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Hosted Projects - Standalone => The Babylon Project => Public Development => Topic started by: Col. Fishguts on August 23, 2010, 01:06:45 pm

Title: RELEASE: HTL package for TBP
Post by: Col. Fishguts on August 23, 2010, 01:06:45 pm
This package contains a set of upgraded models for The Babylon Project. The contents are designed to be 100% backwards compatible, should you find a case where this models break an existing mission, please report it here.

Requirements:
A working installation of TBP3.4b with fs2_open 3.6.9 exe is required.
The Zathras (http://www.hard-light.net/forums/index.php?topic=85449.0) package and fs2_open 3.7.0 (http://www.hard-light.net/forums/index.php?topic=85435.0) are recommended.

Installation:
Create a new folder in your main TBP folder, e.g. "C:\Games\The Babylon Project\HTLpackage" and extract the contents of the zip file into that folder.
Start the launcher and go to the "MOD" tab and select the "HTLpackage" (or whatever you called it) folder, click "Apply" and you're ready to run.

To combine this package with the Zathras package, do the same as mentioned above, but add the Zathras folder to the secondary modlist in the "mod.ini" file located in the HTLpackage folder, like so "secondarylist = zathras;".
Note that for multiplayer you should disable the HTL package, since it's not validated content


Revision history:
22.08.2010: Initial release
28.08.2010: Fixed submodel properties, added cache files for the container.
27.07.2011: Added EA 109 Zephyr, EA Venom 1 and EA Venom 2
31.03.2014: Added EA Omega, including all nameplate versions from TBP3.4b and Zathras

Contents:

EA Freighter Type I
(https://drive.google.com/uc?export=download&id=0B8E1oi6H-R3rUjM3eFoyNFNRVWM)

EA Freighter Type II
(https://drive.google.com/uc?export=download&id=0B8E1oi6H-R3rUXg5Ym1zN1A1MDQ)

EA Container
(https://drive.google.com/uc?export=download&id=0B8E1oi6H-R3rNV9hNW1vUmlxeGM)

EA 109 Zephyr
(https://drive.google.com/uc?export=download&id=0B8E1oi6H-R3rNjQ2cDBFTWdfZmc)

EA Venom Type 1 and Type 2 missiles (including external models with pylons)
(https://drive.google.com/uc?export=download&id=0B8E1oi6H-R3rR2tCZ1gxTUhWMEk)

EA Omega destroyer (includes nameplates for all named ships in TBP3.4b and current Zathras)
(https://drive.google.com/uc?export=download&id=0B8E1oi6H-R3rQmUxTnZhRWNJYVU)

--- DOWNLOAD HERE --- (https://drive.google.com/uc?export=download&id=0B8E1oi6H-R3rZ0NrN2VyUG8yWnM) (42 MB)

Additional goodies:

A template file (PSD format) for creating your own Omega nameplates can be downloaded here (https://share.ols.inode.at/XCUQDZ91V3G45B8GSFBCHBNVRL90M79KI4BW3JWY). Instructions are included.

Note: Since this is not an official TBP add-on but my private little mod, you should post here in this thread if you encounter problems with it and not spam the main board. I intend to keep this first post updated when more content is added.
Also, if some able modeler/texture artist would like to do his part in upgrading TBP assets, PM me.
Title: Re: RELEASE: HTL package for TBP
Post by: FUBAR-BDHR on August 23, 2010, 05:00:07 pm
I should just add those shaders to Zathras. 

BTW looking great. 

On a side note we may have someone to do the EA Omega and ISA Victory already. 
Title: Re: RELEASE: HTL package for TBP
Post by: Skullar on August 25, 2010, 06:08:01 am
Omega would be GREAT, EACW features LOTS ( and I mean lots ) of ingame cutscenes, many with an Omega in sight.
Title: Re: RELEASE: HTL package for TBP
Post by: Trivial Psychic on August 25, 2010, 07:42:58 pm
I've found a few errors, and a few potential errors.  Specifically this has to do with submodel subsystem entries.  On the smaller version's subsystems, there is a square character between the end of "$special=subsystem" and the "$name=whatever" entry.  Normally, there would be a line break between the two rather than that character, but that character may do the same function, which makes this the potential problem.  The real problem however, has to do with the fact that you've given the primary hull subsystem data.  On the smaller version, its labeled as "CargoPod05", while on the larger one its labeled as "CargoPod01", which will be confusing since the cargo01a submodel also has that subsystem entry.

I found that while I was looking to see if you'd made the model with any submodel debris for the cargo pods, that way they'd actually blow into chunks when destroyed.  Of course, adding something like that is both time-consuming and adds to the poly count.  ;7

I also checked into the FS Wiki's reference to subsystem flags, to see if there was a "no target when destroyed" flag, so you still wouldn't see the subsystem on your list if it gets blown apart.  I didn't see it there, but I didn't see a section there updated for 3.6.12, so it might exist.  If it does, it might be a good idea to create a .tbm file to add this flag.  If that happens, you may also want to add dockpoints at the points where the cargopods would go, SO you could include the possibility for the ship to dock with a pod in mission... though I'm not sure how destroyed submodels are handled when it comes to collision detection.
Title: Re: RELEASE: HTL package for TBP
Post by: FUBAR-BDHR on August 25, 2010, 07:55:10 pm
There are a number of subsystem abilities that are just waiting to get added to trunk.  That is one of them.  I planned on adding a lot of those features once it does. 
Title: Re: RELEASE: HTL package for TBP
Post by: Col. Fishguts on August 26, 2010, 02:38:04 pm
I've found a few errors, and a few potential errors.  Specifically this has to do with submodel subsystem entries.  On the smaller version's subsystems, there is a square character between the end of "$special=subsystem" and the "$name=whatever" entry.  Normally, there would be a line break between the two rather than that character, but that character may do the same function, which makes this the potential problem.  The real problem however, has to do with the fact that you've given the primary hull subsystem data.  On the smaller version, its labeled as "CargoPod05", while on the larger one its labeled as "CargoPod01", which will be confusing since the cargo01a submodel also has that subsystem entry.

Ah, the subsystem properties on the primary hull hat must have happened when I re-converted from DAE and then did a global data import in PCS2. But where do you see the square character instead of the line break between the submodel entries? It looks normal in PCS2 for me.
Title: Re: RELEASE: HTL package for TBP
Post by: FUBAR-BDHR on August 26, 2010, 02:40:00 pm
Just a FYI you can prevent that from happening by putting a space in the comments of detail0 in Max.

Also shaders will be in the next Zathras. 
Title: Re: RELEASE: HTL package for TBP
Post by: Trivial Psychic on August 27, 2010, 05:01:15 pm
I've found a few errors, and a few potential errors.  Specifically this has to do with submodel subsystem entries.  On the smaller version's subsystems, there is a square character between the end of "$special=subsystem" and the "$name=whatever" entry.  Normally, there would be a line break between the two rather than that character, but that character may do the same function, which makes this the potential problem.  The real problem however, has to do with the fact that you've given the primary hull subsystem data.  On the smaller version, its labeled as "CargoPod05", while on the larger one its labeled as "CargoPod01", which will be confusing since the cargo01a submodel also has that subsystem entry.

Ah, the subsystem properties on the primary hull hat must have happened when I re-converted from DAE and then did a global data import in PCS2. But where do you see the square character instead of the line break between the submodel entries? It looks normal in PCS2 for me.
I was looking at in MODView.
Title: Re: RELEASE: HTL package for TBP
Post by: FUBAR-BDHR on August 27, 2010, 05:38:32 pm
That would most likely be a tab.  The code should just read until it hits the next $ anyway or you would be getting debug errors.
Title: Re: RELEASE: HTL package for TBP
Post by: Trivial Psychic on August 27, 2010, 05:53:13 pm
Ah.  I wasn't quite sure if it would cause problems or not, which is why I labeled it as a "Potential Error".
Title: Re: RELEASE: HTL package for TBP
Post by: Col. Fishguts on August 28, 2010, 10:38:51 am
Ok, I fix0red the submodel properties of detail0 and included the cache files of the container (which I forgot in the initial release).

First post updated with new link.
Title: Re: RELEASE: HTL package for TBP
Post by: Killer11 on September 18, 2010, 07:21:58 am
You should really look into the assets of Babylon 5 War Without End mod for homeworld 2. I'm pretty sure they are willing to share. This would be a bit like a middle point between current models and the sexy stuff that is being made now.

http://daedalus.f2s.com/HW2B5TC/screenshots/NovaParallax02.jpg
http://daedalus.f2s.com/HW2B5TC/screenshots/NovaParallax01.jpg
Title: Re: RELEASE: HTL package for TBP
Post by: ChaserR on September 21, 2010, 01:26:49 pm
Hello.
When I try to download this pack i get an error

"Secure Connection Failed
An error occurred during a connection to share.ols.inode.at.
SSL received a malformed Server Key Exchange handshake message.
(Error code: ssl_error_rx_malformed_server_key_exch)
    *   The page you are trying to view can not be shown because the authenticity of the received data could not be verified.

    *   Please contact the web site owners to inform them of this problem. Alternatively, use the command found in the help menu to report this broken site."

Is there somting wrong with my setup in Firefox or is the server having problem?
Title: Re: RELEASE: HTL package for TBP
Post by: FUBAR-BDHR on September 21, 2010, 02:23:29 pm
Link is working for me. 
Title: Re: RELEASE: HTL package for TBP
Post by: Slasher on September 21, 2010, 03:21:43 pm
You should really look into the assets of Babylon 5 War Without End mod for homeworld 2. I'm pretty sure they are willing to share. This would be a bit like a middle point between current models and the sexy stuff that is being made now.

http://daedalus.f2s.com/HW2B5TC/screenshots/NovaParallax02.jpg
http://daedalus.f2s.com/HW2B5TC/screenshots/NovaParallax01.jpg

Those do look really nice!  :yes: I don't know what kind of conversion nightmare, if any, they might represent.  Ultimately, backwards compatibility with previously released missions and campaigns has been TBP's overriding concern throughout the years.
Title: Re: RELEASE: HTL package for TBP
Post by: ChaserR on September 21, 2010, 03:47:12 pm
Link is working for me. 
Thanks for response FUBAR. Tried the link in kounquere and it worked, so it seem to be some security settings in firefox that are wrong.
Title: Re: RELEASE: HTL package for TBP
Post by: Col. Fishguts on January 27, 2011, 04:24:11 pm
*Dusts off thread*

Some high-poly cannon fodder is in progress

(https://share.ols.inode.at/GKU9BB0SBGDR2QVFR3PB25LVUDKD2M7I81RIB1BN)
(https://share.ols.inode.at/GOEHFAX8CMIDR40MHTZJG63N7T7HTH6A7JSLTPT6)
Title: Re: RELEASE: HTL package for TBP
Post by: FUBAR-BDHR on January 27, 2011, 04:35:23 pm
Looking good. 
Title: Re: RELEASE: HTL package for TBP
Post by: Vidmaster on January 28, 2011, 11:20:24 am
looking really good
Title: Re: RELEASE: HTL package for TBP
Post by: Dragon on February 25, 2011, 05:37:40 pm
Nice.
Title: Re: RELEASE: HTL package for TBP
Post by: Col. Fishguts on July 26, 2011, 03:59:07 pm
Construction complete, entering final testing phase... release imminent.

(https://share.ols.inode.at/YR7E0OKETL46Z9O24TLWA2V3FBC085L7WRK6F5J0)

(https://share.ols.inode.at/PNFOV4QZXBW8DS0S4M2AQNGNE2SU6C4V1IKWLAVI)
Title: Re: RELEASE: HTL package for TBP
Post by: Thaeris on July 26, 2011, 04:20:11 pm
That, Sir, is full of win. And I truly must emphasize WIN!
Title: Re: RELEASE: HTL package for TBP
Post by: Dragon on July 26, 2011, 08:09:46 pm
BTW, I see you remodeled Venoms. Are you going to release them along with the Zephyr?
Also, how does new Venom 2 looks?
Title: Re: RELEASE: HTL package for TBP
Post by: den5 on July 27, 2011, 12:07:38 am
Looking great :yes: Little note. When the Raiders attacked the Enphili Homeworld we see that their fighters have  two slots for four missiles in each. And they located at the top of wings near cockpit.
(http://images1.wikia.nocookie.net/__cb20090611043040/babylon5/images/thumb/5/5e/Enphili_Homeworld_01.png/830px-Enphili_Homeworld_01.png)
For canon :)
Title: Re: RELEASE: HTL package for TBP
Post by: Col. Fishguts on July 27, 2011, 02:21:15 pm
BTW, I see you remodeled Venoms. Are you going to release them along with the Zephyr?
Also, how does new Venom 2 looks?

Yep, he next release will contain the Zephyr and Venom 1/2 missiles

(https://share.ols.inode.at/5R765YPYYL6CNUS2XUZQJ9DBGHRFJEJO7PUAOJ9N)

The basic idea is that both missiles use the same main body with different warheads. Venom 1 is the cluster bomb variant with the more cylinder-like warhead (red stripes), while the Venom 2 with its anti-subsystem warhead looks more like a shaped-charge (blue stripes).

@den5: I know, but external missile models are assigned per missile and not per ship, so one model (missile plus pylon) has to fit all fighters. Therefore I'm going with a setup that fits best to the Starfuries, so the Zephyr has to carry its Venoms under the wing as well.

(https://share.ols.inode.at/6EZS0SU7MTX62BGIS9XCMG2T7V4VFCIKQHDZ087W)

If you need an in-universe explanation, one could argue that any missiles on the Zephyr were field modifications done with whatever parts were available at the time ;)
Title: Re: RELEASE: HTL package for TBP
Post by: Vidmaster on July 27, 2011, 03:19:55 pm
shiny shiny, only 156 ships to go :-)
Title: Re: RELEASE: HTL package for TBP
Post by: Col. Fishguts on July 28, 2011, 04:13:57 pm
And it's done, first post updated.
Title: Re: RELEASE: HTL package for TBP
Post by: Slasher on July 29, 2011, 03:55:03 am
Huge improvement and the missiles are a nice bonus.  :yes:
Title: Re: RELEASE: HTL package for TBP
Post by: Col. Fishguts on March 31, 2014, 12:15:43 pm
The new Omega is released, first post updated.

(https://share.ols.inode.at/V9DKE7GE7FXYIIJF0I8FK9KAIOT4ZC9VKMFYTVDZ)
Title: Re: RELEASE: HTL package for TBP
Post by: Cobra on April 04, 2014, 04:26:46 pm
Holy thread necro update

pretty ships.
Title: Re: RELEASE: HTL package for TBP
Post by: starbug on April 05, 2014, 04:18:35 am
Holy testicle Tuesday! i thought this mod was no longer being worked on, Nice to see new Omegas :)
Title: Re: RELEASE: HTL package for TBP
Post by: Lykurgos88 on April 15, 2014, 01:56:08 pm
Hi,

I know Babylon Project has been around for a long time, but for some odd reason I have never actually played it, even though I have played all kinds of Freespace mods over the years. So at last I decided to correct my mistake and give it a try. This is what I did:

- I downloaded and installed TBP 3.4b final into a new directory
- Downloaded and installed Campaign package 2.0 into this same directory (adding also Drums of war 3, new "Operations" and Fortune Hunters 3 (or whatever it's called XD)
- Downloaded and installed Zathras 2.8 into its own subdirectory
- Downloaded and installed HTLpackage into its own subdirectory
- Downloaded and replaced the main FSO executable (with a newest nightly) and the launcher 5.5b (with a newer 5.5g)
- Set up some basic parameters and mod selections (HTL primary, Zathras secondary)
- Tried to run the game
- Got 34 errors, weapons.tbl mentioned at least the three first times.

From the end of the debug log:

Code: [Select]
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'slasher-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
BMPMAN: Found EFF (exp20.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 29 frames at 22 fps.
BMPMAN: Found EFF (exp04.eff) with 40 frames at 21 fps.
BMPMAN: Found EFF (exp05.eff) with 51 frames at 22 fps.
BMPMAN: Found EFF (exp06.eff) with 71 frames at 23 fps.
BMPMAN: Found EFF (Shockwave01.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (Shockwave02.eff) with 146 frames at 30 fps.
BMPMAN: Found EFF (Shockwave03.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Shockwave04.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Disruptor_Impact.eff) with 6 frames at 25 fps.
BMPMAN: Found EFF (particleexp01.eff) with 21 frames at 20 fps.
weapons.tbl(line 7545): Error: Missing required token: [+Bitmap:]. Found [$Icon: iconTempest] instead.

ERROR: weapons.tbl(line 7545):
Error: Missing required token: [+Bitmap:]. Found [$Icon: iconTempest] instead.

File: parselo.cpp
Line: 333
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 1253

And here (http://koti.mbnet.fi/olzie/Moebius/FSO_bughunt/Babylon/fs2_open.log) is the whole log.

What did I do wrong? =/
Title: Re: RELEASE: HTL package for TBP
Post by: niffiwan on April 15, 2014, 08:11:10 pm
Offhand I'd say you've done nothing wrong.  In my testing just now r10267 worked fine, r10391 failed with the same error you received.  i.e. it looks like a newly introduced FSO bug :(

(I'll do some more tests to see if I can find the exact commit that introduced the error)


And here's the culprit:

Code: [Select]
$ git bisect good
e39f7d1fa8d58c53ae82c07247a5e20f1b58e636 is the first bad commit
commit e39f7d1fa8d58c53ae82c07247a5e20f1b58e636
Author: Echelon9 <Echelon9@387891d4-d844-0410-90c0-e4c51a9137d3>
Date:   Sat Feb 1 22:05:47 2014 +0000

    Fix Mantis 2997: Make +Bitmap a required table item if a weapon trail has been set
   
    git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10378 387891d4-d844-0410-90c0-e4c51a9137d3

And here's the mantis ticket (http://scp.indiegames.us/mantis/view.php?id=2997) that led to this change being made.

This is going to be interesting, given the reasons for making the change it may not be a simple fix. Regardless, could you please log a new mantis ticket with all these details?  And if you want to play in the meantime, try a nightly build from before 2014-02-01, or use 3.7.0.
Title: Re: RELEASE: HTL package for TBP
Post by: Lykurgos88 on April 16, 2014, 07:13:23 am
The reason why I chose a new Nightly Build was because I wanted to have non-stretched menus in Babylon project. Since that feature was introduced in the 31th of March Build, and this bug was apparently introduced in the 1st of February, it seems that I just had a bad luck :(

By the way, does this bug appear exclusively in the Babylon Project, or is it possible to appear in other mods as well? At least so far I haven't encountered this anywhere else. I ask this because I want know which Mantis subsection would be correct one to choose. So do I post this info in SCP section or the TBP section?  :pimp:

Title: Re: RELEASE: HTL package for TBP
Post by: niffiwan on April 16, 2014, 08:09:39 am
Yeah, that's bad luck. If you're comfortable in building from source you could build an executable from latest SVN trunk with just that one commit (r10378) reverted (although given that the commit was introduced to avoid crashes from occurring, it may or may not work correctly anyway).

As for mantis, hmm... I *think* the best place would be TBP for now. The table entry that is triggering the issue needs to be found and checked to see if it's correct. If it is correct, then issue should be moved to the SCP mantis.
Title: Re: RELEASE: HTL package for TBP
Post by: Lykurgos88 on April 16, 2014, 12:23:25 pm
It's there:

http://www.hard-light.net/mantis/view.php?id=1002 (http://www.hard-light.net/mantis/view.php?id=1002)
Title: Re: RELEASE: HTL package for TBP
Post by: OverDhill on September 14, 2014, 11:05:54 pm
Is this package still needed or usable with Zathras 2.8?
Title: Re: RELEASE: HTL package for TBP
Post by: Col. Fishguts on September 18, 2014, 11:03:13 am
Everything except the Omega is in Zathras 2.8, but you can easily run it together with Zathras. It's explained in more detail in the readme.txt
Title: Re: RELEASE: HTL package for TBP
Post by: A2597 on December 15, 2014, 07:12:58 am
Very very cool! Thanks for the updated models!
Title: Re: RELEASE: HTL package for TBP
Post by: wesp5 on December 17, 2014, 09:49:55 am
Everything except the Omega is in Zathras 2.8, but you can easily run it together with Zathras. It's explained in more detail in the readme.txt

Can you please give me some info on how I would extract the Omega stuff so there is no overlap with Zathras if this is combined in an installer?
Title: Re: RELEASE: HTL package for TBP
Post by: Col. Fishguts on December 21, 2014, 06:52:21 am
You don't need to extract anything. I would recommend adding the HTL package on top of Zathras via the mod ini file.

On my installation I put the following in the mod.ini file in the HTLpackage folder (and I have the HTL package selected as a MOD):

Code: [Select]
[multimod]
primarylist  = ;
secondarylist = zathras;

That way, all assets from Zathras are loaded, except the ones that exist in the HTL package, since those have higher priority.
Title: Re: RELEASE: HTL package for TBP
Post by: -Norbert- on December 22, 2014, 06:04:14 pm
So if I wanted to use a mod with both the HTL-pack and Zathras, I'd have to make the secondarylist as "HTL_pack, zathras;" ?
Title: Re: RELEASE: HTL package for TBP
Post by: Col. Fishguts on December 26, 2014, 06:33:09 am
Yes, if you want to use a third mod, that's exactly how you could do it.
Title: Re: RELEASE: HTL package for TBP
Post by: wesp5 on December 26, 2014, 09:29:14 am
Wouldn't it be easier to just include the Omega into Zathras?
Title: Re: RELEASE: HTL package for TBP
Post by: Slasher on March 09, 2015, 01:38:03 am
Is there a mirror for the DL links? They seem to be down at the moment.
Title: Re: RELEASE: HTL package for TBP
Post by: Col. Fishguts on March 09, 2015, 02:07:19 pm
Yes, it seems the hosting of my ISP is derping.

In the meantime here's a google drive link: https://drive.google.com/file/d/0B8E1oi6H-R3rZ0NrN2VyUG8yWnM/view?usp=sharing

Let me know if it works.
Title: Re: RELEASE: HTL package for TBP
Post by: Slasher on March 14, 2015, 01:26:29 pm
Link works and got it running in-game. Huge improvement over the old model. Round turrets are round now. :D
Title: Re: RELEASE: HTL package for TBP
Post by: Col. Fishguts on March 20, 2015, 01:55:32 pm
I updated the first post with working links.
Except for the Photoshop template for the Omega nameplates, since I couldn't find the zip file anymore. Does anyone have it and could share it?
Title: Re: RELEASE: HTL package for TBP
Post by: Slasher on April 25, 2015, 12:06:25 pm
I was digging around in the SCP test builds thread and found a seemingly stable build with shadows. Watching the rotating section cast shadows on the rest of the hull is a nice effect.

(http://s8.postimg.org/4po4iz0t1/screen1050.jpg)
(http://s7.postimg.org/ch7f3oi1n/screen1067.jpg)

Here is a link to the thread. (http://www.hard-light.net/forums/index.php?topic=87121.260)
Title: Re: RELEASE: HTL package for TBP
Post by: emi_100 on April 25, 2015, 10:00:10 pm
Sun's lens flare look good too :P
Title: Re: RELEASE: HTL package for TBP
Post by: Jackho on May 02, 2015, 02:38:37 am
I was digging around in the SCP test builds thread and found a seemingly stable build with shadows. Watching the rotating section cast shadows on the rest of the hull is a nice effect.

Here is a link to the thread. (http://www.hard-light.net/forums/index.php?topic=87121.260)

I can't have TBP to start when using this build with HTL and Zathras2.8, too bad !   :banghead:

 :v-old: A+
Jack H.
Title: Re: RELEASE: HTL package for TBP
Post by: wesp5 on June 08, 2015, 10:13:47 am
So is it possible to merge this all into a new Zathras 2.9 version?
Title: Re: RELEASE: HTL package for TBP
Post by: FUBAR-BDHR on June 08, 2015, 09:53:33 pm
The current Zathras was the last there will be no newer versions.
Title: Re: RELEASE: HTL package for TBP
Post by: wesp5 on June 10, 2015, 05:54:46 am
Oh, I didn't know that. So development of TBP has officially ceased then? Or is there just some real-life interference right now? If so, is 2.8 really the last version or were improvements made in the meantime that could be released as a final 2.9? Maybe Col. Fishguts could do a combined instalelr or something as he already merged both mods as seen above...