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B5 MOD Discussion Thread

  1. #1001
    sweets
    [01:51] Colonel: im glad im single
    [01:52] Jãß: me too....you shouldnt be in a position where you can procreate

  2. #1002
    Looks like CnlPepper fixed the download instructions. They're available as a PDF in the download section of our ModDb site.
    Babylon 5: War Without End Official Site.

    "I keep telling you people that it's only a build animation, NOT a hyperspace animation." - Me, about the Babylon 5 mod hyperspace build animation.

  3. #1003

    NAVY GUY need some help

    what's up guys i have been on trying to fix this problem i had for a while. i had to update my hw2 to 1.1 just to play this mod and let just say i spent half a day trying to do that but this is where we get to the problem that i am having ooook here we go.

    ok if load the normal hw2 maps the games starts for .0001 milasec and if i choose demo and pick earth orbit it will work but.......if i hit the spacebar or move the mouse it will crash and burn just like my man goose said. unit then i will try to make this work but i'm out to sea right now and time is a very rare thing on a ship

    {update} it not when i move the mouse but when i try to zoom in with the mouse if i don't do anything the game will play perfect but the zooming in is the one thing killing me

  4. #1004

    trial and error

    ok i have narrowed my problem down from "what the heck is going on" to
    " maybe this is way" ok the only level that seem to let me stay in the game is earth orbit on demo. i always pick the EA and the game loads up normal and then here the kicker. if i zoom in with the mouse it crashes so i changes the zoom setting to (num +) and (num -). well no luck on that. so i did a lag test i moved the mouse really fast and maybe after 10 secs it crashed but the weird part is that i can still build units and research BUT when i start the game it start me off half a solor system away and all i can see are my green arrows. i updated but the last update on SVN was in 2010. so little timmy here is in the need of your help to save the world from game crahes

  5. #1005
    The demo gamemode isn't really supposed to be a playable mode. It is a proof of concept of scripted AI behavior in multiplayer, and thus has some restrictions on what works and what doesn't. You're supposed to use the Capture gamemode if you actually want to play the mod such as it is.

    When you use the demo gamemode, the level hijacks two of the AI fleets to do a scripted unending battle in the middle of the map, and so it crashes if you have anything less than two AI fleets in the map. If you want to use the demo gamemode, then to be on the safe side, make sure that all player slots are filled with AIs. It doesn't matter what skill level you select for them, but you have to have them in the map.

    Also, two player maps obviously won't work in this gamemode for the same reason.

  6. #1006
    The zooming issue sound more like your GFX card can't cope with the shader modifcations we made to the game. What does your HW2.log file say? You'll find it in the Homeworld2\Bin\Release folder. If you see something like:

    Code:
    !!ARBfp1.0
    OPTION ARB_precision_hint_fastest;
    #OPTION ARB_precision_hint_nicest;
    
    #########################################################
    # Modified by CnlPepper to implement per-pixel lighting #
    #########################################################
    
    ### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE SHIP.FP SHADER HAS FAILED TO LOAD
    ### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B
    then your GFX card can't cope. You can still play the game but using the old shaders - it won't look as pretty but it will run. To do this just delete the shaders folder from the data directory.


    HW2:B5TC Team Member (Effects and Game Scripting), HW2 Shader Designer, CFHodEd Maintainer, Nuclear Physicist

  7. #1007

    no luck sir

    well i tried the capture game mode and it would give me the same problem
    1. it starts me off far away from my unit and all i can see is the green arrows
    2. as soon as i try to zoom in or move my mouse too fast it crashes
    3. last night i did a run test and my game lasted for 4:32 sec.
    the good part.
    1. i can build all units and they hyperspace in
    2 i can give commands

    too tell you the truth i would really really really love to play this game! it remind me of a time when i had to record this show on tape just show i can see the space battles. lol heck that was my one man clan name was EA

    i will try capture mode on another level because i stayed with earth orbit because it seem to let me stay longer before it crashes. please help me play this game

  8. #1008
    Have you looked at the HW2.log file? It will report the error.

  9. #1009
    Yeah, the hw2.log file seems to be the next step in solving your problem. Hopefully, it'll give a good indication of why the game crashes for you.

  10. #1010
    Gentlemen, any new updates?

    The last time I played was maybe a year ago....perhaps longer..HW2 doesn't like my iMac so much

    Hopefully you are working on B5 silently, in the shadows. Thank you for your efforts. Much love.

  11. #1011
    I'm still here keeping an eye on things, but CnlPepper, our only active modeller isn't really that active at all any longer, so work is slow to non-existent. If we can get a volunteer modeller to get more models done and game-ready, we could get the mod moving again. We still have some EA and Minbari units left to do before we can call the 1.0 release done. If you download the as-is SVN version of the mod, you can see which models are still missing. They'll be the ones without textures or even models in some cases. If we ever get someone to make those missing models, the only thing left is to balance the mod and add proper research to both sides.

    tl;dr:
    Still here, not much work getting done at all.
    Help wanted, inquire within.

  12. #1012
    Member KeyBored's Avatar
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    Inside a Transport Buffer.... :(
    Ill do something if you want, but i cant texture at all. Ive got every episode of B5 so ive got lots of reference material. just tell me which ship/s

  13. #1013
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    i had the exact same problem once,while learning to mod the decompiled files.here is how i narrowed it down.i installed 3 mod files at a time over the files that worked. and then tested it until i narrowed it down to one file,remember you need some files right off the bat,like research and weapons...but anyway it happened to be a shaders file for me goodluck..it takes a while

  14. #1014
    Ill do something if you want, but i cant texture at all.
    Unfortunately, texturing is what we really need. Having the ships modelled without textures is only a small step above not having them at all. If need be, I could probably model most of the ships we need myself, I might even be able to texture them somewhat, but at my current skill level, I can't work with the new shaders properly, and I definitely can't make them work as they should ingame. I've been trying to find a tutorial on how to make a proper specular and bump map, and I do have a height map for a test ship I've been working on, but whenever I try to put it ingame, it just doesn't look right. I have no idea what I'm doing wrong. Losing most of my modding resources in a hard-disk crash a few months back didn't help either.

    Thanks for the offer in any case.

  15. #1015
    If I knew how to model or texture I would help you, sadly I don't
    I wish you guys luck though. I have been following the mods since the beginning, even the GW mod for HW1!

  16. #1016
    Member KeyBored's Avatar
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    Inside a Transport Buffer.... :(
    I know how to use the new shaders i played around with this mod for ages figuring it out, so if anyone can make any textures i can do all the fancy shader stuff for them

  17. #1017
    were is the down load link for this??

  18. #1018
    Member maxdamage's Avatar
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    Quote Originally Posted by jamie_to_cute View Post
    were is the down load link for this??
    Can be found here:http://www.moddb.com/mods/babylon-5-war-without-end
    ::

  19. #1019
    That's right. On that page, you can download a text file containing instructions on how to connect to the SVN download server.

  20. #1020

  21. #1021
    Not dead, just playing Skyrim. Still, as long as it's just me left, there wouldn't be anything getting done even if I wasn't distracted by something.

  22. #1022
    How come you are the only one left?

  23. #1023
    I guess because people's priorities change with time. I haven't found the motivation myself to do anything hw2 modding related lately because I keep getting distracted by newer games out here, but I still keep up with the forum from time to time in case any of the other team members show back up and are ready to work on the mod again.

  24. #1024
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    unfortunately, RL has taken priority. Getting older is not always an advantage (work, family, AAARRGGHHHHHH ^^)

    Just a quick question, it seems emi_100 is using our B5 model in the fs2 mod. Did he asked first ? Did Pepper (or you) gave him the authorisation ?

    link to the thread on HLP : http://www.hard-light.net/forums/ind...?topic=78870.0


    Edit : he's using the Warlock model too (Cnl_Pepper on the texture FTW ^^)
    link to the thread on HLP : http://www.hard-light.net/forums/ind...topic=79090.40


    Edit2 : Cnl_Pepper gave him the permission, he even posted on HLP to confirm it, so false alarm, sorry for that
    Last edited by snake; 16th Apr 12 at 6:29 AM.

  25. #1025
    Glad to see you again snake, even if just to post a false alarm. Activity is always nice. How are you doing? Did you ever get around to finishing that updated interface for a general release?

  26. #1026
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    Doing not too bad, and you ?
    I think I still have it, but I never finished it. I'm currently waiting for a new pc ("fighting with an after-sale department" would be closer to the truth in fact ^^).
    The one I'm on for internet has a woooooooonderful SiS Mirage for graphics, so no HW2 till the new one ^^
    We never know, perhaps the HW2 modding virus will infect me again with my new toy

  27. #1027
    That'd be cool. I'd love to try playing HW2 with your interface modifications. I do still have upload access to the mod SVN server, so it is entirely possible to get it properly integrated with the mod if and when you have something to show.

    I'm doing fine myself btw. I've managed to find steady employment after a stint of looking for work, so I'm in the process of replacing all of my outdated hardware a bit at a time. So far, I've got my pc upgraded and a new smartphone. Next up is a big screen tv.

    Btw, I have every fourth week off from my work, so I do have the time to get back into HW2 modding. I just need the right motivation. Being on a team of more than one person should do it, I think.

  28. #1028
    Member Nathanius's Avatar
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    TON_Viper, don't forget that if you got back into HW2 modding for the B5 project you could to do a variant of the Star Trek: Continuum warp drive that could be used for your B5 Hyperspace windows, you should already have the basic animation present in that build animation you guys did, and that would be the hard part now

    You have my support to use some of our scripts, Stargazer would need to give final word on that though because it's his baby (and he might need to tweak it before sharing, I don't know), but it's a motivation


    Remember, no matter where you go, there you are.

  29. #1029
    Member maxdamage's Avatar
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    Still kinda lurk here now and then but still without a proper computer to work on theres is nothing I can do atm besides work on my dad's laptop is kinda ok... Am busy on a couple of UT2k4 maps though....

  30. #1030
    I was just watching a trailer of the star trek mod. Back when i was active in modding, i remember we couldnt change the warp in effect. But StarTrek did it. Can we now get proper b5 wormholes in theory ? Too bad work has been stalling for 2 years.

  31. #1031
    Member Nathanius's Avatar
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    The Continuum star trek warp fx goes like this:

    1. Detect a ship wanting to enter hyperspace
    2. Run an animation (we use the ship moving forward, by moving the root joint)
    3. Play a hyperspace (warp flash) entry effect
    4. Make ship vanish

    While the Continuum mod has all these timed and going on within a second I don't see why it couldn't be tweaked. The B5 mod already has the wormhole animation, it just needs to have a script done for it and everything tweaked and timed~

  32. #1032
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    @TON_Viper
    May I ask why the B5 mod is only available through a SVN download server? The pdf instructions won't download for me-I get a 403 Forbidden access denied message-though it's possibly a temporary Modb glitch.

    Nice to see this mod still alive. i'm a great fan of B5. Do keep up the good work.

    EDIT: Pdf download issue appears to be specific to this mod. I just downloaded another mod successfully.
    Last edited by ALC; 21st Oct 12 at 5:03 PM.

  33. #1033
    Member maxdamage's Avatar
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    Quote Originally Posted by ALC View Post
    @TON_Viper
    May I ask why the B5 mod is only available through a SVN download server? The pdf instructions won't download for me-I get a 403 Forbidden access denied message-though it's possibly a temporary Modb glitch.

    Nice to see this mod still alive. i'm a great fan of B5. Do keep up the good work.

    EDIT: Pdf download issue appears to be specific to this mod. I just downloaded another mod successfully.
    The SVN is easier to update instead of having to download a big .big file each time just to get the lastest copy\version of the mod.

  34. #1034
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    No worries. Any idea why I can't download the instructions... Has this issue popped up before, or it it just me!

  35. #1035
    Member maxdamage's Avatar
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    Have you tried another web browser and let it's download manager download the file or clear the temp internet folder or what ever it is called depending on the browser you used?Don't know about having problems with the download of the .pdf before at moddb as I had the svn url helping on this mod ages ago so I did not need to download the pdf file.

  36. #1036
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    I tried it on two browsers. I don't have any issues downloading other files from moddb.

  37. #1037
    Member maxdamage's Avatar
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    Unfortunately I don't have a copy of the .pdf but try sending TON_Viperor any of the other team members here a pm asking them for it or if any of them can fix it at the moddb page.
    Last edited by maxdamage; 29th Oct 12 at 3:12 PM.

  38. #1038
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    Grand. I'll do that.

  39. #1039
    Member Zeelich's Avatar
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    Hello Relic Forums! Guess who! I was thinking about B5 and got wondering about the old MOD and OMG it is still here! I've gotta say I am amazed at Ton and CnlPepper and incredibly grateful that you guys have stuck around after all this time. Installing HW2 as I type in order to play the MOD.

    EDIT: Oh, and ALC, there are some instructions here: b5wwe.sourceforge.net/downloads.html#svn they should be right but I can't remember for sure.

  40. #1040
    Member maxdamage's Avatar
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    @Zeelich

    Welcome back!It has been a while!I miss the good old days at the TGU forums.

    What about this svn link?
    https://b5wwe.svn.sourceforge.net/svnroot/b5wwe/trunk
    Last edited by maxdamage; 21st Dec 12 at 5:31 PM.

  41. #1041
    Member Zeelich's Avatar
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    Hey Max, good to see you're still here too. Oh yeah. TGU was AMAZING! Ah the memories.

    Does anyone remember if we had permission from the Great Wars Team to use there meshes/textures? I know Crook said we could use his stuff. and Meurig47 but that's all I can remember. hehe

  42. #1042
    Member Zeelich's Avatar
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    You're probably not going to believe this but I have actually done some work on the MOD!

    b5wwe.sourceforge.net/image/screenshots/forum/morshinpic01.jpg

    I'm afraid this stupid forum will not let me post links yet so you'll have to copy and past the url.

    Still a bit of work to do, gotta learn all about the shaders and how to use 'em again. hehe

    Can anybody post this on MODDb for me?

  43. #1043
    Member maxdamage's Avatar
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    Going to upload it at MODDB asap!

    [edit]Done.

    Last edited by maxdamage; 31st Dec 12 at 7:39 PM.

  44. #1044
    Member Zeelich's Avatar
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    Thanks Max!

  45. #1045
    Look at that. What a great xmas gift !

  46. #1046
    Welcome back Zeelich. It's been too long. I'll have to get my mod tools reinstalled in case there's anything that needs doing alongside the new stuff we'll hopefully be seeing from your side. I hope we'll finally be able to get the mod to a proper v1.0 release.

    Now if only we could get the AI fixed to provide a proper challenge in the new game mode.

  47. #1047
    Member Zeelich's Avatar
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    Yeah a basic v1 release is what I'd like to get done to. I've started cutting back the buildable ships so that the 2 sides are closely m5,5atched without needed to create many new meshes/textures. I'm also hopping that the AI will be a bit of a challenge once the ships have prices, build times and are a bit more ballanced in regards to fire power/health.

  48. #1048
    True, but as it is now, they completely ignore the capture points in that gamemode. We need some way to get them to focus a bit on the points. The AI at this point will only send ships after asteroids and directly at enemy players apart from single fighters CnlPepper scripted to fly at the various points from each AI. Those are a bit of a cheat, since they are generated separately from the normal build function at regular intervals with no regard to whatever else is taking place.

  49. #1049
    Member Zeelich's Avatar
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    Yeah I see what you mean. That would be nice to get working right.

  50. #1050
    Member Zeelich's Avatar
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    Does anyone have a copy of the hodedtangent installer? the latest hoded sucks.

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