Hard Light Productions Forums

Hosted Projects - Standalone => The Babylon Project => Topic started by: stithe2000 on January 27, 2006, 11:24:12 pm

Title: 3.3 release
Post by: stithe2000 on January 27, 2006, 11:24:12 pm
Here is Release 3.3 (http://www.stithe.biz/tbp/TBP-Base-3_3.exe) it is an upgrade package for 3.2! It has new models, maps, effects, and more! Enjoy! Latest FS2_Open engine (3.6.7) recommended!

Here is the  3.3 patch (http://www.stithe.biz/tbp/B5-3.3a-Patch.rar)...you will need this to get r3.3 working properly. :)
Title: Re: 3.3 release
Post by: Trivial Psychic on January 27, 2006, 11:28:02 pm
Cat's out of the bag now!
Title: Re: 3.3 release
Post by: stithe2000 on January 27, 2006, 11:29:01 pm
Looks for catnip  :drevil: ;7
Title: Re: 3.3 release
Post by: Trivial Psychic on January 27, 2006, 11:30:26 pm
We should probably get a moderator to sticky this.
Title: Re: 3.3 release
Post by: stithe2000 on January 27, 2006, 11:33:45 pm
Funny... I am one of things!!! lol Done!
Title: Re: 3.3 release
Post by: Trivial Psychic on January 27, 2006, 11:37:04 pm
Ya... I looked at the list of moderators at the top of the TBP forum, only after posting that.  What would have been even more embarassing, is if it turned out that I was a moderator, and didn't know it. :lol:
Title: Re: 3.3 release
Post by: ToecrusherHammerjaw on January 27, 2006, 11:38:01 pm
Oh yeah!!!! (now to find a good image converter, so I can see these things in Modelview......  A futile attempt, I'm sure.)
Title: Re: 3.3 release
Post by: Trivial Psychic on January 27, 2006, 11:42:20 pm
Why not use Kazan's last Beta of PCS2 (released several months back).  You can't do any model editing with it, but it does read jpg, tga, and dds, so you can use it to view our models.  Its also very fast and stable.
Title: Re: 3.3 release
Post by: ToecrusherHammerjaw on January 27, 2006, 11:45:22 pm
hmmm..... Where then do I download this?
Title: Re: 3.3 release
Post by: stithe2000 on January 28, 2006, 12:06:20 am
Click here  ======>>  Release 3.3 (http://www.stithe.biz/tbp/TBP-Base-3_3.exe) <<======
Title: Re: 3.3 release
Post by: ToecrusherHammerjaw on January 28, 2006, 12:15:18 am
 :lol: :sigh: No not that!! Kazan's PCS2.
Title: Re: 3.3 release
Post by: Trivial Psychic on January 28, 2006, 12:20:30 am
I found the thread where he released the Alphas, but he never put them up as links, only as attatchments, which are now no longer present.  However, I still have the installers, so I've uploaded the last one to my personal webspace.  It was released in early september.

PCS2-Alpha-2005-09-03 (http://www3.sympatico.ca/daniel.topps/pcs2-alpha-20050903.zip).

I hope Kazan doesn't mind me hosting this.
Title: Re: 3.3 release
Post by: aipz on January 28, 2006, 04:58:16 am
The thing is awesome... ;7
Howewer after I patched TBP 3.2 the techroom doesn't show the new craft... only the old ones are read...
In FRED howewer all craft are available to place and select... :confused:
Title: Re: 3.3 release
Post by: Sigma957 on January 28, 2006, 05:30:02 am
You need to create a new pilot to see the new ships.
Title: Re: 3.3 release
Post by: I_E_Maverick on January 28, 2006, 05:44:40 am
i cant get it to run properly, every time i start the game the loading screen appears and then it crashes with that message:
---------------------------
Error!
---------------------------
Error: Error parsing 'ships.tbl'

Error code = 1.



File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Ship\Ship.cpp

Line: 3033



Call stack:

------------------------------------------------------------------

------------------------------------------------------------------


PLEASE HELP!
i installed 3.3 as an update into the 3.2 folder, i downloaded the newest cvs build standard and installed this Open AL thing.


edit: i also got this message:

Error: ships.tbl(line 1509:
Error: Required token = [#End], [$Subsystem:] or [$Name], found [+relative_angle:        45,180,0].

File:\fs2_open\code\parse\parselo.cpp
Line: 618
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: 3.3 release
Post by: Sigma957 on January 28, 2006, 05:55:06 am
Mav try an earlier cvs build as the latest ones I think has some issues with them.
Title: Re: 3.3 release
Post by: I_E_Maverick on January 28, 2006, 06:08:22 am
where can i get an older build? i dont anything about this stuff and i think all neccessary stuff to make this release work should be IN the update file. it is so annoying when you have to get this and that first and then reinstall or anything to play this game. i just wanted to see those ships, not to have an evening spent without doing more than installing new software...
Title: Re: 3.3 release
Post by: Wanderer on January 28, 2006, 06:46:34 am
Older builds can be found from here (http://fs2source.warpcore.org/exes/latest/).
Title: Re: 3.3 release
Post by: 0rph3u5 on January 28, 2006, 09:17:18 am
I'm having the same problems like IE...

does anyone has a clue which builds work now and which don't?

I tried a 3.6.7 fs2_open madaboutgames gave me November 05 - doesn't work
I tried the lastest fs2_open - doesn't work
I tried december 28th fred_open and the latest fred_open - nothing....

don't think the standart 3.6.5 buidl will give me better results...

Title: Re: 3.3 release
Post by: karajorma on January 28, 2006, 09:30:01 am
Midnight On The Firing Line from Raider Wars worked fine for me with the 26/01/06 build.

Are you using your own tables? If not try that mission and see what you get. If you are, package up your mod exactly the way I describe in the guide I posted a couple of days ago and try it again.
Title: Re: 3.3 release
Post by: 0rph3u5 on January 28, 2006, 09:35:57 am
I don't get it started at all!
or better:

WHAT 0rph3u5 DID AFTER HE HEARD 3.3 WAS PUBLIC:

- downloaded 3.3 :wakka:
- installed 3.3  :wakka:
- installed newest builds :wakka:
- configured newest build  :wakka:
- wanted to see new ships
-- started build
--- BUGREPORT!!!!  :snipe:
-- tried fred
--- BUGREPORT!!!!  :snipe:
-- took another build/fred
--- BUGREPORT!!!!  :snipe:

all I can do is: NOTHING *grrrrrr*
I'm not using own tables (never did - leaving this to the pros)
Title: Re: 3.3 release
Post by: Wanderer on January 28, 2006, 09:40:55 am
I get with 3.3 typical old animation code errors and also i can see two separate ships.tbl and ships-adv.tbl files in there... adv seems to be using new animation code while the ships.tbl uses the old one.

EDIT: So by creating a data/tables folder and extracting the ships-adv.tbl there and then renaming it to ships.tbl some of the probs could be solved.
Title: Re: 3.3 release
Post by: karajorma on January 28, 2006, 09:49:36 am
Hmmm. The fact that the patch doesn't appear to have actually done anything to my non-standard setup might be why it's still working for me :) Oh well I'll install on my second PC and test again :)
Title: Re: 3.3 release
Post by: Wanderer on January 28, 2006, 09:50:40 am
Why couldnt TBP just provide vp packages instead of exes?
Title: Re: 3.3 release
Post by: 0rph3u5 on January 28, 2006, 09:51:08 am
*did as wanderer told*

This one is new (mad laughts):
Quote
Warning: Unable to find WEAPON_LIST_TYPE string "DK Neutron Pulse"
in ship: DH Fighter's primary banks.

File:c:\fs2_open\code\parse\parselo.cpp
Line: 2359
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_d-P420060127.exe 007f73a1()
    fs2_open_d-P420060127.exe 007fd1f8()
    fs2_open_d-P420060127.exe 007fd663()
    fs2_open_d-P420060127.exe 006d7b53()
    fs2_open_d-P420060127.exe 006e47f9()
    fs2_open_d-P420060127.exe 006e4b29()
    fs2_open_d-P420060127.exe 00b62fa7()
    KERNEL32.dll 77e98989()
------------------------------------------------------------------

Buttons are [YES] (Break into Debugger) [No] (contiue) and [Cancel] (exits)

used the newest build

/EDIT: 28122005 Fred works now!  :) :) -  but I just killed my graphics card by placing B5 [S1]
Title: Re: 3.3 release
Post by: Wanderer on January 28, 2006, 09:55:27 am
Some one has made a typo.. it should be DH Neutron Pulse, not DK...
Title: Re: 3.3 release
Post by: madaboutgames on January 28, 2006, 09:59:21 am
I'm having the same problems like IE...

does anyone has a clue which builds work now and which don't?

Try a september release of the fs2-open build:)
Title: Re: 3.3 release
Post by: 0rph3u5 on January 28, 2006, 10:01:48 am
BTW another one.... still newest build

Assert: sip->primary_bank_weapons >= 0
File: c:\fs2_open\code\ship\ship.cpp
Line: 2873
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_d-P420060127.exe 007fd1f8()
    fs2_open_d-P420060127.exe 007fd663()
    fs2_open_d-P420060127.exe 006d7b53()
    fs2_open_d-P420060127.exe 006e47f9()
    fs2_open_d-P420060127.exe 006e4b29()
    fs2_open_d-P420060127.exe 00b62fa7()
    KERNEL32.dll 77e98989()
------------------------------------------------------------------
Title: Re: 3.3 release
Post by: Rand al Thor on January 28, 2006, 10:06:42 am
I'm in the same boat as Orpheus. Just getting those exact same table errors. Tried builds 29/01/2006, 23/12/2005 and one or two others. No luck. Didnt try fred though.

Any ideas?
Title: Re: 3.3 release
Post by: 0rph3u5 on January 28, 2006, 10:12:21 am
12/28/05 works at my place but: all models with more than 6500 "normals" cause crashes... sometimes they even cause a full shutdown fo my grahpics card

BUGREPORT:
Error: Model 'explorer.pof' has too many normals (6646)! Needs to be less than 6500!

File:\Documents and Settings\Administrator\My Documents\My Source Code\clean\fs2_open\code\model\modelinterp.cpp
Line: 1352
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: 3.3 release
Post by: Wanderer on January 28, 2006, 10:19:55 am
After more careful inspection it seems that the ships-adv.tbl has lots of mistakes that have been fixed in the ships.tbl.. So if you want to use a new build with this you have three choices:

i) Fix all the bugs from ships-adv.tbl

ii) Change all the '=' to ':' from ships.tbl

iii) try this table (http://koti.mbnet.fi/vekkup/ships.tbl) (fixed table)

EDIT: There are 'non-power of 2' dds problems and such... those may crash d-builds (as in my case) but they shouldnt really matter
Title: Re: 3.3 release
Post by: Rand al Thor on January 28, 2006, 11:16:31 am
Cool that worked. Checked out the new ship and they all look class (except the textures on the Vorlon planet killer. But it's still cool). The vorlon destroyer is missing though. The one that has the main beam that draws from the four forward arms. Is that still a WIP?

Thanks for that table Wanderer. Is it a fixed one or an old one that prevents any new features from running?
Title: Re: 3.3 release
Post by: Wanderer on January 28, 2006, 11:19:16 am
i dont really know what TBP was after but i certainly didnt disable anything from it.. It is simply a fixed ships.tbl where all entries that would have given errors with recent builds were replaced.
Title: Re: 3.3 release
Post by: 0rph3u5 on January 28, 2006, 11:21:03 am
12/28/05 works at my place but: all models with more than 6500 "normals" cause crashes... sometimes they even cause a full shutdown fo my grahpics card

BUGREPORT:
Error: Model 'explorer.pof' has too many normals (6646)! Needs to be less than 6500!

File:\Documents and Settings\Administrator\My Documents\My Source Code\clean\fs2_open\code\model\modelinterp.cpp
Line: 1352
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


solved...
run fred_open in htl mode if you do not already....
fs2_open just need a lot of time to bring these models up - do not interpret these long pauses as crashes (as I did)

December 28th/29th 2005 builds (fred & fs2_open) work perfect except for some trouble with missing textures textures (Olympus, Sharlin).... gonna see if Wanderer's fixed table helps (and if Drakh Cruisers and Carriers do have weapons with it now...)

this was turing up when runing one of my CSMs... dunno why...
I can solve it when some explains me what it is....

Quote
Error: Parse object doesn't have a pilot subsystem

File:\Documents and Settings\Administrator\My Documents\My Source Code\clean\fs2_open\code\missionui\missionweaponchoice.cpp
Line: 1255
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: 3.3 release
Post by: stithe2000 on January 28, 2006, 11:47:48 am
Hey guys... We are looking at the problems, and will have corrections out soon! In the mean time keep playing yourself, for your inputs are very helpful! Thx in advance... The adv-ship.tbl is just using new animation stuff.... To be continued!
Title: Re: 3.3 release
Post by: ToecrusherHammerjaw on January 28, 2006, 12:39:00 pm
I've had a look at all the new models in this release.  Very nice.  Although, I seem to recall the Falkosi was gonna be in there.  Oh well.  No big deal.  The size of the Vorlon Planet Killer is staggering:  it almost crashed ModelView!!  Are the First Ones ships going to be as big as that when they are released?  I've never seen them in scale before.
Title: Re: 3.3 release
Post by: stithe2000 on January 28, 2006, 01:22:32 pm
Not all of the 1st ones are going to be ultra huge... If you will recall the walkers of sigma957 they were a roughly 5 to 6 times bigger compared to the white star..... The reason why the VPK is so0 freakin big is because it is a planet killer! Like the shadow planet killer... Now if we had an idea what the other 1st one races might have had for planet killers then yes, they all would have staggering sizes in comparison to the younger races!
Title: Re: 3.3 release
Post by: Fury on January 28, 2006, 01:23:29 pm
Sounds like you guys should've done a bit of testing done before a release, that's why TBP does have a beta testing forum for after all.
Title: Re: 3.3 release
Post by: karajorma on January 28, 2006, 02:00:50 pm
Quickly shunt the thread over and hope no one notices :D
Title: Re: 3.3 release
Post by: Slasher on January 28, 2006, 06:57:13 pm
To be fair, some amount of bugs will inevitably always slip through.
Title: Re: 3.3 release
Post by: Trivial Psychic on January 28, 2006, 10:44:14 pm
All team members, check the 3.3 bugthread on the internal for my report.
Title: Re: 3.3 release
Post by: redmenace on January 29, 2006, 03:31:50 am
I can't find the vp anywhere. It is not being put in the tbp foldler.
Title: Re: 3.3 release
Post by: starfox on January 29, 2006, 03:42:44 am
Same for me, on top of that I decided to reinstall TBP completely and 3.2 installer seems to be...corrupted.
It extracts 3_2.vp up to 100%, and then after a little while I get the following error:

Error Decompressing Data ! Corrupted Installer ?

OK, I decided to redownload the 3.2 installer, to no avail.
Same "Corruption"happened again....

What a day...  :sigh:
Title: Re: 3.3 release
Post by: Wanderer on January 29, 2006, 03:45:12 am
There are no new vp files.. judging from what i saw it doing on my cpu: the installer just adds stuff to the older vp file and then renames it to B5-Core-3_3.vp... I really would have preferred new vp file set instead of exes but its up to the TBP team...
Title: Re: 3.3 release
Post by: stithe2000 on January 29, 2006, 04:44:06 am
Ok.... next release will not be a patch upgrade, unless it is a fix... like this one will soon be.... I considered taking the 3.3 upgrade off line, but I am not going to, for we can get a lot of inputs off of what is messed up! We will get this fixed, and a ptach out the door to get everything up to par!
Title: Re: 3.3 release
Post by: Azrael15 on January 29, 2006, 07:10:09 am
Hmm, looks nice. No crashes upon start up. No problems with the tech room (slight pause when trying to view the Drakh Mothership and the Explorer, but they didn't crash my system) Have not played around with the ships yet. No crashes in FREDOpen and I've placed all of the larger ships.

Which are really bloody huge.  :shaking: :eek2: :eek: I mean, if you thought B5 was big...

Psst, where's the VE Dreadnaught? :( I'm really itching to see it in action. I was kind of hoping it'd be ready...

And I think the VE Planet Killer looks all right.  :yes:

All in all good so far. I'll give a detailed look tomorrow
Title: Re: 3.3 release
Post by: aipz on January 29, 2006, 07:21:34 am
About that crashing I get something weird - when I start the game from the start menu this tbl bug appears and the loading crashes, but when I access from the launcher or start the game by manually  presiing "enter" on  the executable everything works fine...

FRED works ok, but some ships like Ja'dul cause it to crash when I'm using outlines, when I turn them off everything works ok...
Some of the new monstrous ships like DH Mothership take ages to show up in techroom, but no crashes experienced
( my system specs are antique  ;) )

What's more I tried most of the new ships in a test mission and everything works correctly...
New Whitestar and other ISA ships rock ;7
The DH Destroyer, Xill and Xorr lack description in techroom...
The only problem that annoys me are the missing thruster glows in all player piloted craft :hopping:
Any clues what can cause that :confused:

Using FSOpen 3.6.7 and FRED which came with TBP 3.2
Title: Re: 3.3 release
Post by: Wanderer on January 29, 2006, 07:28:08 am
Just a guess.. those thruster glows are missing from those fighters that were not present at the mission with default settings but rather were selected from the loadout screen?
Title: Re: 3.3 release
Post by: Getter Robo G on January 29, 2006, 07:30:57 am
Stithe2000, you're alive! I wondered cause your site has been down for a LONG time.

I DLed the 3.3 now, will report back if I get problems...

l8tr!
Title: Re: 3.3 release
Post by: aipz on January 29, 2006, 09:53:05 am
Quote
Just a guess.. those thruster glows are missing from those fighters that were not present at the mission with default settings but rather were selected from the loadout screen?

Yes, it happens to all of those fighters and it looks silly to my mind... :sigh:
Title: Re: 3.3 release
Post by: Wanderer on January 29, 2006, 10:20:54 am
Then it is a know bug... it is fixed in more recent builds... perhaps some early December builds from here (http://fs2source.warpcore.org/exes/latest/)?

That is if you dont want to move to recent builds.. (from here (http://www.hard-light.net/forums/index.php/topic,34852.0.html))
Title: Re: 3.3 release
Post by: starfox on January 29, 2006, 10:39:10 am
Well, I asked this little ways back. Could somebody tell, or check if the TBP 3.2 installer works or not, I downloaded it two time from "base downloads" and both times I got the error:

Error Decompressing Data ! Corrupted Installer ?.
This happened after the "percent count" of the 3_2.vp had reached 100 %.

I know this has nothing to do with 3.3 directly, but without 3.2 I can't play it.....

Any help 'ere would be hot...




Title: Re: 3.3 release
Post by: Vash on January 29, 2006, 10:54:44 am
well, i get no errors, but i also get nothing new. not with the old build that came with 3.2 and nothing with the newest one. no ships or maps or whatsoever. but i did get the intro from the heat um up demo when i started it with the newest build, which is odd, because that is in a different folder.
Title: Re: 3.3 release
Post by: Trivial Psychic on January 29, 2006, 10:42:15 pm
A 3.3a patch has been constructed and is awaiting Team approval and hosting prior to release.  In the meantime, your best bet is to use the 3.6.7 official release build.
Title: T'Loth and Bin'tak
Post by: aipz on January 30, 2006, 02:24:56 am
There are engine glows missing on those models (it can't be a build issue - it has to do with tables or such, because I've playtested using three different builds)

T'loth: one of engines on the "Th'nor" hull section...
Bin'tak: there are four smaller tubes on the rear part of "wings" I get a "engine wash" comm but there are no glowpoints there.... :confused:

Aside of those small bugs the ships are ok




Title: Re: 3.3 release
Post by: RavenTS on January 30, 2006, 05:27:29 am
A 3.3a patch has been constructed and is awaiting Team approval and hosting prior to release.  In the meantime, your best bet is to use the 3.6.7 official release build.

Will you release a complete 3.3 package with all the basic files and will the two standard campaigns work correctly with the new release (without any changes oder patching)..? Think it would be much easier for all interested people to download just one or two files instead of four or more..!
Title: Re: 3.3 release
Post by: Primus on January 30, 2006, 05:36:15 am
Site URL: http://www.filedomain.co.uk/
TBP Files: http://www.filedomain.co.uk/downloader/index.php?cid=9 (dl page links prolly needs updating)
(registration required - naturally it's free)
Title: Re: 3.3 release
Post by: madaboutgames on January 30, 2006, 05:55:22 am
Most campaigns will have to altered and patched first, as some ships have changed name, so they will bug out when trying to load.
Title: Re: 3.3 release
Post by: Mercer on January 30, 2006, 11:16:24 am
A 3.3a patch has been constructed and is awaiting Team approval and hosting prior to release.  In the meantime, your best bet is to use the 3.6.7 official release build.

could anybody plz post a dl link for this file ^^

thx ;)
Title: Re: 3.3 release
Post by: stithe2000 on January 30, 2006, 12:18:40 pm
Here is the  3.3a patch  (http://www.stithe.biz/tbp/B5-3.3a-Patch.rar) to the 3.3 release.
Title: Re: 3.3 release
Post by: Whitelight on January 30, 2006, 08:01:35 pm
Well it runs fine for me, no errors.. Using an inferno build..

Oh found a small bug on the VF Xill, the rotating sections need the z-axis ticked to rotate, would be good to put a minus on one section so that both sides rotate in the same direction  :D I extracted it from the vp file and corrected it for myself..
Oh and this is excellent work B five team.. keep up the great work and thanks for keeping this alive.  ;) :D
Title: Re: 3.3 release
Post by: Trivial Psychic on January 30, 2006, 09:37:02 pm
Special note, if you've downloaded the 3.3a patch, an update is on the way.  It contains both the fix for the Xill, and the Explorer.  Because of a miss-named map file, the glow and shine maps for one of the Explorer base textures weren't being used.  Furthermore, these and the lower lod textures had to be altered to remove the "cortez" part, which is now on a nameplate submodel with its own separate map.  By default, this is mapped as "invisible" but using FRED's texture replacement system, you can select the Cortez name plate, or create and add-in one of your own.  The new patch file will be named the same as the previous one, so just replace the VP file, and extract and rename the new ships file if you're using the -adv version.  The fixed patch is currently on the team FTP, and Stithe will make it available for general download as soon he can.  When the fixed patch is available for download, a message will be posted here.
Title: Re: 3.3 release
Post by: Whitelight on January 30, 2006, 09:55:05 pm
Ah, the Explorer was so awsome, I missed that entirely.. Thanks for the update Trivial Psychic  :D

I`ll be waiting patiently for the patch.  ;)
Title: Re: 3.3 release
Post by: Trivial Psychic on January 31, 2006, 09:11:01 am
Another message to any campaign makers, for 3.3:

If you're using Vorlon, Shadow, or especially Drakh, you'd be well advised to poke through your missions in text editor and change some of the entries for these ships and weapons.  Anything Vorlon has had the name reduced to "VE" for Vorlon Empire.  Shadows have been reduced to "SH", and Drakh has been reduced to "DH".  Some of the previous entries for Drakh had been "DK", but not any longer.  Furthermore, what was the Drakh Cruiser before is now the Drakh Heavy Carrier.  The Cruiser class is now about 845m in lengh, and we also have a Destroyer and a standard Carrier class.  The Cruiser and Carrier are the only 2 classes seen specifically on the show (B5, Crusade, movies).  There has also been some name shortenning for weapons of these 3 races.  Check the table files for the exact names.
Title: Re: 3.3 release
Post by: madaboutgames on January 31, 2006, 09:59:37 am
And don`t forget the Babylon 5 station has also had a name shange to babylon 5 s1 (season 1) ;)
So any missions or campaigns featuring the B5 station will not work unless you re-edit the name to correspond with its new one.
Title: Re: 3.3 release
Post by: StarGame on January 31, 2006, 12:57:53 pm
Looks so cool...

It has been added to the new FileDomain website : http://www.filedomain.co.uk/ the click on downloads --> then games --> The Babylon Project or you could just click on this link: http://www.filedomain.co.uk/downloader/index.php?cid=9
Title: Re: 3.3 release
Post by: aipz on January 31, 2006, 05:10:43 pm
Played a bit more and I must say that  the TBP team made a lot of nice work with the Shadows, both the capships and  the player playable Spitfire and Scout are REALLY DEADLY ;7 :yes:

The Large Battlecrab needs 4-5 sweeps of its heavy slicer to destroy ISA Victory ( which also is great btw :))
The Scout now can eliminate ships in a similar way to Whitestar, in terms of speed, when using pulse bolts...
New Whitestar is pretty and now can have the player controllable beam...(finally  :nervous:)
New Narn ships are nicely balanced, the ISA also, the Drakh too seem to be  A OK!
Title: Re: 3.3 release
Post by: starfox on February 01, 2006, 03:40:09 am
I hope the next installment is going to be "full-release" one, nor just the patch, because as I said earlier, I've tried downloading 3.2 about four time now. Everytime I try to extract the files,

Error Decompressing Data! Corrupted Installer?

all the other files using the same launcher, 3.3, Raider Wars, Minbari War, are working fine so I'm guessing it's not my system nor installer.
As I said, I get the same results each and everytime I download it....

Kinda frustrating really, knowing there is brand new TP 3.3, but you can't play it because the older version's installer is not working...damn
Well, have to wait I suppose, usually something just pops up,  :nod:, and problem's gone....*I hope*

Title: Re: 3.3 release
Post by: Trivial Psychic on February 01, 2006, 12:16:11 pm
Here is the  3.3a patch  (http://www.stithe.biz/tbp/B5-3.3a-Patch.rar) to the 3.3 release.
Stithe has now updated this link with the fixed patch.
Title: Re: 3.3 release
Post by: ToecrusherHammerjaw on February 01, 2006, 04:55:54 pm
Question:  Is there a way to turn off that irritating Stephen Hawking voice in mission? It really does sound corny when it is monotonously dictating for an angry Centauri, for example.
Title: Re: 3.3 release
Post by: redmenace on February 01, 2006, 05:11:11 pm
You guys are going to fix the tables to work with CVS builds right?
Title: Re: 3.3 release
Post by: redmenace on February 01, 2006, 05:12:18 pm
Question: Is there a way to turn off that irritating Stephen Hawking voice in mission? It really does sound corny when it is monotonously dictating for an angry Centauri, for example.
Turn off speech in the launcher.
Title: Re: 3.3 release
Post by: ToecrusherHammerjaw on February 01, 2006, 05:28:17 pm
 :) Thanks, that's done it.
Title: Re: 3.3 release
Post by: Trivial Psychic on February 01, 2006, 10:13:12 pm
You guys are going to fix the tables to work with CVS builds right?
If you're refurring to the animation code, that's what the ships-adv.tbl is for.  The default ships.tbl is designed to work with 3.6.7, and is supported by builds as late as 12/22.  Any more recent build requires the ships-adv.tbl.  Just extract it and rename it to ships.tbl.
Title: Re: 3.3 release
Post by: redmenace on February 01, 2006, 10:28:17 pm
ah ok
Title: Re: 3.3 release
Post by: -Norbert- on February 02, 2006, 06:35:12 am
Everytime I use any other build from the 3.3a rar than the 367 I get "Failed to read flag file" and can't choose any features.
Is the 5.2 Launcher still the latest one, and if not, can you point me to the newer version?
Title: Re: 3.3 release
Post by: Wanderer on February 02, 2006, 06:46:08 am
Well launcher 5.3 is available (http://scp.indiegames.us/download.php?view.133). But if you are getting the 'failed to read flag failed' error with more recent builds, it is most likely because you might lack OpenAL. (http://www.hard-light.net/forums/index.php/topic,35766.0.html)
Title: Re: 3.3 release
Post by: shogunu on February 10, 2006, 03:08:20 am
Well, I asked this little ways back. Could somebody tell, or check if the TBP 3.2 installer works or not, I downloaded it two time from "base downloads" and both times I got the error:

Error Decompressing Data ! Corrupted Installer ?.
This happened after the "percent count" of the 3_2.vp had reached 100 %.

I know this has nothing to do with 3.3 directly, but without 3.2 I can't play it.....

Any help 'ere would be hot...






I had the same problem:
Installer crashed after reaching 100% when extracting the 3_2.vp
"Extract: error writing to file B5-Core-3_2.vp"
After some trail and error i found that you must have around 2 gigs of free space on drive c, else the installer fails.

Hope it helps.
Title: Re: 3.3 release
Post by: IPAndrews on February 10, 2006, 03:15:36 am
For god's sake just release a new 3.3 base pack guys and forget about the patch  :).
Title: Re: 3.3 release
Post by: RavenTS on February 10, 2006, 08:03:46 am
For god's sake just release a new 3.3 base pack guys and forget about the patch  :).

 :yes2:
Title: Re: 3.3 release
Post by: starfox on February 10, 2006, 09:18:23 am
I finally managed to install 3.2 and 3.3....
 :yes:

As I said earlier something just "popped up" and 3.2 installer miraculously worked without any problems...
3.3 Installer worked perfectly, no problems whatsoever on that arena...



Title: Re: 3.3 release
Post by: PSI-KILLER on February 12, 2006, 11:17:41 pm
Downloading base and patch, Looking :pimp: forward to it!!!   

MY GOD!!!!!! that 3.3a patch .rar file , whats up with all the different varients??????
Title: Re: 3.3 release
Post by: Trivial Psychic on February 13, 2006, 01:38:43 am
Not everything that was supposed to, made it into the 3.3 update.  The 3.3a patch corrects (most) of those problems, and includes a few other things.
Title: Re: 3.3 release
Post by: PSI-KILLER on February 13, 2006, 06:18:38 am
Seem to be missing files. Just installed base.  In folder only file is Unisnstall_base, no vp files, no folders at all. Do I transfeer Tables, B5_core etc..etc???
Title: Re: 3.3 release
Post by: DirkDP on February 18, 2006, 09:31:13 am
 :confused:

Hi, just found out about  TBP.
I'm totally confused as to what I need for this game...
Base download 3.2, 3.3 Release, 3.3 Patch? Then there is this FS2Open 3.6.7 thing...

What exactly do I need and in what order do I have to install it? All I figured out is that the install doesn't include campaigns and missions.

Thanx in advance
Title: Re: 3.3 release
Post by: karajorma on February 18, 2006, 10:21:43 am
Basically all you need is the 3.2 download and one of the campaigns (like Raider Wars or Minbari-Earth War if you want to stick to the official ones). That should give you everything you need to actually play the game.

3.3 enhances the overall package by adding new ships etc but at the moment there are no campaigns that actually take advantage of this yet so I'd personally advise playing through 3.2 and then upgrading to 3.3 once you are a bit more settled.

Now if there are some issues that 3.3 has fixed you might be better off starting with 3.2 and then immediately upgrading but at the moment it sounds like you're better off with 3.2.
Title: Re: 3.3 release
Post by: Trivial Psychic on February 18, 2006, 11:38:57 am
Freespace Open is an open_sourced version of the game engine that TBP uses, we sometimes refur to as FSO.  There are constantly new builds being released, but there are a few that use a certain numeric designation that are refurred to as "official builds", in that they are (usually) the best ballance of features and the fewest bugs possible.  One if these usually follows a "code freeze" when only bugs are dealt with.  The last official build is 3.6.7, and if you're gonna stick with just 3.2, I don't suggest you use any newer build.  3.2 has some DDS (image) files that are incompatible with newer builds.  Unfortunately, 3.6.7 isn't included with 3.2, but if you download the 3.3a patch (which is a rar file), you can find it in that and extract it.
Title: Re: 3.3 release
Post by: starfox on February 19, 2006, 09:35:41 am
Little question about the Nova class Dreadnought, shouldn't its turret barrels be a little shorter than what they are now ?
Little nitpicking maybe, but they just looked considerably shorter in the show, maybe it's just me though...
Title: Re: 3.3 release
Post by: Trivial Psychic on February 19, 2006, 11:52:57 am
I think you're correct about that.  There has been some discussion of a possible HTL upgrade pack, and the Nova would likely be included in this.  I haven't seen the model, but it may have more correct turret barrel length.
Title: Re: 3.3 release
Post by: DirkDP on February 21, 2006, 03:21:41 pm
Thanks for the info.
So if I install Base3.2, followed by FSO3.6.7, then Release 3.3 and Patch 3.3a I would be ready to go?
Title: Re: 3.3 release
Post by: Trivial Psychic on February 21, 2006, 10:11:31 pm
That's correct, although I may release another patch sometime in the near future.  It turns out there was a map file for a missile which had an incorrectly sized DDS file.  In release builds it simply won't show up, but it'll complain about it for debug builds, if its used in a mission.  It'd also feature a fix for the turrets of the Excalibur, and some new weapons for the Victory.
Title: Re: 3.3 release
Post by: starfox on February 23, 2006, 12:28:07 pm
Speaking of Victory, it's weapons simply act mindlessly... They will not target enemy ships at all. The pulse cannons and beam weapons alike will simply pick the dead space as their "target" and fire away....

The main Beam Battery at the front of the ship is very accurate and lethal, just as it should be....Can't be said for the rest of the Victory's Arsenal....
Title: Re: 3.3 release
Post by: Wanderer on February 23, 2006, 12:38:47 pm
If you are using recent CVS builds then there is currently a bug with multi-part turrets that causes all swarm turrets (primaries & secondaries) and also type 4 beams to fire aimlessly into the void. This in fact affects all weapons but only with those certain weapons (swarms) it has any influence on the gameplay.. Other weapons wont bother to use turrets barrels for anything so the bug has no influence on those.

But even with those the turrets aim at empty space..
Title: Re: 3.3 release
Post by: Trivial Psychic on February 23, 2006, 08:50:10 pm
The 2006/01/09 CVS build is the last one without this bug, though there is still another bug for swarming primaries, that I have to track down.  It affects them when they are put on single-part turrets.
Title: Re: 3.3 release
Post by: CaptJosh on February 26, 2006, 03:35:29 pm
Well, a lot of bugs were fixed in the 02/24/06 build. You might want to test it. Thruster trails work, the AI isn't acting lobotomized, video is working correctly in OpenGL mode...  You might try it and see what happens with multipart turrets. Haven't had a chance to check their behavior under this build myself.
Title: Re: 3.3 release
Post by: LtNarol on February 26, 2006, 07:51:58 pm
First things first: 3.3 is a beautiful piece of work, it's brought me many hours of joy in between my days of cramming and mindless homeworking

Now, on to the annoying bugs:  I seem to be having trouble getting FRED 2005-12-22 to do texture replacements without crashing thereafter on save.  I thought the 2006 build might have fixed this, but much to my dismay, the 2006 build buries me with what looks like a hundred or so errors in ship.tbl on load (it seems to dislike the $type, $animation, and +relative_angle tags).  When 2006 finishes loading, the main panel - the one where ships and such would normally be, is not rendered and the mouse disappears.

Now, obviously these are not TBP issues so much as SCP issues, but I figured you folks have seen this plenty and would have some ideas as to the culprit.
Title: Re: 3.3 release
Post by: Trivial Psychic on February 26, 2006, 09:07:37 pm
Now, on to the annoying bugs:  I seem to be having trouble getting FRED 2005-12-22 to do texture replacements without crashing thereafter on save.  I thought the 2006 build might have fixed this, but much to my dismay, the 2006 build buries me with what looks like a hundred or so errors in ship.tbl on load (it seems to dislike the $type, $animation, and +relative_angle tags).  When 2006 finishes loading, the main panel - the one where ships and such would normally be, is not rendered and the mouse disappears.
To allow you to use any builds newer 2005-12-22, you need to extract the file called ships-adv.tbl, located in the 3.3a patch VP, and rename it to ships.tbl.  That should eleviate the error messages.  I would however, advise you not to use any builds newer than 2006/01/09.  There's a bug with the listed IFF, as well as a turret bug, with most builds after these.  The IFF bug was fixed earlier this month, but the turret bug may have been fixed in the build released today.  Unfortunately, there's another change for the turret animation code, for builds within the last few days.  The "initial" line in the $type: "initial", has been misspelled as "inital" in all previous codes.  If you leave it as "inital", the code will ignore it and start wanting +delay and even +acelleration data.  I plan on including fixed tables in the next patch, whenever that comes out.
Title: Re: 3.3 release
Post by: CaptJosh on February 26, 2006, 09:37:31 pm
They fixed the IFF bug in 02/24/2006 IIRC. If not there, it should be fixed in 02/26/2006.
Title: Re: 3.3 release
Post by: LtNarol on February 27, 2006, 03:50:41 am
Wouldn't it be easier to convince the SCP guys to recognize both tags?  This is what some of us would call backwards compatibility =)
Title: Re: 3.3 release
Post by: karajorma on February 27, 2006, 06:35:48 am
True but you have to remember that anything apart from the official build is theoretically a beta. The coders have to reserve the rights to fix any features that aren't in an official build yet.
Title: Re: 3.3 release
Post by: LtNarol on February 27, 2006, 12:21:39 pm
Point taken, and apparently every version of FRED_Open that I have crashes on save if I try to replace Omega nameplates.  Anyone else have this problem?
Title: Re: 3.3 release
Post by: Slasher on February 27, 2006, 12:28:03 pm
I can't say I'm am, but as a temporary work around you might try opening up the text file for the mission(s) in question and pasting in the necessary information.
Title: Re: 3.3 release
Post by: 0rph3u5 on February 27, 2006, 12:32:10 pm
Got it too, but I'm avoiding it

these lines have to be pasted (in Editor) at the end of the entry for the Omega if it should have a nameplate:
Code: [Select]
$Duplicate Model Texture Replace:
+old: eaomega01a
+new: eaomega01a_siphron
Title: Re: 3.3 release
Post by: karajorma on February 27, 2006, 12:57:17 pm
Point taken, and apparently every version of FRED_Open that I have crashes on save if I try to replace Omega nameplates.  Anyone else have this problem?

Are you using the correct type of texture replacement? Only Duplicate Model Texture Replace actually works.
Title: Re: 3.3 release
Post by: 0rph3u5 on February 27, 2006, 01:52:55 pm
both crash it
but everything is fine when you past those lines up there or do the texture replacment with an old build (but those are not compatible with 3.3  :blah:)
Title: Re: 3.3 release
Post by: Azodiak on February 27, 2006, 01:54:25 pm
Hmm...

I have reinstalled TBP-Base-3_2.exe, TBP-Base-3_3.exe (update) and the B5-3.3a-Patch and fs2_open_367.

But as I wanted to start TBP, the following error apears:

"
Error: Error parsing "ships.tbl"
Error code = 1

File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Ship\Ship.cpp
Line: 3033
"

Hmm... there is no "ships.tbl" on my whole computer ?!?
What can I do?


Title: Re: 3.3 release
Post by: 0rph3u5 on February 27, 2006, 02:00:54 pm
ships.tbl is located inside the B5-A-Patch-3.3a.vp...
if you are using fs_open_367 (CVS or official? if CVS, which date? :confused:) I recommend using the ships-adv.tbl inside the vp...

how to do? - previous page, a post by trivial in the middle of the page
Title: Re: 3.3 release
Post by: Azodiak on February 27, 2006, 03:14:01 pm
I am sorry... but all that questions mixed me up. It is not very easy for an "only player" to find all that datas I need to play the Bab5 Project game. Why is it so damn complicating?  :shaking:

I like to install it and play it instandly  :sigh:

Okay, I think, all that different builts makes some trouble but where can I see, how old my built is and which version? And what is the difference between the CVS and the official release? Wuuuaaaah... so many questions. But I am very confused about all that.

Trivial said, I have to rename the ship data located in the 3.3a patch VP... but where is it in that patch? It is not possible for me to find it.
Maybe I should clean my glasses once again  :cool:
Title: Re: 3.3 release
Post by: Goober5000 on February 27, 2006, 03:53:17 pm
Wouldn't it be easier to convince the SCP guys to recognize both tags?  This is what some of us would call backwards compatibility =)

Actually both tags are now recognized but a bug prevents one of them from working.  This will hopefully be fixed tonight.

Are you using the correct type of texture replacement? Only Duplicate Model Texture Replace actually works.

Actually, both work.  Taylor fixed the regular one recently.

Though this is referring to the game version.  LtNarol, do you mean to say that texture replacement crashes FRED?
Title: Re: 3.3 release
Post by: LtNarol on February 27, 2006, 05:39:09 pm
Yes, FRED (both the 2006-01-09 and 2005-12-22 builds) crash on save after I attempt to use texture replacement.  The crashes occur on both replacement methods.
Title: Re: 3.3 release
Post by: PSI-KILLER on February 27, 2006, 08:50:52 pm
This might seem obtuse but do i need 3.2 before installing 3.3?  Moving indivdual files over from anouther instal doesn't seem to be working correctly.
Title: Re: 3.3 release
Post by: Trivial Psychic on February 27, 2006, 10:00:23 pm
Builds included in 3.3a patch:

fso_367 - compatible with ships.tbl in 3.3a vp ("Official build")
fso_2005/12/22 - compatible with ships.tbl in 3.3a VP (last FSO build to support older animation code)
fso_2006/01/09 - compatible with ships-adv.tbl in 3.3a VP (last build before certain turret and AI issues came up, now resolved IIRC)

These builds will be extracted to your TBP directory by RAR, so look for them there.

To extract the ships-adv.tbl you need a VP viewer program, such as VPview or QuickVP (QVP), both available in THIS (http://fs2source.warpcore.org/VWdownloads/) web directory.  Use the viewer to open the VP file, find the tables directory, select the file you want to extract and the destination directory (data/tables), then extract.  Select the ships-adv.tbl file and rename it, removing the "-adv" part.
Title: Re: 3.3 release
Post by: starfox on March 01, 2006, 04:08:20 pm
Just wondering, if it is possible to replace "Laser Turret" designation with "Pulse Turret", or Plasma Turret", depending on what is being targeted.

IE, you target Nova Dreanought, it shows that its weapons "plasma cannons" are designated as "laser turrets", because there is no such things in FS2 universe as "Pulse/Plasma Cannon". I wonder if this can be changed, so that when you target the Nova, it says "Plasma Turret", not "Laser Turret".

Something would also need to be done to separate plasma turrets from pulse counterparts, otherwise they all would be Pulse or Plasma, but not both....
Title: Re: 3.3 release
Post by: Trivial Psychic on March 02, 2006, 12:51:01 am
That would require some SCP changes.  It might simply be done by an additional line in the weapons table, indicating what class of weapon it is.
Title: Re: 3.3 release
Post by: PSI-KILLER on March 05, 2006, 08:24:47 pm

Just want to say nice job.. I can't think of any ships left out!!! 

 :yes:
Title: Re: 3.3 release
Post by: Trivial Psychic on March 06, 2006, 12:23:28 am
I sure as hell can.  :lol:
Title: Re: 3.3 release
Post by: starfox on March 06, 2006, 04:00:12 am
Repair/maintenance Fury
Thirdspace Cruiser
Thirdspace Fighter
Thirdspace Artifact (would require some sort of animation code to work properly)
Narn Transport
That Minbari "Glider/Flyer" seen at the "In the Beginning"
"PSI-Core Starfury Transport" in the "Epiphanies"
"PSI-Core Mothership" "Maybe just reskinned Asimov ?"
Vorlon Dreadnought
First ones
Streib Cruiser
Soul Hunter Ship

And those are just IMO, must haves
Anybody can think more, be our guest....

Now, I know some of those ships are/Should be already under "construction", like VE Dreadnought, TS Cruiser and Narn Transport
I too, can think of an armada of ships left to reinforce us later.

 :yes:






Title: Re: 3.3 release
Post by: PSI-KILLER on March 06, 2006, 06:03:43 am
i guess i forgot those.   
Title: Re: 3.3 release
Post by: 0rph3u5 on March 06, 2006, 08:53:25 am
You are asking for any ships left to add?

Based on B5 canon, movies & Crusade canon:
EA Shuttle adv (with additional tanks etc.)
IPX Icarus
CR Robot mine (as seen in "Matters of Honor")
CR Crew Shuttle (as seen in "Point of No Return")
VE Asteriod Base
Technomage Ship (as seen often in Crusade)
& Civilian Ships of various kinds and sizes  :)

Others:
EA Cotton Tender
EA Sagittarius Missile Cruiser
EA Poseidon Supercarrier
EA Tiger StarFury
many more...

Tiger, Cotton, Poseidon, VE asteriod base and CR Robot mine are WIP as far as I know
Title: Re: 3.3 release
Post by: madaboutgames on March 06, 2006, 10:33:39 am
Ive nearly finished modelling the Vorlon Asteroid base, WIP Shadow base (concept)

I will also be modeling :

Mine (All Races)
Centauri Blockade mine
Lifepod (All races)
Defence Platform (All races)
Thirdspace Jumpgate Device
Shadow Transport / frieghter
Spaceman - a cool spaceman dude with a jet pack (eg. Sheridan in Thirdspace)

I will also probably model: (If they have not been done)
Stribe destryoer
Soul hunter ship
Centauri Transport
Narn Medium Transport
and maybe a few others :)
Title: Re: 3.3 release
Post by: Manunkind on March 06, 2006, 12:10:14 pm

I will also probably model: (If they have not been done)
Soul hunter ship


AFAIK Asprin and his team has already modelled this one, along with the First Ones' ships.
Title: Re: 3.3 release
Post by: starfox on March 06, 2006, 04:24:42 pm
Hmmm, any change to see either "Deathcloud-Nebula" or planet bitmap shrouded by Deathcloud...or both  :D
Anyway, to effectively create Deathcloud-bitmap, it really needs to be animated. So, is it yet possible to animate background bitmaps ?

Title: Re: 3.3 release
Post by: Trivial Psychic on March 07, 2006, 01:06:53 am
I've seen some very prliminary work on this, but don't expect to be included any time soon.
Title: Re: 3.3 release
Post by: IPAndrews on March 07, 2006, 02:36:50 am
I agreed with Maverick to do the death cloud, and I will. I have a theory about how to make it work. I just need to find time to dig out my ACTA video and take a gander at it. Unless someone want to post me a whole shedload of reference pics? Well actually reference movies would be better. I want to see how that thing closes.
Title: Re: 3.3 release
Post by: LtNarol on March 07, 2006, 07:24:12 am
There's also a few other transport designs - to include the 3-ccontainer config and the small liners shown in season 5
Title: Re: 3.3 release
Post by: starfox on March 07, 2006, 01:47:57 pm
Should the EA Skylark to be designated as transport, not bomber ?
Title: Re: 3.3 release
Post by: Slasher on March 07, 2006, 03:29:28 pm
I think that was intended so that the Skylark could be flown by the player.  A good decision, in my opinion.  It also makes the Skylark more deadly in combat.
Title: Re: 3.3 release
Post by: starfox on March 08, 2006, 05:24:50 am
Hmmm, that is understandable. But, aren't the Transports been flyable for quite some time, just tried it and they, along with capital ships fly without any problems... Well, I guess the flying is not problem, but the weapons themselves. Other than that, Skylark was never designed to be "deadly in combat", it carries some weapons yes, but for what I've understood, self-defence only.
Title: Re: 3.3 release
Post by: Slasher on March 08, 2006, 10:57:11 am
We generally try to make ships as flexible as possible in TBP.  In this case, the Skylark can be defanged so has to have no weapons or additional armament, making it as harmless as a crew shuttle.  Conversely, it can be armed to the teeth with missiles and anti-fighter weapons, enabling it to provide heavy fire support and escort for fighters and capships.  It's all up to the mission designer.  Had we designated it a transport, we would have needlessly sealed off certain avenues that some people would have undoubtedly wanted open. 

It was never designed to be a combat ship, but the Omega-class destroyer was never designed to become a multi-million metric ton ramship.  Or for that matter, neither was the Victory...

My point is modifications happen.  Just because the designer intended one thing, doesn't mean the user doesn't intend another.  :drevil:
Title: Re: 3.3 release
Post by: Trivial Psychic on March 09, 2006, 12:05:43 am
There's one thing that the Skylark is missing... cargo.  Because its flagged as a bomber, it can't appear to be carying internal cargo, when you target or scan it.  Thanks to objecttypes.tbl however (when it's once-again compatible with new builds) we can assign cargo capabilities to any class.  Eventually, we may be able to create a "Light-Transport" object class using bomber AI, but with less confrontational (as in fleeing combat rather than joining it) behaviour, so standard fighters or bombers won't need to have cargo carying capabilities.
Title: Re: 3.3 release
Post by: Axellink on March 26, 2006, 09:44:03 am
Guys where can I find the ship.tbl?  I've looked all over inside TBP folder, but can't find squat man.
Title: Re: 3.3 release
Post by: karajorma on March 26, 2006, 10:28:25 am
Ships.tbl lives inside the VP file. You'll a program to extract it from there. My FAQ has a few listed on the Tools page. VPView is the most commonly used one.
Title: Re: 3.3 release
Post by: predator82 on April 03, 2006, 01:26:45 pm
On the main page of TBP I can only find version 3.3 but no 3.3a. Has 3.3 been re-released in a corrected variant?
Title: Re: 3.3 release
Post by: Trivial Psychic on April 04, 2006, 01:56:49 am
Check the first post in this thread.  The 3.3a is a patch file that corrects some oversights for the original 3.3 upgrade.  We probably won't have another completely new download until 3.4.
Title: Long Time B5 and Wing Commander Fan
Post by: rmatheso on April 04, 2006, 02:13:07 am
Hello everyone, this is my first post to the forum.

I's just like to send out a big thank you to all those involved in this project. I've just downloaded everything and was up and running playing the game in no time! I was totally crushed when the B5 Space Sim game from Sierra got canned, but man, this Freespace 2 mod is just awesome.

I've been a B5 fan since the beginning, and to see this project actually come to fruition just tickles me pink.

Anyhow, just want to express my thanks. Now back to playing Raider Wars.....

- ROB
Title: Re: 3.3 release
Post by: predator82 on April 04, 2006, 10:53:08 am
ok.... somebody plz plz help me out: i've downloaded a whole lot of files and simply don't know in which order to install them
there are:
tbp-base3.2
tbp-base3.3
tbp-base3.3a (no install-file!)
EMW
RW
FS_open_367 - 2 exes (i know about the _r and _d thing!)
FS_open_367 5 .vp files.

OpenAL has been installed.
Im using a intel p4 and a radeon 9800

Recently i installed everything into D:\Spiele\TheBabylonProject and got a lot of error messages as result. Sometimes i saw a picture of the b5 station, green text and the SCP logo - i saw it for some time, because this was when everything froze... so, sbdy plz tell me what to do...

Title: Re: 3.3 release
Post by: Trivial Psychic on April 05, 2006, 12:35:11 am
ok.... somebody plz plz help me out: i've downloaded a whole lot of files and simply don't know in which order to install them
there are:
tbp-base3.2
tbp-base3.3
tbp-base3.3a (no install-file!)
EMW
RW
FS_open_367 - 2 exes (i know about the _r and _d thing!)
FS_open_367 5 .vp files.

OpenAL has been installed.
Im using a intel p4 and a radeon 9800

Recently i installed everything into D:\Spiele\TheBabylonProject and got a lot of error messages as result. Sometimes i saw a picture of the b5 station, green text and the SCP logo - i saw it for some time, because this was when everything froze... so, sbdy plz tell me what to do...
Don't EVER install any of the SCP Media VP files (FS_open_367 VP files) when playing TBP as a stand-alone install.  Those are specifically for Freespace the game, and will cause some problems.  As the the 3.3a patch, it is a RAR file.  Just extract its contents into your The Babylon Project directory.  It contains a VP file that will not overwrite or modify the 3.3 VP, but it's naming will cause the game to reference it first over the core VP.  The result is that it ignores certain files in the 3.3 core VP, which are obsoliete.

Anyway, with the exception of the SCP VP files, your install proceedure looks good.  Just remember that the 3.3a patch contains a few FS_open exe files which are newer than 3.6.7.  Read the readme file included.  Also, the "_r" versions are standard release builds, that you should play on, and the "_d" versions are Debug builds, used for tracking down errors better.  The "-P4" builds are optimized for instruction sets found on newer processors.
Title: Re: 3.3 release
Post by: Megadoomer on April 07, 2006, 10:49:46 am
Has anyone had any problems with EMP explosions using the reccomended build that came with 3.3?

I started updating my campaign demo for 3.3 a little while ago and keep crashing at the EMP burst when you can the bomb on my second mission. I'll see if I can get the error log posted tonight.
Title: Re: 3.3 release
Post by: predator82 on April 10, 2006, 03:59:24 am
I just cant get the game to start. I had no problems with 3.2 but now... it always freezes on a screen showing b5 and some green text containing the SCP logo... Dont tell me to use 3.2 - i want to be ready for bhx and heat em up!
So could someone just tell me
1. in which order
i habe to install
2. what? (ideally give me the links, that i dont get the wrong version!)

I really tried it for some time now and I WANT THIS GAME. It looks great, it felt fun when i played 3.2 ... and I just cant stand the fact im obviously to stupid for installing this thing after 10 years of gaming exp.!
Title: Re: 3.3 release
Post by: karajorma on April 10, 2006, 09:42:29 am
I suspect that the problem is that you don't have OpenAL (http://fs2source.warpcore.org/exes/latest/OpenALwEAX.exe).
Title: Re: 3.3 release
Post by: mr.WHO on April 10, 2006, 01:03:33 pm
BTW what is the name of folder and subfolder for sounds? TBP install lack of basic folder and I don't have normal FS2 install to copy the names.
Title: Re: 3.3 release
Post by: predator82 on April 10, 2006, 02:40:22 pm
Not really... openAL is installed and has been since my first try...
Title: Re: 3.3 release
Post by: Col. Fishguts on April 10, 2006, 04:01:42 pm
Have you removed the FS2 media VPs ?

What does errorlog.txt in your TBP folder say ?
Title: Re: 3.3 release
Post by: predator82 on April 11, 2006, 09:09:43 am
I completly reinstalled everything...  (deleted the gamefolder before...) so yes, the scp *.vp files had been deleted.
oh... errorlog.txt...
When i install it the next time, i will check...
Title: Re: 3.3 release
Post by: Valdorne on April 12, 2006, 07:19:05 am
Hello,
I have the same problem than Predator82, FS or FS2 have never been installed on my computer, openAL is installed, the 3.2 version of TBP works perfectly, but the 3.3 doesnt at all (freeze with open screen with B5 and SCP logo).

I have a P5 with windows xp sp2, and a ge force 4 MX 460.

please help !!!  :sigh: :sigh: :confused:
Title: Re: 3.3 release
Post by: Trivial Psychic on April 12, 2006, 11:32:28 am
I assume you also installed the 3.3a patch?
Title: Re: 3.3 release
Post by: predator82 on April 12, 2006, 12:42:11 pm
I did. The one linked in the first post in this tread
Title: Re: 3.3 release
Post by: Trivial Psychic on April 12, 2006, 05:25:36 pm
Have you tried a debug build?
Title: Re: 3.3 release
Post by: Dwin on April 15, 2006, 08:27:55 am
Did anybody get this error yet?

Error: Web cursor bitmap not found.  This usually means that the executable is being run outside the directory you installed Freespace2 to.  Please move the executable to that directory and try again
File:graphics/2d.cpp
Line: 1402
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: 3.3 release
Post by: Dwin on April 15, 2006, 08:41:41 am
I tried installing 3.3 to a seperate folder rather than my TBP folder.

When it was finished, you know what files appeared?

An uninstall. That's it. The update did nothing.

In fact, IIRC, the exe actually removed some files from TBP.

 :confused: :rolleyes: :mad:
Title: Re: 3.3 release
Post by: karajorma on April 15, 2006, 06:41:26 pm
You shouldn't install 3.3 to another folder. It patches the 3.2 VP. If you patch to another folder it's patching something that doesn't exist and all you'll get is a non existant folder.

As for the error that's what happens when you try running a FS2_Open exe from a folder that doesn't contain the VP files.
Title: Re: 3.3 release
Post by: Dwin on April 15, 2006, 06:43:50 pm
Well, that doesn't explain why it removes my B5 Core VP.

I'll try again...but I'm...afraid it wont work again, I hate re-installing everything over and over again.

Just to clarify, the patch should be installed into my The Babylon Project folder?
Title: Re: 3.3 release
Post by: karajorma on April 15, 2006, 06:51:59 pm
Yep.
Title: Re: 3.3 release
Post by: Dwin on April 15, 2006, 11:20:20 pm
Oooookay...this time, the install didnt screw anything up. Yet...

 :wtf:
Title: Re: 3.3 release
Post by: VertigoOneDRS on April 17, 2006, 08:27:39 pm
Hello, all.

First of all, I wanted to congradulate you on the outstanding-looking MOD for FreeSpace2.  As a fan of both the original game and of Babylon 5, I can safely say that guys have outdone yourselves.  With that in mind, I have a problem...

After reading the forums, I attempted to install all the files (the 3.2 version, the 3.3 version and the 3.3a patch) and then I installed the Mimbari War campaign to test the thing out.  Except that, halfway during the first mission where you are protecting two capitol ships, the game crashes without explaination.  Every thing else works:  the tech room, options, and all that.  But a little bit into the mission, the mimbari fighters destroy something on one of the capitol ships (sometimes it happens right away and sometimes it takes a few minutes, depending on how well I fly) and the screen freezes and the game crashes.  I've tried a bunch of things on the launcher program, but nothing seems to fix this one major problem. 

Could you guys point me in the direction of solution to this problem? 

Thanks again, guys
Title: Re: 3.3 release
Post by: Trivial Psychic on April 17, 2006, 09:22:40 pm
You might try to use a debug build.  Come to think of it, which build are you playing with (the FSO build, not the Launcher build, which should be 5.2).
Title: Re: 3.3 release
Post by: Bri_Dog on April 17, 2006, 09:42:14 pm
Is there a mirror for 3.2 anywhere? The download at the TBP site always gets to a certain percetage then stops.

Could somebody seed a torrent?
Title: Re: 3.3 release
Post by: VertigoOneDRS on April 17, 2006, 10:02:18 pm
I've tried the debug build for the version I'm using (fs2_open_Red_2006-01-09-P4_d would be the debug, right?  ...and I use fs2_open_Red_2006-01-09-P4_r to try and play...I'm not sure which release that is, but it's just about the only one that works). 

Coincidently...how do those debug builds work?  Do they solve problems or do they just record them?  I'm gonna try and actually play a mission with the debug build, if that's what you meant in your reply.

Thanks, even though my problem isn't solved yet...
Title: Re: 3.3 release
Post by: Trivial Psychic on April 17, 2006, 10:24:16 pm
Debug builds do 2 important things.  Firstly, they throw up error messages that are more useful (usually) and they are also more scritinizing when it comes to bugs so they catch things that release builds would miss.  They also keep a debug spew, which stays open while you're playing the game, and is saved in a file called fs.log in your game folder.  Typically, looking up the last few lines of the fs.log after a crash will give an indication about what caused it.

Now, you've indicated that you're using the 2006/01/09 builds.  Did you follow the instructions in the readme and extract and rename ships-adv.tbl to ships.tbl?
Title: Re: 3.3 release
Post by: VertigoOneDRS on April 17, 2006, 10:25:16 pm
Okay, I just played the first mission using the debug program and I actually finished the first mission without incident, but then, when I attempted to load the second mission, the program ended and the debug spew kept talking about subsystems that are missing from the EA shuttle in ships.tbl

In order to get this game to work, I've renamed the "ships-adv.tbl" file to "ships.tbl" (which means that there are now 2 files called "ships.tbl" in that directory and they both contained the updated text from the forum) and copied and pasted the file offered as a solution earlier in this forum...have I run into another problem with the table file or did I do something wrong?
Title: Re: 3.3 release
Post by: Trivial Psychic on April 17, 2006, 10:27:32 pm
You had a ships.tbl file in your tables directory BEFORE you extracted ships-adv.tbl?
Title: Re: 3.3 release
Post by: VertigoOneDRS on April 18, 2006, 10:21:38 am
No, no I didn't...that was a misinterpretation of the instructions on the readme.  I've since reinstalled everything and did the "ships.tbl" thing right, but the game still crashes whenever a subsystem on a capitol ship I'm supposed to protect is destroyed...particularly on Hyperian type ships.  I can't figure out what the problem is...because it doesn't happen nearly as much when I play debug.  I'll post another reply soon with more information.  In the meantime, could you speculate as to what my problem might be?
Title: Re: 3.3 release
Post by: VertigoOneDRS on April 18, 2006, 11:00:07 am
...and in addition to that, the game also doesn't recognize drakh ships, even though I went through the ships.tbl file and changes all the "DH"'s and "dh"'s to "DK"'s and "dk"'s.
Title: Re: 3.3 release
Post by: Trivial Psychic on April 18, 2006, 12:26:48 pm
Why would you go and do that?
Title: Re: 3.3 release
Post by: VertigoOneDRS on April 18, 2006, 02:36:52 pm
You know what?  I don't know why I did that....
Seemed like a good idea at the time, but I've fixed the mistake that I just admitted...


Now I've got two new errors:

Assert: be->handle == handle
File: c:\fs2_open\code\bmpman\bmpman.cpp
Line: 2529
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_Red_2006-01-09-P4_d.exe 00756c5b()
    fs2_open_Red_2006-01-09-P4_d.exe 00865d52()
    fs2_open_Red_2006-01-09-P4_d.exe 008663d1()
    fs2_open_Red_2006-01-09-P4_d.exe 00b17cea()
    fs2_open_Red_2006-01-09-P4_d.exe 00b17be0()
    fs2_open_Red_2006-01-09-P4_d.exe 0071434a()
    fs2_open_Red_2006-01-09-P4_d.exe 0086ca9a()
    fs2_open_Red_2006-01-09-P4_d.exe 0086ac27()
    fs2_open_Red_2006-01-09-P4_d.exe 0086d354()
    fs2_open_Red_2006-01-09-P4_d.exe 0076fc1a()
    fs2_open_Red_2006-01-09-P4_d.exe 006c3247()
    fs2_open_Red_2006-01-09-P4_d.exe 006c4383()
    fs2_open_Red_2006-01-09-P4_d.exe 006d184a()
    fs2_open_Red_2006-01-09-P4_d.exe 008841ad()
    fs2_open_Red_2006-01-09-P4_d.exe 006d026c()
------------------------------------------------------------------


and the game also complains that it can't load "shockwave" texture referenced to in "shockwave.pof"

I know I've been posting a lot, but I want to get this game working....and the non-debug game still crashes when certain subsystems are destroyed on capitol ships.
Title: Re: 3.3 release
Post by: VertigoOneDRS on April 18, 2006, 07:40:53 pm
...and how do I correct this spelling error for the word "initial" in the newer builds, because I'll bet good money that the newer builds would work if I could just fix that one little detail...with none of this not loading "shockwave" and "nemisis" textures....
Title: Re: 3.3 release
Post by: Trivial Psychic on April 19, 2006, 12:24:43 am
If you want to make your tables compatible with new builds (2006/03/01 or newer), what you need to do is open the ships.tbl file (the one that was previously named ships-adv.tbl) in wordpad and use the replace feature.  Tell it to find any instances of "inital" (make sure to include the quotes) and replace them with initial (correct spelling, but DON'T include any quotation marks).  Tell it to change all instances of it, then save.  The ships.tbl file should now be up to date with the latest animation code for turret initial positions.
Title: Re: 3.3 release
Post by: VertigoOneDRS on April 19, 2006, 09:37:30 am
Ok, I think that it'll work soon, but here is another problem that has plagued me:  the following debug lines are my only clue...but I don't know what they mean:

Warning: Couldn't open texture 'shockwave01'
referenced by model 'shockwave.pof'

File:c:\fs2_open\code\model\modelread.cpp
Line: 2852
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------

------------------------------------------------------------------
Title: Re: 3.3 release
Post by: Trivial Psychic on April 19, 2006, 11:29:57 am
Take a browse through the Base VP file and see if you can find it.  Check in both the maps and effects folders.
Title: Re: 3.3 release
Post by: Reloader1 on April 30, 2006, 08:17:29 am
Hey Guys...After reading ALL the threads on this subject, could you smart fellas tell me the EXACT sequence to install???...I have downloaded ALL the base files and missions/campaigns...Installed Base 3.2...can't go anywhere, mouse hangs bigtime! Installed 3.3. and 3.3a patch...now try to run and get error like all the other people with "ships".etc. Although I game alot, MechWarrior, America's Army, etc., I know nothing about Freespace. HELP!!

Thanks!
Title: Re: 3.3 release
Post by: Trivial Psychic on April 30, 2006, 08:26:34 am
I have downloaded ALL the base files and missions/campaigns...Installed Base 3.2...can't go anywhere, mouse hangs bigtime!

Do you mean that it hangs during install?  Its actually supposed to do that (though I'm not sure why).  Just give it some time.

What are your system specs?
Title: Re: 3.3 release
Post by: Reloader1 on April 30, 2006, 03:27:27 pm
No, it installed fine, but when I type a pilot in, the mouse hangs for at least 30 seconds..then when I FINALLY
am able to get to the next scree (options, etc.) it hangs again, until it won't move any more!
If I install 3.3 and 3.3a, then I get the error message below..


---------------------------
Error!
---------------------------
Error: Error parsing 'ships.tbl'

Error code = 1.



File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Ship\Ship.cpp

Line: 3033



Call stack:

------------------------------------------------------------------

------------------------------------------------------------------

WinXP Pro
Duel Core AMD 3800
Nvidia 512mg onboard card
No Open AL
Title: Re: 3.3 release
Post by: Trivial Psychic on April 30, 2006, 11:28:50 pm
OK.  So the "hang on install" thing isn't the problem.  I haven't actually heard of that particular problem before, although its possible your "no Open AL" thing is the problem.  Can you not install it, or is it simply that you haven't done it?

Regarding install sequence, install Base 3.2 first, then install the 3.3 update on top of that (which will actually modify the base VP file), then extract the 3.3a patch using WinRAR into the same directory that your game is installed to (typically C:\Program Files\The Babylon Project).  The patch contains a VP file which, because of how its named, will be loaded before the core VP, allowing certain critical files to be loaded from there rather than from the Base VP.  The Patch also contains several builds of Freespace Open, and a readme indicating their purpose and how to properly use them.

The error message regarding ships.tbl tells me one of 2 things:

1- you installed the 3.3 update properly, but not the patch (some who've had problems, did so because they simply dropped the Patch RAR file into the directory and thought that was enough).

2- you aren't using the proper build.  Even the default tables in the 3.3a patch are best used with release 3.6.7 of the Freespace Open engine.  Now, since 3.3 installs over the 3.2 install, it still uses by default the same FSO build that 3.2 had as default.  Some of the features included with 3.3 require at least FSO 3.6.7, but most don't know that you need to change the build in the launcher.  If that's the case, open the Launcher and select the "browse" button at the top right.  Assuming you've installed 3.3a correctly, there should be builds in there, one of which has 367 in its name.  The only newer build included that I suggest (that doesn't involve some more tinkering, which is covered in the readme) is the one labelled 2005-12-24, and based on your system specs, I'd advise one with the "P4" suffix.  Also, except for very special circumstances, don't use the builds with "_d" at the end.  These are debug builds that are not advised for average gaming.  Anyway, just select your build and go from there.  You may get some warning messages about unrecognized command line options, mainly because the SCP team has either changed the name of the command line option, or have removed them entirely, because of obsolescence.

Your command lines should look something like this:

 -spec -glow -jpgtga -nomotiondebris -2d_poof -dualscanlines -targetinfo -orbradar -nobeampierce -ship_choice_3d -3dwarp -tbp -snd_preload -ambient_factor 65

Just play with the options until you get that configuration.  There may be other options available both to improve lighting, or better handle some memory issues.

I hope this helps.  If it doesn't,... well, then, we'll cross that bridge when we come to it (or we'll just blow it to pieces  :drevil: )

Later!
Title: Re: 3.3 release
Post by: Reloader1 on May 01, 2006, 09:42:19 pm
Thanks Psychic!..I installed Open AL and picked the build you suggested..WALA!
Also installed all the missions and Campaigns..have to start with the launcher..
no biggie!...Got the full DVD episode set last month..all 5 seasons...talk about
a marathon watching session!

Thanks for all your help!
Gary
Reloader1
Title: Re: 3.3 release
Post by: Trivial Psychic on May 01, 2006, 11:34:23 pm
Glad I could help.  Enjoy!
Title: Re: 3.3 release
Post by: Don-DiZzLe on June 14, 2006, 03:20:45 pm
So how's v3.4 coming along?
Title: Re: 3.3 release
Post by: SteelKiller on August 11, 2006, 11:55:15 am
Can somebody tell me what i need to play this Mod and where to get it?
Title: Re: 3.3 release
Post by: IPAndrews on August 11, 2006, 12:40:55 pm
Sticky thread.

TBP - Proper Instellation Proceedures & Common Bugs
Title: Re: 3.3 release
Post by: falcon1 on September 27, 2006, 06:46:20 am
Hi guys. I tried to play TBP mod last night but I ran into very similar problems that others have had here. I followed the Instalation Guide and did everything it asked but I still get this error:

---------------------------
Error!
---------------------------
Error: Error parsing 'ships.tbl'

Error code = 1.



File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Ship\Ship.cpp

Line: 3033


I spent about 2 hours looking on this forum and the open source FS2 site for a solution but its confused the hell out of me. When I launch the game the start screen comes up with the station picture but the resolution is off, it doesn't fit on my screen properly. At this point it crashes and I get the above error come up. Interestingly when I dismiss the error message and click on the task bar, the game pops up again in window mode. I can hear some of the sounds from the interface and at this stage it justs bombs out completely, coming up with a windows error message.

Can anyone offer any tips on what I need to do? I'm running this on an Intel iMac core 2 duo with XP SP2.

Cheers in advance!
Title: Re: 3.3 release
Post by: Prophet on October 11, 2006, 02:17:47 am
Read the guide again. :)
Theres a part called "Problems & Solutions:"
Quote
Problem - I'm using 2006-01-09 and I'm getting an error when I start the game:

Error: Error parsing 'ships.tbl'

Error code = 1.

Solution - Odds are you haven't properly enabled the updated ships.tbl file.  Either you didn't rename it properly or you've extracted it to the wrong location.  Re-read Step 5.
So go read step 5. And make sure you have the newest build from the SCP Recent Builds forum. RC7 (release canditate) is a good build and has worked well for me.

If you still have problems, then ask. :yes:
Title: Re: 3.3 release
Post by: eagleclaw on November 10, 2006, 09:55:29 pm
 What do I need to play the Babylon 5 project mod? ;)
Title: Re: 3.3 release
Post by: bloated on November 11, 2006, 02:02:43 am
I was wondering if Stickies with guides to the main mods telling about the current main mods and exactly how to install them so that they work could be made, I also encourage these threads be locked so that only the updates later on will get posted... I've noticed that old threads will get new updates that get lost amongst the conversation.... on occasion threads will grow upwards of 20 pages and any hope of finding the latest version is lost within...... if possible mod authors could PM a moderator to insert the update into the locked thread.

I'm fully aware this comes across as a possible serious incnovenience and for that I'm sorry and feel free to ignore the request but trying to find the latest and greatest updates in the forum can really cause for some hair pulling, as a side note once the new updates are confirmed stable I was wondering if the old updates could be deleted from the forum entirely minimising the sheer volume of posts of similiar topics.

please don't take this as a criticism I love what you guys have done but I'm also a newb to this and wholly cow, I think I've downloaded almost everything only to delete most of it because it was outdated or have realy spent quite a bit of time searching for updates.

p.s. I've no clue where to find the B5 project mod either.
Title: Re: 3.3 release
Post by: 0rph3u5 on November 11, 2006, 11:13:26 am
What do I need to play the Babylon 5 project mod? ;)

it's all listed here:
http://www.hard-light.net/forums/index.php/topic,39708.0.html
Title: Re: 3.3 release
Post by: StarBomber109 on December 18, 2007, 06:18:07 pm
What do I need to play the Babylon 5 project mod? ;)

it's all listed here:
http://www.hard-light.net/forums/index.php/topic,39708.0.html


Can you not run this with a lower end comp?  I keep getting a buffer error...even though I'm trying to use D3D (my card CANT RUN openGL, fyi)
Title: Re: 3.3 release
Post by: jr2 on December 18, 2007, 07:12:36 pm
Umm.....

:necro:

Dude.  Wait a week.  Get 3.4b final.  ;)  EDIT: and ask Kaj for his D3D build for TBP... the default build will refuse to run D3D and will use OGL instead.  So get his D3D build.
Title: Re: 3.3 release
Post by: karajorma on December 19, 2007, 01:58:25 am
Reminds me. I'll have to compile it. :D
Title: Re: 3.3 release
Post by: drink on January 14, 2008, 12:29:27 pm
So who knows where to get the 3.2 release these days? I have 3.3, can't get 3.4, but more importantly can't even get 3.2 to fool around with it.
Title: Re: 3.3 release
Post by: Jeff Vader on January 16, 2008, 03:39:49 pm
Try here (http://www.nukelol.com/downloads/freespacefiles/conversions/bp/), dude.
Title: Re: 3.3 release
Post by: drink on January 31, 2008, 01:08:29 pm
Try here (http://www.nukelol.com/downloads/freespacefiles/conversions/bp/), dude.

yep, that's the stuff. Thanks! I really did look in many places.