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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
No. What email would be the right one? I once contacted IC directly but they politely asked to refrain from that.
I've now tested more Capitalships and must say they look gorgeous (minus the shadow bug). The only things that bothers me are the errors in my Hyperion Texture which are now even more visible
Screenshots uploaded shortly!
Well, I looked here https://forums.sinsofasolarempire.com/418918 and found this e-mail rebellionbeta@stardock.com which should get you to where you need to go.
I'm not getting that shadow bug, at least on the Titan I have in here.
The shadow and the Narn look particularly pleasing to the eye. But why do I have a feeling all the tweaking with models will slow content generation?
Darvroth
You hava a titan with a rotating section and the rotating particle uses the new Shader and throws a shadow? And updates its own shadow map?
it won't. The tweaking necessary is minimal as long as I do not become too perfectionistic.
Submitted the shadow bug to rebellion@stardock.com
Doesn't rotate no. ...I missed that important segment. I think I'm going to avoid posting here at 1 am.
Happens to the best of us
After communications with the support team I can now say that I found a kind of solution to the shadowing bug. IC/SD suggested using the shader Particle_MeshShadowed.fx but that didn't seem to work. It had no shadowing (so no shadow bug) but did not exhibit the new advanced lightning and so looked very "off".
After some analysis and testing I can now advise to use the shader GS_ShadowedAsteroid.fx.
It's code is identical to the Particle_MeshShadowed.fx shader but the game engine does pass all the relevant data to that shader. So while rotating parts using this shader do not throw or receive shadows they do have all other advanced lightning features and look good enough. I still would love to have the shadowing but can only pray for IC to realize the value such a feature has to us modders. But at least we now have a solution and I'm relieved (I really thought of quitting modding over this as a B5 mod has no use without rotating parts )
I'm glad I could help point you in the right direction Tobi!!!
Hello team, just a quick question are the pirates/raiders npc faction been kept in from native? From the B5 series there wasn't much diversity of ship types if any at all apart from that large raider carrier in "the Eye" episode, coming of shadows? I vaguely remember reading, though not sure if it was this mod ages back that the shadows and vorlons initally were planned to replace the pirates as npc but using the same rules i.e they could be influenced to make strikes against your opponents but nothing beyond that. I assume these races are playable now in their own right.
Sorry guys my mind isn't what it used to be lol
While in the last released version of the mod [0.422] Shadows and Vorlons have bugs that prevent them from being playable the are now player races by design.
Pirates will be replaced by raiders and will have fighters, carriers, refitted cargo transports and could conceptually even bolster decommissioned Novas or Hyperions in the late stages. But Future will decide on this.
As of now the mod is progressing slowly due to myself being ill at the moment and when I do get back to RL work I will have to work overtime to compensate for my absence. Also the other team members seem to be occupied by their real life so it's mostly me and Davroth for now. That means work on models is very slow and work on the tech trees is stalled for now.
TobiWahn,
I'll start mapping the needed capital ship abilities in part to scope the effort, frigates abilities will be case by case. This will not include tech derived abilities though this also needs to be mapped. Populating the map will be painful unless there there are some good volunteers willing to assist.
I should specify. Each capital ship can have 10 levels of abilities, some will be duplicative (Flack guns 1-3), others will be a single ability. We have no obligation to use all 10 levels of abilities but it is a way to buff capital ships. Where we choose not to use all 10 levels the abilities available should be more useful as a balancing factor. Since we can create a minimum level to attain a given ability that will help immensely. Each capital ship can have 5 unique abilities, one of which must be passive.
I recommend as an aid that each report name have #/# to denote the planned and actual abilities by level. For example if the Nova has 4 abilities, 2 of which have 3 levels each that is 8 of 10 or 8/10. Up to us and balancing trade space if the Nova were to get 10/10.
Thoughts?
As a point of reference I'm using the bitbucket master entity files and when a #/# apears in the item name I've looked at each ability to ensure the number of levels each may have and will also note it next the ability name. When all the planned or needed abilities for a given ship are in place and working we close the item and move on. Rather than ability by ability it seems to make more sense to track it by ship as a given ability may be used by more than one ship class. This is going to take a while.
Sounds like a good concept to me. Otherwise it would not be manageable. I haven't been able to look at your issues as of yet but will do so tomorrow latest. I'm finished with the EA G.O.D. model now and will post pictures today or tomorrow. Rebellion looks much much better btw.
Thanks for your ongoing support, can't stress enough how you and all the others that have helped me keep me continuing on this mod. Big Thanks!!!
EA GOD
hehe, rebellion makes graphics oo much better.
My son keeps asking...what date are you setting for 0.43? In particular he is looking forward to seeing some Shadow gensu beams.
I realize there is much left to do but what is the current percentage completion of the next build?
Well, I have no idea to be honest. I could release soon, depends on how much we want to be in there. Glad your son likes it. Best wishes!
Lets look at all the work that has been done since the last release or is near completion:
1) Major balancing/correcting based on testing and player feedback,
2) Inclusion of Vorlon tech tree and sufficient models,
3) Inclusion of Shadow tech tree and sufficient models,
4) By last count close to a half dozen new abilities,
5) Additional model work/corrections.
I recommend we clean up the above, package it and make it available for down load. This will afford us an opportunity for more player feedback prior to the release of Rebellion. Shortly after Rebellion is released we should aim for another release that is fully Rebellion compliant. As Rebellion is still in Beta there is the risk under the hood changes will force us to make additional changes.
Hey Guy's this is my first time posting here. Like to say that you have a great mod here, im curious though
when I play as EA Omega destroyers and pretty much all cap ships seem to be made of paper. Is this deliberate
or Is there a problem with my install, i last played the version before the last update.
Xandras25,
Alpha build 0.42 was a major content implementation but does not have much balance. Most capital ships and many frigate/cruisers have an order of magnitude more firepower than ships in SoaSE and as a result ships die more quickly. Also, on purpose there is no passive repair or AM replenishment between battles.
Alpha build 0.422 was a hot patch with minor content and some balancing.
Alpha build 0.43 discussed above is another major content push and has a lot of major balancing. That said, most capital ships and many other structures don't yet have abilities. For a bunch of reasons abilities are a pain to create and test with most efforts resulting in a minidump. Abilities will deliver a signigicant layer of balance that will be lacking till they are in place and subtle balancing cannot take place till all the abilities are in place and working.
If you are not very familure with B5 the Shadow and Vorlons are significantly scary. We are attempting to implement different game and play mechnics for each and it is proving bothersome. Almost by design they will be over powered. A Shadow Battlecrab will be able to pop (one shot kill) many ships. Balancing them will be a major hurdle and to be honest we are not sure we will be able to pull it off. The goal is to have the Shadow and Vorlon as playable races but...feasibility remains to be seen.
@Davroth
Thanks for the thread moderation!
Considering your list:
1.) Barely done but still changed quite a lot from 0.42
2.) First draft is in, but research subjects are not fully linked to specific ships/structures/abilities/...
3.) Same as 2
4.) Not all in yet, I'm working on implementing Abilities/Buffs in my DataBase so I will implement few for now (SpawnQuad is in, changed a bit though)
5.) Much work for shadows + EA GOD
I would like to link the Vorlon/Shadow research as much as possible before releasing, other than that nothings holding a new release back from my perspective.
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