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Author Topic: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior  (Read 41926 times)

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Offline WolfShepard

  • 24
  • Something witty should go here.
Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Okay. Tried downloading from ModDB. I got this error on trying to run it
ERANGE: String error. Please Report.
Trying to put into 127 byte buffer:
radar-installation.dds
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14.exe! <no symbol>
fs2_open_3_6_14.exe! <no symbol>
fs2_open_3_6_14.exe! <no symbol>
fs2_open_3_6_14.exe! <no symbol>

Here's a debug log.


[attachment deleted by ninja]

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.6.13.9276
Passed cmdline options:
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod FSCRP_The_Lightning_Marshal\FSCRP_The Lightning Marshal,mediavps_3612
Building file index...
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace2\fsport-awakenings-voice.vp' with a checksum of 0xe12d98aa
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\FSCRP_The_Lightning_Marshal\FSCRP_The Lightning Marshal\' ... 1411 files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\FreeSpace2\' ... 88 files
Searching root pack 'C:\Games\FreeSpace2\3610_Patch.vp' ... 86 files
Searching root pack 'C:\Games\FreeSpace2\fsport-awakenings-voice.vp' ... 317 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 0 files
Found 27 roots and 16129 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Speakers (SB Recon3D PCIe)
  Capture device: Microphone (SB Recon3D PCIe)
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1200 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GTX 480/PCIe/SSE2
  OpenGL Version   : 4.2.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: fxaapre-f.sdr

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'LM-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'ai-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'reconstruction-wep.tbm' ...
TBM  =>  Starting parse of 'orbital-wep.tbm' ...
TBM  =>  Starting parse of 'fixes-wep.tbm' ...
Weapon 'Hornet#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Hornet#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'ai-obt.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
ERROR: ERANGE: String error. Please Report.
Trying to put into 127 byte buffer:
radar-installation.dds
File: cfilesystem.cpp
Line: 2041
Freeing all existing models...

Oh god, your install  :shaking:

Things to fix:

Delete the 3610_Patch.vp lying around in your root folder.

This release was for some inexplicable reason shipped as loose folders instead of packed into VPs, which makes it hard to debug. I don't really know if you're supposed to have an FSCRP_The Lightning Marshal folder inside your FSCRP_The Lightning Marshal folder. But whatever the setup, the problem is that your filepath is too long. Rename FSCRP_The Lightning Marshal to something like TLM and the error should go away.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
I am a little concerned that this restoration project seems to have made the campaign less tidy, not more. Not that I don't appreciate the hard work but I think it needs a bit more QA.

 

Offline WolfShepard

  • 24
  • Something witty should go here.
Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Oh god, your install  :shaking:

Things to fix:

Delete the 3610_Patch.vp lying around in your root folder.

This release was for some inexplicable reason shipped as loose folders instead of packed into VPs, which makes it hard to debug. I don't really know if you're supposed to have an FSCRP_The Lightning Marshal folder inside your FSCRP_The Lightning Marshal folder. But whatever the setup, the problem is that your filepath is too long. Rename FSCRP_The Lightning Marshal to something like TLM and the error should go away.

Thanks for the help. I saw a file-path error earlier, but I thought it mean the path from C:\ to \Freespace was too long,  (ie, C:\users\all users\soandso\documents\games\freespace2.)

Thanks for the quick replies. I'm blaming the 'folder-in-a-folder' on my extraction utility, generally I just point the launcher at the lowest directory before \data. I'll keep that in mind about directory names.
I also thought it was odd it wasn't VP packed.
PS: Your reaction to my install made me crack up.

Couple more things. If I leave the new hud/cockpit tables, I get the errors in the 2013 etc. picture attached. I also get the screenshot picture, where th hud/cockpit isn't showing in the correct position. It happens at 1920x1200,1920x1080, 1680x1050, and a few others. If I delete the hud/cockpit tables, I of course lose the cockpit/hud, but the errors go away too.

[attachment deleted by ninja]
« Last Edit: April 03, 2013, 12:00:21 am by WolfShepard »

 

Offline fightermedic

  • Moderator
  • 29
  • quite a nice guy, no really, i am
Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
 :(
tested this again
i have downloaded from moddb myself to make sure nothing went wrong when uploading, decompressed onto the desktop, moved the LM folder into the freespace2 folder, selected the campaign in the launcher, and everything works perfectly fine in all resolutions i can test
i have no idea what could be the problem there  :doubt: as the errors disappear if you delete the cockpit files, there has to be something wrong with cockpits-hdg.tbm - only that i can detect nothing wrong with it
on the off chance that something went wrong during decompression or download on your end, i have attatched the file, try if replacing it helps; if not, i'm afraid i'm out of ideas

thank you for pointing out the problem with too long file paths battuta



edit: so, five seconds after writing this i realized: duuuuuuuuuuuuuuude, are you running fs open 3.6.13????
that version doesn't yet support mapping to cockpit
get yourself an up to date version of fs open! (as stated in the opening post btw)

[attachment deleted by ninja]
« Last Edit: April 03, 2013, 06:37:45 am by fightermedic »
>>Fully functional cockpits for Freespace<<
>>Ships created by me<<
Campaigns revised/voice-acted by me:
Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior, Operation: Crucible, Titan Rebellion, Fall of Epsilon Pegasi 1.1Aftermath 2.1,
Pandora's Box 2.2, Deep Blood

Other Campaigns I have participated in:
The Antagonist, Warzone, Phantoms & Echo-Gate

All the stuff I release is free to use or change in any way for everybody who likes to do so; take whatever you need

 

Offline WolfShepard

  • 24
  • Something witty should go here.
Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
:(
tested this again
i have downloaded from moddb myself to make sure nothing went wrong when uploading, decompressed onto the desktop, moved the LM folder into the freespace2 folder, selected the campaign in the launcher, and everything works perfectly fine in all resolutions i can test
i have no idea what could be the problem there  :doubt: as the errors disappear if you delete the cockpit files, there has to be something wrong with cockpits-hdg.tbm - only that i can detect nothing wrong with it
on the off chance that something went wrong during decompression or download on your end, i have attatched the file, try if replacing it helps; if not, i'm afraid i'm out of ideas

thank you for pointing out the problem with too long file paths battuta



edit: so, five seconds after writing this i realized: duuuuuuuuuuuuuuude, are you running fs open 3.6.13????
that version doesn't yet support mapping to cockpit
get yourself an up to date version of fs open! (as stated in the opening post btw)

Think that's it (my log says .13). Will try it. Thanks!
(Sorry, I probably got the installer from my old install. Thanks for your help!)
« Last Edit: April 03, 2013, 09:52:50 pm by WolfShepard »

 

Offline achtung

  • Friendly Neighborhood Mirror Guy
  • 210
  • ****in' Ace
    • Minecraft
    • Freespacemods.net
Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Will be mirroring this.
FreeSpaceMods.net | FatHax | ??????
In the wise words of Charles de Gaulle, "China is a big country, inhabited by many Chinese."

Formerly known as Swantz

 

Offline fightermedic

  • Moderator
  • 29
  • quite a nice guy, no really, i am
Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
>>Fully functional cockpits for Freespace<<
>>Ships created by me<<
Campaigns revised/voice-acted by me:
Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior, Operation: Crucible, Titan Rebellion, Fall of Epsilon Pegasi 1.1Aftermath 2.1,
Pandora's Box 2.2, Deep Blood

Other Campaigns I have participated in:
The Antagonist, Warzone, Phantoms & Echo-Gate

All the stuff I release is free to use or change in any way for everybody who likes to do so; take whatever you need

 

Offline Solatar

  • 211
Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
It's definitely fun, and I voted as such, but I can't help feel that it belongs in a mod of its own rather than part of the FSCRP - as you said, it's more of a reboot.  It's a great velocity MOD, but is this what we should expect from Restoration Project releases in the future?

I don't know why, but the crossbars and transparent "HUD" annoy the heck out of me by blocking the exact center of my vision (especially when the lighting changes).  Diaspora's cockpits weren't nearly as intrusive, but the cockpits were easily deleted, so no big deal.

 

Offline fightermedic

  • Moderator
  • 29
  • quite a nice guy, no really, i am
Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
It's definitely fun, and I voted as such, but I can't help feel that it belongs in a mod of its own rather than part of the FSCRP - as you said, it's more of a reboot.  It's a great velocity MOD, but is this what we should expect from Restoration Project releases in the future?

I don't know why, but the crossbars and transparent "HUD" annoy the heck out of me by blocking the exact center of my vision (especially when the lighting changes).  Diaspora's cockpits weren't nearly as intrusive, but the cockpits were easily deleted, so no big deal.

- no, maybe if i personally ever happen to take on some unjustifiably long forgotten and very short campaign like operation savior that nobody ever really cared about but deserves the attention, to give it a special something, but on anything beyond that and if it isn't some side project of mine, you will see nothing as heavily changed

- i totally get what you are saying there, the cockpit is certainly not perfect, especially the fightershield, that, as you say, blocks way to much of central view
but i had to work with what model i had, and to me a medicore cockpit beats no cockpit at all, and big time so
« Last Edit: April 05, 2013, 04:22:35 pm by fightermedic »
>>Fully functional cockpits for Freespace<<
>>Ships created by me<<
Campaigns revised/voice-acted by me:
Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior, Operation: Crucible, Titan Rebellion, Fall of Epsilon Pegasi 1.1Aftermath 2.1,
Pandora's Box 2.2, Deep Blood

Other Campaigns I have participated in:
The Antagonist, Warzone, Phantoms & Echo-Gate

All the stuff I release is free to use or change in any way for everybody who likes to do so; take whatever you need

 
Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Hmm. Notes
I have finished LM0, and am currently playing Operation Saviour.
LM0: In a few missions, it is possible to give commands to the capital ships. Although this opens up some more tactical possibilities, it is rather weird, since you probably do not outrank those officers. It also makes fine tuning commands more difficult, as you have to press page down a lot.
Also, I finished, i think the first mission, or possibly the second, with zero kills and without destroying any turrets or subsystems, whilst playing on Normal difficulty.

Operation Saviour: In the third mission (the one where you destroy the jammer), you can carry the GTM Infyrno. The GTM Infyrno is a neat weapon, which can destroy the science cruiser in three hits (it does 40% damage per missile hit), and down several of the already damaged cruisers in two (so basically one salvo). Since a herc 2 can carry eight of the blighters (per slot), you can basically win this mission almost entirely by yourself, which makes this mission very easy compared to the rest of the campaign.

 

Offline fightermedic

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Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
thanks for the feedback
all you need to do in the first mission of LM0 is to survive, so if that's the one you're talking about, everything is fine
i might have forgotten to add the bomb flag to the infyrno (if it doesn't have it by default, can't remember), whilst pimping its damage quite a bit :/
also: i have balanced a few of the missions with the bugged difficulty version of the game, so they might be a bit on the easy side now, you can always increase difficulty if it's too easy ;)
>>Fully functional cockpits for Freespace<<
>>Ships created by me<<
Campaigns revised/voice-acted by me:
Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior, Operation: Crucible, Titan Rebellion, Fall of Epsilon Pegasi 1.1Aftermath 2.1,
Pandora's Box 2.2, Deep Blood

Other Campaigns I have participated in:
The Antagonist, Warzone, Phantoms & Echo-Gate

All the stuff I release is free to use or change in any way for everybody who likes to do so; take whatever you need

 
Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
In Saviour Mission 4, blockade run, upon sucesfully completing the mission I meet hte succesfull mission briefing, as well as "You have fled the battlefield, you can only hope that the NTF forces kill you before you run out of air" (or something like that). IE, the "Jumped out too early" debrief, even though I succesfully completed the mission, and can continue onto the next one.

 

Offline Logrus

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Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
The campaigns seem quite interesting, but I totally cannot get used to this new flight model and so - the game is way too hard for me. Is it possible to switch to standard FM somehow?

 

Offline General Battuta

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Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Only through heavy table modding. The missions might also need some redesign.

 
Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
In the first mission of LM1, Alpha 2 has a terran female persona, even though story says that the pilot is a zod.
Also, the NTC Enterprise seems to bear no threat at all, as I easily managed to attack it after the mission ended, disable it, and pummel it untill I figured that it had a ship gaurdian protecting the thing. It seems that it has no working anti fighter beams or similar to make it a threat, or those have been dealt with by beta wing already (Although I didn't order them to do that). Kind of an immersion breaker.

EDIT: Operation Savior... I finished it before writing this post, but I do have to say: It's completely awesome. Seriously. It's worth downloading this for that campaign alone.
« Last Edit: April 16, 2013, 11:25:44 am by -Joshua- »

 

Offline fightermedic

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Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
EDIT: Operation Savior... I finished it before writing this post, but I do have to say: It's completely awesome. Seriously. It's worth downloading this for that campaign alone.
it is a gem, a small and unpolished one, so nobody ever took notice of it
i think i can take that as a compliment that i didn't do too bad at polishing :)

@Logrus
you can delete flightModel-shp.tbm to restore the old one, but this might break some missions, only way to find out is to try
>>Fully functional cockpits for Freespace<<
>>Ships created by me<<
Campaigns revised/voice-acted by me:
Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior, Operation: Crucible, Titan Rebellion, Fall of Epsilon Pegasi 1.1Aftermath 2.1,
Pandora's Box 2.2, Deep Blood

Other Campaigns I have participated in:
The Antagonist, Warzone, Phantoms & Echo-Gate

All the stuff I release is free to use or change in any way for everybody who likes to do so; take whatever you need

 

Offline NGTM-1R

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Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
EDIT: Operation Savior... I finished it before writing this post, but I do have to say: It's completely awesome. Seriously. It's worth downloading this for that campaign alone.

Well crap, make me blush why don't you. :nervous:
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Carnage

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Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
I wish also to use the cockpits of this campaign in the normal FS2 campains, or other fso campaigns. I have copy the to cockpit files in the tables folder of another mod, and bams the game crash with a lot of warnings etc. I highly think my FSO install is also very messed up.

Can't open model file <GenericCP.pof>
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_18.exe! <no symbol>
fs2_open_3_6_18.exe! <no symbol>
fs2_open_3_6_18.exe! <no symbol>


this happens after install it in the tables folder of the FS2 folder. I also get similar crashes if I installed it into tables folders of user campaigns

 

Offline General Battuta

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Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
You also need to copy the cockpit pof (GenericCP.pof) over to the data\models of your other mod, and the maps it uses to data\maps.