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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
should be committed already
It's not working, this is the last commit that i can access [a022941], after that i have a message that says uncommitted changes with date of today with this message.
MSYS-1.0.12 Build:2012-07-05 14:56 Exception: STATUS_ACCESS_VIOLATION at eip=022E7968 eax=00000001 ebx=0029F85C ecx=02364C5C edx=003C0000 esi=0029F860 edi=00000000 ebp=0029F834 esp=0029F6BC program=C:\Program Files (x86)\Git\bin\sh.exe cs=0023 ds=002B es=002B fs=0053 gs=002B ss=002B Stack trace: Frame Function Args 0029F834 022E7968 (006F4010, 00000060, 00000000, 0029FC94) 006F4010 006F4054 (00000006, 00000000, 00000005, 00790063) 497245 [main] sh 14644 handle_exceptions: Error while dumping state (probably corrupted stack)
Commit is to the rebellion_testing branch.
sorry, forgot to push to the repository
New addition, Centauri Adira Royal Battleship (Titan Class)
http://steamcommunity.com/sharedfiles/filedetails/?id=656268913
http://steamcommunity.com/sharedfiles/filedetails/?id=656269116
http://steamcommunity.com/sharedfiles/filedetails/?id=656269087
http://steamcommunity.com/sharedfiles/filedetails/?id=656269049
http://steamcommunity.com/sharedfiles/filedetails/?id=656268984
Nice. Now of course we need to address stability...
is it better with 1.83? in my last match (played for 2-3 hours) i didn't dump
Couple of things to post (I've been a silent watcher for years now)
The Main post : --------------------------------------------------------------------------------------------------------------------------------------------Installation instructions:Put contents into the gameInfo directory--------------------------------------------------------------------------------------------------------------------------------------------put the folder "b5-sotyr"using vista/windows 7/8/10C:\Users\'username'\Documents\my Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Diplomacy v1.34--------------------------------------------------------------------------------------------------------------------------------------------
The Main post :
--------------------------------------------------------------------------------------------------------------------------------------------Installation instructions:Put contents into the gameInfo directory--------------------------------------------------------------------------------------------------------------------------------------------put the folder "b5-sotyr"using vista/windows 7/8/10C:\Users\'username'\Documents\my Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Diplomacy v1.34--------------------------------------------------------------------------------------------------------------------------------------------
Correct path would be:
C:\Users\'username'\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.83
Additionally, latest iteration (0.44a03) does indeed seem to be quite unstable and so random at that.
Twice it crashed without any key input ( latest is just watching a small skirmish between 2 Vorchans, a Primus, and some neutrals protecting a desert planet I was conquering.. At another stage it crashed when I changed shadows to highest setting (they're now turned off). Reloading a save game and the issue isn't able to be duplicated. The crashes appear to be completely random.
But yes, this is a 5v5 which falls under your stated conditions for where the crashes appear to occur (6+ player games). All I can think is that the AI is doing something randomly which causes the game to crash (doesn't seem to be my input causing the issue)?
EDIT: Windows 10, SINS R: v1.83 here btw. Additionally, when I get the crash, I don't get any pop-ups / screen-dumps etc. Just a lovely ding and the whole game closes.
Anywho, probably all stuff you're already aware of. Hopefully you're able to resolve. Also, TobiWahn, keep up the great work with the ship models! Crashes aside, once they're done you pretty much have a completed mod which is awesome. As I said, been watching this mod for years now. Too bad not as many people seem interested in doing B5 mod's anymore. Hopefully JMS can revive the universe and spur interest in it again to give incentive for new mods
Take care and keep up the great work!!
played about 10+ hours yesterday in v1.83 and i didn't get any mini dump or crash.
I stand corrected
As for the crashes, I noticed that when I play (dev version) a game with all settings (planets, ships, modules) on very high I run out of memory, when I play on high only I do not. Might that cause the dumps? Just a out of mem situation?
Why don't they just make it LAA with 1.83???Is there a way to make it LAA without steam thinking its been tampered with?
You could be on to something there...
I was using 3D Vision which was giving me some Out of Memory errors. So I turned it off.I have also run it on everything on 'High' except for Planets which has been on Highest, all Effects ticked, AA: Non-Maskable,
Will give it a shot with everything on High. Perhaps we truly are looking at some game engine incompatibilities.I will also enable LAA (see if it stuffs it or not). I am using the one that was provided with Star Trek Call to Arms mod (v1.2 which is probably now very out of date). Will see how I go and whether there are any crashes from there
If no further crashes, could probably say that we could state the mod isn't workable on 'Highest' and without LAA Enabled.
UPDATE: So I just played about 3 or so hours with no crash at all. I'd have to test it again though, as the differences compared to last game were:- Different map (still a 5v5 // All AI / Difficulty = Normal)- Played as shadows instead of Centauri (finally, Shadows can colonize planets more effectively rather than losing 90% of my colonizers.. Huzzah!)- This game, Planet quality = High (instead of Highest)- LAA activated (unsure if it was before but I doubt it for previous game as I had patched to 1.83 through steam since last time I did the LAA fix).
P.S. Not sure if there are any requirements to whether LAA could be included with the mod without seeking permissions from someone etc etc.I'd probably recommend someone else try 10 player maps, try with all effects not being higher than 'High', try same map each time, with different race. See if any crashes. My time unfortunately can be limited/sporadic but I hope this all assists you.
EDIT: Is someone able to check the Centauri starbase builder (the ship)? Noticed something odd with the default config files.. For example, the ship abilities allow you to build a Centauri Military starbase, but using said ability spends the credits without building the structure. Changing the ability to the deploy Centauri Citadel base instead, works (yes there appears to be two but only one buildable at a time).. however I found that it may not be complete (or requiring some review). Essentially it fires pulse guns and that's about it, making it a rather expensive pea shooter )
Thanks. Would be wonderful if somebody else could confirm this. And thanks for the report on the centauri starbase. Yes, there still are some very rough edges in the mod. Will have a look at it when I can spend the time.
That was one of my leading thoughts but I don't know what was leading to the out of memory problem. I significantly reduced fighters, missiles, mines and any other likely abuser, looking for the source, still had the game halt (but not a minidump) and still couldn't nail down the culprit. I'll admit to throwing up my hands in despair sometime the fall last year.
Very glad to hear 1.83 is more stable but there are still entity errors we need to correct...
The SB builder abilities have been a pain since day one. Currently there is some dead weight with no longer used abilities, buffs, etc in the code as it was easier to leave in place than rip out and figure out what I just broke and where. I'll walk through the Centauri tech path and ship abilities and then the SB abilities. Keep in mind all the SB in addition to being unlocked by the tech tree have re-searchable levels unlocked by the tech tree. This was partly done as a balance measure as the races play differently at beginning, mid and end game. If I find anything I'll correct and post internally to the mod leader. If an easy fix I'll post on the forum what to change in the entity file to get it working.
Each of the Younger Races has at least three SB options (some have four) unlocked by tech research. Some have rather convoluted paths. Just note not all SB and not all build options are available at game start. It remains to be seen if I made the whole process too complicated but I think you'll find there are real differences between the races SB and with the focus of the SB, some are rather weak militarily but have strong economic or cultural abilities. The Vorlon SB fully updated is a beast.
Edit: It may take me awhile to dig through the files, life is complicated right now but I'll add it to the list.
That was one of my leading thoughts but I don't know what was leading to the out of memory problem. I significantly reduced fighters, missiles, mines and any other likely abuser, looking for the source, still had the game halt (but not a minidump) and still couldn't nail down the culprit. I'll admit to throwing up my hands in despair sometime the fall last year. Very glad to hear 1.83 is more stable but there are still entity errors we need to correct...
it mostly doesn't matter how many fighters or ships or so are on screen or in the game, it is the amount of models and textures that cost the most. And I have added lost of stuff in the last 2 years.
We can sometime in the future remove all the vanilla models and textures, but we will likely have added lots of additional stuff by then, so will run into the same situation.
LAA might be the only way to play on graphics settings high and up (if at all). Fuck 32 bit
I managed to get another couple hours in last night using same map as previous night (sorry, I probably should specifically take note of which maps these are). 5v5 map anywho which means the 6+ player criteria mentioned earlier on.
All Effects on High, everything ticked for effects.Played as Centauri this time.
Unlike the first time, no crashes.So I'm going to conclude either the LAA or reducing Planet quality to High has resolved the crash issue.
I'm not very savvy into these things but I have a thought.. Does the game preload all the models/textures into memory during either initial game launch or map load? Could it be that it isn't related to the 'amount' of fighters/mines etc that are introduced during gameplay, but rather the overall amount of models/textures loaded, then adding in the usual amount of gameplay additives (ie, zooming in on a fleet so it then individually loads each ship and does whatever else it wants to do) which adds to the existing pre-loaded stuff and causes the crash?
Would be difficult to test the mem limit too.. As Windows these days allows you to share system ram with video ram (meaning a 4GB graphics card could potentially have more memory... and same for 1GB video cards). SO unless someone has a PC with something like 3GB Ram + 1GB Video card to test the game on (ie. not enough ram to go around) or knows of a way to stop the sharing, we probably couldn't test another computer to see if the overall issue is a mem issue. All I know is I have way more than enough memory for 32-bit apps (ie. way more than their limitation), and I can currently run the game stable using the settings I mentioned above.So if anyone else is getting crashes, they could try to duplicate the settings or drop them a bit further and see how they go (and utilize LAA if crashes continue to persist)
as said, it boils down to the amount of meshes (models) and textures we add to the mod.
as far as I know, sins loads every model texture as soon as it is intended to be built (since rebellion, in diplomacy sins preloaded everything on launch). Which means if we run into the mem wall, it will be sometime into a bigger game. Since it mostly happens with 6+ players it seems to further this assumption because the more different races are used the more models/textures will get loaded.
another test for this would be a 5 vs 5 with only 1 or two races with everything on very high and see if it crashes. If not it really is a memory problem.
I don't get out of memory but i use LAA, but i have a 8 core, 8gb ram and 2 ati with 1gb ram each in crossfire, even in highest i dont get out of memory with this mod.
well, I do t use LAA right now, but I should probably, to take advantage of my 48GB of RAM
It's been a while, but I'd thought I would sneak back over the Neutral Zone (from SoA2) to lend a hand at bug hunting.
I've opted-in to Rebellion 1.83, pulled from the repo and switched to Rebellion_Testing.
Started a 10 FFA against 9 normal AIs 1 Vorlon, 1 Shadow , 2 of the other races, flagship victory on, everything set to highest detail, no LAA.
It didn't take long (~20mins) to get several errors of the form:-
AudioSystem: LoadSample Failure: Not enough memory : .\Sound\Hyperspace_ChargeUp.ogg
which indicates that SotYR is using significant amounts RAM - taskmgr.exe gave a 'private working set' value of around 1.6Gb. At this point not many units (nor many unit types) were around - I had the "largest" small fleet:- 1 Sharlin, 1 flagship, 2 Tinashi, 2 scouts & 5 colony frigates. One of the Narn AIs had more frigates, including a couple of heavy cruisers. After some more time mem usage dropped, so I no longer got the above error.
IIRC: LAA only gets you an extra 1 or 2Gb of process address space.
true, but that means i could run about 10 instances of SoaSE at once
As for the rest, what races did you use? EA are first with 171MB total textures. Vorlons have 112MB. Centauri have 57MB atm. Narn have 42MB. Minbari use 54MB. Shadows use 29MB.
There are additional textures for Raiders, Jumpgates, interface elements and so on.
Textures total: 579MB + vanilla textures for the not yet replaced models (Sins total Textures use 1.46GB).
Meshes use a total: 129MB + (some) vanilla meshes (sins total Meshes use 108MB)
So we can easily surpass the 1.7GB mark where sins starts to complain.
Q: what races did you use?
A: 1 Shadow, 1 Vorlon, 2 Minbari (including myself), 2 EA, 2 Narn and 2 Centauri
I've committed a memoptimised build - corrected a few texture sizes (some ship textures were too large for their type) and removed the vanilla titans from the manifest, which prevents loading an arse full MB
So far, 1 hour, vast galaxy, 10 players, all races, no crash, mem usage below 1.6GB
I do have stuttering since 1.83 though, which is really annoying!
I saw you posted build 71fed7c in the repository. Is this the new to be tested stability build or are you still tinkering? Standing by before investing TS time into other known problems...
Looking through the V1.83 conversion a lot of statements were converted to "invalid"...wonder the why of that...
I think somebody in the 1.83 thread posted about that and the why.
It is more stable, but wont stay that way since we will add more assets. So we will need LAA for Higher (or even high)
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