Author Topic: The Babylon Project Unofficial Patch 1.3 released!  (Read 12582 times)

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Offline wesp5

  • 29
The Babylon Project Unofficial Patch 1.3 released!
Hello everybody, to improve compatibility of Knossos TBP 3.7.8 with the latest FSO version 23.X I have updated my
Unofficial Patch which you can get at the link below. I started all single missions and they run fine, but if anything is
broken elsewhere by 23.0.0, just report it here and I will update the patch which is easier than updating the mod.

v1.3 07.03.2023
----
Corrected many "beam damage factor disabled" warnings in weapon.tbl.
Fixed errors in 7th mission of Emearon Incident, thanks to Toranks.
Removed yellow CR Primus beam in weapon.tbl as it's already default.
Corrected rotation and missing texture of EA Explorer, thanks den5.
Included beam effect changes from the original version of the patch.
Fixed <none> syntax error in lightning.tbl, thanks Trivial Psychic.
Adjusted custom wingman HUD font and position of other HUD elements.
Ordered ships in technical database and removed some unneeded ones.
Corrected wrong logos in intelligence section of technical database.
Fixed bad paths and docks in EA Defense Platform and G'Quan models.
Added EA Aurora named Volition Bravos, so the ship cheat is working.
Corrected Whitestar shine maps which broke technical database view.
Fixed bad bounding boxes of Bin Tak turrets, thanks Trivial Psychic.
Restored first person muzzleflash for Vorlon fighters, thanks den5.

www.moddb.com/addons/the-babylon-project-unofficial-patch
« Last Edit: March 07, 2023, 09:12:43 am by wesp5 »

 

Offline den5

  • 27
Re: The Babylon Project Unofficial Patch 1.3 released!
I got this message when mission loading

Code: [Select]
Error: SFP Fall of night.fs2(line 508):
Error: Expected int, found [CR Battle Laser ) ].

File: parselo.cpp
Line: 318

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

Error: SFP Fall of night.fs2(line 508):
Error: Expected int, found [Battle Laser ) ].

File: parselo.cpp
Line: 318

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

Error: SFP Fall of night.fs2(line 508):
Error: Expected int, found [Laser ) ].

File: parselo.cpp
Line: 318

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

Error: SFP Fall of night.fs2(line 514):
Error: Expected int, found [CR Battle Laser ) ].

File: parselo.cpp
Line: 318

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

Error: SFP Fall of night.fs2(line 514):
Error: Expected int, found [Battle Laser ) ].

File: parselo.cpp
Line: 318

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

Error: SFP Fall of night.fs2(line 514):
Error: Expected int, found [Laser ) ].

File: parselo.cpp
Line: 318

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
fs2_open_23_0_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

 

Offline wesp5

  • 29
Re: The Babylon Project Unofficial Patch 1.3 released!
Oops, I accidentally deleted some " . I just uploaded an hotfix to the ModDB, just install it on top!
« Last Edit: February 14, 2023, 03:07:11 pm by wesp5 »

 

Offline den5

  • 27
Re: The Babylon Project Unofficial Patch 1.3 released!
It works now. Thanks

 

Offline wesp5

  • 29
Re: The Babylon Project Unofficial Patch 1.3 released!
I fixed some more issues like warnings in the G'Quan and Defense Platform models.
For now there are two model problems left that I have no idea how to fix though:

- Whitestar specular maps are broken in technical database.
- Rotation subsystem of EA Explorer isn't linked in the model.
« Last Edit: February 15, 2023, 04:02:00 pm by wesp5 »

 

Offline den5

  • 27
Re: The Babylon Project Unofficial Patch 1.3 released!
Quote
- Whitestar specular maps are broken in technical database.
I must be blind, but what's wrong?

Quote
- Rotation subsystem of EA Explorer isn't linked in the model.
Paste this lines in the properties box of Rotation SubObjects

$special=subsystem
$name=habitat
$rotate=60

Also in the ships.tbl don't forget to remove ; wesp before $Subsystem: rotation, 40.0, 60.0

 

Offline wesp5

  • 29
Re: The Babylon Project Unofficial Patch 1.3 released!
Quote
- Whitestar specular maps are broken in technical database.
I must be blind, but what's wrong?

The hull color is off. On my system in the technical database view it looks greenish,
but it should look purple-white. In the missions themselves it looks fine though!

Quote
Quote
- Rotation subsystem of EA Explorer isn't linked in the model.
Paste this lines in the properties box of Rotation SubObjects

$special=subsystem
$name=habitat
$rotate=60

Also in the ships.tbl don't forget to remove ; wesp before $Subsystem: rotation, 40.0, 60.0

Where would I do this editing? Is there a pof editor?
I fixed the other problems with just a Hexeditor :)!

 

Offline den5

  • 27
Re: The Babylon Project Unofficial Patch 1.3 released!
Quote
Where would I do this editing? Is there a pof editor?
I fixed the other problems with just a Hexeditor :)!
https://www.hard-light.net/forums/index.php?topic=77292.0

Or this new version pof editor
https://www.hard-light.net/forums/index.php?topic=98096.0

 

Offline wesp5

  • 29
Re: The Babylon Project Unofficial Patch 1.3 released!
https://www.hard-light.net/forums/index.php?topic=77292.0

I'd already found and tested this one, but it crashes as soon as I try to open the EA Explorer model.

Quote
https://www.hard-light.net/forums/index.php?topic=98096.0

I just tried this and while it does not crash, it does not show a Rotation subsystem either! Any idea?
« Last Edit: February 16, 2023, 04:23:34 am by wesp5 »

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: The Babylon Project Unofficial Patch 1.3 released!
I spent quite a while trying to figure out the Explorer as well, until I finally threw up my hands in surrender.

There are also a few ships with bounding box issues on submodels, such as the Olympus and Bin'Tak.  I've fixed them on my end, but it doesn't stop the Olympus' engines being hit from any angle.
The Trivial Psychic Strikes Again!

 

Offline wesp5

  • 29
Re: The Babylon Project Unofficial Patch 1.3 released!
I spent quite a while trying to figure out the Explorer as well, until I finally threw up my hands in surrender.

Then this is probably hopeless, but I also only remember very few missions where this ship is used anyway...

Quote
There are also a few ships with bounding box issues on submodels, such as the Olympus and Bin'Tak.  I've fixed them on my end, but it doesn't stop the Olympus' engines being hit from any angle.

If your versions are an improvement to the current ones I could add them to the patch if you give them to me.
« Last Edit: February 16, 2023, 08:35:52 am by wesp5 »

 

Offline den5

  • 27
Re: The Babylon Project Unofficial Patch 1.3 released!
I just tried this and while it does not crash, it does not show a Rotation subsystem either! Any idea?
https://drive.google.com/file/d/1O5ogJtjO-zxq3fA4_VH-BJi5oC5vfdXX/view?usp=share_link

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: The Babylon Project Unofficial Patch 1.3 released!
DAMMIT!  I lost my updated Bin-Tak.  I'll have to fix it all over again.
The Trivial Psychic Strikes Again!

 

Offline wesp5

  • 29
Re: The Babylon Project Unofficial Patch 1.3 released!
I just tried this and while it does not crash, it does not show a Rotation subsystem either! Any idea?
https://drive.google.com/file/d/1O5ogJtjO-zxq3fA4_VH-BJi5oC5vfdXX/view?usp=share_link

Aargh, I never thought to expand the detail section! I now found and fixed it. I got an untextured error next, but will use a texture that is nearby.

Any ideas about the bad specular maps for the Whitestar in the technical database? There is already an old thread about this here on the board:

https://www.hard-light.net/forums/index.php?topic=97365.msg1916882#msg1916882

 

Offline wesp5

  • 29
Re: The Babylon Project Unofficial Patch 1.3 released!
DAMMIT!  I lost my updated Bin-Tak.  I'll have to fix it all over again.

Was this the one with the bad hit boxes?

 

Offline wesp5

  • 29
Re: The Babylon Project Unofficial Patch 1.3 released!
So I don't really know what I am doing ;), but I managed to fix the Whitestar specular issue too :)! I just compared the shine maps in Paint.Net with those of other ships and noticed that they were too colorful. I lowered the exposure value and now they look fine in the technical database and in the game. I will upload a new patch version with both these fixes included soon.

I have another open issue you specialists might be able to help me with. Using the old FSO versions when firing a Vorlon fighter in first person view you saw the cool muzzle flash. Okay, it was a bit large and almost obscurred the target, but with newer FSP versions it isn't visible at all which looks boring. I already tried everything in the weapon table without results. Any ideas?

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Re: The Babylon Project Unofficial Patch 1.3 released!
DAMMIT!  I lost my updated Bin-Tak.  I'll have to fix it all over again.

Was this the one with the bad hit boxes?
I haven't actually tried it in-game, but the bounding boxes on the Bin'Tak for turrets 3 and 4 are HUGE and occupie half the ship.  5 and 6 are also oversized, but they at least have the correct width, they just need to be shortened down to match the turret itself.  Turret 1 is also a tad too wide, but not seriously.  Open the ship in PCS and switch to wireframe mode in order to see within the model and select these submodels.  Its a bit hard to make out, given that the bounding boxes and the wireframe are in the same color though.
The Trivial Psychic Strikes Again!

 

Offline wesp5

  • 29
Re: The Babylon Project Unofficial Patch 1.3 released!
I haven't actually tried it in-game, but the bounding boxes on the Bin'Tak for turrets 3 and 4 are HUGE and occupie half the ship.  5 and 6 are also oversized, but they at least have the correct width, they just need to be shortened down to match the turret itself.  Turret 1 is also a tad too wide, but not seriously.

Fixed with the new pof-tools that den5 recommended above, which has a nice recalculate bounding boxes option. I will update the patch right now :)!

 

Offline den5

  • 27
Re: The Babylon Project Unofficial Patch 1.3 released!
I have another open issue you specialists might be able to help me with. Using the old FSO versions when firing a Vorlon fighter in first person view you saw the cool muzzle flash. Okay, it was a bit large and almost obscurred the target, but with newer FSP versions it isn't visible at all which looks boring. I already tried everything in the weapon table without results. Any ideas?
Because the required Wep_VF_Muzzleglow_h is not in the effects folder. Just replace this with Wep_MF_Beam_Neutron. Also try changing the Eye Points with Pof Tools so that the muzzle flash don't obscurred the target.

 

Offline wesp5

  • 29
Re: The Babylon Project Unofficial Patch 1.3 released!
Because the required Wep_VF_Muzzleglow_h is not in the effects folder. Just replace this with Wep_MF_Beam_Neutron.

I already tried that but you don't see it either! Also the VF muzzleglow doesn't really fit, especially with the fighter, so the MF beam muzzleglow is better.

Quote
Also try changing the Eye Points with Pof Tools so that the muzzle flash don't obscurred the target.

I already played around with this too without results, so it looks to me as if the muzzleglow was disabled in first person view in the latest FSO releases!

And I noticed a new problem: you can see the Explorer Cortez in the distance in the mission "A distant star" which you couldn't with older FSO versions.
I might be able to fix that though by making it spawn later or making it invisible at first, but maybe there is an easier and basic solution to that problem?

P.S.: I found out that the problem is the FSO setting Deferred Lighting. With that disabled the Cortez is gone again! So what is this and do we need it?
« Last Edit: February 19, 2023, 02:25:37 am by wesp5 »