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Author Topic: RELEASE: Behind Enemy Lines  (Read 7779 times)
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Tinman
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Released: WCS mini campaign


« on: April 10, 2009, 12:12:56 pm »



At the end of the year 2668 the TCS Independence is patrolling the Confederation-Kilrathi border to secure the area against any Kilrathi threat.

Requirements
------------
A working Wing Commander Saga Prologue installation, http://www.wcsaga.com/
Windows: FS2_Open SCP 3.6.10 trunk build RC1 or newer http://www.hard-light.net/forums/index.php/topic,62210.0/topicseen.html
MacOS X : use the link to a recent Wing Commander Saga FS2_Open build in my sig
7z http://www.7-zip.org/ to extract the archive

Download Links
CoreVP
MissionVP

Complete Package at  freespacemods

Installation
------------
Extract the archives into your Wing Commander Saga Prologue folder . In the launcher choose the recent FS2_Open SCP 3.6.10 trunk build and the BEL folder in the mod tab and have fun...
(in your BEL folder you need the files: BEL.bmp, BEL_core.vp, BEL_missions.vp, mod.ini)

Special thanks to the WCS team for the TC, Scooby_Doo for the models and to all the beta testers for the help 

some screenshots...






Edit: freespacemods mirror added
« Last Edit: April 14, 2009, 03:48:16 pm by Tinman » Logged

Mobius
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« Reply #1 on: April 10, 2009, 05:11:05 pm »

Wow! I'm about to become a WC fan! Big grin

Uh, there's a missing "g" in the highlight...
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Vrets
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« Reply #2 on: April 10, 2009, 05:14:18 pm »

I've never tried the Wing Commander mod. This seems like a good time to give it a go.

Those purple subspace effects are gorgeous.
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The E
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« Reply #3 on: April 10, 2009, 06:30:27 pm »

While it is good to see new WCS content out here, I didn't like this one much. Not enough atmosphere, IMHO. No in-mission banter (yes, I know, it isn't the same without voice acting, but even if you have to read it off the screen, it helps with the whole Wing Commander feeling), no command briefings (It would have been nice to know just why the carrier jumps from one system to the next), extremely dry and really uninformative debriefings...
The missions themselves were alright, but without the aforementioned bits of fluff, they did feel rather lifeless.
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« Reply #4 on: April 10, 2009, 06:40:05 pm »

I don't think the lack of VA is so important, really...most campaigns aren't voice acted.
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The E
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« Reply #5 on: April 10, 2009, 06:46:07 pm »

You are right, most campaigns work just nicely without voice acting. My complaint here is the fact that there is, like, zero character building/storytelling going on. No sense of scale, or jeopardy (But then, I didn't finish the campaign yet. It may still change...). Nothing of the Atmosphere that other missions and campaigns have. It's literally just "Go there, shoot some Kilrathi, come back", followed by "Congratulations, you managed to shoot some Kilrathi" as a debriefing. Not very motivating, IMHO.
« Last Edit: April 10, 2009, 06:49:25 pm by The E » Logged

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« Reply #6 on: April 10, 2009, 06:50:46 pm »

Killing some Kilrathi may be enough.

Aaaand...campaign wikified! Big grin
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Aurora Paradox
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« Reply #7 on: April 10, 2009, 08:00:45 pm »

I've never tried the Wing Commander mod. This seems like a good time to give it a go.


Same here.  I think I will give a try though.
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aRaven
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« Reply #8 on: April 10, 2009, 08:28:02 pm »

how many missions are there?
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« Reply #9 on: April 11, 2009, 12:53:35 am »

Uh, there's a missing "g" in the highlight...

Blame Goober. He made that highlight image.
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Tinman
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Released: WCS mini campaign


« Reply #10 on: April 11, 2009, 07:33:30 am »

While it is good to see new WCS content out here, I didn't like this one much. Not enough atmosphere, IMHO. No in-mission banter (yes, I know, it isn't the same without voice acting, but even if you have to read it off the screen, it helps with the whole Wing Commander feeling), no command briefings (It would have been nice to know just why the carrier jumps from one system to the next), extremely dry and really uninformative debriefings...
The missions themselves were alright, but without the aforementioned bits of fluff, they did feel rather lifeless.

This is not a Freespace style campaign. I tried to be near the briefing/debriefing style as Wing Commander or Wing Commander II made it.
If you played the old Wing Commander games you might remember this. It is more or less: go there, kill the Kilrathi and make it back  Big grin

What is missing, are the "movie style" dialogs of the people of the carrier, like in the Wing Commander games. That is something I have no good idea, yet, how to get it done with the FS2 engine, but maybe the release of Wing Commander Saga will give me som hints.
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The E
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« Reply #11 on: April 11, 2009, 07:41:35 am »

Well, my first Wing commander experience was with WC4, and I guess that that game, and the WCS Prologue (not to mention FS2), has coloured my expectations somewhat. To quote FS2, I'm willing to be a pawn if the game makes sense. In this case, it didn't, for me.
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« Reply #12 on: April 11, 2009, 07:55:37 am »

I look forward to seeing your work, but I am getting this error

Error: bp0c1.fs2(line 187:
Error: Required token = [#Wings] or [$Name:], found [+Score: 2000] .

File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

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« Reply #13 on: April 11, 2009, 08:00:41 am »

Have you tried it with a recent (3.6.10) build? I used the 3.6.10 RC2, and it worked flawlessly.
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Tinman
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Released: WCS mini campaign


« Reply #14 on: April 11, 2009, 08:01:53 am »

I look forward to seeing your work, but I am getting this error

Error: bp0c1.fs2(line 187:
Error: Required token = [#Wings] or [$Name:], found [+Score: 2000] .

File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
                                   ^^^^^^^^^

You need a recent FS2_Open SCP 3.6.10 build
Windows: FS2_Open SCP 3.6.10 trunk build RC1 or newer http://www.hard-light.net/forums/index.php/topic,62210.0/topicseen.html
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« Reply #15 on: April 11, 2009, 08:36:10 am »

Oops, missed that one. Thanks!
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« Reply #16 on: April 12, 2009, 02:06:45 am »

Uh, there's a missing "g" in the highlight...

Blame Goober. He made that highlight image.
If you are talking about this, no I didn't!   In fact, I complained about the missing G when I first saw the image.
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« Reply #17 on: April 12, 2009, 11:44:27 pm »

Tinman, anything in particular that's special about your OS X builds?  The current RC2 set for OS X includes an Inferno set.  Have you done anything special with the code in terms of bugfixes, or any customizations to the project files?  Or, is there anything in particular wrong with the builds made by either myself or Echelon?
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« Reply #18 on: April 13, 2009, 04:06:06 am »

I can't advance in some mission, I return and it said failed.

Some transport needs to be escorted from a station, then some capship jumps in with fighter and bomber escorts.

It says destroy main turret, so I tried the big turret in front of the flak turret and afterwards the flak turret and tried some other smaller turrets but apparently none of these is the main turret. The ship is full of turrets so wich one is the main turret then?

Eventually the ship jumps out again and all the escort ships are destroyed, transport is still in once piece and it says return to base ship.

Still every time failed.........obviously since the ship has shields only my one single torpedo can destroy one turret, it would be pretty handy if they tell you to destroy a specific turret that they actually tell you wich one it is.
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Tinman
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Released: WCS mini campaign


« Reply #19 on: April 13, 2009, 04:22:52 am »

Tinman, anything in particular that's special about your OS X builds?  The current RC2 set for OS X includes an Inferno set.  Have you done anything special with the code in terms of bugfixes, or any customizations to the project files?  Or, is there anything in particular wrong with the builds made by either myself or Echelon?

the only difference is that for WCS the cmdline_fso.cfg is stored in [your home folder]/Library/WCS Prologue/data/cmdline_fso.cfg
and for TBP the cmdline_fso.cfg is stored in [your home folder]/Library/TheBabylonProject/data/cmdline_fso.cfg

so the only changes from SVN is in osregistry_unix.cpp and the needed Preprocessor Macro set in XCode (WCSAGA,TBP)
Code:
#ifdef __APPLE__
 #ifdef WCSAGA
char *Osreg_user_dir = "Library/WCS Prologue";  // WCS
 #elif TBP
char *Osreg_user_dir = "Library/TheBabylonProject";  // TBP
 #else
char *Osreg_user_dir = "Library/FS2_Open";  // FS2_Open
 #endif

AFAIK for TBP MacOS X support is quite low - only a Windows Exe installer and no FS2_open build available.
For WCS the 3.6.9 build in the WCSP release was very buggy on (new) Macs (ATIX1600,PBOfix), so I decided to get XCode and SVN running and share the results with the community
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