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New Mod: Babylon 5 Shadowfall
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NOTE! This mod has been updated! Be sure to get the most recent version later in this thread, or at Shadowfall Version 2.0 ################################################## ######### Here is the first release of my Babylon 5: Shadowfall mod. It has a few foibles and quirks, and is only about 50% of what I envision the final version to be, so I'm releasing it as a beta version (2). Whether or not I do any additional work on it depends on the feedback and assistance I get from the WW:R2IS community. It contains several new weapons and hulls, new races and planets, new quests, and a few other new items. I hope you enjoy! |
Re: New Mod: Babylon 5 Shadowfall
I tried to play the mod but it crashes the game (shuts it down) immediately after I select the mod and try to proceed.
Notwithstanding that, I poked around the files and the graphics look awesome! Nice work indeed. That must have been killer to put together. Looking forward to trying it. |
Re: New Mod: Babylon 5 Shadowfall
Hmmm. I developed this on a Mac, and haven't had the chance to test it on a PC. When I install it from the ZIP archive, it runs fine on my Mac.
Tell me - can you read the ReadMe.txt and ResourceLinks.txt files, and do they look OK? One of the differences between how Macs and PCs is how text files handle line returns, and it could be the PC version can't read any of the .ini files I've edited or created. |
Re: New Mod: Babylon 5 Shadowfall
Forget I said anything. My computer is the problem. I can't run WW at all for some reason.
While I'm writing you though - did you make the ship graphics with screen shots or from scratch? |
Re: New Mod: Babylon 5 Shadowfall
I made them from a combination of sources. Check out the "ResourceLinks.txt" file in my mod for specific URLs. Mainly, I produced them from large-size ship schematic images from gaming / fan sites and from exporting and re-editing from 3D models that have been produced by fans for other games and programs.
I also used fan sites / schematic data to produce the weapon descriptions and strengths. There are some FANTASTIC resources out there for people who want to make their own fleet mods. |
Re: New Mod: Babylon 5 Shadowfall
Finally had a chance to take a look at the mod. Whew, it's nice! You did a really slick job with the combat animations too.
I think the only thing I would change is the strength of the summonnable ship. It's so powerful that any fight except the shadows is way too easy. Man, that's a slick mod though. Nice work! |
Re: New Mod: Babylon 5 Shadowfall
Thanks for the feedback!
I agree entirely - the Vorlon Star Dreadnaught is too powerful to summon any old time. It's supposed to be a one-use replacement for the Chromium Gong and Klakar beacon. However, I have yet to figure a way to make it one-use (hence, the "beta" version). I do have a quest activation that *should* steal the Vorlon beacon without warning, but it is unfortunately random. |
Re: New Mod: Babylon 5 Shadowfall
I just installed the mod. Fantastic Job!! Thank you!
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Mod Update: Babylon 5 Shadowfall
1 Attachment(s)
I've attached a significant update to the Babylon 5 Shadowfall mod (now Beta 3). I've added a few quests with rare trigger requirements, and my playtesting hasn't been able to confirm that they work as intended. So, I would appreciate if anybody would post when they encounter the following:
- catching Dureena - Lorien - the Keeper - Lorien ridding you of a Keeper (and how) - the Yarg, the On, the Arisia colony - the "special" tracking computer New in this version: - Added "Dureena" quest and item - Added "Book of G'Quan" item - Added "Triluminary" item - Added "Lifegiver" item (thanks, Voltayre, for the idea) - Added "Lorien" quest and item - Added "Keeper" quest and item. I'm proud of this one! - Added "Arisia" quest - Added "cursed" tracking computer. - Added "Nashabban Hiddenbeast" (icon is actually one of Godzilla's enemies), "Zarg" and "On" creatures. - Implemented "vorbeacon" quests to randomly take away the Vorlon beacon once used. It's too powerful to be able to use continually - and I still haven't found a way to instantly remove it after one use. - Graphics: intro screen, end screen, navigation map, nebula map |
Re: Mod Update: Babylon 5 Shadowfall
I played b2 a few times and loved how difficult it was. I deinstalled b2 before installing b3. When selecting the mod, beta 2 displays. Love the new splash screen. The first time playing b3 as Omega class, my G4 10.4.7 box locked up and had to hard reboot. After the reboot, no problem.
Will let you know how it goes. Thanks for the mod. I'm really enjoying it. Hal |
Re: Mod Update: Babylon 5 Shadowfall
Oops! Missed that detail on the title. Should be fixed.
If I could figure why it sometimes crashes, I would fix it and release this as an "alpha" version instead of a "beta". I've tried to track it down (and the map-size bug too) - but there are no debugging utilites in WW:R2IS, and the development team seems MIA, so I've kind of thrown my hat in the ring on those issues. |
Re: Mod Update: Babylon 5 Shadowfall
Can't wait to try the update. I've been enjoying ver 2 for about 3 days now. I loved B5. One of my fav sci fi shows of its type ever. [Right after Farscape. ;-)]
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Re: Mod Update: Babylon 5 Shadowfall
Full final release due soon - playtesting now.
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Re: Mod Update: Babylon 5 Shadowfall
Really enjoying the mod. Shadow ships are a great challenge but doable.
The biggest shock that I had was using the corvette. I had other ships in my fleet which ended up getting destroyed. I didn't realize that my cargo capacity had grown with the other ships. So that when my fleet was destroyed my cargo capacity went back to "normal" and half my stuff was gone. The conquered enemy offered to sell my cargo back to me. Thought it was a bug ... at first. Thanks again, hal |
Re: Mod Update: Babylon 5 Shadowfall
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Re: Mod Update: Babylon 5 Shadowfall
Well here it is. I have spent way, way, way too much free time I don't have to bring you Version 1 of the Babylon 5: Shadowfall mod. It has new maps, and lots of new items, quests, events, and other details over even the last beta version.
There is still one quirk I couldn't track down; sometimes on startup the map will display a hidden black hole, and the Terran homeworld data is lost and you cannot retire. If you see that happen, quit and restart Wierd Worlds. Other than that, I'm pretty happy with everything. I will appreciate feedback... let me know if you like the mod! |
Re: Mod Update: Babylon 5 Shadowfall
Hmmmm, so far I can't seem to run anything besides the smallest map size without the program crashing. Any suggestions?
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Re: Mod Update: Babylon 5 Shadowfall
I'm very unhappy to hear that...Can anyone replicate this problem, or confirm that the mod is working for them? It's working fine for me... but again, I'm on a Mac.
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Re: Mod Update: Babylon 5 Shadowfall
Man, this is awesome. I'm on a mac too, and its working great.
Honestly, this is the most advanced WW mod I've ever played. Great Job! |
Re: Mod Update: Babylon 5 Shadowfall
I wouldn't even care except that I had the misfortune of playing the betas and seeing how slick they were! You may want to post your mod to the Infinite Space Federation site. I think the Shrapnel guys frequent that place a bit more for some reason. The link is:
http://z7.invisionfree.com/SAIS_Foru...p?showforum=11 (as I'm sure you knew anyway) One way or another, you should post it there anyway so more people can get a taste of all that hard work you put into your mod. Thanks for all the hard work! |
Re: Mod Update: Babylon 5 Shadowfall
I'm still playing beta 3 and occasinally get the strange black hole quirk. Your nebula masses anger me to no extent as I often find myself trying to cross them without realizing it until it's too late. But, it does finally make one of the items quite a bit more useful (can't remember the name offhand, it's used to outline the edges of the nebulas or whatever), so I say it's a go. :-) Whether on purpose or not. Can't wait to try your 1.0 so I'm off to do so!
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Re: Mod Update: Babylon 5 Shadowfall
Ok, simulator seemed to work, though selecting Babylon 4 is pointless as it seems to be derelict. It does not attack, defend, and you cannot board and take control. Tried the full game (only starting it) and I am able to begin a small and medium map game, but the large map crashes to desktop everytime. This was tested with each ship with low nebula mass and max enemy every time.
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Re: Mod Update: Babylon 5 Shadowfall
After playing the 'medium' map, it seems it's 'large' map size. I haven't tried the 'small' map, dunno if it's the correct size or not.
I did run into a couple other small problem. When entering a black hole and meeting some ancient ones, I received my 'gift'. I had a full cargo hold at the time and had to quit the game due to the fact I could not move anywhere. There was nowhere to put an extra item like you would on a planet and the item I received could not be equipped without displacing another item into cargo. I know your anti gravity item for entering black holes has a warning about using it w/full cargo, but this is more of a needed fix and not a 'game/role playing' type of error. I assumed that having a full cargo and entering a black hole would kill me or something, not do that. (yes, i entered it anyway, lol). The second problem, unless this was done intentionally, is that I cannot fill the cargo bay on the whitestar. There's two rows for cargo, but you cannot fill the last two spaces. All in all, a very enjoyable mod and one of the best I've played so far!!! |
Re: Mod Update: Babylon 5 Shadowfall
Some great feedback! Thanks. Some responses:
1. I can't track the black hole thing down. I assumed it was a quest STAR definition somewhere, but I paid double attention to them this time through with no luck. 2. I tried to make the nebula masses look more like the wispy nebula gases you see in Hubble telescope images, and yes, give some actual value to the nebular extent calculator item. As long as you pay attention to the projected travel times between stars, however, it won't be a problem- but if you jump before you look, it might. That was on purpose... whether it was a good call or not remains to be seen. 3. The White Star is only supposed to have 6 cargo slots. It's not a full size frigate, so I comprimised - the game needed more than four slots but 8 seemed over-generous. It's easy to fix if everyone thinks it is too restrictive. 4. I agree about the black hole item dropping thing. It snagged me in playtesting, that's why I put the warning on the Gravitic Field Inverter and changed the icon so everyone would give it a close look. I tried to add a custom planet to black holes to give you a place to dump items, but black holes are hardcoded it seems to not allow planets! And, if I move the First Ones quests out of black holes, it kind of ruins the whole point. I wanted to give a reason to check out black holes at all, and make it a little hard to find First Ones and the goodies they can give out. 5. Babylon 4 is designed purely as a derelict. It doesn't have maneuvering thrusters or a drive, and isn't intended for play ... so no, I wouldn't imagine it would be much fun in the simulator. I could remove it from the simulator selections I guess. 6. I "upsized" all the maps. The small map is the normal game's "medium"; the "medium" map is the normal game's "large", and the "large" is an "extra large" one for extended play. It shouldn't affect stability... you can always try deleting the "distribution.ini" file in the mod if you want to go back to the default map sizes, but I haven't tested stability on that. 7. It seems that the map sizes, and the mod itself, is not uniformly stable across both the PC and Mac platform. Unfortunately, this doesn't help me debug any. 8. To be honest, I wasn't aware of the Infinite Space Federation site. Thanks for the link! |
Re: Mod Update: Babylon 5 Shadowfall
1. black hole thing isn't that big o deal
2. I like the idea of the nebula masses the way you have them. Frustrating at times, but forces me to pay more attention now 3. Figured that was the reason, but wanted to be sure 4. can be dealt with, it's worth the trouble. 5. I've met up with Babylon 4 before in one of the betas and could not board it without attacking it before which is one of the reasons why I tried using it in simulation. Just to see how it'd hold up against other ships. Also, I could've sworn I saw it using weapons in the title screen auto melee. 6. as big as the med map is, I don't guess I need the large map that badly, but it still crashes it. Any ideas on why? Again, great work. Looking forward to any future iterations. |
Re: Mod Update: Babylon 5 Shadowfall
#6 - I have "ideas", but only ideas. The large map does increase the map size and number of stars and quests. However, those never seem to cause problems in my experiments. There is an EVENTs flag in the distribution.ini file which seems more sensitive, and could be the problem.
It could also be the mission.ini file, which seems really sensitive to IPAY settings (the negative starting bonus each mission type is set with). Experiment: Since I can't recreate any problems on my end, if anybody wants to try a few things might help track down the problem. 1. Delete the distribution.ini file in the mod and see if it works on all map sizes. This would revert to the default. Play game to see if that helps or hurts. 2. Edit the mission.ini file in your mod copy, and set the IPAY numbers to 0 for all three missions. Again, separately, play game to see if that helps or hurts. And let me know if that makes a difference... |
Re: Mod Update: Babylon 5 Shadowfall
Okay Psi, I think I've solved your large map quandry. The problem, so far as I can tell, is that you have the DIF set to 3 for that map size. When you create a game with 'large' map size and 'more' for enemy strength it generates fleets for which there aren't any discriptions (I'm guessing the DIF modifier for 'more' is +2, therefore creating DIF 5 fleets). So when the game tries to populate the map there aren't any fleets to do it with, hence the crash. If you just adjust the DIF setting for the large maps to 2 instead of 3 it works fine.
The only thing I can't figure out is how it still works on a mac. |
Re: Mod Update: Babylon 5 Shadowfall
I'd presumed that the DIF setting was for scoring purposes -- since there's no documentation of the distribution.ini file setup -- but it would be great if that was the problem! Does that fix it for anyone else with crashing problems, before I go posting an updated version?
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Re: Mod Update: Babylon 5 Shadowfall
The first time I ran Babylon 5 Shadowfall v1 it crashed, after that I have NOT had a single problem at all. I probably had a memory dump. The playing is fantastic, love the ships, weapons, and the GAL.... enough said!
At my age I almost had a heart attack! Thanks for keeping this 66 year old gamer going!! A job well done!! |
Re: Mod Update: Babylon 5 Shadowfall
FANTASTIC JOB!
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Re: Mod Update: Babylon 5 Shadowfall
black bear, thanks, it makes me glad I took the time to make it!
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Re: Mod Update: Babylon 5 Shadowfall
Ran into the "full cargo and full ship so I gotta quit problem" again when finding the technomage and receiving their gift. Technically, no planet so I couldn't dump something off. Guess I'll have to watch going into double binary systems w/full cargo, too. I never really paid attention to not being able to dump in one.
Still loving it and still getting my arse handed to me by Shadows! |
Re: Mod Update: Babylon 5 Shadowfall
Hmm, I guess I didn't check to see if binaries can't have planets! I thought it might be handy to have the technomages always in binaries.
I've adjusted the technomage quest to generate a planet, so in the next version that won't happen again. |
Re: Mod Update: Babylon 5 Shadowfall
Had another cargo problem. Had 4 'guests' on board and acquired a fifth. Since you can't leave guests on planets, I was forced to restart. Sad thing is, it was the last planet I had to explore. Doh. I think I'll dig into the game and see how easy it'll be to increase cargo loads.
Ok, I've increased the cargo hold of the Whitestar (fav ship) for items, but it doesn't seem to include the cargo hold for dignitaries(guests). Where would I find that? |
Re: Mod Update: Babylon 5 Shadowfall
Unfortunately, under the "engine limitations" for the game, the game itself only allows four passengers. I assumed that any extra passengers would just get ignored, but I guess I was wrong! I'll have to go through and make sure that the number of potential passengers is limited - which is too bad, it's kind of fun to have all the B5 cast as potential passengers!
BTW - I have just added the Minbari and Drazi races, and a few new quests and items. I'm still taking help from contributors if anybody wants to work on some items or ships. Has anyone else confirmed the distribution.ini fix helps crashiness on the PC? |
Re: Mod Update: Babylon 5 Shadowfall
OK, major major upgrade for the next version in the works - hopefully with complete stability (so far so good). Also, new minbari, narn, and drazi races.
If anyone feels up to it, I could really use somebody converting the text in the race files so that the Muktians are the Hyach, and the Urluqai are the Pak'ma'ra. and the Tanru are the Gaim. No graphics editing skills necessary. |
Re: Mod Update: Babylon 5 Shadowfall
Wo! V1 is certainly more challenging than b3. Definitely the coolest mod that I've played. Enjoying it a lot.
Thanks very much, Hal |
Re: Mod Update: Babylon 5 Shadowfall
So, is there a ver. with the Minbari and Drazi races already? Or not yet? I'm confused by the last two posts of yours. Either way, I CANNOT wait!
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Re: Mod Update: Babylon 5 Shadowfall
sorry. I will be releasing a version 2 - hopefully this week (first week of august 06) - with several new races and quests and items, and hopefully more stability. I'm playtesting for quirks now.
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Re: Mod Update: Babylon 5 Shadowfall
woohoo!
Aw, man. It's only been like two mintues. I have no patience. Hurry up! ;-) |
Re: Mod Update: Babylon 5 Shadowfall
ANNOUNCING - the Babylon 5 Shadowfall mod - Version 2!!!
OK, here it is. I think I have improved the stability quite a bit, and there are lots of new items, quests and races. Unless there are some quick small fixes to make, this will be the final release of the Shadowfall mod. I don't plan any further debugging at this point. There are a few quirks that still show up - sometimes Z'ha'dum is undefended on the highest difficulty settings, the Sunhawk merc quest hasn't made an appearance in a while, and sometimes an ally ship doesn't "load" correctly. But it should be very playable and complete. And no, I'm not planning any future mods. This took too much time, and the WW:r2is mod system is too undocumented for me to spend months trial-and-error exploring the mod limits and requirements. If I had it to do over again ... i might have made a Futurama mod instead! |
Re: Mod Update: Babylon 5 Shadowfall
Sweet, I just sat down ready for the boredom (waiting on a game in the mail... didn't come again) hoping against hope you would have ver.2. And here it is. Thanks for making my day.
Just wondering, I transferred the torc of babylon and hyperdrive into your ver.1 mod. Are there any items that take the place of those in this new vers? If so, I don't want to go back and add them again. I hope to see more mods from you in the future as I've really enjoyed this one and I'm sure anything after this would be as good if not better. Hopefully, you'll find the time again. Thanks again. |
Re: Mod Update: Babylon 5 Shadowfall
I think I got the ally ship thing. After finding a Centaurian hulk. Couldn't select the Centaur ship no matter what I tried. Crashed when I tried to enter a battle. Back to try again.
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Re: Mod Update: Babylon 5 Shadowfall
Yeah, that's the ally bug alright. I have been trying to track that down for two weeks. But, the allys play fine for about 4 times out of 5 in my tests... so who the heck knows what it doesn't like? Unfortunately, I have no way of guessing what I can do to fix it or even recreate the problem consistently.
The Torc of babulon is not necessary - it just grants hypervision. Both Mr. Bester and the Neutrino Array give that ability. The Hyperdrive has been replaced by the Jump Point Generator, which is quest item. If you don't want it quested, you can turn off the "nogen" flag in the item file. |
Re: Mod Update: Babylon 5 Shadowfall
In previous versions, Mr Bester (telepath?) and the Neutrino Array (orange globe?) didn't seem to show cloaked ships in battle. I'll try again later with those items and the torc. In the new version, are the shadows the only cloakers? If you feel it gives anything away, don't worry about it. Im sure I can dig in there and find out.
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Re: Mod Update: Babylon 5 Shadowfall
The shadows are the only cloakers. I think they both are working now, but you can confirm... if they don't, then it's a bug with the mod language, because they both have the "hypervision" flag set.
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Re: Mod Update: Babylon 5 Shadowfall
I've been trying to confirm while playing but haven't had encountered a Shadow while carrying those two items yet.
I have had it crash to desktop twice now just as I reach a planet. You can hear the sound effect of a planet window start to come up then *crash*. All I found was this:<font color="red">Fatal signal: Segmentation Fault (SDL Parachute Deployed)</font> I don't mind that but I'm afraid I'm missing out on something. Especially, if it's the same thing every time. I'll never get to see it!! lol Any ideas? Also, I've yet to repeat the sidekick crash. http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: Mod Update: Babylon 5 Shadowfall
Hmm, you know, I don't remember if I've seen a Shadow yet on this new version, but I'm not worried yet.
I've noticed the Narn BattleCruiser never launches fighters. I've fought them, I've had one escort me, and I've tried in 'simulation', but they never launch whether you're targeting something or not. Sigh... time to go mow. |
Re: Mod Update: Babylon 5 Shadowfall
I never got the Narn fighter bay to deploy. It's in the "readme".
No clues on the crash. Usually that crash timing signifies a quest "STAR" or planet definition... |
Re: Mod Update: Babylon 5 Shadowfall
1 Attachment(s)
OK, try this. I redid most quests' STAR sections.
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