@Mr Who: The Res Hub is a new ship for this release.
@Mr Who: The Res Hub is a new ship for this release.
So it's just an upgraded model of Valkyrie, pity coz it looks way cooler than old Valkyrie model.
@Scarbrow - oww, now I noticed - I rather ignore non-combat ships - no shoot, no boom, no ship to me![]()
The scorpion shipyard still has a ways to go before its ready to be released in the mod. It will be released when its finished, as it is bound to be a big feature of the mod we're not going to settle for a sub-standard job for it.
v0.5.5 has been released, check the first post for links.
I will try the without shader version, but it is strange because my computer have not even 2 years.Code:Fri Apr 02 22:31:10 2010 Loaded Archive: 'Homeworld2.big' UTIL -- filepath failure, path doesn't exists 'C:\Program Files\Sierra\Homeworld2\data\locale\french' Loaded Archive: 'french.big' Loaded Archive: 'BSG.big' Uing ..profiles\ for profiles folder Cannot overwrite function PickRandomMusicTrackRule Cannot overwrite function PlayTrack Cannot overwrite function SobGroup_SplitGroup Cannot overwrite function SobGroup_SplitGroupReference GAME -- Using player profile David Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 3 Using Intel's 2.0.0 - Build 7.15.10.5043 Intel Cantiga renderer (Suspected driver is ialmgicd.dll 0) Loaded Archive: 'frenchSpeech.big' Loaded Archive: 'Music.big' SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte Built by : mrbuild Data path : C:\Program Files\Sierra\Homeworld2\data Program "!!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 ### NOTE: All shader operations calculated in EYE SPACE. ATTRIB texPos = fragment.texcoord[0]; # texture coordinates ATTRIB rawNormal = fragment.texcoord[4]; # interpolated eye space normal ATTRIB rawVertex = fragment.texcoord[5]; # interpolated eye space vertex position ATTRIB lightTypeA = fragment.texcoord[6]; # flags the type of light for lights 0-3 (0=directional, 1=point) ATTRIB lightTypeB = fragment.texcoord[7]; # flags the type of light for lights 4-7 (0=directional, 1=point) OUTPUT outColour = result.color; TEMP temp; TEMP normal, vertex¬ù Program Info:Error, line 386: parameter binding limit exceeded (max = 32, used = 37). Error, line 386: temporaries binding limit exceeded (max = 16, used = 21). Error, line 386: instruction limit exceeded (max = 96, used = 204). Could not load !!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 ### NOTE: All shader operations calculated in EYE SPACE. ATTRIB texPos = fragment.texcoord[0]; # texture coordinates ATTRIB rawNormal = fragment.texcoord[4]; # interpolated eye space normal ATTRIB rawVertex = fragment.texcoord[5]; # interpolated eye space vertex position ATTRIB lightTypeA = fragment.texcoord[6]; # flags the type of light for lights 0-3 (0=directional, 1=point) ATTRIB lightTypeB = fragment.texcoord[7]; # flags the type of light for lights 4-7 (0=directional, 1=point) OUTPUT outColour = result.color; TEMP temp; TEMP normal, ¬ù Program "!!ARBfp1.0 OPTION ARB_precision_hint_fastest; ############################################################################### # Modified by CnlPepper to implement per-pixel lighting with parallax mapping # ############################################################################### ### NOTE: All shader operations calculated in TANGENT SPACE. ATTRIB texPos = fragment.texcoord[0]; # texture coordinates ATTRIB lightDir = fragment.texcoord[2]; # texture coordinates ATTRIB eyeVec = fragment.texcoord[3]; # texture coordinates PARAM lightDiff = state.lightprod[0].diffuse; # main light diffuse colour product (multiplied by diffuse material property in .st file) PARAM lightSpec = state.lightprod[0].specular; # main light specular colour product (multiplied by specular material property in .st file) PARAM materialSpecExp = state.material.shininess; # material shininess defined in .st file PARAM misc = { 0, 0.5, 1.0, 2.0 }; OUTPUT outColour = result.color; TEMP temp; Program Info:Error, line 126: temporaries binding limit exceeded (max = 16, used = 19). Could not load !!ARBfp1.0 OPTION ARB_precision_hint_fastest; ############################################################################### # Modified by CnlPepper to implement per-pixel lighting with parallax mapping # ############################################################################### ### NOTE: All shader operations calculated in TANGENT SPACE. ATTRIB texPos = fragment.texcoord[0]; # texture coordinates ATTRIB lightDir = fragment.texcoord[2]; # texture coordinates ATTRIB eyeVec = fragment.texcoord[3]; # texture coordinates PARAM lightDiff = state.lightprod[0].diffuse; # main light diffuse colour product (multiplied by diffuse material property in .st file) PARAM lightSpec = state.lightprod[0].specular; # main light specular colour product (multiplied by specular material property in .st file) PARAM materialSpecExp = state.material.shininess; # material shininess defined in .st file PARAM misc = { 0, 0.5, 1.0, 2.0 }; OUTPUT outColour = result.color; TEMP ¬ù Program "!!ARBfp1.0 OPTION ARB_precision_hint_fastest; ################################################################## # Modified by CnlPepper to implement bright specular reflections # ################################################################## ATTRIB texPos = fragment.texcoord[0]; # texture coordinate ATTRIB iDiff = fragment.color.primary; # texDiff interpolated color ATTRIB iSpec = fragment.color.secondary; # specular interpolated color PARAM misc = { 0, 0.5, 1, 2 }; OUTPUT outColour = result.color; TEMP temp; TEMP weight, texDiffOn, texGlowOn, texDiffOff, texGlowOff, texDiff, texGlow; TEMP normal; TEMP diffuse, specular; TEMP colBase, colStripe, nBase, nStripe, colour, final; TEMP fogColour; ### SAMPLE TEXTURES TEX texDiffOn, texPos, texture[0], 2D; TEX texDiffOff, texPos, texture[1], 2D; TEX texGlowOn, texPos, texture[2], 2D; TEX texGlowOff, texPos, texture[3], 2D; ### WEIGHTED AVERAGE THE DIFFUSE AND GLOW TEXTURES MOV weight, program.local[0]; LRP te¬ù Program Info:Error, line 76: temporaries binding limit exceeded (max = 16, used = 18). Could not load !!ARBfp1.0 OPTION ARB_precision_hint_fastest; ################################################################## # Modified by CnlPepper to implement bright specular reflections # ################################################################## ATTRIB texPos = fragment.texcoord[0]; # texture coordinate ATTRIB iDiff = fragment.color.primary; # texDiff interpolated color ATTRIB iSpec = fragment.color.secondary; # specular interpolated color PARAM misc = { 0, 0.5, 1, 2 }; OUTPUT outColour = result.color; TEMP temp; TEMP weight, texDiffOn, texGlowOn, texDiffOff, texGlowOff, texDiff, texGlow; TEMP normal; TEMP diffuse, specular; TEMP colBase, colStripe, nBase, nStripe, colour, final; TEMP fogColour; ### SAMPLE TEXTURES TEX texDiffOn, texPos, texture[0], 2D; TEX texDiffOff, texPos, texture[1], 2D; TEX texGlowOn, texPos, texture[2], 2D; TEX texGlowOff, texPos, texture[3], 2D; ### WEIGHTED AVERAGE THE DIFFUSE AND GLOW TEXTURES MOV weight, program.local[0]; ¬ù Program "!!ARBfp1.0 OPTION ARB_precision_hint_fastest; ######################################################### # Modified by CnlPepper to implement per-pixel lighting # ######################################################### ### NOTE: All shader operations calculated in EYE SPACE. ATTRIB texPos = fragment.texcoord[0]; # texture coordinates ATTRIB iNormal = fragment.texcoord[4]; # interpolated eye space surface normal from vertex shader ATTRIB iVertPos = fragment.texcoord[5]; # interpolated eye space vertex position from vertex shader PARAM lightDir = state.light[0].position; # main light position PARAM lightHalf = state.light[0].half; # main light half vector PARAM lightDiff = state.lightprod[0].diffuse; # main light diffuse colour product (multiplied by diffuse material property in .st file) PARAM lightSpec = state.lightprod[0].specular; # main light specular colour product (multiplied by specular material property in .st file) PARAM materialSpecExp = state.material¬ù Program Info:Error, line 122: temporaries binding limit exceeded (max = 16, used = 18). Could not load !!ARBfp1.0 OPTION ARB_precision_hint_fastest; ######################################################### # Modified by CnlPepper to implement per-pixel lighting # ######################################################### ### NOTE: All shader operations calculated in EYE SPACE. ATTRIB texPos = fragment.texcoord[0]; # texture coordinates ATTRIB iNormal = fragment.texcoord[4]; # interpolated eye space surface normal from vertex shader ATTRIB iVertPos = fragment.texcoord[5]; # interpolated eye space vertex position from vertex shader PARAM lightDir = state.light[0].position; # main light position PARAM lightHalf = state.light[0].half; # main light half vector PARAM lightDiff = state.lightprod[0].diffuse; # main light diffuse colour product (multiplied by diffuse material property in .st file) PARAM lightSpec = state.lightprod[0].specular; # main light specular colour product (multiplied by specular material property in .st file) PARAM materialSpecExp = state.ma¬ù Program "!!ARBfp1.0 OPTION ARB_precision_hint_fastest; #OPTION ARB_precision_hint_nicest; ############################################################################### # Modified by CnlPepper to implement per-pixel lighting with parallax mapping # ############################################################################### ### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE THRUSTERGLOWPASS.FP SHADER HAS FAILED TO LOAD ### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B ### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE. ATTRIB texPos = fragment.texcoord[0]; # texture coordinates ATTRIB tem0 = fragment.texcoord[1]; # tangent to eye space transformation matrix row 1 ATTRIB tem1 = fragment.texcoord[2]; # tangent to eye space transformation matrix row 2 ATTRIB tem2 = fragment.texcoord[3]; # tangent to eye space transformation matrix row 3 ATTRIB rawEye = fragment.texcoord[4]; # interpolated tangent space eye vect¬ù Program Info:Error, line 419: parameter binding limit exceeded (max = 32, used = 37). Error, line 419: temporaries binding limit exceeded (max = 16, used = 24). Error, line 419: instruction limit exceeded (max = 96, used = 218). Could not load !!ARBfp1.0 OPTION ARB_precision_hint_fastest; #OPTION ARB_precision_hint_nicest; ############################################################################### # Modified by CnlPepper to implement per-pixel lighting with parallax mapping # ############################################################################### ### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE THRUSTERGLOWPASS.FP SHADER HAS FAILED TO LOAD ### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B ### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE. ATTRIB texPos = fragment.texcoord[0]; # texture coordinates ATTRIB tem0 = fragment.texcoord[1]; # tangent to eye space transformation matrix row 1 ATTRIB tem1 = fragment.texcoord[2]; # tangent to eye space transformation matrix row 2 ATTRIB tem2 = fragment.texcoord[3]; # tangent to eye space transformation matrix row 3 ATTRIB rawEye = fragment.texcoord[4]; # interpolated tangent space ey¬ù Program "!!ARBfp1.0 OPTION ARB_precision_hint_fastest; #OPTION ARB_precision_hint_nicest; ################################################################ # Modified by CnlPepper to implement an advanced planet shader # ################################################################ ### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE MEGALITH.FP SHADER HAS FAILED TO LOAD ### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B ### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE. ATTRIB texPos = fragment.texcoord[0]; # texture coordinates ATTRIB tem0 = fragment.texcoord[1]; # tangent to eye space transformation matrix row 1 ATTRIB tem1 = fragment.texcoord[2]; # tangent to eye space transformation matrix row 2 ATTRIB tem2 = fragment.texcoord[3]; # tangent to eye space transformation matrix row 3 ATTRIB rawEye = fragment.texcoord[4]; # interpolated tangent space eye vector ATTRIB rawVertex = fragment.texcoord[5]; # inter¬ù Program Info:Error, line 363: parameter binding limit exceeded (max = 32, used = 33). Error, line 363: temporaries binding limit exceeded (max = 16, used = 30). Error, line 363: instruction limit exceeded (max = 96, used = 156). Could not load !!ARBfp1.0 OPTION ARB_precision_hint_fastest; #OPTION ARB_precision_hint_nicest; ################################################################ # Modified by CnlPepper to implement an advanced planet shader # ################################################################ ### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE MEGALITH.FP SHADER HAS FAILED TO LOAD ### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B ### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE. ATTRIB texPos = fragment.texcoord[0]; # texture coordinates ATTRIB tem0 = fragment.texcoord[1]; # tangent to eye space transformation matrix row 1 ATTRIB tem1 = fragment.texcoord[2]; # tangent to eye space transformation matrix row 2 ATTRIB tem2 = fragment.texcoord[3]; # tangent to eye space transformation matrix row 3 ATTRIB rawEye = fragment.texcoord[4]; # interpolated tangent space eye vector ATTRIB rawVertex = fragment.texcoord[5]; #¬ù Could not initialize all fragment programs. Please use the '-fragment_program 0' command line parameter BSG Fleet Commander Version v.0.5.5 Shader 2 EXPIRES Jun 29, 2010 Cannot overwrite function SobGroup_SplitGroup Cannot overwrite function SobGroup_SplitGroupReference Unabled to find data:Animatics/camp-opener.avi Resetting fp control word. CmdLine: -mod BSG.big -luatrace -debug binding for hotkeyId:9 not found binding for hotkeyId:19 not found binding for hotkeyId:24 not found Starting Level: Data:\LevelData\Campaign\tutorial\M01_Tanis2\M01_Tanis2.level HUO_GALACTICA is marked as captureable in the shiptuning but has no capture points! HUO_GALACTICA is marked as repairable in the shiptuning but has no repair points! HUO_PEGASUS is marked as captureable in the shiptuning but has no capture points! HUO_PEGASUS is marked as repairable in the shiptuning but has no repair points! HUO_COLUMBIA is marked as captureable in the shiptuning but has no capture points! HUO_COLUMBIA is marked as repairable in the shiptuning but has no repair points! HUO_ATLANTIA is marked as captureable in the shiptuning but has no capture points! HUO_ATLANTIA is marked as repairable in the shiptuning but has no repair points! Warning: addSquadronToSOBGroup could not find squadron (hur_galactica_d) ****AI LOADING 1 0 : CPU LOADING 1 0 : CPU LOADED ****AI LOADED 1 0 : Waiting for gamerule to choose AI to init ****AI LOADING 2 0 : CPU LOADING 2 0 : CPU LOADED ****AI LOADED 2 0 : Waiting for gamerule to choose AI to init ****AI LOADING 3 0 : CPU LOADING 3 0 : CPU LOADED ****AI LOADED 3 0 : Waiting for gamerule to choose AI to init Level music (14): "Storming New Caprica" parameter: <expression> expected; last token read: `<eof>' at line 1 in string "g_booltest=("
I have that as graphic card:
http://www.intel.com/Assets/PDF/datasheet/320122.pdf
It is not a gaming product but it should run that, at least i though...
Last edited by TonyOneBlairoby; 2nd Apr 10 at 1:33 PM.
The intel gfx chips are woeful unfortunately. You'll have to use the old shader version.
HW2:B5TC Team Member (Effects and Game Scripting), HW2 Shader Designer, CFHodEd Maintainer, Nuclear Physicist
Hey, are your FX files open source? Like your custom explosions?
"Sorry, you can not add yourself to your own buddy list."
the BSG team, sorry for the confusion.
Actually CNL, I remember your weapon FX were quite nice, perhaps I could trade maps/elements to both parties in exchange for your materials?
At least, the no shader version work, whouhooo, first time i got the game to work xD.
It is slow!!, but goddamn, it is beautifull ^^.
But i should have seen the readapted tv series, the will spoil the story. Later, i just thought that the pegasus was older because i find he his more blocky the the galactica, which i find have more epured lines. I was wrong xD, i just discovered the pegasus was sort of high tech one while the galactica was an old working wreckage xD. I didn't pay well attention to the TV pilot, shame on me ...![]()
Hi guys. I'm getting a familylist.lua error when I try to run the mod. Its not finding "SuperCap_Hgn"
I've extracted and modified that file, adding what it was looking for, and ran it with -overridebig. and everything works fine. So far. . .
edit:
Oh yea, that error is poping up in both windows versions.
is the down load server been fixed yet. or is it still have hidden files??
Just a bump to notify everyone that 0.5.7 has been released (look at first post of thread for release details).
The video link in the first post leads to at least an year old videos of older mod versions. Are there somewhere videos of the newest v0.5.7?
As far as I can tell, there's a download link for v0.5.8 in the first post in this thread. Isn't that what you're looking for?
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.
The link leads to SourceForge, and at the time of jamie_to_cute's posting there were no files available for this mod on SF. There are files now, however.
Hi, my game keeps on crashing whenever i try to play "Shock and awe"
Heres the hw2.log;
Mon Mar 14 18:01:25 2011
Loaded Archive: 'Homeworld2.big'
UTIL -- filepath failure, path doesn't exists 'C:\PROGRA~2\Sierra\HOMEWO~1\data\locale\english'
Loaded Archive: 'english.big'
Loaded Archive: 'hw2bsg-v.0.5.8-win.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Sylar
Changing from a 32 bit colour depth in winNT (6.1 build 7600),
Using Intel's 2.1.0 - Build 8.15.10.2119 Intel(R) HD Graphics renderer (Suspected driver is ialmgicd.dll 0)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : C:\PROGRA~2\Sierra\HOMEWO~1\data
Resetting fp control word.
CmdLine: -w 1366 -h 768 -mod hw2bsg-v.0.5.8-win.big
binding for hotkeyId:9 not found
binding for hotkeyId:19 not found
binding for hotkeyId:24 not found
GAME -- Using player profile Mister-President
Starting Level: Data:\LevelData\Campaign\ascension\M01_Tanis4\M01_Tanis4.level
randy: movie not initialized yet
There isn't anything in the hw2.log file to tell us what the problem is. That in itself eliminates a few possible errors. I haven't tried the campaign in this mod myself, so I don't know how it would go for me, but maybe someone else can chime in and mention if that mission works for them?
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