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Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)http://babylon5ins.blogspot.com/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
As the headline says, the version 0.41 of this mod is for Diplomacy 1.011
Version 4.2 will be for Diplomacy 1.2
Entrenchment and vanilla sins are not supported.
In the future I expect this mod to migrate to rebellion.
The flatter the model, the darker the looks ('cause less polygons of the model are illuminated). This can be offset by minshadow and/or the green light channel, or as you said by using more lights on the objects texture.
Alternatively you could make/use a bright colored skybox.
Sorry to disappoint, team colors are on very few of the models (as they don't really fit into the ship design of B5). Jumpgates have them on the heat-dissipation panels, the vorlon ships I believe on their enblem.
You got it already then I assumed you were, but the dark pictures for the models prompted my post. I don't really care for that as a personal preference.
I see. What do you suggest I do? I'm not to bothered about keeping all the sins versions on my computer, just want to play the mod.
Thanks, makes sense. So, how do I go back to 1.011, now I have 1.2 installed?
Now that is very sweet! It amazes me how much a few simple adjustments can do..
And if i'm correct, i had forgotten the ambient for the top lights?
I like the picture of it next to the liati!
Well done!!!
Heheh.. Whoops!
I'm not sure this is possible. Anybody an idea?
Thanks, but I can only return the compliment! I only extended your magnificent work slightly.
I suppose team colors are not so much of a deal breaker I suppose. I don't know if it's really worth troubling over for past models or models that just don't seem to have a place for that all. Possible ideas could be emblems, edges of designs such as the feathers or the fins, possibly a few other things but I wouldn't worry about it so much now.
Just thinking out loud. I'll live.
Alright, it has been 10 days and someone needs to break the silence. Progress is being made by individuals and small groups, though only TobiWahn can authoritively speak to that.
There are things in the void that bring dread with their passing and are better not mentioned or even thought of...
Darvroth
Thanks for the silence breaker Darvroth! Been checking the site everyday.. All of you are doing amazing work, and I really admire the dedication. Thanks to all of you for all the work you have put into this, so that we may enjoy the fruits of your labor. Look forward to next update!
Thanks Darvroth,
Work and private life kept me very busy the last week. I've started to learn to program iOS for my company as of late, so that took many additional hours of my workdays to learn the basics of Objective-C (I haven't thought that there were so many differences to C++) and there were some events I had to attend, but I'm still here, and many of my colleagues are doing a fantastic job main - credit here goes to Rodney Jenkins and Darvroth as they are working hard on the research trees - while koobalt is waiting for me to optimise the next UV on one of his ships (I'm so sorry, I know I'm late to that too) and Thoumsins additional Vorlon ships are still not implemented by me.
I'm trying to get the player-entity support in my editor database finished so that we can start putting the research trees to action for testing, and parallel to that will try to finish the Vorchan UV (AO Version) and then the Vorlon ships of Thoumsin. Then I will asses what goes into the next Version (depending on the state of the research trees and the abilities), create a new credits and intro video, adapt the readme files and ready everything for the 0.42 release (so you can all start playing again with Dipl. 1.2)
Stay with us, we have not abandoned you! Never start a mod, but always finish it
TobiWahn,
Would like to make a proposal. I've never liked the abstract "crystal", how 'bout a name change to "organics". There are lots of volitile chemicals and organic elements in space to harvest that are not metal. To me at least it makes much more sense and hopefully wouldn't be that hard a change to implement.
Don't know what changes would have to be made, but I myself was never fond of the term. Organics seems a good idea (though crystal would fit the Minbari perfectly)
Energy would be my preferred resource besides metal, but it is not logical to be mined, so that wont fit.
I'll look into it sometime (or you can do it as well and tell me where we would need to change files)
Crystal is fine for me tbh, in B5 even simple data storage is done with crystals so it makes sense that they are an important comodity, As I guess they are integral in all computer systems
Here on earth, people mine uranite... inside it, Uranium dioxide, a black crystaline powder, is used for create NOX... who is the "fuel" for our nuclear reactor...
As trekky_rudd stated I am fine with Crystal. It is something that is recognizable as one of the larger portions of the story both for data storage as well as the Minbari civilization as a whole. It can be argued that the Shadows / Vorlon have 'mutated' versions of crystal resources for their civilizations.
Minbari seem to be crystal heavy while the humans and other 'lesser' races tend to be more metal based. The Ancients / Vorlon tend to be a mix of crystal / organic (crystal derived) technologies.
Hi guys,Have just started playing again and am keen to start playing this mod.Unfortunately it seems Diplomacy have moved to 1.2 and the mod doesn't seem to work. I've tried placing the files in the 1.011 folder but Diplomacy won't recognize them.
Any ideas?
I'm being spammed by feiyang6b on origo, is there a way to seek relief?
NP but I had 10 quick succession posts in the early AM and my phone trilled to each one, very annoying. Thanks. Rod is doing good work.
@Davroth
Sorry about that. Origo is working on a solution to ease the deletion of spam, but I'm not sure they work on captchas. So it could happen again. Every spammer should be shot on sight
Damn bstrds
indeed
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