TobiWahn_Kenobi TobiWahn_Kenobi

[v0.54.2]Babylon 5 - Sins of the Younger Races Remastered {Rebellion 1.95+} *UPDATE 16.05.2023*

[v0.54.2]Babylon 5 - Sins of the Younger Races Remastered {Rebellion 1.95+} *UPDATE 16.05.2023*

Babylon 5 mod effort for Sins of a Solar Empire Rebellion

This is the story of the last of the Babylon 5 mod-efforts. It's goal, to prevent another failure, by creating a place to solve our problems collaboratively. Its a port of call, home away from home, for modelers, texturers, programmers and sound engineers. 

 

Babylon 5 - Sins of the Younger Races

 
Disclaimer:
The authors are not responsible for any damage that may arise from using this mod. This mod may not be sold under any circumstances. It may be downloaded, as long as it does not violate the laws of the state/country you live in. This disclaimer must always be distributed with the mod. For other used please contact me personally.

Thanks to the TEAM:
2D Artist: Tobias Liebhart (TobiWahn_Kenobi), SteinerX
Bughunters: Rob Cummings, cybertx, Darvroth, Peter1x9, ZombiesRus5
Coders: Ronie Albesa (zRazor), Rob Cummings (NewHorizons), Davroth, EvilTesla-RG, Rodney Jenkings (HotRod), Tobias Liebhart, Zvezdochets
Model Templates: Amras-Arfeiniel, James Newman (Firehawk)
Modelers: Ronie Albesa, Amras-Arfeiniel, Fileosoft, Johan Klaver, Koobalt, Tobias Liebhart, Stefan May, Timmaigh, Pauli Valkeejärvi (Hawkwall), Zvezdochets
Musician: Pauli Valkeejärvi
Research: Rob Cummings, Darvroth, Rodney Jenkins
PR: Darvroth, SteinerX
Sounds: Rob Cummings, Pauli Valkeejärvi, Zvezdochets
Texturers:  Tobias Liebhart, SteinerX, TFL_BigBangTheory, Timmaigh, Pauli Valkeejärvi, ZombiesRus5
Moderation: Blake00


Additional support: boshimi336, Lavo_2, myfist0, Gürol Salk (Geopard)

And to
MysticAngel for the Automated Fighter docking ability
The Babylon 5 X3TC team


And thanks to all those modelers whose work is a inspiration and a template for creating ingame assets

If I forgot anyone, please contact me so I can give proper credit. (There seem to be so many decent people involved at the moment)

 

Release 0.54.1 Full Download for Rebellion 1.95+
& Patch 0.54.2

Sins Of The Younger Races Remastered

NEW - Balvarin Carrier and Minor Factions fix!

 

 

Installation Guide:

  1. Download the latest Sins Remastered mod from here:
    https://www.moddb.com/mods/sinsre
  2. Extract the archive into a 'SinsRemastered' folder in your 'C:\Users\%username%\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85' folder.
  3. Download the latest Babylon 5 Sins of the Younger Races mod from here:
    https://www.moddb.com/mods/sins-of-the-younger-races
  4. Extract the archive into your root 'Mods-Rebellion v1.85' folder instead of a new mod folder as the archive ALREADY contains a premade 'SotyrRemastered' folder inside of it (so if you're not careful you'll end up with a mod folder inside of a mod folder and it won't work lol).
  5. Start Sins and go to 'Options', then 'Mods', and you should see the mods you've installed.
  6. Enable 'SotyrRemastered' and then enable 'SinsRemastered' too. Make sure that the load order is SotyrRemastered first/top and then SinsRemastered second/bottom.
  7. Restart Sins and you should be good to go!

Sometimes the in-game mod loader can be a bit funky so if you can't see the mods you've installed or something isn't working then enabling the mods via the 'EnabledMods.txt' file in your 'Mods-Rebellion v1.85' folder where you installed the mods to is the other alternative. It should look like this to work:


TXT2
SinsArchiveVersion 194
Version 0
enabledModNameCount 2
enabledModName "SotyrRemastered"
enabledModName "SinsRemastered-v0.95b"


 

DISCORD:

https://discord.gg/9AwgByEEKn

 

Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)
http://babylon5ins.blogspot.com/

 

Yours TobiWahn_Kenobi

 

14,165,932 views 5,473 replies
Reply #4976 Top

Improving the UI already. Can't wait to see the overlays imported into a build.

Reply #4977 Top

Quoting mouack, reply 4972

How many max poly for frigate, capital ship, titan, etc ?

Fighter: ~ 1.0-1.2K

Frigate ~ 5-7K

Capitalship: ~ 7-12K

Starbase: ~ 7-12K

Titan: ~ 10-20K

Planetmodules: ~ 3-7K


can vary depending on race/model and how many there will be ingame. Goal is to get as much detail possible with as little polygons as possible, trying to compensate for small details using the NormalMap texture. Also it is very important to have a good UV without just overlaying the UV of all elements to somehow fit a basic texture, i.e. you should first make the UV, then the texture, not the other way round.

If you want more information, best read the whole thread from the beginning (tedious I know, but most of it can be found in it)

Cheers

Tobias

Reply #4978 Top

Played a 4 v 4 game last night and the run time error is still on the latest internal build but I noticed when it happened, CPU usage was at 100% and cycled between 100% and something slightly less than 100%. I let it run for a while watching before deciding to end the application as my rig was heating up. Any ideas?

Reply #4979 Top

No never had that problem before. Can it be related to the fighter problem (where they keep chasing each other off the map)?

Reply #4980 Top

Quoting Hael-sose, reply 4979

Can it be related to the fighter problem (where they keep chasing each other off the map)?
Maybe but that problem has existed for a long time and the run time error has expressed itself only in the last two builds. I've taken several mitigation measures to improve the fighter tail chase problem over the years and it is much better than it used to be.

The way it was addressed in vanilla Sins was to give strike craft crazy speed 1500 bomber and 2700 fighter and very large weapon range, 2400. Still it does need to be improved, I'll tweak the strike craft more and see if I can resolve it.

Reply #4981 Top

To the couple fans that might still check this site we are still alive and looking forward to the new year. Most of the mod team are dealing with significant life challenges and we are always trying to recruit new modders. With luck we might be positioned in 2016 to slay the run time error that some are experiencing in the last couple internal builds and be able to push out an updated mod.

Happy Holiday's to all and best of luck for the coming New Year.

Reply #4982 Top

Hi Guys,

I'm out of Action at the moment, broke my little finger 2 weeks ago and still have to endure a splint for another three weeks. makes typing a strain and pain so I'm a little disabled at the moment. But on the other hand I now have an implant passport because of the two screws that have been given to me to keep my finger together :grin:

 

Wish you a merry Christmas and a happy new year.

Reply #4983 Top

Hello,

I just downloaded the sotyr_0.44a02_SneakPeak1 and was about to give it a try when I thought "perhaps there is something that I would do to help this industrious (and illustrious) mod team in their herculean efforts". As a humble player is their any particular way in which you would like me to play the game, which would help with its development. If so, please tell me. FYI I am running SSE:R 1.82 the steam version. 

Keep up the amazing work chaps, and the best of health to you all.

 

Reply #4984 Top

The error only occurs in +6(FFA, vs) games for me. I figured it was related to the Minbari but i have it in games without the Minbari now. If you could help us isolate the when the crash occurs will be greatly appreciated.

Reply #4985 Top

Quoting cybertx, reply 4984

The error only occurs in +6(FFA, vs) games for me. I figured it was related to the Minbari but i have it in games without the Minbari now. If you could help us isolate the when the crash occurs will be greatly appreciated.

What is +6 (ffa,vs) I bought the game to play this mod. So am unfamiliar with the terminology. 

So which map, game options, victory options

Edit: 6 plus factions (freeforall or versus) got that, the map and options I am unsure of as this will determine the AI activity. Also any utilities you would like me to run?

I'll try the first large random map without setting any options as the first runthrough. 

Reply #4986 Top

Any map, any options we use to think it was only in victory options but we have the crash in other options, utilities any that you want what you should be looking for, when the crash occurs, what abilities where you using, what were you building, research going. In base on that we can start isolating the crash. 

Reply #4987 Top

Concur, most run time error crashes I've seen are mid game or later and don't depend on faction. This is a frustrating bug. Previous bugs generally produced a mini-dump and related to one or more problems with the ship or planet orbital abilities or a research path problem. At first I thought it might relate to the more difficult AI cheats that allowed the AI to bypass parts of the tech tree and acquire some tech before others but after exhaustive troubleshooting I ruled that out. 

Since the run time error is common to all races the error is most likely a call the engine is making to a file in the base vanilla game. The other thing I thought it might be is exceeding the 2G RAM limit due to excessive fighters, missiles, etc but there are few common techs or abilities added and it wasn't a problem. So that leads me back to a call the program is making to an original game file or process that when executed uses up all available system resources. The run time error doesn't technically crash the system it just maximizes available system resources and effectively halts the game. 

The error could have been introduced by an update to the base game or a file change in a mod build. The error first occurred two internal builds ago but there has been an intermittent run time error associated with MP games that has come and gone without clear resolution for several years... The most recent run time error is particularly vexing as the usual troubleshooting approaches don't work as it appears to be common to all variables.

If you read back several pages New Horizons made several good suggestions on possible trouble shooting aids but I don't know the resolution of his advice.

Reply #4988 Top

Your project has a lot of errors in the entity files that need fixed. There are also 3 particle effects that need fixed.

Weapon_SOTYR_EA_PulseGunHeavy_Hit.particle
Weapon_SOTYR_EA_PulseGunHeavy_Muzzle.particle
Weapon_SOTYR_EA_PulseGunHeavy_Travel.particle

 

I'd suggest installing my eclipse plugin and going through the list of errors and fixing those issues first. This may or may not resolve your runtime issues but I think you need clean entity files as a starting base.

 

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Reply #4989 Top

Hello again. After deciding to learn the base game, I tried to disable the mod, but experienced an error for which I have a minidump if that is of any use to you. If a fulldump is required I could run procexp ( though I don't know what settings to use that would help).

Also is it possible to use any of the babylon 5 maps for sins that are available about the net. I have 

Babylon5ReRelease, and My Babylon 5 Galaxy, both from https://www.wincustomize.com/explore/sins_maps

Reply #4990 Top

SenniTreborius,

Try moving the mod folder or changing the mod file name (which then defaults to vanilla sins) before attempting to deselect from the mod folder. One of many work-a-rounds sadly.

I can't read minidumps but others may volunteer their talents...

I've not attempted to import build maps, others have with mixed results. Good luck.

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Reply #4991 Top

Quoting Darvroth, reply 4990

SenniTreborius,

Try moving the mod folder or changing the mod file name (which then defaults to vanilla sins) before attempting to deselect from the mod folder. One of many work-a-rounds sadly.

I can't read minidumps but others may volunteer their talents...

I've not attempted to import build maps, others have with mixed results. Good luck.

Thanks that worked. Funny thing is I had no problem moving from last to latest sneak peek.

Reply #4992 Top

Hi guys,

I've read in the 1.83-opt-in:

<quote>Modders can now design ships with the ability to destroy planets. Added a new buffInstantActionType "RuinPlanet" to accomplish this. An example ability called "AbilityRuinPlanet.entity" demonstrates its usage.</quote>

Something for the Vorlon Planet Killer?  :D

 

Reply #4993 Top

Hael-sose,

I'll look into it. What I really need to do when I can find time is working on Zombies suggestion and working through our entity bugs and see where that leads us to as far as stability.

 

Reply #4994 Top

Quoting Hael-sose, reply 4992

Hi guys,

I've read in the 1.83-opt-in:

Modders can now design ships with the ability to destroy planets. Added a new buffInstantActionType "RuinPlanet" to accomplish this. An example ability called "AbilityRuinPlanet.entity" demonstrates its usage.

Something for the Vorlon Planet Killer?

Holy fu##ing shit :D

Hi, long absence I know. Was ill, lots of real life struggles... Learning to play guitar and learning to sing. Not forgotten about the mod though. I will as of now only do modelling as time permits, not code hunt for now. Sorry about the minidumps. If somebody figures them out, thanks in advance.

well, i did a little side project, y'know:

http://images.akamai.steamusercontent.com/ugc/527292481519345039/CB066A5C0EAEE5411A64C095B1FDA75D9B8460F5/

Reply #4995 Top

So which ship is that little side project representing, there are no scale clues to aid in identification...

Reply #4996 Top

Centauri Sentri fighter. Small, but still part of the club ;-)

Reply #4997 Top

Hi,

Posted a new build, for Rebellion 1.83. Sentri fighter included

Cheers

 

Reply #5000 Top

TobiWahn,

Can you upload that commit to the BitBucket repository? Want to make sure our builds are all accounted for and easily referenced.