[MOD] Babylon 5 Total Conversion B5X3TC

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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SAVOTW
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Post by SAVOTW » Thu, 16. Dec 10, 00:01

I'm not sure what caused your crash, although we do know of random crashes on entering sectors. Was the bonus pack added before or after our demo? nothing should go after it...it should be the last thing added. All our work is focused on the main release currently, so I'm not sure when if at all we will do anything to improve the demo. Thanks - sorry you didn't get to see more of it :(

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Shadow1980
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Post by Shadow1980 » Thu, 16. Dec 10, 19:46

@SAVOTW;

The bonus pack was added before the demo - the demo was added as the absolute last files to load in the number sequence. (As per instructions)

I'm not too concerned about the demo getting 'fixed' - even though I find it an absolute shame that I couldn't explore more of it. I am just concerned that the full release might have such issues, and that the issue is related to me rather than a majority of people. In such a case, it would be doubtful that a fix would be made, if the root cause could even be easily found.

I wish I knew what happened to cause the crash so either I or someone on your end would be able to fix it for the full release. This mod is one of the things that makes me keep coming back to X3:TC - and it's the only thing that will make the missus play X3 :-)

Either way, I will download and try the full release and give whatever feedback I can - both to get to the bottom of any issues but also to improve the mod itself! Keep up the good work, it's looking frigging impressive so far.
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SAVOTW
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Post by SAVOTW » Thu, 16. Dec 10, 22:02

The crashes I'm aware of were caused by the spawning of non-B5 ships i.e. original TC Terran ships, that I had removed from the game. So if you entered a sector with one in, or it entered your sector...boom..it would crash. We will test the next version far more thoroughly before considering any release. If TC worked on your pc correctly then our conversion should in theory do the same. Incidently I added the Za'ha'dum planet about 20min ago and in the last week Narn and Minbar. We are getting there....albeit slowly :wink:

DannyDSC
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Post by DannyDSC » Sat, 18. Dec 10, 19:33

nice conversion! I wait the next release. And if you want I cant translate it in italian for IT community. ( B5 and SRM Mod are very very fantastic project. It all comes down to personal taste obviously )

a question : the dialogues in the videos are also for the missions in game or are only for the EA1 part 1&2?
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Amras Arfeiniel
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Post by Amras Arfeiniel » Wed, 23. Feb 11, 22:13

Just for the video. :)

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GrieferBastard
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Post by GrieferBastard » Fri, 25. Feb 11, 21:59

Absolutely worth waiting for. I *love* B5. Happy to see someone is doing it justice!

Varek Raith
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Post by Varek Raith » Sat, 12. Mar 11, 17:58

The warning beep before combat...
Could you tone it down a bit? Jumped out of my chair the first time I heard it.
:wink:

SAVOTW
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Post by SAVOTW » Sat, 12. Mar 11, 22:37

^^ Sorry dude ;) Yes, we'll have to remember to try to level the sounds.

SAVOTW
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Post by SAVOTW » Wed, 18. May 11, 16:54

I've finally got around to making another vid, using the assets we have added to our mod of X3 Terran Conflict so far. We're adding new stuff to the mod all the time, development is slow but steady ^^. If your a B5 fan then the pics(artwork) alone on our FB site may be worth a look.

FB;

http://www.facebook.com/pages/X3-Babylo ... 439?ref=ts

New Vid(YouTube);

http://www.youtube.com/watch?v=g2A1U7I4xm8

InfinityStar
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Post by InfinityStar » Sat, 27. Aug 11, 18:00

This is even better than the Homeworld version of B5 :)

I've noticed a few issues though... -.-

When accepting escort missions, the ships will just sit there in space and do nothing.. No speed or anything, and won't move at all.. And also, as someone mentioned earlier, I keep getting messages saying "task complete" or "Thank you for returning our freighter" etc.

Other than that, and possibly a bit too hard to play in the start, an absolute dream! =)
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InfinityStar
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Post by InfinityStar » Sat, 27. Aug 11, 18:07

Oh, and one other thing...

Something I would really love to see would be visible signs of damage. Like, if an Omega like the Churchill was badly damaged then the hull would be burning and there'd be holes and stuff. Do you get my idea?
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TrixX
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Post by TrixX » Sat, 27. Aug 11, 20:54

InfinityStar wrote:if an Omega like the Churchill was badly damaged then the hull would be burning and there'd be holes and stuff. Do you get my idea?
Burning in space?

You think that's air you're breathing....
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InfinityStar
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Post by InfinityStar » Sat, 27. Aug 11, 20:56

InfinityStar wrote:
if an Omega like the Churchill was badly damaged then the hull would be burning and there'd be holes and stuff. Do you get my idea?

Burning in space?

You think that's air you're breathing....
Well the atmosphere inside the ship would provide the oxygen (or whatever gas it is) for the fire of course...
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Requiemfang
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Post by Requiemfang » Sat, 27. Aug 11, 22:57

Not really Infinity, fire would only last a few seconds to minutes in a vacuum. Possibly what air would be vented would keep fires going to a point until damage control took over. What you would see smoldering would be the melted heated up parts of the ship that got damaged. These heated up parts would only last for a few moments before the space outside the ship would begin to rapidly cool the exposed parts. Space is cold after all :wink:

The only way I can think of a ship burning is because of intense heat caused by a fusion core reaction melting down or exploding causing the surrounding material to become super heated.

InfinityStar
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Post by InfinityStar » Sun, 28. Aug 11, 08:33

Yeah, I guess you're right. It still a cool idea though. Like, scorch marks where your shots hit, and maybe some burning or something. I guess it will be easier to do when rebirth comes out, since that game's designed to be more "close-in" or whatever.
"To see a world in a grain of sand, and a heaven in a wild flower. Hold infinity in the palm of your hand, and eternity in an hour."

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InfinityStar
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Post by InfinityStar » Sun, 28. Aug 11, 13:02

Does anyone here know where to buy weaponry in the mod? Or haven't you got that far? Bought my first Aurora yesterday and I can't find any weapons to equip it with... one station sells them, but it has run out :/

Solved it, the shipyard now sells fully equipped Auroras.

Ran into another problem though, bug?
Whenever I buy a trading ship (Panama, Hammond, Armstrong etc), can't undock from the Shipyard for some reason...
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Commander Zane
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Post by Commander Zane » Tue, 30. Aug 11, 18:13

TrixX wrote:
InfinityStar wrote:if an Omega like the Churchill was badly damaged then the hull would be burning and there'd be holes and stuff. Do you get my idea?
Burning in space?

You think that's air you're breathing....
Requiemfang wrote:Not really Infinity, fire would only last a few seconds to minutes in a vacuum. Possibly what air would be vented would keep fires going to a point until damage control took over. What you would see smoldering would be the melted heated up parts of the ship that got damaged. These heated up parts would only last for a few moments before the space outside the ship would begin to rapidly cool the exposed parts. Space is cold after all

The only way I can think of a ship burning is because of intense heat caused by a fusion core reaction melting down or exploding causing the surrounding material to become super heated.
Then I shall redirect you to this, where there is very clearly fires and broken hull plates on the ship. This being a Babylon 5 mod, it would make sense if such effects were added, however from posts I've seen before, dynamic hull damage is impossible and thus we won't see this no matter how much anyone would want them added.

Requiemfang
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Post by Requiemfang » Tue, 30. Aug 11, 23:51

Yes, the game engine would need a major overhaul in order to show this. HW2 had dmg effects on heavily damaged ships, Sins of a Solar Empire shows this slightly. Pretty much it's impossible to do it with the game engine X3TC uses.

metalsnakegear
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Post by metalsnakegear » Wed, 7. Sep 11, 02:26

just andomly wondring if his wil be reeased before the launch of xbirth otherwise wouldnt it be a little pointless to continue making it for x3tc if your gonna move like you did when x3tc came out?

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Killjaeden
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Post by Killjaeden » Wed, 7. Sep 11, 13:05

its not pointless... after all its a total conversion, so more or less a "new game" in its own right. Switching to X:R will take a lot time again (you can't port any script from X3TC to XR, because XR doesnt has the same Script editor) Also the model and such would need a complete overwork. And last but not least - you can't switch to another ship in X:R
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