Author Topic: TBP open, trying to get sorce mods working with the Babylon Project  (Read 3789 times)

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Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
TBP open, trying to get sorce mods working with the Babylon Project
for the last week or so I have been working to get a version of TBP that will work with sorce mods here
feedback has been a bit slow so I have decided to open a topic on the subject here too

the new EXEs and tables and other altered file are located here

make sure you are useing version 1.1 (core files and the 1.1 patch) of the mod wich can be downloaded from this mirror

and make sure you use a new pilot and select the E-M war demo from the campain if this is you're first time.

the bigest changes I have made is fighter beams for the Nials, sliding is now mapable, and the use of a diferen't warpout ani (as oposed to the warp in ani)
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DEUTERONOMY 22:11
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Offline Bobboau

  • Just a MODern kinda guy
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TBP open, trying to get sorce mods working with the Babylon Project
seems a bit slow here too
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline untouchable

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TBP open, trying to get sorce mods working with the Babylon Project
Quote
Originally posted by Bobboau
seems a bit slow here too
:(
"The Darkness shall  befall us all."
-Commander William Wright

"Violence is merely the means of the incompotent"
-Felix Steighner
----------------------
The Darkness is Coming


Untouchable has spoken :D

 

Offline Bobboau

  • Just a MODern kinda guy
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  • 213
TBP open, trying to get sorce mods working with the Babylon Project
yes it is sad
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline phreak

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TBP open, trying to get sorce mods working with the Babylon Project
you should have put it in the hard light forum
Offically approved by Ebola Virus Man :wtf:
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phreak317#7583 - discord

 

Offline RandomTiger

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TBP open, trying to get sorce mods working with the Babylon Project
Make it a sticky and perhaps change the title.
WHat are the current problems with MOD's in general working with fs2_open?

 

Offline Solatar

  • 211
TBP open, trying to get sorce mods working with the Babylon Project
I didn't think there were any problems with mods in fs2_open. I use it all the time with MODs.

 

Offline Bobboau

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TBP open, trying to get sorce mods working with the Babylon Project
the bigest  problem seems to be little things like makeing all the subsystems more than 100% of the hull, or not linking subsystems in the table with those in a model properly, also things with mispelling weapons in the default or alowed weapons, sometimes they don't use two docking points for a dock, stuff like that
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Solatar

  • 211
TBP open, trying to get sorce mods working with the Babylon Project
Nothing big, just small things that could be one of a million things and take weeks to figure out huh?:D
I hate it when that happens.:)

 

Offline EdrickV

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TBP open, trying to get sorce mods working with the Babylon Project
Quote
Originally posted by Bobboau
the bigest  problem seems to be little things like makeing all the subsystems more than 100% of the hull, or not linking subsystems in the table with those in a model properly, also things with mispelling weapons in the default or alowed weapons, sometimes they don't use two docking points for a dock, stuff like that


Considering the notes about the MS*D.dll files, it looks like you are dealing with a Debug build and that is why it's crashing/complaining about MODs. I'm told a debug build will even complain about the Ursa, and that's a :v: model. Try using a release build, it's more fault tolerant. (Unless you're trying to find and fix table/model/etc. errors.)

Edit: Looks like my post may have been a bit premature. :) Didn't realize how big the thread was at the time. But debug builds will crash on things that release builds will ignore. The code's designed that way.
« Last Edit: October 13, 2002, 12:37:15 am by 657 »
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Offline Bobboau

  • Just a MODern kinda guy
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  • 213
TBP open, trying to get sorce mods working with the Babylon Project
yes a debug build is better if it is less stable to things than the relese build

so far I've only had one or two anoying errors that I have just commented out,

note: I have made an update to fix a bug were fighter beam sounds perssted after its parent ship was destroied.
and fixed the last mission were a sexp was told to see if alpha 1 was looking at it's self
« Last Edit: October 13, 2002, 01:01:36 am by 57 »
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
TBP open, trying to get sorce mods working with the Babylon Project
makeing an update that makes thruster glows grow brighter based on wich direction they are pointing and wich direction the ship is trying to go
and an updated starfurry model that takes advantage for the new engine addition
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
TBP open, trying to get sorce mods working with the Babylon Project
I've got the AI to use slideing while atacking, it's realy cool, realy...

it's quiet in here
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
TBP open, trying to get sorce mods working with the Babylon Project
animated textures...
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline LAW ENFORCER

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TBP open, trying to get sorce mods working with the Babylon Project
Eh? Its is really quiet isn't it - ever since about when I started uni, less people seem to be posting here... :nervous:


I don't really see the point of animated textures... much... mabey for 'some' special effects but wouldn't it be better being able to do some really cool effects used in games like IG3 or Haeginonia?(what ever:rolleyes: )
« Last Edit: October 15, 2002, 04:20:57 am by 307 »
Conflict GRDLA:
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Offline Solatar

  • 211
TBP open, trying to get sorce mods working with the Babylon Project
Well, let's see. You can now have seemingly transparent windows in capships. With soldiers walking by every few minutes. That would be cool.

Sathanas-Animated textures is the first step to making animated models. First off, the Sathanas, second of, the Ursa ( Bomb bays go under the craft when not in use, like the :V: concept ) and tons of other things.

Can this .exe be used to play regular fs2?

EDIT: Hint Hint, runway lights on the Orion.

 

Offline aldo_14

  • Gunnery Control
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TBP open, trying to get sorce mods working with the Babylon Project
Quote
Originally posted by Hades
Well, let's see. You can now have seemingly transparent windows in capships. With soldiers walking by every few minutes. That would be cool.

Sathanas-Animated textures is the first step to making animated models. First off, the Sathanas, second of, the Ursa ( Bomb bays go under the craft when not in use, like the :V: concept ) and tons of other things.

Can this .exe be used to play regular fs2?

EDIT: Hint Hint, runway lights on the Orion.


Animating subobjects and textures would be , AFAIK, a completely different thing.

But, animating textures would have  alot of use... like 'blinking' lights on the side of the ship (daveb actually suiggested this one), 'swirling' textures (esp. in the Vorlons / Shadons for tBP, but also for me own Nightmare ships, and also for Shivans), or 'pulsing' ships, like the Sathanas glowing red.

 

Offline LAW ENFORCER

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TBP open, trying to get sorce mods working with the Babylon Project
ok windows... I wasn't going to use it but... :blah:
Conflict GRDLA:
Operation Return To Riker
www.ARMOUREDSTAR.com - the latest site is not finished yet!
[What we have here is the source to the Freespace ENGINE, not the Freespace GAME. By allowing the ENGINE to support all kinds of cool stuff, we're allowing the creation of all new GAMES] - TurboNed

 

Offline LAW ENFORCER

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TBP open, trying to get sorce mods working with the Babylon Project
to aldos post: Blinking lights I wanted to be actual glows, puling ships? can't you do that in 3d renderer? - correction with a source code mod... not now:rolleyes:

ok windows and swirling....
« Last Edit: October 15, 2002, 05:46:49 am by 307 »
Conflict GRDLA:
Operation Return To Riker
www.ARMOUREDSTAR.com - the latest site is not finished yet!
[What we have here is the source to the Freespace ENGINE, not the Freespace GAME. By allowing the ENGINE to support all kinds of cool stuff, we're allowing the creation of all new GAMES] - TurboNed

 

Offline aldo_14

  • Gunnery Control
  • 213
TBP open, trying to get sorce mods working with the Babylon Project
Quote
Originally posted by LAW ENFORCER
to aldos post: Blinking lights I wanted to be actual glows, puling ships? can't you do that in 3d renderer? - correction with a source code mod... not now:rolleyes:


Blinking lights - there might be a pretty substantial overhead in rendering actual light casting(if they do cast light) glows, or simply a greater overhead for storing them.  It'd need tested, but for very large ships (where you have potentially vast 'runways') animated textures could be more efficient

Pulsing ships - I'm really thingking of light pulsing - i.e. using an animated self-illumination map.  Actually physically 'pulsing' the hull would, IMO be a waste of time and look odd.