Author Topic: Zathras 2.6 Official Release  (Read 3955 times)

0 Members and 1 Guest are viewing this topic.

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
  • Posts: 5,829
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Zathras 2.6 Official Release
Installation instructions:

First
-Download Zathras 2.6
--ModDB
--Download.com

Second
-If you already have an older version of Zathras
--Rename or backup your existing Zathras directory then extract the archive in your TBP directroy it will create a new Zathras directory.

-If you are installing for the first time
--Just extract in your TBP directory.

Thrid
-Grab the appropriate 3.6.18 builds and updated launcher from the release thread.

Fourth
-Run the launcher and select Zathras as the active mod.

That's all there is to it. 


Known Issues:
-Warning about the tech description of the Brakiri 57mm in debug builds.  This is an old bug that was not caught before.  It is fixed in this version of Zathras but there is no way around the warning as it still reads the 3.4b weapons.tbl with the bug first.
« Last Edit: March 01, 2013, 03:21:26 pm by FUBAR-BDHR »
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Slasher

  • 29
  • Posts: 879
Re: Zathras 2.6 Official Release
Are there ships other than the Thirdspace fighters that have shields?

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
  • Posts: 5,829
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Zathras 2.6 Official Release
Yea for some reason the Dilgar Thorun does as well. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline wesp5

  • 28
  • Posts: 326
Re: Zathras 2.6 Official Release
Yea for some reason the Dilgar Thorun does as well. 

Ah, so that is the reason why the Vorlons have so many problems with the Dilgar in the Guardian of Light mission. I will disable the shields there manually, but I would recommend to remove them completely using Zathras. It looks to me as if this ship was added with Zathras anyway, and Dilgar using shields makes no sense to me. After all, even the EA managed to defeat them ;)!

Otherwise I played some missions with Zathras 2.6 to test the new beam colors and had no issues whatsoever except for the Brakiri warning :)! But I again noticed that some asteroids in the first Dark Children mission explode like ships. I suspect that they actually are ships looking like asteroids, because they serve as targets. So how can I give them an asteroid explosion?

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
  • Posts: 5,829
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Zathras 2.6 Official Release
I would disable the shields on the Thorun but they are very minimal and were included in 3.4b.  Removing them would change balance so not really an option at this point. 

If you can confirm it is the individual asteroids and not the field ones file a mantis ticket and I will get it fixed. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline wesp5

  • 28
  • Posts: 326
Re: Zathras 2.6 Official Release
I would disable the shields on the Thorun but they are very minimal and were included in 3.4b.

Okay, I have disabled their shields already anyway.

Quote
If you can confirm it is the individual asteroids and not the field ones file a mantis ticket and I will get it fixed.

They looks like this in the mission, maybe there is a variable that makes them explode like a ship:

$Name: Target 3      ;! Object #7
$Class: Asteroid (B, M)
$Team: Hostile
$Location: 7631.544434, -823.292542, 10625.733398
$Orientation:
   0.354932, -0.736499, -0.575841,
   0.685088, -0.214216, 0.696251,
   -0.636143, -0.641623, 0.428535
$AI Behavior: None
$AI Goals: ( goals ( ai-play-dead 50 ) )
$Cargo 1:  XSTR("Nothing", -1)
+Initial Hull: 100
+Initial Shields: 100
+Subsystem: Pilot
$Arrival Location: Hyperspace
$Arrival Cue: ( is-event-true-delay "Training" 8 )
$Departure Location: Hyperspace
$Departure Cue: ( false )
$Determination: 10
+Flags: ( "ignore-count" "no-shields" "no-arrival-music" "no-arrival-warp" "invulnerable" )
+Flags2: ( "targetable-as-bomb" )
+Respawn priority: 0
+Special Hitpoint index: 98
+Hotkey: 7 ; added by Wesp5
+Orders Accepted: 0      ;! note that this is a bitfield!!!
+Group: 0

 

Offline Colonol Dekker

  • Leader of the Homestarmy, HLP Division
  • 213
  • Posts: 9,496
  • Aken Tigh Dekker
    • My old squad sub-domain
Re: Zathras 2.6 Official Release
What's new in Zathras 2.6?

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
  • Posts: 5,829
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Zathras 2.6 Official Release
What's new in Zathras 2.6?

Well the biggest new inclusion is normal maps for almost all the ships.  Other then that it's pretty much bug fixes, optimizations,  and compatibility with 3.6.16. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Colonol Dekker

  • Leader of the Homestarmy, HLP Division
  • 213
  • Posts: 9,496
  • Aken Tigh Dekker
    • My old squad sub-domain
Re: Zathras 2.6 Official Release
Outstanding!!!

 

Offline wesp5

  • 28
  • Posts: 326
Re: Zathras 2.6 Official Release
So FUBAR, did the mission info I posted above give you a clue about the asteroid explosion issue? And will my beam effects be in Zathras 2.7 :)?

 

Offline Slasher

  • 29
  • Posts: 879
Re: Zathras 2.6 Official Release
If it's in the ships.tbl, which I know these asteroids are, then it'll explode like a ship. 

 

Offline wesp5

  • 28
  • Posts: 326
Re: Zathras 2.6 Official Release
If it's in the ships.tbl, which I know these asteroids are, then it'll explode like a ship.

Is there a way to change that in the mission file? Like assigning another explosion?

 

Offline Slasher

  • 29
  • Posts: 879
Re: Zathras 2.6 Official Release
I doubt it, but someone more up to date on source code modifications might correct me here. 

There is a field to specify an explosion animation for a specific ship in the ships.tbl as of 3.6.10.  Adding that and setting it to whatever integer references the asteroid explosion effect should do the trick.


 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
  • Posts: 5,829
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: Zathras 2.6 Official Release
If he would just make a quick test mission with the asteroid, confirm that it is indeed only the ship table versions that have the issue, and put that in mantis it would get fixed.  If not it will most likely end up being forgot about before I get time to do it. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline wesp5

  • 28
  • Posts: 326
Re: Zathras 2.6 Official Release
If he would just make a quick test mission with the asteroid, confirm that it is indeed only the ship table versions that have the issue, and put that in mantis it would get fixed.

I already did the former and just now did the latter. I wasn't aware that Mantis is an open report site, I always thought we should report here and Mantis was for the Pros :)!