about i suppose these people could be used as avatars as a duplicate opposing faction team.
Not meaning to be dense but am I to understand the mod though limited tech treewise is now playable?
Keep up the awesome work!!!
Thanks for the link
Yes, I do intend to switch to rebellion (if they only would release an updated convertXSI I could already test the models!!) How the factions pan out though is another matter and to be decided in the future.
Mostly. Vorlons and Shadows will be playable with the next update (0.43). I messed them up in 0.42x because they are missing the research centers.
Thanks on behalve of my fellow team members new and old and myself.
Actually, you don't need to wait for a new convertXSI. You can just convert models using the Ent/Diplomacy convertXSI, and then add the following line of code, before "hasValidTangents": maxDiffuseMipLevel 0
I've done this and have successfully tested both a ship and planet model in Rebellion.
Tobi, it appears that Rebellion has support for five weapon banks, at least on Titans and possibly on everything else. How much will that help SotYR if you move?
Many many thanks!
Already thought about it. I'm not sure which ships will be titans, as you can only have one of them. EA Victory and Minbari Neroon are obvious choices and because they are limited to one we can make them even harder (though not nearly as hard as titans in vanilla compared to th rest). KaBinTak and Adira also fit in, but I'm not sure about vorlons. Planetkiller and Deathcloud would be them, but how to make them useful and (concerning the Deathcloud) good looking is another matter entirely. Most of them could use the five weapons slots, so that would be a plus.
I've now successfully tested the Omega Destroyer in Rebellion. First - it looks awesome, but the specularity needs to be toned down by me a bit. Second, the Shadowing of the particles is not working. (Using the new GS_ShadowedShip.fx shader)
1.) Particles throw no shadow (i.e. the Rotating Part of the Omega throws no shadow)
2.) The ship throws a shadow onto the rotating part respective to the initial position and rotation to the ship.
3.) The shadow on the Rotating part is never updated, which means even though the part rotates the shadow does never change resulting in the shadowed part facing the lighsource and the lit part being in the "shadow zone". It just looks odd.
Damn, I do hope they can fix this but I fear they never did care much about modders use of particles as rotating sections Prove me wrong devs! PLEEEASE!
Have you submitted it as a 'bug' report to StarDock? They might take a look at it as it may be something they'll need to address if they add other content.
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