Hard Light Productions Forums

Community Projects => The FreeSpace Campaign Restoration Project => Topic started by: fightermedic on March 19, 2013, 08:51:36 pm

Title: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on March 19, 2013, 08:51:36 pm
Quote
Escape and then again force entry into Polaris during the early hours of the NTF Rebellion to rescue GTVA loyalists of 6th Fleet. From the very beginning of the Rebellion to its ultimate height, the GTD Master, the GTCv Actium, its sistership, the GTCv Lysander and their crews engage the NTF in several dangerous missions.
(http://imageshack.us/a/img594/5098/screen0032.jpg)

The upgrade of Lightning Marshall (and because it's fitting so well thematically, I have also reworked and included Operation: Savior once more) is finally finished. While working on the campaigns I got carried away a bit, and more or less started over (blame Diaspora!), so this revamp turned out to be not a "normal" campaign upgrade, but rather something you might want to think of as a reboot.

This package does include:
- 6 campaigns with a total of 30 fully voice acted and thoroughly balanced missions
- Fully working cockpits for all fighters based on the generic Terran cockpit model
- Completely rebalanced ships and weapons
- Semi realistic flight model for fighters (Battlestar Galactica like)
- Cap ship battles - a lot of them

Download link:
http://www.moddb.com/downloads/start/53025
Patch 1.2: http://www.mediafire.com/download.php?fbk9den171l36ss

Mirror:
part 1: http://www.mediafire.com/download.php?dr7l8jvmv5efv83
part 2: http://www.mediafire.com/download.php?wo9dzncc3wpf3w6
Patch 1.2: http://www.mediafire.com/download.php?fbk9den171l36ss

Requirements and installation:

FSO version 3_6_18 or higher and the latest MediaVP release required
After decompression make sure that you are not having a Lightning Marshal folder inside another Lightning Marshal folder, select Lightning Marshal as the active mod in the launcher of your choice, and you are done
DISABLE BALLISTIC AMMO GAUGE IN THE LAUNCHER; THEY CAUSE MINOR PROBLEMS WITH THE COCKPITS!

IF YOU ARE HAVING TROUBLE WITH THE HUD
remove the cockpits-hdg.tbm and Cockpits-shp.tbm files to disable the cockpits or play on a different resolution

Known bugs:
There are some minor problems with the cockpits with the display of the Katana in the weapons gauge and the target view's subsystems brackets

I'd like to thank all the people whose work has been used to get this released. As it is, there probably are very few modders on the HLP whose work hasn't been used in one way or another, be it coding, modeling/textures or inspiration.
Special thanks to Darkblade and biofaust, who helped with the voice acting, and all the people who created the original campaigns in the first place, you are the best.

(http://imageshack.us/a/img341/9747/screen0033.jpg)
(http://imageshack.us/a/img542/8145/screen0031v.jpg)
(http://imageshack.us/a/img59/1743/screen0026d.jpg)
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Mobius on March 20, 2013, 03:40:11 pm
My most sincere and well deserved :yes: for this!
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: General Battuta on March 20, 2013, 05:33:56 pm
Am I right in thinking these cockpits are not an optional package? They're on by default and we'll need to mod them out?
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: est1895 on March 20, 2013, 06:25:46 pm
Awesome!! :yes: :yes: :cool: :cool:  But could you have just one file download instead of two?  For example, "Freespacemods"
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on March 20, 2013, 06:39:28 pm
thanks  :pimp:
if someone wants to upload it to fsmods: you're welcome; i don't think i have any rights to do so

@Battuta: if you absolutely want to have the cockpits removed (why anyone would want to do that is beyond me though) it's just a matter of removing two table files, cleverly named "cockpit-xyz" by me
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: General Battuta on March 20, 2013, 06:52:52 pm
Kewl
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: MatthTheGeek on March 21, 2013, 02:52:17 am
@Battuta: if you absolutely want to have the cockpits removed (why anyone would want to do that is beyond me though)
I think most people around here would. I don't like to have useless pieces of polygons blocking my view for absolutely nothing when I play.

Also, my low fov will mean I won't see half the gauges. Which is a lot more of a concern.

Also, they'll irrevocably get in the way when taking screenshots. I'm all about taking purty screenshots.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: NGTM-1R on March 21, 2013, 05:37:01 am
I'd just like to express how incredibly awesome it is to hear lines I wrote voiced.

There's a part of me that says "well it could use a little more energy" but screw it, seriously, I wrote it, it's being acted, this is one of the best things ever.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on March 21, 2013, 07:32:44 am
*snip * ... for absolutely nothing when I play.

Also, my low fov will mean I won't see half the gauges. Which is a lot more of a concern.

for nothing but being the most important missing feature in the freespace universe since 1997, as far as immersion goes
even Chris Roberts once said the only reason why they didn't have cockpits in WC4 was that they didn't have the money, but he would have loved to have them -> cockpits are cool -> q.e.d. ;)
anyway, play as you like it - i myself am in deep love with all the people that made cockpits possible
the technical issue can't be talked away though, i wasn't aware the UI doesn't downscale from the default resolution but only up, i will add information how to remove the cockpits in the opening post

@NGTM-1R
Glad you like it
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Cyborg17 on March 22, 2013, 05:33:20 pm
I got an error during decompression for 1 file LM1_MN2_DB03.ogg.  I haven't gotten a chance to test everything, but I do suspect the campaign will work.  I'm just letting you know that that happened.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: est1895 on March 22, 2013, 08:03:06 pm
thanks  :pimp:
if someone wants to upload it to fsmods: you're welcome; i don't think i have any rights to do so

Well how do you put the two files together?
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Luis Dias on March 23, 2013, 06:42:15 am
Not a fan of cockpits, but those screenshots are *awesome*. Good work! :yes:

e: I might give this a try, given it's NG's work. Let's see if his creativity lives up to his demeanor. :D
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: est1895 on March 24, 2013, 05:30:34 pm
Playing the Regulus Campaign, I've got no HUD.  Is it suppost to be like that or do I need to install a HUD?

PS. I had to delete the cockpit files becasue my resolution only goes up to 1280x1020.  As stated in the installation.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on March 25, 2013, 06:15:21 am
now i am confused, do you have no hud even after deleting the files, or did that fix it?
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: est1895 on March 25, 2013, 05:33:47 pm
Yes that is correct.  There is no HUD or the old cockpit.  Everything else works.   I can shoot and manuver, but there are no readouts?  I'm sure that it only needs a regular cockpit file to be inserted.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on March 25, 2013, 05:46:27 pm
there is no such thing as a regular cockpit file - the only files in the mod that effect the hud at all are the 2 table files mentioned in the first post, once those are removed there shouldn't be anything different from default left
are you absolutely sure you deleted the correct two files? i have just tested this again, and once i removed the 2 files i could perfectly well play the campaigns with any resolution and the old hud restored  :confused:
if you see the polygon model of the cockpit and no hud elements on it, then you did something wrong
if that is not the case: are there no hud elements on the screen for you at all?
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: est1895 on March 25, 2013, 06:56:05 pm
Hi fighter.  Looks like my brother didn't delete both files, only one.  That must be the problem.  I'm sorry I bothered yah.

BTW  I really like the new cockpit.  I guess I'll have to wait for a new monitor with higher resolution.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: starwolf1991 on March 26, 2013, 07:07:26 am
Well done and congratulations on this release. I have always loved Lightning Marshal and its revamp/reboot is superb work. Not to mention the new features that were put in add a nice touch. :)
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: mralexs on March 26, 2013, 01:06:50 pm
(http://img593.imageshack.us/img593/8400/screen0004.png)
I'm playing the Main Freespace campaign with this, and this is what my HUD looks like
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: QuakeIV on March 27, 2013, 01:09:36 am
I am confuse, I'm getting loads of errors trying to run this.  It works when I skip them but I got way too many for I think mission 3 so I'm pretty much stuck since I spent ten minutes clicking errors away before giving up.

Getting this as the first error.  fs2_open.log attached.

ERANGE: String error. Please Report.
Trying to put into 127 byte buffer:
fenris-htl_debris-height.dds
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_18_NO-SSE.exe! <no symbol>
fs2_open_3_6_18_NO-SSE.exe! <no symbol>
fs2_open_3_6_18_NO-SSE.exe! <no symbol>
fs2_open_3_6_18_NO-SSE.exe! <no symbol>


[attachment deleted by ninja]
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: General Battuta on March 27, 2013, 01:13:49 am
Quote
I am confuse, I'm getting loads of errors trying to run this.  It works when I skip them but I got way too many for I think mission 3 so I'm pretty much stuck since I spent ten minutes clicking errors away before giving up.

Getting this as the first error.  fs2_open.log attached.

ERANGE: String error. Please Report.
Trying to put into 127 byte buffer:
fenris-htl_debris-height.dds
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_18_NO-SSE.exe! <no symbol>
fs2_open_3_6_18_NO-SSE.exe! <no symbol>
fs2_open_3_6_18_NO-SSE.exe! <no symbol>
fs2_open_3_6_18_NO-SSE.exe! <no symbol>

Your filepath is WAY too long. Move your FreeSpace 2 install to C:\Games\FreeSpace2.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: QuakeIV on March 27, 2013, 01:19:46 am
e: Thanks, that worked.


Alright.  Its never been a problem before.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: General Battuta on March 27, 2013, 01:38:03 am
e: Thanks, that worked.


Alright.  Its never been a problem before.

It's an odd error, and a lot of people never hit it. BlackWolf didn't even know it existed.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: mralexs on March 27, 2013, 08:50:31 am
(http://img593.imageshack.us/img593/8400/screen0004.png)
I'm playing the Main Freespace campaign with this, and this is what my HUD looks like

Can anyone help me with my problem?
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: General Battuta on March 27, 2013, 10:27:18 am
You shouldn't be playing the main FreeSpace campaign with this.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: mralexs on March 27, 2013, 10:42:22 am
I also got the same HUD problem when i extracted to cockpit stuff to my Normal Freespace 2
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: General Battuta on March 27, 2013, 10:46:22 am
You are probably seeing a conflict between the MediaVPs hud gauge table and the cockpit one.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: eragon2890 on March 27, 2013, 10:53:23 am
I am using 3.6.18, I disabled the two mentioned options in the launcher, but I don´t see a cockpit or my hud, only a black outline or frame at the spot where the cockpit should be visible. This makes the campaign uplayable for me :-( Any tips on how I could fix this problem? ;-)
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: General Battuta on March 27, 2013, 10:56:37 am
I am using 3.6.18, I disabled the two mentioned options in the launcher, but I don´t see a cockpit or my hud, only a black outline or frame at the spot where the cockpit should be visible. This makes the campaign uplayable for me :-( Any tips on how I could fix this problem? ;-)

Post a debug log.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: eragon2890 on March 27, 2013, 11:01:33 am
I am using 3.6.18, I disabled the two mentioned options in the launcher, but I don´t see a cockpit or my hud, only a black outline or frame at the spot where the cockpit should be visible. This makes the campaign uplayable for me :-( Any tips on how I could fix this problem? ;-)

Post a debug log.

Sorry, never had to do that before, don´t I need to use the debug build to do that? Unfortunately, while the mod runs fine on the normal 3.6.18 build (just without cockpits), it crashes on the debug build. Crash log:

Unable to find WEAPON_LIST_TYPE string "P-16"
in ship: GTF Hercules's primary banks.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
KERNEL32.dll! WaitForSingleObjectEx + 67 bytes
KERNEL32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_18_DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_18_DEBUG.exe! Warning + 416 bytes
fs2_open_3_6_18_DEBUG.exe! stuff_int_list + 559 bytes
fs2_open_3_6_18_DEBUG.exe! parse_ship_values + 11167 bytes
fs2_open_3_6_18_DEBUG.exe! parse_ship + 1013 bytes
fs2_open_3_6_18_DEBUG.exe! parse_shiptbl + 374 bytes
fs2_open_3_6_18_DEBUG.exe! parse_modular_table + 267 bytes
fs2_open_3_6_18_DEBUG.exe! ship_init + 578 bytes
fs2_open_3_6_18_DEBUG.exe! game_init + 1686 bytes
fs2_open_3_6_18_DEBUG.exe! game_main + 519 bytes
fs2_open_3_6_18_DEBUG.exe! WinMain + 330 bytes
fs2_open_3_6_18_DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_18_DEBUG.exe! WinMainCRTStartup + 15 bytes
KERNEL32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on March 27, 2013, 01:06:49 pm
I am using 3.6.18, I disabled the two mentioned options in the launcher, but I don´t see a cockpit or my hud, only a black outline or frame at the spot where the cockpit should be visible. This makes the campaign uplayable for me :-( Any tips on how I could fix this problem? ;-)
are you playing with a resolution below 1440*900? if so, check the first post
the debug is a bit flawed since i forgot to remove a few ship and weapons entries i was playing around with, so you're getting errors for those, this has nothing to do with the hug

@mralxes: is this happening with every ship? i'm asking because this screen has been taken relatively far into the campaign, so i guess you could play the first missions? could be a wrong entry for a specific fighter
i can play the first missions of retail campaign perfectly well, only the balancing is not perfect of course
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: eragon2890 on March 27, 2013, 03:31:42 pm

are you playing with a resolution below 1440*900? if so, check the first post
the debug is a bit flawed since i forgot to remove a few ship and weapons entries i was playing around with, so you're getting errors for those, this has nothing to do with the hug



Nope at 1920x1200...

But the problem is simple: the cockpit DOES show, I just noticed, but the hud isn´t visible on it. IF I remove the cockpits, I can see the hud as normal tough...
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: eragon2890 on March 27, 2013, 03:37:28 pm
EDIT: only now do I see that I have the exact same problem as one of the other posters above... (no hud)

EDIT: All right I got a smart idea and put the resolution on 1440x 900. Loo and behold: it works perfectly!

So apparently, it doesn´t just not show the hud below 1440x900, but also not above that resolution (or at least, not at a resolution of 1920x1200).

I will just play in the lower resolution for now :3 Cool work! :D
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on March 27, 2013, 04:06:12 pm
 :banghead:
seems like i'll have to do some more work here - this is odd, why does the 16:10 stuff work on 16:9 resolutions but not on 4:3 *scratch head*
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: eragon2890 on March 27, 2013, 06:09:14 pm
:banghead:
seems like i'll have to do some more work here - this is odd, why does the 16:10 stuff work on 16:9 resolutions but not on 4:3 *scratch head*

1920x1200 is 16:10 right? At least for me ,it does NOT work at my native 1920x1200 (16:10) resolution, but *only* on exactly 1440x900 (well I didn't try between 1440x900 and 1920x1200, but 1920x1200 itself did not show any hud on the cockpit, and we already know that lower than 1440x900 doesn't work either.) But once I set it to 1440x900 it displays fine, and I really like to see the cool cockpits, so I am just playing on a bit lower resolution than usual for now ^^
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on March 27, 2013, 06:52:48 pm
double  :banghead: :banghead: for being too stupid to calculate  :hopping:
the hud files are built for a standard of 1440*900 - but everything runs fine here with my native 1920*1080
why the hell does it break other resolutions?
gotta investigate this  :ick:
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: eragon2890 on March 28, 2013, 01:27:14 am
Yeah I just checked and 1900 x 1080 works for me too -- so it´s made for 1440x900 (16:10) and works on that, but does not work an another 16:10 res (1920x1200) but does work on 16:9 1920x1080 ....

EDIT: Again, I only noted this right now, but my wingmen status screen which was missing has now appeared below the diagram with the shield strength of my ship on the right side of the hud. So apparently, at 1440x900, some interface elements werent´s displayed because they didn´t fit on the screen....
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: WolfShepard on March 28, 2013, 01:30:02 am
I got an error during decompression for 1 file LM1_MN2_DB03.ogg.  I haven't gotten a chance to test everything, but I do suspect the campaign will work.  I'm just letting you know that that happened.


I'm getting the same thing using IzArc, in part 2 of the download.
Bad block: "FSCRP_The Lightning Marshal\data\voice\debriefing\LM1_MN2_DB03.ogg"
It's late here, so I haven't tested it yet.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on March 28, 2013, 05:31:51 am
apparently something went wrong when packing the files, i will have to upload it again anyway when those hud problems are fixed
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: praseodym on March 28, 2013, 06:22:28 am
I have a 1280x1024 monitor and I cant see the HUD details either with 1280x1024 nor with 1152x864. But it is "playable" with 1280x720 which is no fun at all. Any ideas? BTW: I am using Ubuntu 12.04 32bit.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on March 28, 2013, 07:57:56 am
 :nervous:
maybe i should have had a look at my own files a bit earlier, i have specified maximum and minimum resolutions for the cockpits to appear  :banghead:
will fix it
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: WolfShepard on March 28, 2013, 11:12:35 pm
Thanks for the info. I'll keep checking back for new files.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: rubixcube on March 29, 2013, 10:38:25 pm
The target lead indicator appears to be acting very strangely, anyone else have this problem?
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Belisarius on March 30, 2013, 06:42:20 am
Yep, got that too. My luck that I don't need it anyway.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on March 30, 2013, 10:06:26 am
acting strange in which way? i'm using the same lead sight as diaspora, it's a bit closer to how stuff works in real fightercraft, so if it's acting like in diaspora everything is fine (the "lead sight over ship" and not the "reticle over lead sight" way)

Here is PATCH for the cockpits and defect sound file, i will also update the download links in the first post, but for now, please use this patch
*removed because not up to date*
cockpits should work perfectly fine now on ALL 16:10 and 16:9 resolutions, and with a minor problem on 4:3 resolutions (the gauge showing a ships' orders is still there, but outside the view if looking straight ahead)
let me know if anything else is wrong
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: WolfShepard on March 30, 2013, 05:17:28 pm
I got an error during decompression for 1 file LM1_MN2_DB03.ogg.  I haven't gotten a chance to test everything, but I do suspect the campaign will work.  I'm just letting you know that that happened.


I'm getting the same thing using IzArc, in part 2 of the download.
Bad block: "FSCRP_The Lightning Marshal\data\voice\debriefing\LM1_MN2_DB03.ogg"
It's late here, so I haven't tested it yet.

Still getting the same error from the updated download, and IzArc isn't allowing me to extract any of the other files. Drat.
Edit: WinRar helped.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: rubixcube on March 30, 2013, 11:50:25 pm
before I complain about my issue any more I'd like to say how marvelous this update is, very well done.
But my problem is the lead indicator is telling me where to shoot, it's erratically floating off behind the target, can't describe it any better.

BTW Belisarius, how can you play without a lead indicator? Are you just that good?
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on March 31, 2013, 06:05:52 am
there had been an error in the patch, the reticle wouldn't show  :shaking: i have corrected it
if you are suffering from this problem please redownload the patch from the first patch

@rubixcube
maybe a picture will explain stuff more understandable
(http://img266.imageshack.us/img266/9176/screen0038.jpg) (http://imageshack.us/photo/my-images/266/screen0038.jpg/)
if i shoot now, i will hit beta3
in short: place the leadsight over the ship, then you will hit it
with this kind of leadsight you don't have to allign center reticle and leadsight, but rather the leadsight and enemy ship
it's a bit more inaccurate and it's slightly harder to hit that way in my experience, but that's the point
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: rubixcube on April 01, 2013, 12:52:43 am
thanks, that helps :yes:
Title: Marshal The Lightning 1-4, Regulus [Release] Savior Campaign, Operation: Re:
Post by: WolfShepard on April 01, 2013, 11:34:20 am
I know this is kind of a stupid question... but where do the three unpacked folders go in relation to one another? I know they go in C:\Games\Freespace2\
But then do all three unpacked folders go into one directory? That is, do I copy the files from Part2 and the patch and paste them into Part1?

Thanks
Title: Re: Savior Lightning Operation: Regulus Marshal 1-4, The Campaign, [Release]
Post by: fightermedic on April 01, 2013, 11:59:56 am
first of all, you shouldn't have to unpack part 1 and 2 seperately, at least winrar unpacks them in one step into one folder(as it should be)
but yes, just merge everything together if you have unpacked seperately, make sure the patch is the last one you copy in, and make sure to replace files when copying the patch
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: WolfShepard on April 01, 2013, 12:51:22 pm
Thanks, I'll try it.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Belisarius on April 01, 2013, 05:36:12 pm
BTW Belisarius, how can you play without a lead indicator? Are you just that good?

Nope, but I've played freespace since its release and just know where to shoot. But that's only possible when you play with normal AI. In Blue Planet and other campaigns that change the combat AI this isn't possible for me.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on April 01, 2013, 05:41:38 pm
this campaign is using advanced AI  :P
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: General Battuta on April 01, 2013, 05:49:55 pm
this campaign is using advanced AI  :P

Did you remember to activate it in the mission files?
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Belisarius on April 01, 2013, 05:53:56 pm
It does? Haven't noticed. :nervous:
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on April 01, 2013, 07:53:20 pm
the campaign is using fury's modified ai profiles, so the fs2 retail ai profile itself is updated, not a new one created, there should be no need to activate anything then, should there

in any case, i sure did notice stronger ai, i had to remove like half the enemy fightercraft and add in more friendly fighters in most missions or they would tear me appart when balancing stuff
and don't get me started about that damage scaling bug, it had been attempting to drive me nuts, and i'm not to sure it didn't succeed

Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Deepstar on April 02, 2013, 01:44:32 am
Is there a way to restore the regular flight model in this campaigns?
I do not like another flight model within a campaign that takes place in the Freespace Universe...
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Belisarius on April 02, 2013, 03:12:36 am
I'm not entirely sure if that works, but removing the three ai-tables from the mod's table folder might help. But since you have to specify which ai-profile should be used by mission creation I'm sure the game will crash on mission loadup when you remove the files.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on April 02, 2013, 05:17:37 am
Is there a way to restore the regular flight model in this campaigns?
I do not like another flight model within a campaign that takes place in the Freespace Universe...
removing the table file titled flightmodel is enough, but that will kill balancing, severely so
but go ahead and try it, maybe it'll work well enough
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: WolfShepard on April 02, 2013, 10:43:38 pm
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]
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: General Battuta on April 02, 2013, 10:46:03 pm
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.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: General Battuta on April 02, 2013, 10:46:40 pm
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.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: WolfShepard on April 02, 2013, 10:52:17 pm
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]
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on April 03, 2013, 06:29:09 am
 :(
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]
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: WolfShepard on April 03, 2013, 09:15:59 pm
:(
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!)
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: achtung on April 05, 2013, 02:13:44 am
Will be mirroring this.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on April 05, 2013, 04:47:35 am
Will be mirroring this.
thank you :)
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Solatar on April 05, 2013, 11:31:44 am
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.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on April 05, 2013, 04:19:13 pm
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
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Grizzly on April 15, 2013, 08:25:08 am
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.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on April 15, 2013, 10:26:55 am
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 ;)
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Grizzly on April 15, 2013, 10:22:34 pm
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.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Logrus on April 15, 2013, 11:46:12 pm
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?
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: General Battuta on April 15, 2013, 11:50:38 pm
Only through heavy table modding. The missions might also need some redesign.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Grizzly on April 16, 2013, 09:16:25 am
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.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on April 16, 2013, 03:38:40 pm
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
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: NGTM-1R on April 22, 2013, 11:12:20 pm
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:
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Carnage on April 26, 2013, 11:54:57 am
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
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: General Battuta on April 26, 2013, 12:18:29 pm
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.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Carnage on April 26, 2013, 01:05:30 pm
that works bud now I have the same error like the screenshot above. hud not correct, no reticle, light blinding in HUD
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on April 26, 2013, 06:37:13 pm
hi there, i have released the cockpits seperatly now
go here: http://www.hard-light.net/forums/index.php?topic=84459.msg1687117
that should make your life easier
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Mr_Blastman on April 29, 2013, 11:47:57 pm
Wow.  I love the cockpit--especially how the gauges "stick" to it.  I've been running a cockpit mod for a couple years now but never have the gauges been able to stick.  Am I correct in assuming I can copy over the cockpits-hdg file to my cockpit mod directory to have them stick too using 3.6.18?

The campaign is fun, too.  Thanks!
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on April 30, 2013, 06:33:41 am
you know, you could have read the last post above yours :D
glad you like it
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Mr_Blastman on May 01, 2013, 11:35:34 pm
So here's something strange... I used the Hercules finally in your campaign, The Lightning Marshal and my HUD is doubled.  Any other ship it is fine.  In the Hercules, though, I get the HUD stuck to the dash like it should be and then I get the traditional floating HUD as well--it is wacky and I dunno what could be causing it.

I have my normal cockpit mod disabled plus your cockpit-mod disabled and it still does it.  Any ideas?

Also, I installed your cockpit-mod as a separate mod rather than overwriting files, as well--so I can easily disable it.

edit:  I only have this problem in the Hercules.  No other ship has it.  What it looks like is the gun gauge and the boost gauge is doubled on each side as well as the hud border and every other instrument.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Mr_Blastman on May 03, 2013, 09:21:33 pm
Problem fixed!  I found an errant hudgauges.tbl in my mediavps directory under data/tables.  I got rid of it, the problem went away.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on May 04, 2013, 04:18:14 pm
glad to hear it, that's why i couldn't find anything wrong then :)
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Shadow753 on May 17, 2013, 01:19:00 pm
First of all thanks for the great campaign.

I've got one problem however. I'm now playing Operation Saviour and i can't help but notice that the missions are incredibly difficult with all the changes even on medium. I'm now at a mission where you have to face one destroyer, 2 corvettes and 2 cruisers. It's just impossible to stay alive in an Ursa. As soon as a herc decides your his target your dead already.

I don't know if it's supposed to be this difficult or there's some problem on my side. It also seems unbalanced that you only get 3 wings to attack a full battlegroup.

Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on May 20, 2013, 04:23:28 am
poor naive boy :D believe me, the missions are incredibly easier now than before ;)
try this: first, take down the cruiser right above the orion, than the orion itself (the orion class is next to helpless against bombers, so concentrate all bombers on the cruiser first)
in most cases that should be enough to win the mission, you don't need to destroy all the vessels btw, your own capitals will do that well enough, go for the beams as a first priority
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Ioustinos on June 27, 2013, 05:26:32 pm
I'm on "Killing Fields"  (LM4_06).  It's the mission in which you defend the Aenas while attacking the Jacobus.  Afterward, you attack some cruisers, one of which launches escape pods.  However, these escape pods are immediately destroyed (it appears to be via sexp), and the mission is unable to proceed.  I assume the mission ends when the escape pods make it to the docking bay, but since they're destroyed . . . it doesn't really matter, and nothing happens.  There's also no debriefing for when I jump out.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on June 28, 2013, 02:22:36 am
i'll check it
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: CT27 on June 28, 2013, 10:21:58 pm
I sent you a PM about this but I'm also having that same problem on the mission.  As soon as the second cruiser explodes the escape pods start to die too.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on June 29, 2013, 02:21:31 pm
yes, indeed, the way the mission is set up right now that sometimes happens
i will upload a fix later
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: CT27 on June 30, 2013, 05:48:36 pm
Some more info:  this happened when I played the mission through the campaign and through the tech room (using Ctrl-shift-s).

A thought:  I had always destroyed the Fenris cruiser first and then the Leviathan.  Might it make a difference if I destroyed the Leviathan first and the escape pods then came from the Fenris?
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on July 01, 2013, 11:29:41 am
no it doesn't
i have already fixed the problem but didn't find the time to test out the changes yet
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: CT27 on July 01, 2013, 02:52:13 pm
Just to be sure:

When your fix is officially ready, I assume it will be placed in this thread?
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on July 01, 2013, 05:59:36 pm
of course
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on July 02, 2013, 04:51:44 pm
the patch on the first post is updated to 1.1
the problem with the escape pods should be fixed, as well as some minor problems in other missions
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: CT27 on July 02, 2013, 10:23:53 pm
Thank you for the patch.  It worked and I was able to complete the mission officially.
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: fightermedic on July 10, 2013, 06:17:21 am
uploaded patch 1.2 with fixed cockpit fightershields
you can now re-enable environment maps without it causing you to fly blind!
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: CT27 on April 15, 2014, 12:33:18 am
removing the table file titled flightmodel is enough, but that will kill balancing, severely so
but go ahead and try it, maybe it'll work well enough

What do you mean exactly when you say it will kill balancing?

(I'd like to try this campaign with 'normal' physics too)
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Deepstar on April 24, 2014, 08:05:05 am
removing the table file titled flightmodel is enough, but that will kill balancing, severely so
but go ahead and try it, maybe it'll work well enough

What do you mean exactly when you say it will kill balancing?

(I'd like to try this campaign with 'normal' physics too)

It means that this campaign will be a lot harder without the flight model. Actually without it some missions were nearly unbeatable, even on Very Easy.

What a shame... i hate this flight model.

At the end, i decided to play the unrestored original campaigns that also works with current builds.
I liked the new backgrounds in the new version, even i did not like the voice acting in this version. In previous campaigns the tts voices feels less artificial...
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: procdrone on February 02, 2015, 01:54:54 pm
Sorry to bring that up, but the part 2 of your download has a corrupted file... or at least, I am getting one
Title: Re: [Release] Lightning Marshal 1-4, The Regulus Campaign, Operation: Savior
Post by: Macfie on February 02, 2015, 07:29:02 pm
Download the complete mod from moddb.  It's generally more reliable than mediafire.
http://www.moddb.com/downloads/start/53025