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Hosted Projects - Standalone => The Babylon Project => Topic started by: wesp5 on February 14, 2023, 07:05:15 am

Title: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 14, 2023, 07:05:15 am
Hello everybody, to improve compatibility of Knossos TBP 3.7.8 with the latest FSO version 23.X I have updated my
Unofficial Patch which you can get at the link below. I started all single missions and they run fine, but if anything is
broken elsewhere by 23.0.0, just report it here and I will update the patch which is easier than updating the mod.

v1.3 07.03.2023
----
Corrected many "beam damage factor disabled" warnings in weapon.tbl.
Fixed errors in 7th mission of Emearon Incident, thanks to Toranks.
Removed yellow CR Primus beam in weapon.tbl as it's already default.
Corrected rotation and missing texture of EA Explorer, thanks den5.
Included beam effect changes from the original version of the patch.
Fixed <none> syntax error in lightning.tbl, thanks Trivial Psychic.
Adjusted custom wingman HUD font and position of other HUD elements.
Ordered ships in technical database and removed some unneeded ones.
Corrected wrong logos in intelligence section of technical database.
Fixed bad paths and docks in EA Defense Platform and G'Quan models.
Added EA Aurora named Volition Bravos, so the ship cheat is working.
Corrected Whitestar shine maps which broke technical database view.
Fixed bad bounding boxes of Bin Tak turrets, thanks Trivial Psychic.
Restored first person muzzleflash for Vorlon fighters, thanks den5.

www.moddb.com/addons/the-babylon-project-unofficial-patch
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: den5 on February 14, 2023, 01:22:06 pm
I got this message when mission loading

Code: [Select]
Error: SFP Fall of night.fs2(line 508):
Error: Expected int, found [CR Battle Laser ) ].

File: parselo.cpp
Line: 318

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

Error: SFP Fall of night.fs2(line 508):
Error: Expected int, found [Battle Laser ) ].

File: parselo.cpp
Line: 318

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

Error: SFP Fall of night.fs2(line 508):
Error: Expected int, found [Laser ) ].

File: parselo.cpp
Line: 318

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

Error: SFP Fall of night.fs2(line 514):
Error: Expected int, found [CR Battle Laser ) ].

File: parselo.cpp
Line: 318

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

Error: SFP Fall of night.fs2(line 514):
Error: Expected int, found [Battle Laser ) ].

File: parselo.cpp
Line: 318

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

Error: SFP Fall of night.fs2(line 514):
Error: Expected int, found [Laser ) ].

File: parselo.cpp
Line: 318

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 14, 2023, 02:55:43 pm
Oops, I accidentally deleted some " . I just uploaded an hotfix to the ModDB, just install it on top!
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: den5 on February 14, 2023, 03:24:38 pm
It works now. Thanks
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 15, 2023, 03:44:45 pm
I fixed some more issues like warnings in the G'Quan and Defense Platform models.
For now there are two model problems left that I have no idea how to fix though:

- Whitestar specular maps are broken in technical database.
- Rotation subsystem of EA Explorer isn't linked in the model.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: den5 on February 16, 2023, 01:19:40 am
Quote
- Whitestar specular maps are broken in technical database.
I must be blind, but what's wrong?

Quote
- Rotation subsystem of EA Explorer isn't linked in the model.
Paste this lines in the properties box of Rotation SubObjects

$special=subsystem
$name=habitat
$rotate=60

Also in the ships.tbl don't forget to remove ; wesp before $Subsystem: rotation, 40.0, 60.0
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 16, 2023, 02:23:43 am
Quote
- Whitestar specular maps are broken in technical database.
I must be blind, but what's wrong?

The hull color is off. On my system in the technical database view it looks greenish,
but it should look purple-white. In the missions themselves it looks fine though!

Quote
Quote
- Rotation subsystem of EA Explorer isn't linked in the model.
Paste this lines in the properties box of Rotation SubObjects

$special=subsystem
$name=habitat
$rotate=60

Also in the ships.tbl don't forget to remove ; wesp before $Subsystem: rotation, 40.0, 60.0

Where would I do this editing? Is there a pof editor?
I fixed the other problems with just a Hexeditor :)!
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: den5 on February 16, 2023, 02:46:48 am
Quote
Where would I do this editing? Is there a pof editor?
I fixed the other problems with just a Hexeditor :)!
https://www.hard-light.net/forums/index.php?topic=77292.0 (https://www.hard-light.net/forums/index.php?topic=77292.0)

Or this new version pof editor
https://www.hard-light.net/forums/index.php?topic=98096.0 (https://www.hard-light.net/forums/index.php?topic=98096.0)
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 16, 2023, 04:19:33 am
https://www.hard-light.net/forums/index.php?topic=77292.0 (https://www.hard-light.net/forums/index.php?topic=77292.0)

I'd already found and tested this one, but it crashes as soon as I try to open the EA Explorer model.

Quote
https://www.hard-light.net/forums/index.php?topic=98096.0 (https://www.hard-light.net/forums/index.php?topic=98096.0)

I just tried this and while it does not crash, it does not show a Rotation subsystem either! Any idea?
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Trivial Psychic on February 16, 2023, 06:56:37 am
I spent quite a while trying to figure out the Explorer as well, until I finally threw up my hands in surrender.

There are also a few ships with bounding box issues on submodels, such as the Olympus and Bin'Tak.  I've fixed them on my end, but it doesn't stop the Olympus' engines being hit from any angle.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 16, 2023, 07:49:13 am
I spent quite a while trying to figure out the Explorer as well, until I finally threw up my hands in surrender.

Then this is probably hopeless, but I also only remember very few missions where this ship is used anyway...

Quote
There are also a few ships with bounding box issues on submodels, such as the Olympus and Bin'Tak.  I've fixed them on my end, but it doesn't stop the Olympus' engines being hit from any angle.

If your versions are an improvement to the current ones I could add them to the patch if you give them to me.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: den5 on February 16, 2023, 10:22:36 pm
I just tried this and while it does not crash, it does not show a Rotation subsystem either! Any idea?
https://drive.google.com/file/d/1O5ogJtjO-zxq3fA4_VH-BJi5oC5vfdXX/view?usp=share_link (https://drive.google.com/file/d/1O5ogJtjO-zxq3fA4_VH-BJi5oC5vfdXX/view?usp=share_link)
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Trivial Psychic on February 16, 2023, 11:56:06 pm
DAMMIT!  I lost my updated Bin-Tak.  I'll have to fix it all over again.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 17, 2023, 02:34:02 am
I just tried this and while it does not crash, it does not show a Rotation subsystem either! Any idea?
https://drive.google.com/file/d/1O5ogJtjO-zxq3fA4_VH-BJi5oC5vfdXX/view?usp=share_link (https://drive.google.com/file/d/1O5ogJtjO-zxq3fA4_VH-BJi5oC5vfdXX/view?usp=share_link)

Aargh, I never thought to expand the detail section! I now found and fixed it. I got an untextured error next, but will use a texture that is nearby.

Any ideas about the bad specular maps for the Whitestar in the technical database? There is already an old thread about this here on the board:

https://www.hard-light.net/forums/index.php?topic=97365.msg1916882#msg1916882
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 17, 2023, 02:35:25 am
DAMMIT!  I lost my updated Bin-Tak.  I'll have to fix it all over again.

Was this the one with the bad hit boxes?
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 17, 2023, 03:38:18 am
So I don't really know what I am doing ;), but I managed to fix the Whitestar specular issue too :)! I just compared the shine maps in Paint.Net with those of other ships and noticed that they were too colorful. I lowered the exposure value and now they look fine in the technical database and in the game. I will upload a new patch version with both these fixes included soon.

I have another open issue you specialists might be able to help me with. Using the old FSO versions when firing a Vorlon fighter in first person view you saw the cool muzzle flash. Okay, it was a bit large and almost obscurred the target, but with newer FSP versions it isn't visible at all which looks boring. I already tried everything in the weapon table without results. Any ideas?
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Trivial Psychic on February 17, 2023, 07:36:41 am
DAMMIT!  I lost my updated Bin-Tak.  I'll have to fix it all over again.

Was this the one with the bad hit boxes?
I haven't actually tried it in-game, but the bounding boxes on the Bin'Tak for turrets 3 and 4 are HUGE and occupie half the ship.  5 and 6 are also oversized, but they at least have the correct width, they just need to be shortened down to match the turret itself.  Turret 1 is also a tad too wide, but not seriously.  Open the ship in PCS and switch to wireframe mode in order to see within the model and select these submodels.  Its a bit hard to make out, given that the bounding boxes and the wireframe are in the same color though.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 17, 2023, 07:45:52 am
I haven't actually tried it in-game, but the bounding boxes on the Bin'Tak for turrets 3 and 4 are HUGE and occupie half the ship.  5 and 6 are also oversized, but they at least have the correct width, they just need to be shortened down to match the turret itself.  Turret 1 is also a tad too wide, but not seriously.

Fixed with the new pof-tools that den5 recommended above, which has a nice recalculate bounding boxes option. I will update the patch right now :)!
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: den5 on February 17, 2023, 01:48:13 pm
I have another open issue you specialists might be able to help me with. Using the old FSO versions when firing a Vorlon fighter in first person view you saw the cool muzzle flash. Okay, it was a bit large and almost obscurred the target, but with newer FSP versions it isn't visible at all which looks boring. I already tried everything in the weapon table without results. Any ideas?
Because the required Wep_VF_Muzzleglow_h is not in the effects folder. Just replace this with Wep_MF_Beam_Neutron. Also try changing the Eye Points with Pof Tools so that the muzzle flash don't obscurred the target.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 18, 2023, 05:40:19 am
Because the required Wep_VF_Muzzleglow_h is not in the effects folder. Just replace this with Wep_MF_Beam_Neutron.

I already tried that but you don't see it either! Also the VF muzzleglow doesn't really fit, especially with the fighter, so the MF beam muzzleglow is better.

Quote
Also try changing the Eye Points with Pof Tools so that the muzzle flash don't obscurred the target.

I already played around with this too without results, so it looks to me as if the muzzleglow was disabled in first person view in the latest FSO releases!

And I noticed a new problem: you can see the Explorer Cortez in the distance in the mission "A distant star" which you couldn't with older FSO versions.
I might be able to fix that though by making it spawn later or making it invisible at first, but maybe there is an easier and basic solution to that problem?

P.S.: I found out that the problem is the FSO setting Deferred Lighting. With that disabled the Cortez is gone again! So what is this and do we need it?
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: den5 on February 18, 2023, 12:27:18 pm

I already played around with this too without results, so it looks to me as if the muzzleglow was disabled in first person view in the latest FSO releases!

And I noticed a new problem: you can see the Explorer Cortez in the distance in the mission "A distant star" which you couldn't with older FSO versions.
I might be able to fix that though by making it spawn later or making it invisible at first, but maybe there is an easier and basic solution to that problem?
P.S.: I found out that the problem is the FSO setting Deferred Lighting. With that disabled the Cortez is gone again! So what is this and do we need it?
Forgot about it. Muzzleglow is disabled by default in the hud. Open game _settings.tbl and paste these lines after
#CAMPAIGN SETTINGS
$Default Campaign File Name: Io Training Wing.fc2

Code: [Select]
#GRAPHICS SETTINGS

$Render player muzzle flashes in cockpit: True

I think this is a deferred lighting for cockpits problem. You need to ask about it in the SCP thread or SCP Discord channel.

FS2 Open 22.0.0
https://drive.google.com/file/d/1F__psjl_4JFURO-ovplT8HqbfHS_sGfB/view?usp=share_link (https://drive.google.com/file/d/1F__psjl_4JFURO-ovplT8HqbfHS_sGfB/view?usp=share_link)

FS2 Open 23.0.0 with deferred lighting for cockpits
https://drive.google.com/file/d/10Fy1XG29cWanyVZCbcn6Zkxa43j87u28/view?usp=share_link (https://drive.google.com/file/d/10Fy1XG29cWanyVZCbcn6Zkxa43j87u28/view?usp=share_link)

FS2 Open 23.0.0 without deferred lighting for cockpits
https://drive.google.com/file/d/1hKWzW3tU7gAC7NU2rVTX8GCF9OxP_Xp7/view?usp=share_link (https://drive.google.com/file/d/1hKWzW3tU7gAC7NU2rVTX8GCF9OxP_Xp7/view?usp=share_link)
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 18, 2023, 01:02:54 pm
Forgot about it. Muzzleglow is disabled by default in the hud. Open game _settings.tbl and paste these lines after

Wonderful, it's looking great again! I will later update the patch, but at the moment you can't download it from ModDB anyway as the have problems.

Quote
I think this is a deferred lighting for cockpits problem. You need to ask about it in the SCP thread or SCP Discord channel.

I just disabled it and when searching for it on Google, it seems that deferred lighting is just a simpler method for more performance we don't need :).
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: den5 on February 18, 2023, 02:11:19 pm
Maybe. But simply disabling deferred lighting in the launcher will not solve the problem.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 18, 2023, 03:34:34 pm
Maybe. But simply disabling deferred lighting in the launcher will not solve the problem.

It does right now, the same as disabling post-processing, which causes everything to look very bland, and emissive lighting, which causes everything to look much too bright!
I don't know if those are common FSO problems or connected to the TBP assets which are not compatible. In case the later is true, how should these be fixed if it is possible?

P.S.: I just reported all these issues in the FSO 23.0.0 release thread. Let's see what happens ;)...
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 19, 2023, 04:03:21 pm
Now for something completely different: den5, it seems you know a lot more about FSO than I. Do you know a way to have capital ships attack each other from a distance only? Because in missions like "Shadow Dancing" sooner or later the capital ships will be clustered very near to each other which doesn't look good!
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: EatThePath on February 19, 2023, 04:30:08 pm
I just disabled it and when searching for it on Google, it seems that deferred lighting is just a simpler method for more performance we don't need :).
Deferred lighting for cockpits specifically makes it so that the dynamic lights from weapons fire, explosions, glowpoints and other similar things are able to light up the cockpit model, without it they are only lit by the main static lights of the level
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Trivial Psychic on February 19, 2023, 11:38:41 pm
Now for something completely different: den5, it seems you know a lot more about FSO than I. Do you know a way to have capital ships attack each other from a distance only? Because in missions like "Shadow Dancing" sooner or later the capital ships will be clustered very near to each other which doesn't look good!

Waypoints is usually the best way to go when doing cap-ship engagements, but 'In The Beginning' DOES use cap-ship attack orders.  I just have a sequence of orders in place to have ships clear their goals when the get within a certain distance of ships they are attacking.  When that target is destroyed, it is given new orders to attack another ship, ALSO with a distance check.  I think I might have used repeating argument-based events with nested conditionals to keep things from sprawling out of control.  BTW, in case you don't know, 'In The Beginning' is Den5's original campaign.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 20, 2023, 02:40:04 am
I just have a sequence of orders in place to have ships clear their goals when the get within a certain distance of ships they are attacking.

But won't they stop attacking the target ship then? I might take a look at the distance thing although especially the Whitestars stick too near to the Battlecrabs.

Quote
BTW, in case you don't know, 'In The Beginning' is Den5's original campaign.

Yeah, I think I read this here. I believe there are two Earth/Minbari War missions in the Star Fury Pilot series, maybe you can use them to finish the war campaign?
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Trivial Psychic on February 20, 2023, 08:31:21 am
I just have a sequence of orders in place to have ships clear their goals when the get within a certain distance of ships they are attacking.

But won't they stop attacking the target ship then? I might take a look at the distance thing although especially the Whitestars stick too near to the Battlecrabs.
Quote
BTW, in case you don't know, 'In The Beginning' is Den5's original campaign.

Yeah, I think I read this here. I believe there are two Earth/Minbari War missions in the Star Fury Pilot series, maybe you can use them to finish the war campaign?

Even with cleared orders, turrets will still fire at all available enemies within range, as long as the target hasn't been protected.

As for the Earth/Minbari War Demo Campaign, there are already a few of its missions included in ITB, in somewhat modified states to fit in with the ITB story-line.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 20, 2023, 09:20:06 am
Even with cleared orders, turrets will still fire at all available enemies within range, as long as the target hasn't been protected.

If these include the major beam weapons I will try it out!

Quote
As for the Earth/Minbari War Demo Campaign, there are already a few of its missions included in ITB, in somewhat modified states to fit in with the ITB story-line.

Do you think you can replace the Demo Campaign with the complete In the Beginning campaign? Because I don't think the demo campaign will be finished ever ;).
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Trivial Psychic on February 20, 2023, 04:13:45 pm
ITB is not. has not, and never will be a replacement for the Demo campaign.  Imagine as if the Demo was the FS2 main campaign, and Den5 made a fan campaign, which happened to cross paths with the main story, so he borrowed a few missions from it and then added in his own story ships to make it fit.

BTW, I tried to fly the Demo campaign recently to see if there were any further story events I could borrow, as I hadn't played it in a LONG while.  Unfortunately, I wasn't able to get past the first mission, because some key event didn't fire.  When I EVENTUALLY get ITB ready for re-release, I may have to take a closer look at EMW Demo and give it a face-lift.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 21, 2023, 01:43:10 am
ITB is not. has not, and never will be a replacement for the Demo campaign.  Imagine as if the Demo was the FS2 main campaign, and Den5 made a fan campaign, which happened to cross paths with the main story, so he borrowed a few missions from it and then added in his own story ships to make it fit.

Okay, so I guess the pilot you play is somebody else and the ship you are with as well. But does it include Sheridan's defeat of the Black Star and The Battle of the Line? Because these two are already included in the Star Fury Missions and it makes little sense to have multiple version of these events.

Quote
BTW, I tried to fly the Demo campaign recently to see if there were any further story events I could borrow, as I hadn't played it in a LONG while.  Unfortunately, I wasn't able to get past the first mission, because some key event didn't fire.

I might take a look at that as this is what the patch was all about when I started fixing the Star Fury Missions...

P.S.: I just replayed the first Earth/Minbari War mission and I could finish it just fine. What didn't fire for you there?
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Trivial Psychic on February 21, 2023, 07:26:43 am
Don't recall.  It was a few months ago.  I recall that I was defending a ship from Minbari attackers, but nothing seemed to happen.  No further fighters spawned, and the mission didn't end.

As for ITB containing a Black Star mission, YES it does, and no I won't be replacing it.  This is a restoration and enhancement of a classic campaign, so Den5's version will be staying in.... along with a few changes, both subtle and less so.... that I introduced.  :nervous:
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 21, 2023, 04:07:16 pm
I recall that I was defending a ship from Minbari attackers, but nothing seemed to happen.  No further fighters spawned, and the mission didn't end.

You just need to jump out once the quest log lists this as a goal. After the Sharlin has left, the mission does indeed not end on its own if you don't do it yourself...
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Vidmaster on February 22, 2023, 10:07:40 am
I wanted to post here to show my appreciation.   :)

So much hard work to improve the utter technical mess that is The Babylon Project, including the weird missions I wrote half a life ago.
This is exactly what the few remaining people here dreamed of when we put the mod into "public development".
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 23, 2023, 01:57:48 am
I wanted to post here to show my appreciation.   :)

Thanks, fixing great games that are not exactly mainstream is kind of a hobby of mine ;).

Quote
So much hard work to improve the utter technical mess that his The Babylon Project, including the weird missions I wrote half a life ago.

I don't know what other missions you have done, but I really love your Dark Children :)!

P.S.: Maybe one of you knows this, I always wondered if the Earth Minbari War demo was
supposed to be expanded into a full campaign one day, which will never happen now, or
if it actually was intended just as a demo to show off the possibilities of modding in TBP?
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: kmunoz on February 27, 2023, 10:14:02 am
Just another stranger coming in to express appreciation for this patch! I've been recording TBP on YouTube and recently got a new computer, and I was sad to discover that TBP didn't run, since it's a newer install than the one on my old machine. Found this patch with the recent changes and now it all works again! Many, many thanks.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: den5 on February 27, 2023, 12:30:56 pm
Another bug with the model. Two ISA Victory turrets, turret10-base and turret11-base, have the wrong subobject name. Turret10-base is turret10-destroyed but correctly turret10-base-destroyed, same for turret11-base otherwise you see these turrets with Debris_EA texture in game.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 27, 2023, 12:57:18 pm
Turret10-base is turret10-destroyed but correctly turret10-base-destroyed, same for turret11-base otherwise you see these turrets with Debris_EA texture in game.

So turret10/11-destroyed should be renamed turret10/11-base-destroyed, yes? Done with pof-tools! Anything else or can I upload a hotfix tomorrow?
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: den5 on February 27, 2023, 01:01:49 pm
Yes. And one more thing. In the game, pay attention to the shooting from the bottom rotating turrets of all ships that have them. Seems that their barrels rotate in the other direction not where the turret base is directed.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 27, 2023, 01:04:47 pm
In the game, pay attention to the shooting from the bottom rotating turrets of all ships that have them. Seems that their barrels rotate in the other direction not where the turret base is directed.

How could we fix that? I took a quick look at the EA Hyperion and whatever the "normal" value of the turrets means, the bottom ones have other values than the top ones...
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: den5 on February 27, 2023, 01:37:20 pm
I'll look later. I'm going to sleep now. Maybe someone else will figure it out sooner.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: 0rph3u5 on February 27, 2023, 02:19:14 pm
The normal value of a turret is the vector that is used to define the referrence frame for its attributes.

In a multipart turret (which is seperated into base and barrels) it is effectively the barrel line before any rotation is applied
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 27, 2023, 02:48:36 pm
The normal value of a turret is the vector that is used to define the referrence frame for its attributes.

In a multipart turret (which is seperated into base and barrels) it is effectively the barrel line before any rotation is applied

Okay, so if this value is set wrong, the issue that den5 reported will be the result? In that case I need some concrete examples to look at! I checked the lower turrets of an EA Hyperion in The Battle of the Line and the lower turrets had the barrels in the correct direction when firing...
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: den5 on February 28, 2023, 12:36:08 pm
I'm sorry, I probably explained it wrong. The barrels are directed on the target, but the turret base in the other direction.
(https://i.ibb.co/8XrbLv8/hyp-t.jpg) (https://ibb.co/nR7BNdk)
(https://i.ibb.co/c6FzNW5/nova-t.jpg) (https://ibb.co/StnqKkT)

I found out the following lines fix it for bottom turrets
Code: [Select]
$uvec:0, -1, 0
$fvec:0, 0, -1
See how it is in pof tools
(https://i.ibb.co/KrZYxx8/turrets-fix2.jpg) (https://ibb.co/NyhX22G)

Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on February 28, 2023, 03:10:06 pm
Okay, I fixed the Nova and the Hyperion and also many more errors and warnings in the latter. Any others that have this problem? I will go through all models and fix pof-tools warnings anyway...
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Trivial Psychic on February 28, 2023, 04:54:04 pm
I'm not sure if this is something you would want to pursue with any further updates, but when I was playing through Raider Wars, and some of the other campaigns, I was disappointed that the primary icons in the loadout screen were always the same.  It made it difficult to tell what I had selected.  I decided instead to borrow the primary models from the MVPs, and rotate them through the various player-accessible primaries.  Something else I've experimented with, but oddly have had no success with, was to import the turret sounds from the MVPs.  I've had success importing them into other FS-based mods, but they aren't working for TBP for some reason.  I don't get any error messages, just no sounds.  Perhaps you'll have better success should you pursue it.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on March 01, 2023, 02:49:49 am
I decided instead to borrow the primary models from the MVPs, and rotate them through the various player-accessible primaries.

I actually never used the loadout screen before, but if you upload your icons and models I will add them to the patch!

Quote
Something else I've experimented with, but oddly have had no success with, was to import the turret sounds from the MVPs.

What are the MVPs and what is the problem with the turret sounds?
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Trivial Psychic on March 01, 2023, 06:00:23 am
The Media VPs (MVPs) are updated models and graphics created by the community for the main Freespace campaigns, available through Knossos.  It contains both the primary weapon model files & textures, as well as turret movement sounds.  The MVPs contain sounds that are generated when a multi-part turret turns on its base, or when the barrel elevates.  For it to work, you need the audio files, properly formatted sounds table entries for each sound, and properly formatted entries for each turret on each ship you want it to apply for.  The MVPs contain a number of different sounds, each for a different size of turret.  For big turrets, there are longer, lower-pitched sounds, while for smaller ones, there are shorter, higher pitched ones.  All this stuff is in the MVPs (Media VPs).
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on March 01, 2023, 08:39:04 am
The Media VPs (MVPs) are updated models and graphics created by the community for the main Freespace campaigns, available through Knossos.

This seems like it's beyond my modding knowledge right now, but would you be willing to share your updated icons and models for the patch?
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Trivial Psychic on March 01, 2023, 11:48:36 pm
I'm afraid that's too much data for me to transfer, but I can talk you through it for you, and provide the tbm file I created with how I assigned them to the various weapons.

STEP 1: Activate Knossos and download the latest versions of the Media VPs
STEP 2: Also download the latest version of the FSPort Media VPs (you may need to download the fsport itself as well).
STEP 3: Using VPView32 or your VP viewer of choice, go into the folder for the Media VPs (Should be MVPS-4.6.8 for the latest) and open the VP file called MV_Assets.vp
STEP 4: Within that VP file, go into the models subfolder, and find all of the files that begin with "wep_", and extract these into the models folder for your TBP install.
STEP 5: Also within that VP file, go into the maps folder, and find all of the texture files that begin with "wep-" that ALSO have the same name as the model files you extracted, and extract them into the maps folder of your TBP install.  This includes any glow or shinemaps.
STEP 6: Again using your VP viewer program, go into the folder for the FSPort Media VPs (should be fsport-mediavps-4.6.7 for the latest) and open the VP file called mv_fsport_46x.vp
STEP 7: Within that VP file, go into the models subfolder, and find the two files that begin with "wep_", and extract these into the models folder for your TBP install.
STEP 8: Also within that VP file, go into the maps folder, and find all of the texture files that begin with "wep-" that ALSO have the same name as the model files you extracted, and extract them into the maps folder of your TBP install.  This includes any glow or shinemaps.
STEP 9: Download the tbm file I've included, and place it in the tables folder of your TBP install.
STEP 10: Enjoy



[attachment deleted to save space]
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on March 02, 2023, 02:44:16 am
Wow, that looks like much more work than I anticipated! Also if this it too much data to transfer for you, the same problem will exist for the patch which right now is rather small and easy to update. So as I don't really understand yet what this is all about, can you please post some screenshots before/after so I can see if this justifies the effort? After all we are talking about a very niche game here that only very few people play...
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Iain Baker on March 02, 2023, 06:47:02 am
Thanks, fixing great games that are not exactly mainstream is kind of a hobby of mine ;).

This and VTMB, any other cult classics we should know about?

Either way, you are doing God’s/the First One’s/The Dark Father’s work 😎 thank you 😊
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: den5 on March 02, 2023, 06:52:56 am
Something else I've experimented with, but oddly have had no success with, was to import the turret sounds from the MVPs.  I've had success importing them into other FS-based mods, but they aren't working for TBP for some reason.  I don't get any error messages, just no sounds.  Perhaps you'll have better success should you pursue it.
Code: [Select]
+Entry: largeturret_rot.ogg
+Entry: largeturret_elev.ogg
But the sounds themselves are in wav format. Maybe this is the issue?
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on March 02, 2023, 07:36:34 am
This and VTMB, any other cult classics we should know about?

You probably know "The Dark Mod", a Thief standalone game running on the Doom 3 engine. It is well supported even today, but has some minor issues in my opinion so I made an Unofficial Patch improving some of the gameplay and realism. What you probably don't know are the two lost gems from Ukrainish developer DeepShadows, namely "White Gold" and "The Precursors". The first one is a prequel to "Boiling Point" and the second one a really great space-combat-first-person-shooter-RPG mix that might be interesting for people who like FSO space combat games. I made Unofficial Patches for both, but sadly "The Precursors" was released with the real ending missing and there is no way we can restore that at the moment :(...
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Vidmaster on March 22, 2023, 11:55:49 am
I don't know what other missions you have done, but I really love your Dark Children :)!

My much younger self wrote Dark Children, the Fortune Hunters trilogy, the Achen Schooling Flight (a tutorial for the game) and Operations, a sort of black-ops mission pack intended for coop. Furthermore, several multiplayer missions when that was a thing. I do no longer have any of the files, which is mostly a shame as about 60% of the entire Fortune Hunters trilogy was already voice acted. FUBAR-BHDR was hosting the SVN and I do not know what became of these. On the other hand, considering the frequency of grammar errors and typos, that loss might not be that terrible  ;7

EDIT: It seems lke some download links still work :nervous:? I just tried to download Operations (from a thread linked here (https://www.hard-light.net/forums/index.php?topic=52148.0)) and I did get a RAR file from a server at 'http://fubar.org'. The page itself gives me some cryptomine-**** but 'http://fubar.org/TBP/Vid/Operations.rar' does produce a VP-file...   
Maybe this all of this stuff still exists, because the filehoster backup these things endlessly? In that case, you might wanna grab while the stuff while it exists from 'http://fubar.org/TBP/', there is more there than things from me (subfolder 'Vid')...

EDIT 2: Holy **** :shaking:, there is a lot of stuff...     The old multiplayer packs, the old DVD, some campaigns, different versions of ZATHRAS, ...   not everything, but a lot.

EDIT 3: This is weird. Really weird. Emotional but I am not sure in what way exactly. I am confronted by early work, something half a life away and have this weird feeling of being like some sort of contemporary witness...    Anyway, if you have questions, feel free to ask and I will do my best to answer, as I have done below.


P.S.: Maybe one of you knows this, I always wondered if the Earth Minbari War demo was supposed to be expanded into a full campaign one day, which will never happen now, or if it actually was intended just as a demo to show off the possibilities of modding in TBP?
While this was way before my time, I do know: It was indeed planned be expanded into a full campaign at some point, but TBP as a whole was way way before organized mod development.
During my time, nobody who worked on that was still around. We did talk about doing restarting this again though and I clearly remember discussing that we should alternate between the human and minbari perspective, contrasting the power fantasy with the consequences and focusing on an anti-war message through gameplay. Innovative stuff, actually, but potentially not the most fun video game. But alas, not much came of it.

Some general context about how TBP worked:
People came and people went away or ghosted. People made half-finished contributions, those got put into the release (because content trumps all) even if giant holes were in the geometry.
I was one half of the project for a few years but I just got the job because I wrote some campaigns that someone else liked and who wanted out and the project was pretty dead at that point. Officially speaking, it was done.

We agreed to keep the release as it is (as the project was done), so all of our fixes originally became the ZATHRAS mod as a workaround for that.
I had no idea how to run any project back then :rolleyes:, I was young but together with FUBAR, we managed to get some things done anway.

To this day, I am listed as a the moderator of this forum because no matter how often I complain, nobody wants to take over  ;7

I cannot tell you how weird this all feels to type.
I am 35 now. A Software Engineer, a project lead, a person shipping products that people pay lots of money for and that makes other people, myself included, have a job.
And I look back half a life and find that this utter mess is still there and someone is bashing his or her head into the brick walls :banghead: that other people built. And some of the stones there were mine.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on March 22, 2023, 01:04:50 pm
My much younger self wrote Dark Children, the Fortune Hunters trilogy, the Achen Schooling Flight (a tutorial for the game) and Operations, a sort of black-ops mission pack intended for coop.

All these are already part of the Knossos version of TBP and while there is some stuff on the site you posted, I wouldn't know the difference and hope that the latest versions are already in the game :)!

Quote
While this was way before my time, I do know: It was indeed planned be expanded into a full campaign at some point, but TBP as a whole was way way before organized mod development.

Interesting, so the people working on the In the Beginning campaign could indeed use this to make a full Earth/Minbari war campaign. Although it seems they decided to not do it because it's too different.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Vidmaster on March 23, 2023, 06:19:11 am
Well, from your changelog it is clear that you have made both real fixes as well as changes suiting your preferences, like keeping Mind visible when phasing in and out of Hyperspace in Dark Children M3. And I am totally okay with that  ;)

In short, what we have today is probably better than what we had in 2010. I mean...   we have a cockpit for the Starfury now!
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Admiral Nelson on April 26, 2023, 05:56:14 am
Since TBP on Knossos was still broken, I went ahead and added this patch to Knossos and pushed it out. I did have to add dkjson.lua, which was missing. Additionally the Knossos version was very disorderly, with many empty folders and strange nested data structures.  I have cleaned all of this up.  The unofficial patch included a folder called "Bonus" which has Star Wars missions in it.  It wasn't clear what these were for so I have left them out.

With these fixes TBP will once again launch correctly.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on April 26, 2023, 09:25:11 am
Since TBP on Knossos was still broken, I went ahead and added this patch to Knossos and pushed it out.

That is great! I would have done it myself, but I know too little about Knossos and have no access anymore either.

Quote
I did have to add dkjson.lua, which was missing.

Can you explain this in more detail? Should this be added to the standalone patch as well just to make it complete?

Quote
Additionally the Knossos version was very disorderly, with many empty folders and strange nested data structures.  I have cleaned all of this up.

Many thanks! I noticed this too, but didn't really know how the correct data structure should be for a Knossos mod.

Quote
The unofficial patch included a folder called "Bonus" which has Star Wars missions in it.  It wasn't clear what these were for so I have left them out.

Yes, these are intended for the Star Wars: The Original Trilogy mod. I only included them to have all in one place...
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: Admiral Nelson on April 26, 2023, 10:10:35 am
 dkjson.lua is required to use the Axem message box you supplied, so it should be in your standalone as well in a folder alled "scripts".

FWIW I do see a "wesp5" listed in Knossos as an "uploader" so you should be able to make new releases.
Title: Re: The Babylon Project Unofficial Patch 1.3 released!
Post by: wesp5 on April 26, 2023, 12:03:41 pm
dkjson.lua is required to use the Axem message box you supplied, so it should be in your standalone as well in a folder alled "scripts".

Thanks, I'll do that.

Quote
FWIW I do see a "wesp5" listed in Knossos as an "uploader" so you should be able to make new releases.

I uploaded a version of TBP a long time ago, but every time I tried lately already the login failed...