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  #1  
Old January 10th, 2007, 05:51 AM
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Default Re: Updated mod: The Babylon Project

Why exactly doesn't the mod work on macs? Is it just because of the 1.2 changes? Do any mods work then, or do mac-users have to just play vanilla?

I should think that 1.2 mods would still work on macs if you just took out a few files from the gamedata directory. The only thing I did to bring this mod to 1.2 was to add a few .ini files, I believe its just strings.ini and numbers.ini, though I think there may be one or two more (just compare the gamedata folders with an older mod). It should work fine if you just pull those files out I would think...
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  #2  
Old January 10th, 2007, 08:17 AM
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Default Re: Updated mod: The Babylon Project

Aight, new 2.55 update has been posted. This update is more for maintenance and upkeep than anything else. I've been going back through the series (and I'm actually watching Crusade now all the way through for the first time evar) and trying to bring the weapons effects more in line with the series. You'll notice a big difference with the Omega guns (positions and color) and the Drakh weapons. Apparently the Drakh are pansies and actually have a light blue and yellow weapon effect theme going on.

New items and lifeforms have been added in as well to spice things up, some may help your cause, others may get you into trouble... Also, the Jump Point Generator is no longer findable, may add another quest at some point to pick it up for a price.

I've also apparently reached the upper limits of the max # of quests allowed in a mod. I'm confidant I should be able to condense some quests together, but it won't be much, so don't expect many more new quests unless I start deleting old ones.

BUGS: there is still a non-occurring event which I haven't been able to identify yet. You'll notice it when you reach a planet and nothing happens (no item, no fleets, no events). I suspect its the Vorlon ally event (who? what? where?). Can anybody else confirm this? If you've seen this quest pop up let me know, otherwise I'm clueless.
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  #3  
Old January 10th, 2007, 03:15 PM

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Default Re: Updated mod: The Babylon Project

I never had any crash issues when I put the 1.2 content into my mac, it just acted funny sometimes. (especially with the multimissile launcher) I'm guessing that the new mod overflows one of the old hardcoded system limits that was increased after 1.2. But that's just a guess.

-Jeremy
  #4  
Old January 10th, 2007, 07:01 PM

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Default Re: Updated mod: The Babylon Project

Last Episode of Dallas, rofl!

Just a quick note: some of the new click sounds you added are a bit, well, annoying. Especially the one that confirms your actions or is used when you click on the buttons that change playing speed during combat (sounds a bit like breaking glass). In my eyes (or ears ;-) ) the click sounds shouldn't be too prominent.

The reduced firing arcs of the Omega are good, it's already the most powerful of the three ships anyway.
  #5  
Old January 10th, 2007, 08:27 PM

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Default Re: Updated mod: The Babylon Project

Looks like the 1.2 for Mac has been pulled. 1.21 is only for Windows. There is a "coming soon" message for Mac users.

I haven't tried today's version. I'll give it a try on 1.11 and let you know what happens.

Thanks, Hal
  #6  
Old January 10th, 2007, 08:36 PM

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Default Re: Updated mod: The Babylon Project

OK, must be a 1.2 thing. After selecting the mod and clicking "Start", the screen goes black for a bit then the screen goes back to the normal desktop with an abend message. A dump file is available.

Thanks, Hal
  #7  
Old January 11th, 2007, 06:24 AM
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Default Re: Updated mod: The Babylon Project

Yea, I remember when I put the sounds in I thought they were quite annoying and I meant to rearrange them or at least bring the volume down on some, but I never got around to it and eventually I think I just got used to them and stopped noticing them. Believe it or not there were some other sounds that were far, far more annoying than the one you're talking about.

Apparently I was wrong about the max limit on the quests. According to fingers its actually 128 now. So full steam ahead now and I'll have to try and figure out what exactly was giving me problems before...
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  #8  
Old January 11th, 2007, 07:10 AM

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Default Re: Updated mod: The Babylon Project

Not sure if this will be illuminating for you or not but I tried to add a quest or two from added content mod (wanted more potential allies) and couldn't load the games afterwards. Game would get as far as launch screen, new ships would load into simulator background, then game would crash to desktop as soon as you tried to begin a mission. I'm pretty sure all of the quests I added were to do with allied ships. Could have been because the result would create the opportunity to have a fleet that would exceed game limits(whatever those might be).

Good luck tracking that down. Loving the mod so far. Always amazed at the sheer stamina you modders have. The amount of work you must be putting into this is astonishing - high fives all around! Also... thanks.
  #9  
Old January 11th, 2007, 04:53 PM
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Default Re: Updated mod: The Babylon Project

Your problem might be that you didn't bring in all the required files for those allies to work: hulls, systems, weapons, graphics, even races. You also need to account for all that stuff in the game.ini file as well. Other than that not sure what it could be.
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