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Hosted Projects - Standalone => The Babylon Project => Public Development => Topic started by: FUBAR-BDHR on October 20, 2010, 09:27:27 pm

Title: Zathras 2.1 for 3.6.13 development
Post by: FUBAR-BDHR on October 20, 2010, 09:27:27 pm
Zathras_2.1_devonly (http://fubar.org/TBP/Zathras_2.1_devonly.rar)

Note this is for 3.6.13 development only not for general gameplay.  If your playing stick with 3.6.12 and Zathras 2.0

To install extract in your Zathras folder.  To remove delete (or move) the 2 included VP files.
Title: Re: Zathras 2.01 for 3.6.13 development
Post by: Slasher on October 20, 2010, 09:37:11 pm
There really should be some kind of celebration because the Aurora has debris now.  It's been over nine years, but it finally has debris. 
Title: Re: Zathras 2.01 for 3.6.13 development
Post by: FUBAR-BDHR on October 20, 2010, 09:47:28 pm
Yea I do plan on limiting those a bit just haven't got around to setting the vaporize % chance.  I sill have some EA ships left to do but I'm hitting the big boys now so progress is going to slow a bit. 

Oh I included the .bx files for go-faster (now in trunk) as well.
Title: Re: Zathras 2.01 for 3.6.13 development
Post by: wesp5 on November 09, 2010, 03:40:50 pm
I hope this is the right thread for another Zathras request ;). Would it be possible to swap the model preview background image with that of the debriefing screen? Because the first one is so dark you can't actually see much of the Shadow ships and the second one has bright spots in which it is very hard to read the white text...
Title: Re: Zathras 2.01 for 3.6.13 development
Post by: FUBAR-BDHR on November 09, 2010, 04:32:28 pm
Swapping interface pieces is not an easy job.  If it was multi chat would have had a new one ages ago.  So it won't be changed anytime in the near future.  Hopefully sometime down the road the interface code will get a rewrite and make things like this not only easier but more customizable. 
Title: Re: Zathras 2.01 for 3.6.13 development
Post by: wesp5 on November 09, 2010, 04:53:02 pm
Ah, that's a shame. Another suggestion that may be similarily impossible to do. I think the HUD would look better if the stats above the target window and below the crosshairs would be in the color of the target, e.g. red, blue, bright green, whatever and not always standard HUD green. Is this possible?
Title: Re: Zathras 2.01 for 3.6.13 development
Post by: FUBAR-BDHR on November 09, 2010, 06:06:59 pm
I don't think it is. 
Title: Re: Zathras 2.01 for 3.6.13 development
Post by: wesp5 on December 02, 2010, 05:02:50 pm
Hi, it's me again and I have another suggestion that should be very easy to implement this time. When you choose Zathras in the laucher there should be a version number visible somewhere. Either in the title or if this is just the directory name, it should be appended to the description.
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: FUBAR-BDHR on December 15, 2010, 06:10:21 pm
Updated to 2.1 alpha version.  This is the last one before going to 2.1beta testing so put it through it's paces. 


Remember to remove the 2.01 file.
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: Skullar on December 21, 2010, 02:41:13 am
If it is the standard interface art, I made this ages ago ( for our first release ) and I can easily modify the grafics on request.
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: FUBAR-BDHR on December 21, 2010, 03:59:09 am
They probably are.  Whatever is in 3.4b hasn't been changed.
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: wesp5 on January 02, 2011, 12:50:26 pm
Are you talking about the main game interface background here or the Zathras launcher window? I think adding the release number to the latter would be really something, swapping the main game backgrounds to improve readablilty would be even better ;)!
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: Slasher on January 03, 2011, 09:45:35 pm
Sorry I haven't actually tested this yet.  I got sidetracked on New Vegas after I finally got my computer repaired last month.  My schedule doesn't suck as much as it did last year though. 
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: wesp5 on January 04, 2011, 03:03:04 am
Sorry I haven't actually tested this yet.  I got sidetracked on New Vegas after I finally got my computer repaired last month.

No problem, I'm in the middle of New Vegas too and only play the occassional TBP mission on the side to loosen up :)!
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: Slasher on May 10, 2011, 02:22:24 am
I finally started playing TBP again, this time with the Zathras 2.1 test release.  I noticed that a Nova collided with a jumpgate where it used to pass through unhindered; I think this may have something to do with bounding boxes.  Or it could just be I'm crappy at waypoints.  I would need to set up a more controlled test to be sure.  It might not even be a real problem, just something future mission designers will have to be aware of.   
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: FUBAR-BDHR on May 14, 2011, 12:42:39 pm
Well I discovered a lot of collision issues with the models that I fixed when I redid the LODs.  Possible it was just passing through the hull.  Also there were code issues with multi-part turrets not not having correct collision detection that were fixed.  On the Nova that could easily be any one of the turrets hitting something now. 
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: Slasher on June 28, 2011, 12:22:07 am
FUBAR, with Zathras 2.1 do you think we have enough material for a 3rd DVD?
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: FUBAR-BDHR on June 28, 2011, 03:40:30 am
Well since we haven't done the second one yet I don't think it's time for a 3rd.  I believe we are still waiting on some other updated stuff before doing another DVD.
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: Col. Fishguts on July 31, 2011, 08:44:31 am
Any particular reason that the Hyperion/Midwinter and Olympus are fully faceted again? They had all been re-converted with the PCS_autofacet build for TBP 3.0. Also, EF1 still has smoothing issues on the big disk, while beaching pod is still fully smoothed.

But I see you fixed smoothing issues on the Tanker and Kestrel. And nice work optimizing the LODs in their texture use :yes:
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: FUBAR-BDHR on August 01, 2011, 03:28:05 pm
I'm not sure what you are even talking about with the faceted stuff.  I didn't change the actual models just the lods with the exception of fixing the nameplate on the Midwinter and Hyperion which required adding something like 2 polys on one side of the model. 

I do know that the Hyperion/Midwinter .pof was pretty corrupted though.  Maybe something that special build did that PCS2 and the engine doesn't like anymore.
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: Col. Fishguts on August 02, 2011, 05:38:19 pm
Ah sorry, I was accidentally looking at some POFs in Zathras 2.0. Seems to be fixed in 2.1.... ignore what I said, carry on ;)
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: emi_100 on October 16, 2011, 09:44:22 pm

Maybe in 2.1 the rotation of B4 can be fix: the both parts of the station rotate at same side  :wtf:
..the orange color of Omega beams: I suppose their have to be red

..And correct the omega turrets: the bolt are fire (image) in the same turret of the Red beam, not on the small one. (the small one have no function)
http://img97.imageshack.us/img97/3730/newomega7.jpg (http://img97.imageshack.us/img97/3730/newomega7.jpg)


There are some small fixes
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: CaptJosh on October 17, 2011, 08:52:36 am
You mean that the forward primary weapon hard point, the interceptors are firing from the primary fire point instead of the secondary one like in the show? Is that even possible to correct on this engine?
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: emi_100 on October 17, 2011, 03:41:01 pm
You mean that the forward primary weapon hard point, the interceptors are firing from the primary fire point instead of the secondary one like in the show? Is that even possible to correct on this engine?
yep, that's what i mean
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: CaptJosh on October 18, 2011, 12:36:28 am
I thought that's what you meant. Although in the show, sometimes the vfx guys must have either got it wrong, or there are differently outfitted Omega Class ships, because I've seen on the show what look like interceptors firing from those points on some Omegas, and heavy beam weaponry from the same place on others.
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: FUBAR-BDHR on October 19, 2011, 06:51:26 am
Can you post a picture or vid of what you mean because I have no clue from reading this. 
Title: Re: Zathras 2.1 for 3.6.13 development
Post by: CaptJosh on October 20, 2011, 08:19:03 am
Emi did post a link a bit further up on the page. Showed pulsed weaponry (referred to as interceptors on the actual TV show) firing from where we would expect the heavy beams to come from. But I seem to recall a couple of times on the TV show this same sort of VFX error occurring.