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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
Hahaha yes exactly my thoughts, but that's the shape I recognized from the show. Perhaps it's because it was a very old station and modern Minbari have the vins we see these days on ships. I can alter them to be inline with ship vins, but that would break canon. What do you prefer?
It works as is, the texturing and lighting features will make all the difference. If you want perhaps slightly less symmetrical, perhaps the bottom blade is slightly longer or more elongated than the top, then it will look more fish like and less acorn like, but it works as it is.
Considering the, brief, fuzzy view we got in the series that's most impressive.
How about using the atmospheric transport for the colony ship? Sadly you never see the dorsal side, though I imagine Hael-sose could come up with something suitable.
Finished the Centauri Orbital Citadel, now on the Civilian model.
Having said that, I didn't include any new abilities. If there are any ideas let me know, it is easy at this stage to script it and add it to the entity files.
I'll rewatch the episode with battle at Ragesh 3 and see what comes to mind
While you're at it any ideas for the civilian Way Station would be equally welcome.
Centauri Way Station is fully scripted except for any add on abilities. Accepting ideas. On to the Vorlon outpost.
Is that new? I didn't see it in the last build's tech tree. I suppose you'd want graphics for that. What do you suggest, an asteroid with the structures on it like in "Into the Fire"? I'm not sure that would fit within reasonable poly limits.
Nice, but that's up to TobiWahn to decide.
Yes, canon mentions the Vorlon have "observation posts" along their border. I'm 70% done with the scripting and testing (I needed to be sure the damage output wasn't so sever that once built it could never be killed). I've devised 4 consecutive rings that expand when updated such that the outer most ring of weapons fire is the most recently upgraded. Being in the inner ring when the outpost is fully upgraded is a very bad place to be but the station can be assaulted and the AI surprised me by actually using longer ranged weapons to its advantage.
I still need to finish the scripting, write (and test) the abilities, adjust the tech tree and apply the create outpost ability to either an existing or a new purpose scripted Vorlon ship. Should be all done within two weeks with a commit to follow. That will be three new stations in total.
The Shadow remain the most vexing of factions. They had planetary bases not star bases. I've wondered if I can write the scripted ability to be 0.001 away from the planet and not have a model so it appears the base is on the planet surface but haven't really looked into the feasibility. I'll tackle that one once all the other faction bases are complete. I still want to redo the EA military station which would round out the faction starbases. More to follow as things progress or I hit a wall.
Completed all abilities and pathing for Vorlon outpost, Centauri WayStation and Centauri Citadel. On to redoing the EA military base.
Pre texture/placeholder render for a Vorlon Outpost.
@Darvroth, do your scripts allow for a base on an astroid?
Internet and my computer are acting really weird today... To address Hael-sose since I can't make the quote button work... The scripts for the Vorlon outpost don't care what the model looks like. TobiWahn will have a fun time accounting for the anchor points for 4 different weapons. Also, the outpost has a significant potential fighter outfit so a hanger structure of some sort is advised. The hanger could be either an opening (or more) in the asteroid body or from below the larger tower structure atop the rock. I'd also recommend bumps representing arrays to assist TobiWahn anchor the weapons. It makes sense these could be both on the towers and along the equator of the asteroid.
Completed the EA BattleStation including all abilities and linkages.
TobiWahn,
Sent you a commit with four new stations.
Edit: Wasn't as complete as I thought I was...forgot to price the upgrades.
Edit 2: This time I'm actually finished and have sent the commits via e-mail.
Hi, quote function seems broken to me
> Nice, but that's up to TobiWahn to decide.
whatever you see fit. You can do wonderful (semi)organic stuff.
love the asteroid vorlon station btw, but Asteroid must be included in the model
@Darvroth
Hi, imported your last few commits (all three of them) and something went deeply wrong. I found a really problematic bug with the db (Capitalship Weapon 4 and 5 assignment was broken) so I will need to send you a new Database. Also, the Centauri Citadel Starbase is missing all the Upgrades, therefore the build will not work at the moment.
Will get back to you soon
> Hi, imported your last few commits (all three of them)
Yeah!
and something went deeply wrong. I found a really problematic bug with the db (Capitalship Weapon 4 and 5 assignment was broken) so I will need to send you a new Database. Also, the Centauri Citadel Starbase is missing all the Upgrades, therefore the build will not work at the moment.
NO!!!! Sadly, this is not the first time we have encountered problems importing SB upgrades. Were the problems in commit 1, 2, 3 or all of them?
I'll scrape together the back up files so the data is salvageable.
Agree with earlier observation on scale of Primus, it could use a size boost. I won't fret the specifics but an increase in size would help the visuals.
Please do, we miss you
I was hoping for a stable build this weekend so I can test some, hopefully you can manage
What I hope are the useful backup files were lobbed your way. I hope the reconstitution and DB rehab aren't too difficult.
When the next build is posted I may need a little direction, with the DB done, what is next priority?
Hael-sose,
I also was looking forward to some more testing, my build is so heavily modified from the last release (since I'm 3 commits ahead) I on occasion get weird results and it can be very difficult and time consuming to track down the cause of that behavior. Usually it is because I forgot to normalize one or more files after a bout of testing.
A fully upgraded Warlock is scary.
I'm having difficulty uninstalling mod version cd56ce870601, it minidumps when I try. Anyone else seeing this?
Edit: I even deleted my heavily modified folder and reinstalled a fresh build and no joy, previous versions didn't behave this way. Ideas anyone?
Edit2: Where there is a will, there is a way. Clean build installed.
In receipt of new DB and taking it for a spin.
The EA with the exception of some minor graphics issues(battleship is blackbox, some ships are stock skins,etc) is very stable and almost bug free i played about 3 or 4 hours with EA and i didn't get a minidump and everything seems to work fine.
Great Job guys.
Appreciate the compliment, there are still some bugs but every build should be more stable (or at least more complete and balanced) than the one before.
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