Author Topic: RELEASE - The Procyon Insurgency  (Read 290935 times)

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Offline Rodo

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Re: RELEASE - The Procyon Insurgency
I've just finished the campaign and I feel like something is missing....yeah I know what it is!!!

the cut where you see the ancients emerging from the jump node and destroying the Sekham has no dialogues!!

I couldnt read any of the dialogues there grgrgrgrgr...

Is that normal or some kind of bug? (I didnt like the ending if thats how is supposed to be!)
I got some errors before starting the mission:

Error: Argument count is illegal.

In sexpression: ( when
   ( or
      ( and
         ( is-subsystem-destroyed-delay
            "Saturn"
            "reactor1"
            0
         )
         ( is-subsystem-destroyed-delay
            "Saturn"
            "reactor2"
            0
         )
         ( is-subsystem-destroyed-delay
            "Saturn"
            "reactor3"
            0
         )
      )
      ( has-arrived-delay 0 "Phi" )
      ( is-event-true-delay
         "CUT: Start"
         0
         ( true )
      )
   )
   ( do-nothing )
)
(Error appears to be: is-event-true-delay)
File:C:\temp\fs2_open_3_6_9.t\code\Mission\MissionParse.cpp
Line: 5754
[This filename points to the location of a file on the computer that built this executable]

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

Hope it`s not the actual ending :S
Rodo.
el hombre vicio...

 

Offline Rodo

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Re: RELEASE - The Procyon Insurgency
2 hours after the crash i´ve finally got some time to try the mission again.....


mmmmm something went wrong... freespace crashed and when I opened it again im suposed to destroy the unknown vessel... but flying in a myrmi! only with the maxim because i have no secondaries!!!! XDDDD
el hombre vicio...

 

Offline CP5670

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Re: RELEASE - The Procyon Insurgency
That error means that you're using an FS2 build that is too old and doesn't support some event commands. The 3.6.9 RC7.9X build on the website supports everything (it's outdated now, but it should still work) and most newer builds should work too.

The crash you got is a separate issue. Unfortunately, I think it messed up your pilot and didn't copy over the stuff properly through the red alert sequence. That was an infamous and well known glitch with most of the 3.6.9 builds that affected all campaigns. The fix required new pilot code and may be incorporated in the latest 3.6.10 builds, but I'm not sure about it.

Since you're on the last mission anyway, you would be better off cheating through it instead of replaying the entire campaign.

 

Offline Rodo

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Re: RELEASE - The Procyon Insurgency
i've downloaded the C7... so i'll have to play the campaign all over again.....there is no other solution as I dont know how to cheat in this game jojojo... i dont have the cheat codes :P
el hombre vicio...

 
Re: RELEASE - The Procyon Insurgency
Nice to see that people are still playing this. :) I'll address some of the things you brought up:



Quote
1. The dying Sekham commences a desperated strike against the Ancients Vessel main cannon and slashes it off in a single blow. It seems illogical then, that several GTVA vessels fail to chop Saturn's beams off, given that Ancients' ship is 'comparable' to Sathanas, while Saturn is 'not nearly as powerful' as Colossus have been (Sathanas and Colossus are almost evenly matched, if I'm not mistaken)?

I figured this could be explained away by the very large size of that turret and the general inaccuracy of anti-capital beams. At least canonically, warships don't attempt to disarm each other with their beams (and can't hit small ships with them either), but a cruiser-sized turret would provide a larger target to aim at.

I see.

The next two sentences are just a couple of wild ideas


TAG missile marking a cannon makes it a perfect shooting-aim :) Anyway, it's making the game completely non-canonical :))
The crossbars at the Saturn's rear where his main calibers sit are just begging to be chopped off by a beam weapon, but then again, I cannot imagine in details how can it be done tech-side - the model is solid, I believe?


Quote
2. The front cannons of Serkhet can be dispatched quietly while it is still green - without any retaliation from allies or from the vessel itself. Is it right?

Yes, this was a loophole in the mission. The game's traitor code apparently doesn't kick in fast enough to catch a player with two shots. :D I discovered this several months ago and the fix will be included in the next update. (which will come whenever the final media VP pack is finished)


Well, actually not two shots, actually a handful of missile launches - Trebuchets did their work fast, but not fast enough to avoid a reasonable retaliation from the vessel. However, Serkhet did not react.

Quote
Also, tech-side: I have seen repeatedly the 'disappearing' textures on certaing models (first of all, Terran destroyers and AWACS ships), which make them transparent. I'm not sure what is exactly buggy: models or my video adapter (mobile GeForce 7400).

Are you getting this in other campaigns? It sounds like either the -jpgtga flag needs to be enabled or there is some sort of driver issue.

Probably that was the reason: I've switched it off along with other demanding features, else I have been getting the crashes too often.

Yet another question regarding Serkhet: isn't it supposed to be damaged during the riot on board? The interior explosions are quite impressive, but its damage status stays the same after it had been overtaken. Also, it's quite suprising that its engines those have their 'core' knocked out with an 'enemy bomb' and - what is more imported - have exploded themselves (which is seen during the mission) in a matter of minutes are back online, fresh and sound. Can a vessel be set 'Disabled' without an animated explosion of its engines?
« Last Edit: May 11, 2008, 01:27:56 pm by decembered »

 

Offline CP5670

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Re: RELEASE - The Procyon Insurgency
Quote
TAG missile marking a cannon makes it a perfect shooting-aim Anyway, it's making the game completely non-canonical )
The crossbars at the Saturn's rear where his main calibers sit are just begging to be chopped off by a beam weapon, but then again, I cannot imagine in details how can it be done tech-side - the model is solid, I believe?

This is possible in theory but complicated, especially since I hardly know anything about modeling myself. :p The support structures would have to be made into separate submodels that can be destroyed independently of the main ship.

This could be done with the Sathanas as well, actually.

Quote
Probably that was the reason: I've switched it off along with other demanding features, else I have been getting the crashes too often.

Yet another question regarding Serkhet: isn't it supposed to be damaged during the riot on board? The interior explosions are quite impressive, but its damage status stays the same after it had been overtaken. Also, it's quite suprising that its engines those have their 'core' knocked out with an 'enemy bomb' and - what is more imported - have exploded themselves (which is seen during the mission) in a matter of minutes are back online, fresh and sound. Can a vessel be set 'Disabled' without an animated explosion of its engines?

It's easy to do that but the explosion was intentional. The "bomb" was supposed to be a Cyclops that came from one of the enemy bombers. The idea was that they had been instructed to hit some non-critical system on the exterior for which a redundant backup existed ("disabled" could mean any of a number of things), enough to take the ship offline only momentarily.

It might be a good idea to have its hull strength go down slightly, as you said. I didn't think of that. It would be easy to compensate for it by increasing the initial guardian setting on it.

 
Re: RELEASE - The Procyon Insurgency
In mission 14c, the one right after
Spoiler:
you follow the Shivan cruiser through the Knossos portal,
I'm getting a loading crash.  The first time I went through the mission, I finished it normally, and then it crashed.  The second time, I didn't want to go through the whole process again, so I deliberately failed the mission five times in order to get to the next one.  That time it worked.  But after that, the game crashes at the loading screen.  I am using the latest build of FSO 3.6.10, so I don't think it has anything to do with the red alert status.

btw, great campaign.  The story is fantastic, and it's one of the most difficult (good) campaigns I've played as well.

 

Offline CP5670

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Re: RELEASE - The Procyon Insurgency
Is there a specific point in the loading sequence where it crashes? Are you getting any error message or is it just a generic CTD?

This actually sounds like another pilot corruption problem. I'm not sure if this is fixed yet in 3.6.10. Taylor said a while ago that he had fixed something with the red alert system, but there were at least three distinct bugs related to that.

You could try a debug build and see if it throws up anything. If it still behaves the same way, there is a program called setmission floating around the forums that you may be able to use to switch the pilot to mission 15 manually. I don't know if it works with the 3.6.10 pilot files though, which I believe have a different format than the old ones.

If all else fails, you could just play the remaining missions in the mission simulator with the ctrl-shift-s command to unlock everything. There will be some minor differences in the last mission, but that's about it.

 
Re: RELEASE - The Procyon Insurgency
Hi. Sorry if this has been posted before, I glanced through the thread and didn't find any mention of it.

On mission 14 part II, my game crashes during the loading screen. There isn't any debug error or anything, just a generic error screen.

the details for it are

AppName: fs2_open_3_6_9.exe    AppVer: 1.0.0.1    ModName: fs2_open_3_6_9.exe
ModVer: 1.0.0.1    Offset: 00025582

 

Offline colecampbell666

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Re: RELEASE - The Procyon Insurgency
Run a debug build, and the post the FSO_log.txt that you will find in \FreeSpace2\data.
Gettin' back to dodgin' lasers.

 
Re: RELEASE - The Procyon Insurgency
odd. I'm getting multiple requests to break into the debugger, but no log in the data folder.

 
Re: RELEASE - The Procyon Insurgency
The one that crashes it says something about insufficient bitmapts to display the mission background, and the file extention pointing to a file on the computer that built the executable.

 

Offline colecampbell666

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Re: RELEASE - The Procyon Insurgency
Sounds like you're missing background files. Run Turey's Installer over your FS2 folder, download at least the retail files and the MediaVPs again.
Gettin' back to dodgin' lasers.

 
Re: RELEASE - The Procyon Insurgency
Ran the installer twice. Didn't help.

Is there something I need to configure so the bug report shows up when I run the debug build?

  

Offline colecampbell666

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Re: RELEASE - The Procyon Insurgency
What it means is that you've probably got a file in the wrong place. Run a debug build, and the post \FreeSpace2\data\FSO_log.txt.
Gettin' back to dodgin' lasers.

 

Offline jr2

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Re: RELEASE - The Procyon Insurgency
run this command in the command prompt
Code: [Select]
dir /s c:\games\freespace2>"%userprofile%\My Documents\FS2Dirlist.txt"Then post that textfile here as an attachment.

 
Re: RELEASE - The Procyon Insurgency
run this command in the command prompt
Code: [Select]
dir /s c:\games\freespace2>"%userprofile%\My Documents\FS2Dirlist.txt"Then post that textfile here as an attachment.

"system cannot find the path specified"

 

Offline Jeff Vader

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Re: RELEASE - The Procyon Insurgency
Of course, the point was that you replace the "c:\games\freespace2" part in the command with the file path of your freespace2 folder. That is, if you haven't isntalled FreeSpace 2 to C:\games\freespace2.
23:40 < achillion > EveningTea: ass
23:40 < achillion > wait no
23:40 < achillion > evilbagel: ass
23:40 < EveningTea > ?
23:40 < achillion > 2-letter tab complete failure

14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 
Re: RELEASE - The Procyon Insurgency
Of course, the point was that you replace the "c:\games\freespace2" part in the command with the file path of your freespace2 folder. That is, if you haven't isntalled FreeSpace 2 to C:\games\freespace2.

I know that. Even when I replaced the file path, It still couldn't find the file.

 

Offline colecampbell666

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Re: RELEASE - The Procyon Insurgency
What it means is that you've probably got a file in the wrong place. Run a debug build, and the post \FreeSpace2\data\FSO_log.txt.
Gettin' back to dodgin' lasers.