Hard Light Productions Forums
Hosted Projects - Standalone => The Babylon Project => Public Development => Topic started by: Sushi on November 06, 2009, 10:21:07 am
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Designed for Zathras, might still work without it though.
Requires a recent nightly build (3.6.11).
Download here:
http://www.mediafire.com/file/tzzrnumzzjo/glide_mod.zip
This is just a mini-mod with the following features:
1. Almost all fighters can glide now. The only exceptions are Minbari, Vorlon, and Shadow fighters, since they apparently use a different "gravimetric" drive system.
2. All fighters that glide also use newtonian dampening.
3. All ships with sidethrust have their sidethrust velocity doubled.
4. New AI features are enabled: AI fighters will use glide in dogfights and against capital ships, and will use sidethrust more often.
5. New glide features are used, for more intuitive and consistent gliding.
I've been playing TBP with these settings for a while, and so far it hasn't seemed to make any missions too easy or too hard. It does, IMHO, make them more fun. :D All ships are more nimble and dangerous.
3.6.11 Inferno build based off of r5644 here. Download here (http://fubar.org/TBP/FS2_Inf_r5644_FUBAR.rar)
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Sounds great, but since I'm currently quite busy I can't really test it right now, so I have some questions:
2. All fighters that glide also use newtonian dampening.
Which means what exactly? They still fly very freespacey, but with a bit more drifting?
3. All ships with sidethrust have their sidethrust velocity doubled.
Only the sides or also the up/down ones?
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Sounds great, but since I'm currently quite busy I can't really test it right now, so I have some questions:
2. All fighters that glide also use newtonian dampening.
Which means what exactly? They still fly very freespacey, but with a bit more drifting?
In original Freespace, when you turn, you don't lose any forward speed. There's no "speed bleed" effect from turning. Newtonian dampening fixes that, so turning bleeds off speed (more realistic). Besides, glide can get really screwy if newtonian dampening isn't used.
3. All ships with sidethrust have their sidethrust velocity doubled.
Only the sides or also the up/down ones?
Up/down as well, naturally.
Edited original post to add another change I forgot to mention.
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Interesting. Will try that out as soon as I get the chance. Probably makes the game even more difficult :lol:
Which is good for me but for the general audience? Wait, we don't have a general audience at the moment.
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I've not played with TBP for a while, but I definately enjoy having more realistic handling.
Mad props, gentlemen. :yes:
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I guess that this mod will unbalance current campaigns, right?
It would be great to see FH rebalanced for this, Vidmaster.
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I guess that this mod will unbalance current campaigns, right?
not sure, if the AI is making use of their own thrusters well, it should still work. Still have not tried it excessively, just some quick plays so far.
Super busy right now. Next on my list is voice-acting for Hunters.
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I guess that this mod will unbalance current campaigns, right?
It would be great to see FH rebalanced for this, Vidmaster.
It does change the balance, but less so than you'd think.
And I've played through the first two FH campaigns with this enabled: it was my primary testbed, in fact. :) I don't recall ever running into any missions that were broken by it (although it did make flying the Zephyr noticeably easier. :p).
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how can i use it with zathras? game only loads one mod at a time right?
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how can i use it with zathras? game only loads one mod at a time right?
This works with Zathras as-is. You don't have to do anything extra.
That said, you won't be able to use this for multiplayer and have it validate.
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meaning....? i just dump your file in gamedir? sry for the noob questions and all
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You'll need to modify the mod.ini file to reference it, I believe.
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No idea how to do that if anybody's willing to help *cough* sushi *cough*
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Just select the glide mod. Its mod.ini file has Zathras as a secondary mod
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AHA! ok got it thnx
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When I try to start it, I get the following:
Error: tweak-shp.tbm(line 11:
Error: Required token = [#End], [$Subsystem:], [$Name], or [$Template], found [+Dynamic Glide Cap: YES].
File: PARSELO.CPP
Line: 670
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
And I also put the fs2_open.log the debug build produced in the post as attatchment....
Any idea why it won't run for me?
[attachment deleted by admin]
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You need to be running a fairly recent Nightly build (3.6.11).
I've added this to the first post, sorry I forgot to put it there sooner.
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Do you recommend any one particular build, or should I just grab the latest one?
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If there isn't an inferno build in the Knightly builds forum I'll post one here in a bit.
Added download link to the end of Sushi's post. If your system doesn't support SSE2 let me know and I can do SSE or regular builds.
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ok, so what's the knightly?
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The nightly builds are the latest development builds. I included a link. download the latest version for your operating system.
http://www.hard-light.net/forums/index.php?board=173.0
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So I download all the nightly files and extract them into my gamefolder (overwritting stuff in the proccess)? Sry for all the questions guys, but being new is rly confusing to keep up with all the stuff going on. +minimal time to browse all the threads for answers.
May i suggest a sticky that'll explain to new player,s in ridiculous details, excactly what they need to do to get the game fully working? At first i thought i'd download the DVD and i'd be done.
And will the nightly(s) influence the mutliplayer?
Thnx for patience
EDIT: I browsed the forum in the link you gave me, i saw a Nightly Faq and help thread, do i need the shaders and launchers it talk about there? Rly guys :nervous: A single thread that says about ALL the things you need for the game would help a hell of a lot
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You should have all those things already. All you need is the inferno build out of the nightly build and extract the files. What operating system are you using? Can't help you much with multiplayer I've never done that. I think the latest inferno build is the one being used in multiplayer but I'm not sure.
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KK thnx again. I'm using windows vista (yes yes i know :wtf: ) I'll try multi before i put it in, and see what happens.
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If you look at the original post there is a link to a 3.6.11 inferno build. I don't know for sure if you can use the glide mod in multiplayer. I think everyone that's playing has to have the same mods and same FSOpen build for it to work.
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There are not instructions for things like this because they are experimental until 3.6.11 becomes final. People they are using experimental stuff are expected to know what they are doing to some extent. Instructions for Zathras and 3.6.10 are posted.
Knightly builds will not work with multi as they are not inferno builds. I posted a link to an inferno build in the first post. It will work with both this and multiplayer. Using any mod with multiplayer except Zathras will prevent your stats from storing.
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K, just saying, being new i dont know what is what.I realise my previous post may have come out like a bit of indirect flaming, but getting one's bearings in here is tricky, for me at least.
I think my stats in multi aren't storing anyways, pops some hack message.
Again, thnx for indulging my curiosity etc.
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Thanks for the link FUBAR. I'll give it a go tomorrow then.
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You may get a hack message but stats do work in multi. It's the message when you accept that is the key not that you are playing with hacked tables at the start. Anything but retail FS2 tables will give you that warning. Enabling a mod will prevent stats from storing.
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K, just saying, being new i dont know what is what.I realise my previous post may have come out like a bit of indirect flaming, but getting one's bearings in here is tricky, for me at least.
I don't think anyone took it as flaming or even the wrong way. It's just that this is simply a forum used by developers and they tend to expect everyone in here to be either a developer (of TBP or another FSO game) or someone familiar enough with how mods work to have no issues installing this. For that reason you shouldn't expect a newbie friendly initial post. We don't have the time for them on all the internal posts we make.
That said, I doubt anyone is going to be upset if someone new to modding asks questions on how to use this. :)
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I'm not simply new in modding, i doubt i'll ever get into it. I just like babylon 5 universe a lot, and this game has been made so well, it could and in my opinion should gather a truckload of people. Maybe a noob-friendly, non mod oriented guide would help see that multiplayer lobby packed with hundreds of players 24/7.
Been 5 days now since i started trying to fix my multi and i'm still chacing around my tail despite the fact that FUBAR has tried to help a lot.
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I finally found the time to play around with this mod for a bit and I quite like it, even though I seem to crash into Frazis far more often now and flying a badger against Sentries is now bordering on the sucidal.
But there is something bothering me (most likely form the exe rather than the mod). For some reason the game swollos most 1s. The only place where I can still see the number 1 displayed once inside a mission is the target-info window on the bottom left corner of the screen. The infotext beside the target, the hull percentange of the target below the crosshair, the damage indications of your own hull and subsystem or the range all show blanks instead of the number one.
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Don't think I've ever heard of a problem like that before. Only thing I can even think of is language. If you have FS2 what language did you install it with?
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I have the german version, but didn't have any bug of that kind ever before...
Could it be because I'm playing on Win 7 64 bit (and WinXP SP3 combatibility mode)?
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Possibly but there have been issues with non English versions of FS2 being installed since FSO reads the registry and there is no German of TBP. There are instructions around here for changing the registry setting but it will effect FS2 as well. So you can try that or wait until the SCP gets the registry dependencies removed.
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I am going to do a bad thing and go full necro here.
But the link in the OP is dead, anyone got the file?
I am interested in the AI tweaks in particular - I think I need to give the Whitestar's AI a little upgrade for what I want it to do in Erlkönig
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Not sure but it seems this one
[attachment eaten by a Shivan]
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That's it, thank you.
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Is this just for your mod or TBP in general?
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It a case with limited applicability outside the context of Erlkönig