-
(https://fsnebula.global.ssl.fastly.net/storage/b8/70/39cf92abe9583c5e24eb2a0297fbc85294386fbebee408dc4e4d7dc8a221.jpg)
***
23 years after the Capellan massacre the Humankind and Vasudankind are stronger than at any time before. With the belief in our invincibility and powerful warships on our orders, we rebuilt what we had lost fighting against the Shivans. It is said that we are ready to confront the Destroyers again. But if it is not true, we are going to pay a terrible price...
- Arthur Gordon, the Secretary-General of the GTVA Security Council
They regard me as a traitor. They call me a terrorist, a madman. They want me dead and they will not stop until they hunt me down... But they do not know my real power. I have the key to the Ancient legacy. I can save the human- and vasudankind from the Shivans and show it the new path to glory. And I will do it. At any cost.
- Kaimler Ovadiah, head scientist of Cerberus Legacy, wanted in all Terran-Vasudan systems for treason, terrorism, blackmailing and genetic experiments.
The Cerberus Legacy slowly but constantly destroys the GTVA just like a cancer. They attack from the shadow, strike in our weakest points and withdraw before we can react. Blackmailing, terrorism, kidnapping are their methods. They are responsible for numerous outrages across the GTVA. Unless we hunt them down, the Alliance won’t be safe.
- Supreme Admiral John Peters, commander of the Wolf's Fleet
***
Shadow Genesis: 2017 Edition is a rework of old and known mod, released in 2013 and improved since than. We decided to rework our old project before release of first act of Exile, fix all the bugs [I hoped so!], improve majority of missions, storytelling, models, graphics and stuff. Also We wanted to make it working with newest release of FSO and MediaVPs. With a majority of missions reworked, we want to introduce up-to-date and top quality campaign. Those who like it have perfect opportunity to experiance SG again with updated visuals, in age of 3.8.0. Those who dislike it are strongly encouraged to give Shadow Genesis a second, well deserved chance :P .
No more crashes, no more badly balanced missions, no more patches [I also hoped so!] and stupid installation instructions... No more old SG :D .
Features:
- More than 40 action-packed missions. The campaign consists of a prologue, three acts and an epilogue. Huge-scale battles, numerous cutscenes, space fights and planetary missions.
- Epic, complex and unique storyline. As lieutenant Nathan Miles join the elite 6th Terran Fleet known as the Wolf's Fleet, autonomical unit of the Alliance navy responsible for safety of strategic sector of Terran space known as the Wolf's Group. Explore entirely new planetary systems, discover sinister plot of Cerberus Legacy, meet new, complex characters, witness epic unforgettable moments and unexpected twists in a story about treason, madness, hatred, honour and sacrifice.
- New enemies. Confront an entirely new opponent that is threatening safety of the Alliance. Powerful terrorist organization known as Cerberus Legacy openly challenges the Terran-Vasudan authorities and its charismatic and enigmatic leader, Kaimler Ovadiah, will not stop from anything to execute his mysterious plan. As a pilot of the Wolf's Fleet you will do whatever it takes to protect those in need but you don't expect that Cerberus plot is only a prelude to a Nightmare greater than you could ever imagine...
- Great battles and tactical missions. Forget about deploying warships to battle and praying them to survive. Forget bombers attacking you wing after wing. Shadow Genesis raises an art of space warfare to a level you did not experience before. Now both you and the enemy are ready for any tactics that may lead to victory. Big guns and powerful warships are now just a part of strategy. Be ready to confront Cerberus infiltrators that will disarm GTVA warships using anti-subsystem torpedos, eliminate wings of strikers before they smash your cruisers into pieces with Maxim cannon and avoid snipers swarming you with Trebs. Every trick on the field of battle is now an element of a greater strategy.
- New technologies. Unleash new deadly arsenal of the GTVA. A new generation of Terran warships, Anchorage-class superdestroyers, artillery frigattes, tactical carriers, space and planetary gunships, an entirely new set of primary and secondary weapons, increased role of disarming warships, sniper weaponry, auto-repair modules and much more.
- Breathtaking audio and visuals. New unique ships models and many refreshed older ones. New effects created by talented artists. Atmosphere built by new soundtrack from great games, movies and other sources.
- Many innovations of the newest SCP engine implemented. Checkpoint system based on the War in Heaven one, 32 achievements to gain completing secondary and hidden goals, saving allied warships or keeping their hull above certain level, extended directive and monitoring lists, hotkeys, zoom system, nanojumps and much more.
***
Requirements:
- Freespace Open 3.7.4 Official is recommended. Newer builds should work, but some issues were reported.
- MediaVPs 2014
- Decent Computer
(https://fsnebula.org/static/kn_download.png) (https://fsnebula.org/mod/SG)
Achievements List:
1. SG06 - DEFENDER OF THE BETRAYED - Meleager's hull cannot fall below 30% in "Game of Pretences"
2. SG07 - ALPHA TEAM READY - Do not lose any marine transports before they dock in "Nexus"
3. SG08 - F***IN' INFILTRATORS - Prevent Meleager from losing main beams in "Ambushers from the Shadow"
4. SG08 - SECURING THE NODE - Lateralus and Endymion cannot leave the battle after suffering heavy damage
5. SG10 - DEATH TO A TRAITOR - Don't let captain O'Hara escape the blockade in "Dragon's Entry"
6. SG08,SG11 - TRANSPORT HUNTER - Destroy or force to surrender Cerberus convoys in "Ambushers from the Shadow" and "Devil's Plain"
7. SG12 - AGGRESSIVE NEGOTIATIONS - Prevent pirates from taking the ransom in "Art of Negotiations"
8. SG13 - CROSS-FIRED - Save Thames, Vanguard and Deventer in fight with Cerberus in "Seek and destroy"
9. SG13 - ALLIES IN NEED - Save Actium and Orpheus from Adventurer and strikers in "Seek and destroy"
10. SG14 - MULTI-TASKING - Destroy Cerberus shuttles and save hostages in "When lives are at stake"
11. SG17 - FUNERAL DELAYED - Save at least two Wolf's Fleet cruisers in battle with the rebel fleet in "Funeral autumn"
12. SG17 - A FAREWELL GIFT FOR OVADIAH - Destroy Dionisus in "Funeral autumn"
13. SG19 - DEFENDER OF WESTERPLATTE - Isonomia, Echion and Aquila must remain on the battlefield until the evacuation is completed in "Westerplatte"
14. SG21 - INNOCENTS FROM TAU ENIGMA - Save all ships of the civilian convoy in "Through back door"
15. SG22 - DRAYMAN'S PRIDE - Nexus must have more than 60% when the Hiven arrives in "An Dante"
16. SG26 - EXPLORATOR - Scan all Ancient derelicts in "Silent Hunters"
17. SG27 - THE FINAL STRAIGHT - Escort Stalker to Spica with hull at min. 35% in "Long road home"
18. SG28 - WHO WILL RESCUE THE RESCUERS? - All five warships must survive the battle in "Helpful hand"
19. SG29 - NOONE GETS LEFT BEHIND - Find and pick up all survivors in "Beyond the frontline"
20. SG31 - SUCCESSFUL EVAC - Defend 90% of civilian vessels until Ethereal's arrival in "...are today's recruits"
21. SG31 - JUST A TACTICAL RETREAT - Defend 90% of retreating warships until Ethereal's arrival in "...are today's recruits"
22. SG31 - BLOCKADE MUST HOLD - Don't lose more than two ships on the blockade (Neya, Wellington, Taygete, Aphaea, Neptune Installation) in "...are today's recruits"
23. SG33 - BETTER THAN RAYNOR - Nirvana must hold the Nightmares on the blockade until Hiven's arrival and leave the battle with hull at least 30% in "Enemy at the gates"
24. SG34 - ANCIENT LEGACY - Save at least 3 Ancient derelicts in "Under siege"
25. SG36 - TOWER DEFENCE - In the end all towers must have at least 40% in "A world in flames"
26. SG37 - MINIMAL CASULTIES - Don't lose more than one allied warship (excluding Neya) in "Burning sky over Aeon XII"
27. SG38 - NO DELAY - Make all nanojumps quickly enough to prevent additional hostiles from attacking the frigattes in "Hunt begun"
28. SG39 - HARVESTERS AT WORK - Nexus and Argus must have min. 50% at the end of "Harvest"
29. SG40 - STINGING THE BEAST - Destroy all Hiven's primary and secondary beams in "Game in a trap"
30. SG40 - A ****IN' BIG GUN - Destroy Hiven's main beam in "Game in a trap"
31. SG41 - A BIG DELIVERY - Save all Euryale bombers in "Dies Irae"
32. SG41 - THE FINAL ASSAULT - Merdarion and Impaler must survive the battle with hull above 50% in "Dies Irae"
Changelog:
MISSIONS:
- Fixed bug with SOC extra missions after act III not unlocking despite having 20 achievements
- Achievement system reworked on ship save/load script so that you can unlock achievements replaying missions in a mission simulator and see your progress when replaying the epilog (SG43)
- Icons in several briefings reorganized to look nicer with higher screen resolutions
- Longer messages split into parts so they are not cut off
- Extra directives and some clues added in several missions
- Several longer dialogs moved from command briefing to fiction viewer
- SG03: Long and boring thought-it-would-be-better-than-another-command-briefing-dialog cutscene with flying Argo reworked into a standard mission
- SG06: rebel fleet attack reorganized, added extra lines for Blanchard
- SG11: you can now unlock achievement 'Transport Hunter' by disabling all ships of the convoy (their destruction is no longer required to proceed to second stage of mission)
- SG11: you can no longer give orders to Caracas
- SG13: fixed bug with Thames battlegroup's state not saved when loading checkpoint 2
- SG17: minor mission rebalance, added extra lines for Ovadiah
- SG19: minor Nightmare attacks rebalance, more time to snipe Meshulams' beams
- SG21: Nightmare raids against the convoy are slightly weaker and with longer inverval
- SG27: Stalker's initial distance to the portal shortened from 45 to 32 km
- SG28: Yokai fight rebalanced, final Nightmare attack is now much smaller
- SG28: you can no longer give orders to Custodian
- SG31: Ethereal's battlegroup formation changed
- SG33: slightly smaller Nightmare attack waves
- SG35int: fixed several inconsistencies in Adraelon's monolog
- SG37: huge Nightmare attack reworked into a smaller, more tactical engagement
- SG43: final dialog with Grizzly now depends on whether we played extra loop or not (this was in mission before, but it was not working due to bug with extra loop)
- SG43: after the final dialog you can now see which achievements you unlocked
- Plenty of minor changes in dialogs and cutscenes
MODPACK:
- Integration of Axem's message script.
- Nephelai's arrival in SG11 and SG41 no longer causes game to crash on newer builds
- Remapped Magnus supercarrier
- New model for Euryale
- Update for Selkie textures
- Fixes for numerous small bugfixes in older models like dockpoints of Aeglos.
- nightmare briefing icons and some new for other ships
- New backgrounds for every system [apophysis skyboxes!]
- New hi-res mainhalls and interface
- Updated terran fleet
- New modimage and preload graphics
- AAAb range reduced from 3,5 to 2,5km
- AAAb damage reduced from 110 to 50
- Penetrator's range reduced from 13,75 to 5,5km (don't ask why)
- Penetrator II's range reduced from 17,5 to 8km (don't ask why either)
- Slayer PDC's shield factor increased from 2.0 to 2.5
Also special thanks for TheHound and BTA for beta-testing.
-
Finally! I shall play then harvest your game files for my own use <3, thanks for the release!
-
Wow three releases in two days?
*crawls away to do some work on his own campaign embarrassed*
-
Lots of self-complimenting in this release post... I hope the campaign delivers to your own hype :p
-
Lots of self-complimenting in this release post... I hope the campaign delivers to your own hype :p
Definitely better looking then mine I'll say so myself.
*Walks away in shame to work on Dusk Wars*
-
Lots of self-complimenting in this release post... I hope the campaign delivers to your own hype :p
Judging by the release thread it would appear to have excellent graphics and some grammar issues. Can't really tell until I play it, though.
-
Your sound file appears to be corrupted. 7Zip says it's broken and I can't open it in VPView.
-
First Dusk Wars, now this? It's a good day. Oh yes it's a good day.
-
3 releases in 3 days and I don't have time to play any of them :(
Congrats on the release. :yes:
-
holy cow! gotta play this.
-
Your sound file appears to be corrupted. 7Zip says it's broken and I can't open it in VPView.
If anyone can confirm this, we will upload the rar. We have big problems with uploading files due to terribly upload speed here. I can only hope we won't screwed up anything with the upload.
-
Sound file just worked fine for me no problem at all used good old Winrar to open the zip file trough.
-
In process of downloading, repackaging into single file, and mirroring.
Your sound file appears to be corrupted. 7Zip says it's broken and I can't open it in VPView.
If anyone can confirm this, we will upload the rar. We have big problems with uploading files due to terribly upload speed here. I can only hope we won't screwed up anything with the upload.
If you want I can just give you access to a temporary FTP account I use for fsmods stuff and get it mirrored that way.
If you can, hopping onto IRC and then jumping into #freespace might be nice.
-
In light of all these recent releases, that thread complaining HLP was becoming like a ghost town becomes sillier and sillier. Congrats for the release! I know every time a huge project ends, it does feel like giving birth to a child.
I won't have the time to play this, but the OP intrigues me. It also amuses me. The self-congratulation betrays some small immaturity, especially given that the synopsis reveals an "epic" plot that suspiciously seems very derived from FS2's (and Mass Effect's?). Then it kinda goes hilarious when promising on how it "raises an art of space warfare to a level you did not experience before". Really? Because I've experienced some damned good art in here lately from multiple sources of awesomeness that many other modders sweated into existence (no namedrops).
Anyways, you made me very curious, and I guess that's the only real requirement of the synopsis :). Here's to ambitious modders!
-
On a public note, woo, congrats! :yes:
On a personal note, crap, more stuff to fall behind on!
-
Are there recommended lighting settings for the campaign?
-
Okay so... initial impressions up to Act 1.
While the story seems sound, the writing itself seems cringe-worthy in more than a few places. If you're going to release a campaign in a language that's not your first, at least get a proofreader. I also seem to be watching cutscenes more than I am shooting things which is, uh, bad. The first cutscene itself isn't too bad except at the end, which is needlessly longer than it has to be. I found myself upping the time compression to get to the end.
Mission 1 of Act 1 is frustrating. On medium, it's impossible to save a cruiser because the bastards fire their bombs from 3.5km away every 6 seconds. How are we supposed to defend the cruisers against something like that? And in the ship and weapon select screens, I have access to the Hercules Mark 2, Myrmidon, and the Perseus as well as the Persephone, which I have five of available. As for weapons, I have the Morning Star and Akheton SDG in addition to the HL-9 and the Prometheus S, despite being informed I only had access to the latter two. This is all I have because superbombers seem to prevent me from passing Mission 1.
With this said, I will say that everything is well thought out, but the presentation is a little shaky.
-
Little Boys are pretty weak, and the Aeolus has better anti-fighter and anti bomber defence. Just don't care about bombs and take down the bombers with Hammer HL-9 and Prometheus S. Our turrets and wingmans will do the rest.
We wanted to keep difficulty level on something between WiH: Tenebra and retail FS2 campaign. Something about half of our missions are designed to be "find your way" missions. Test different tactics to get better results. If something will be too hard, we will rebalance it in eventualy patch.
-
Except I've tried different things. The Aeolus doesn't seem to be very effective anyway, as one specific cruiser died every single time by the time I was finishing off the last bomber. So, yes, I've already done everything you've suggested except cheat or be a cheat and go for where they'll be jumping in, which isn't much fun.
Thanks for ignoring the entire first half of my post, by the way. :doubt:
-
Full package is now on fsmods. Link is in post.
-
OK, some initial thoughts after a few missions:
* The backgrounds look great, and a lot of the background bitmaps seem to be either all-new or at least unfamiliar to me.
* Mission difficulty seems highly variable--there doesn't seem to be a real difficulty curve but a wild pendulum swing between way too hard (the cruiser escort), way too easy (the one with the pirate corvette and cruiser--how did these losers manage to capture a jump node?), and about right (Game of Pretenses). Game of Pretenses is the best mission so far, and is quite exciting to play.
* The Funeral missile certainly earns its name all right--wow!
* Actually seeing enemies retreat instead of march senselessly to their doom is a nice touch but often it seems the attacks that they actually go through with to the end are the most futile ones of all--two Leviathans attacking what seems to be a seriously up-gunned Hecate is anything but a fair fight.
* The writing has serious problems in not only grammar and spelling (Istanbul and Obadiah come to mind first--not to mention Obadiah is a given name and not a surname--but I saw a couple others but can't remember them off the top of my head) but clarity, characterization, and (ab)use of idioms. You really should have hired a native speaker to look at and edit the writing to bring it up to snuff. The story seems fine but it's let down by the presentation.
* The cutscenes are long, numerous, and frankly boring. Looking at an Argo sloooooowly cruise over towards a Trashman liner is actually more dull than reading about it in the fiction viewer. If I read it I can actually know what the characters are doing aboard the ship, have some actual setting and atmosphere (rather than "slow moving Argo"), and have an opportunity to learn about the characters in a way that FRED dialogue over a cutscene can't really compare to (see below).
* Speaking of characterization, the story has given very little insight so far (so far being immediately after "Game of Pretenses") into Lt. Miles, his motivations, and his personality. If I've played as him for several missions but still don't know him at all that is kind of a problem.
-
:yes:
-
Congrats on the release!
-
Except I've tried different things. The Aeolus doesn't seem to be very effective anyway, as one specific cruiser died every single time by the time I was finishing off the last bomber. So, yes, I've already done everything you've suggested except cheat or be a cheat and go for where they'll be jumping in, which isn't much fun.
Thanks for ignoring the entire first half of my post, by the way. :doubt:
Just stand there shooting bombs until they finish their run then kill them once the ai decides its a good idea to break off to start running circles around the target.
--
Only played like 5 missions so far not including cut scenes and I have to say the contrast on this release is ridiculous. For how awesome the backgrounds are, the attention to detail on the UI / briefings and minor details like the in-mission node map that don't make or break the campaign the really important things seem to have been put aside. The horribly translated dialogue and pacing is killing the enjoyment for me. I'll play a little more tomorrow and see how it evolves.
-
why is everyone focusing on the backgrounds so much??
-
why is everyone focusing on the backgrounds so much??
Wow, two people make mention of the backgrounds being pretty so far. Clearly everyone is doing nothing but focusing on the backgrounds! Hurpderp
Also, its probably because A) the SG team has been busy showing the backgrounds off for the past few years.
B) The backgrounds are very eyecatching.
Why else do you think?
-
I thought it'd been mentioned more, and it seemed like a really weird thing to single out for primary praise.
-
Yipee downloading now :)
-
How much else can you hate/praise day after release? There surely is stuff, but non visible things like plot can be judged properly only after finishing the campaing, and from the visible stuff backgrounds are the most outstanding.
-
Backgrounds are just a small part of this mod, although I really wanted them to be pretty and memorable. As for main character, we didn't wanted him to be sophisticated and talkative, because we wanted to keep balance between character-driven and event-driven campaign. A center between original FS2 campaign, and for example, Blue Planet.
As for the language, this is indeed our failure. As we aren't native english speakers, but we throught we can handle this at our own. We're looking for someone to help us with checking, and than we will release a patch.
-
At first, nice work with the campaign (nice backgrounds ;) )
But I've encountered a big bug/error:
The GTCa Farael lacks its turrets from the eleventh upwards, because in the .tbl´s they're defined as secondary turrets, not as primary ones, as it should be.
-
Can't play, unable to create a decent pilot file, definetly space on my...hard disk...
Log:
[attachment deleted by a basterd]
-
You're loading Shadow Genesis twice, is that normal?
-
You're loading Shadow Genesis twice, is that normal?
Uh, how is this possible?
I just downloaded the complete package, pasted it, selected it in the launcher and here we go.
-
SG's mod.ini points toward itself. Not sure what happens when you do.
-
SG's mod.ini points toward itself. Not sure what happens when you do.
So...how can I change this, redownload the core part of the mod and replacing the mod.ini?
-
Just changing the mod.ini should be fine: open it in any old text editor and remove "Shadow Genesis" from the primarylist and/or secondarylist. In addition, just for good measure, please do this (probably in the FSO launcher):
Deprecated flag '-spec' found. Please remove from your cmdline.
Deprecated flag '-glow' found. Please remove from your cmdline.
Deprecated flag '-normal' found. Please remove from your cmdline.
Deprecated flag '-env' found. Please remove from your cmdline.
-
That won't do anything. Unrecognized command parameters are ignored.
-
Shadow Genesis was also in secondarylist due to our SVN structure. I removed that, but I'm not sure if I updated it in rar of the core. Posted a link to fixed mod.ini in the first post.
-
That doesn't change a thing...
-
updating fsmods version to include fixed mod.ini.
EDIT: Fixed
-
Well, I've been playing most of the day. Yep, it's a bit tough, er...challenging. Then....
Problem with the Selfridge Installation mission: There is no way to save the Aequitas. The Destroyer comes in so fast and immediately blasts it with the main beam cannon and eliminates the Aequitas ......so, Primary Objective Failed (escort the two warships). OK, so I tried cheating....know what.....even that does not stop the ship from firing the beam (though I was fast enough to take it down before it actually fired, it still fired while exploding and killed the Aequitas).....viola, Primary Objective Failed again. But the real bummer was waiting for over 45 minutes after that (and 65 minutes at x2 time) and the Caracas never leaves, never undocks (regardless of how it's played...straight or using the kill cheat)?? What's up with that? What's the trigger supposed to be?? Oh yeah.....getting killed 5 times also does not "skip to next mission"!!
I don't mind insane gameplay, however it would be nice to be able to simply continue!
Additional info: I reach Checkpoint 1. Also, I managed to disable all three cargo ships carrying the artifacts, but after the small cutscene....they are gone!
Yeah, it's pretty and Yeah, there are many "language" problems (but that just means an "English editor" wanted to be involved!)
Sorry, until there is an answer (or two).....moving on.
-
The FSmods says file not found.
-
Hey guys congratulations on the release! If you want a native speaker on your team to run over the dialogue and spell check im always available.
-
@Penfold: Who says you have to save Aequitas and Eyva? It's just like you tried to save the Colossus in main FS2 campaign :). When the Argus arrives, read messages from the command and a new objective that turns up a moment later ;).
I'm sorry about language errors, I spent a lot of time checking dialogues and briefings for them, I was sure there won't be much of them and help of native speaker won't be necessary. But ok, it was our mistake, we will have someone correct the campaign for us. I'm glad a few of us have already offered your help with that and we've already got someone to do it.
-
That doesn't change a thing...
Is there anyone else who has the same problem? It's probably not a fault of the mod.ini, but just want to be sure.
-
Playing the mod and detected small grammar errors(no big deal really). In the debriefing of the first mission, Cpt Alice Jones says "Your fighter and your suite saved you from the explosion...."
It should be suit.
"Anyways, the operation is complete failure..."
The opetation WAS A complete failure
"....and had valueless and silly death..."
and had A valueless and silly death(though you might want to change that a bit)
"They lured you into a deadly trap and slaughtered (YOU) like animals"
Edit: In the briefing of the second mission. When it shows you your primary objectives, it shouldn't be 'sit belts' but seat belts.
-
Playing the mod and detected small grammar errors(no big deal really). In the debriefing of the first mission, Cpt Alice Jones says "Your fighter and your suite saved you from the explosion...."
It should be suit.
"Anyways, the operation is complete failure..."
The opetation WAS A complete failure
"....and had valueless and silly death..."
and had A valueless and silly death(though you might want to change that a bit)
"They lured you into a deadly trap and slaughtered (YOU) like animals"
Edit: In the briefing of the second mission. When it shows you your primary objectives, it shouldn't be 'sit belts' but seat belts.
I understand that proper grammer and spelling is key to a modification but do you really need to point out all of their mistakes? Nobody's perfect. I'm sure they've tried to go through their 40 mission campaign and corrected as many as they can, they're also not native english speakers so cut them some slack :P.
While we're on topic I'm stuck on your first atmospheric mission with the ancient ruins. I try to negotiate with the Cerberus ground forces and stall them but when I try nothing happens. Is #2 the wrong choice? I'm honestly not getting any failure scenero or anything, the reinforcements just arrive don't arrive. All that is left is a invulnerable hostage shuttle and 4 turrets.
-
Macielos,
Thanks for the reply. First...I really have no great problem with language...that's not too big a deal with such a work as has been produced!!!
I hear what you are saying and will try again...however, the message I get is the "Checkpoint" message (that is, select C, 4 and 1 within 15 seconds), then Gamma Wing arrives. The only other message (direction) I get is to protect the Caracas, and therein lies the problem, as up to 65 minutes go by with no action (Caracas never undocks, and there are no other messages). The other "clue" for me is when I press F4, the Primary Objective reads Failed with the Red circled X on that Objective and the Events read Aequitas destoyed Primary Objective Failed. It has appeared to me that a trigger was not reached and the game goes into suspension mode!! How long after all enemies have been destroyed does it take to get the Caracas to undock??
Again, thank you for your reply and I will be at it again.......will let you know.
-
On the mission where you have to observe the exchange in Pegasus fighters, I got up to the stage where there were enemy fighters attacking the transports and managed to destroy them and save both transports. Then, the negotiator told us we weren't supposed to be here or whatever and then the mission failed. And there was no debrief. This probably isn't supposed to happen, giving that I tried it again and managed to finish it, and the negotiator said the same thing but the mission didn't fail.
Oh, yeah, and on mission 14: Did you really have to put in that dialogue about BFGreens and gods of war? :lol:
-
BTA:
After you choose your approach, there is a second dialogue window where you have to choose "Press on" option.
Penfold:
I checked the mission and everything's fine, never had problems with that part and played it at least 10 times. Argus turns up, destroys Aequitas and Eyva (the latter is destroyed during a crash-jump), then launches fighters that attack us. After that it deploys bombers against the Caracas and departs just after you destroy them. Do you have a chain of messages after our warships' destruction? Do enemy Artemis bombers show up?
The only reason of your bug that comes to my mind is that Eyva's destruction is somehow not detected by the game (although it always was during tests). If you continue having that bug, destroy Eyva using cheats before she tries to make a crash-jump and it should be ok. We'll correct it in the patch to make sure such a bug will not appear again.
aeon48m:
I have really no idea what the reason of your bug is. You are deconspired when you approach either the transport on 4km (later 2km) or allied or hostile fighters on less than 1km. Perhaps Libra wing detected you.
And yes, I had to put in this dialogue :P.
-
Well... let's say that we have specific opinion about BP :D
-
Quite ok campaign, but it kind of gets a bit boring after while because some of the missions are too long. i have some fun playing the campaign i just wish some of the missions weren't 20min long those would been okay if they weren't just some stuff we seen in the past campaigns before.
-
That doesn't change a thing...
Is there anyone else who has the same problem? It's probably not a fault of the mod.ini, but just want to be sure.
For the record, BP won't run thx to some antipodes thingies.
-
That doesn't change a thing...
Is there anyone else who has the same problem? It's probably not a fault of the mod.ini, but just want to be sure.
For the record, BP won't run thx to some antipodes thingies.
what
-
Macielos,
Thanks! And you are devious!! (A compliment)
I've been trying to keep both Warships safe per mission directives, especially after getting the Failed notice. As I said earlier, I tried everything.
So, I thought...sit there and let it happen (which I usually do not do)....and passed the mission, and now I understand why! Therefore, you are devious indeed!
To answer your question, yes, the bombers show up and, in previous plays, the Eyva just kept flying away!
I have progressed through several Act 2 missions keeping that thought in mind, and so far so good.
Different and interesting.
Thanks,
Penfold
Death From the Crease
-
In mission 40, I am given Vampires, and only Vampires. That, combined with the fact that I used Ezechiels and Chnubises(Chnubis'? Chnubisases?) in the previous mission and that I am only making a subspace jump, that seems a bit odd, since it also assumes that Beta wing is down to 2 Vampires and Gamma down to 3, and that all ships were Vampires.
Oh, and, failure debriefings for more than one mission seem to be missing.
Also, you can win mission 40 by doing nothing but afterburning away from everything, and mission 41 assumes that Beta wing is down to one fighter and Gamma down to 2.
Also, I have 000111001101010101/32 achievements.
-
My game is broken in the first mission of the Act II, after the little cinematic with the Neya, I have no ship ( the entire Alpha squadron is dead, but I am supposed to be Alpha 1 -> Problem ).
Anyone can help me ?
-
freespacemods.net mirror seems dead -- File not found.
-
@StarDestroyer: What exactly do you mean by 'I have no ship'? There should be Alpha 2 and three other survivors except for you and you should be flying Ezechiel.
@aeon48m: good note about Vampires, you're right that the player is able (although unlikely) to choose another fighter for previous mission.
And about the chain of 0 and 1 numbers: it's the way we keep all achievements in one variable instead of making 32 ones. It was displayed in an achievement message during tests to make sure they work (I had plenty of work creating achievement system using only one player-persistent variable and testing it on the final straight before release :)). Seems I forgot to remove it from this one mission.
Of course you can do nothing in this mission - but it will be very difficult to keep Merdarion and Impaler intact during the final assault. Status of all Hiven's beams is stored between missions 40 and 41.
@Penfold: every time you lose a mission, there is a message "Mission failed", then filter turns up and a mission ends.
-
You guys can free up a lot of PPV slots in the future by moving your checkpoint system to the newer, more elegant LUA setup.
-
@StarDestroyer: What exactly do you mean by 'I have no ship'? There should be Alpha 2 and three other survivors except for you and you should be flying Ezechiel.
I got this showstopper too, all of alpha wing are shown as dead, and you are stuck in a state of not being able to fly (with the result that you can't jump out, so cheatkilling everything won't help either). Switching to external view shows no ship.
My hud also gets screwed up by this in first person view as well.
SS: http://i.imgur.com/TwSJaJs.jpg?1
Not shown - Grizzly's dialogue is attributed to Command.
-
ok, theres been like 3 missions now where I've had to use cheats to win...a bit ridiculous.
first was where you have to help evac the 3 part station, nightmare capships kill a part of the station over and over and theres nothing I could do.
second was running back to milky way with the stalker, it fires missiles that instantly kill you with their shockwaves, happened like 4 times before I said screw this and activated god mode.
third was just now where I have to save Nephelai, when its trying to escape theres no way I can destroy the beam turrets fast enough, on like 3rd try I managed to get the last one...right as Nephelai is exploding.
ok after like 6 tries I destroyed all the beams, so yeah the third one there is possible without cheats, after multiple fails :blah:
This is a good campaign, but some of these missions are quite infuriating
(im on easy difficulty btw)
-
@BugMeNot:
To be honest, I have completely no idea what your bug comes from. I think this is something with your version of Open or some HUD add-ons you have installed.
@BloodFleet:
Westerplatte - that should not be a problem, there are only two groups of Nightmares (2 Elis & Meshulam in the beginning and Marchosias & 3 Elis in the second assault) that can actually destroy the station, although they always prioritize allied capships first. Darkhorn's battlegroup only damages the station before it's distracted by the frigattes. It is very difficult to lose the installation in this mission. Just use Penetrators on time to disarm enemy warships.
Stalker - you're right, Teeraal has finally found the reason of your bug - we thought it was a Nightmare bomb, but it was one of Stalker's torpedoes. We'll fix it in the patch.
Nirvana - you have three Elis in the first wave that attack Naevius and Seneca, but they are quite easy to disarm. The next two waves are more difficult, but you are told about their arrival about a minute earlier and you know moreless where they turn up. Simply launch Penetrators on Meshulams just after they arrive.
@General Battuta:
Yes, I think I'll learn LUA when I have some time and write some scripts for the next part of Shadow Genesis (coming not so soon :D). It was really annoying to look through 43 missions in search of a few variables to remove and keep their amount below limit of 250 :P.
-
You can use Admiral MS' really really good ship save/load script. It removes a ton of that hassle.
-
@General Battuta:
Yes, I think I'll learn LUA when I have some time and write some scripts for the next part of Shadow Genesis (coming not so soon :D). It was really annoying to look through 43 missions in search of a few variables to remove and keep their amount below limit of 250 :P.
The point is that you don't have to learn LUA at all. It's just grab, drop and use.
-
Difficult to lose the installation? Ok right thats why it died like 4 times in a row...and I was trying to use penetrators to kill the beams. Whatever, that mission isn't the problem anymore.
Yeah, easy to disarm but they always fired before I could. Sometimes the penetrator didn't even do any damage, and I don't see how it could miss from head on. Simply fire when they arrive lol well I did that and still failed it like 5 times before that worked. Again, not really an issue anymore.
Now on Enemy at the Gates mission...oh boy the Nirvana dies again, I made it primary objective to destroy beams, which I did, but eventually the Nirvana dies because again the nightmare caps (besides most of the cruisers) always get a shot or 2 off before their beams are dead so by the 3rd wave of capships Nirvana was at 1% and thus died again and again. I'll try for a third run, but if the same stuff happens then its back to cheats.
-
$Shields: 5000
$Shield Color: 255, 0, 255
$Power Output: 6.0
$Max Oclk Speed: 95.0
$Max Weapon Eng: 100.0
$Hitpoints: 900
$Flags: ( "bomber" )
This is on the Nightmare Bomber...and you have 6 of these in a mission at a time...normal freespace 2 doesn't stand a chance...
Speaking about Nightmares, very nice job with them. Very challenging enemy but in some cases...a little ridiculous to deal with.
-
fsmods download is fixed. I have no idea why it was pointing to a file that didn't exist.
-
@BTA:
What is effective against Gualis:
- Hellion+Reaper set
- Double Angel
- Single Szczerbiec
- HYPACS
However, Westerplatte and Through Back Door are two missions where we fight an unknown, aggressive enemy and we're not prepared to confront them. That's why until An Dante we suffer heavy losses and try to slow enemies down rather than defeat them. After the first engagements the Wolf's Fleet quickly adapts to confront new types of hostiles and as a result more squadrons are given access to weapons as Reaper and HYPACS.
@BloodFleet:
Enemy at the gates is a sniper mission. You have to find a place about 3-4 clicks below or above a corridor Nightmare warships are entering the system and disarm them with Titan/HYPACS and Penetrators as soon as they arrive. Giving orders to your wingmen is also very useful.
Well, I think that in a patch we will release an alternative version of core with lower difficulty level (allied capships will have more hitpoints).
-
You really should get someone to proof-read and fix the wonky English. I'm finding myself fast-fowarding and skipping stuff because of it.
-
:(
It just won't run...
[attachment deleted by a basterd]
-
==========================================================================
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: 3.6.18.9546
Passed cmdline options:
-spec_exp 11
-ogl_spec 60
-spec_static 0.8
-spec_point 0.6
-spec_tube 0.4
-ambient_factor 75
-missile_lighting
-3dshockwave
-dualscanlines
-3dwarp
-snd_preload
-mod Shadow Genesis,mediavps_3612
-window
Building file index...
Found root pack 'D:\Games\FreeSpace2\Shadow Genesis\SG-advanced.vp' with a checksum of 0x862139ac
Found root pack 'D:\Games\FreeSpace2\Shadow Genesis\SG-assets.vp' with a checksum of 0x0b7b3e64
Found root pack 'D:\Games\FreeSpace2\Shadow Genesis\SG-core.vp' with a checksum of 0xd00337b6
Found root pack 'D:\Games\FreeSpace2\Shadow Genesis\SG-interface.vp' with a checksum of 0x5868fac7
Found root pack 'D:\Games\FreeSpace2\Shadow Genesis\SG-sounds.vp' with a checksum of 0x5b9f7193
Found root pack 'D:\Games\FreeSpace2\Shadow Genesis\SG-textures.vp' with a checksum of 0xf1814554
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0x3f08ae08
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0x0098ee1f
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x749032a2
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0x566add58
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xf2983309
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0xd4e3ad49
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x799e46a1
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x825f5ee0
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xa7037300
Searching root 'D:\Games\FreeSpace2\Shadow Genesis\' ... 0 files
Searching root pack 'D:\Games\FreeSpace2\Shadow Genesis\SG-advanced.vp' ... 13 files
Searching root pack 'D:\Games\FreeSpace2\Shadow Genesis\SG-assets.vp' ... 988 files
Searching root pack 'D:\Games\FreeSpace2\Shadow Genesis\SG-core.vp' ... 69 files
Searching root pack 'D:\Games\FreeSpace2\Shadow Genesis\SG-interface.vp' ... 1136 files
Searching root pack 'D:\Games\FreeSpace2\Shadow Genesis\SG-sounds.vp' ... 155 files
Searching root pack 'D:\Games\FreeSpace2\Shadow Genesis\SG-textures.vp' ... 818 files
Searching root 'D:\Games\FreeSpace2\mediavps_3612\' ... 0 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'D:\Games\FreeSpace2\' ... 2 files
Searching root pack 'D:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 1777 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 30 roots and 16497 files.
AutoLang: Language auto-detection successful...
Setting language to German
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: Generic Software on Lautsprecher (High Definition Audio-Gerät)
Capture device: Mikrofon (High Definition Audio
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : ATI Radeon HD 4800 Series
OpenGL Version : 3.3.11653 Compatibility Profile Context
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_ARB_shader_texture_lod".
Using extension "GL_ARB_texture_float".
Using extension "GL_ARB_draw_elements_base_vertex".
Found special extension function "wglSwapIntervalEXT".
Compiling new shader:
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Shader features:
Depth-blended Particles
Compiling new shader:
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Shader features:
Distorted Particles
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16777215
Max texture size: 8192x8192
Max render buffer size: 8192x8192
Can use compressed textures: YES
Texture compression available: YES
Post-processing enabled: NO
Using trilinear texture filter.
OpenGL Shader Version: 3.30
... 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...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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 'mv_flak-sct.tbm' ...
TBM => Starting parse of 'mv_dbrs-sct.tbm' ...
TBM => Starting parse of 'mv_exp-sct.tbm' ...
TBM => Starting parse of 'zoom-sct.tbm' ...
TBM => Starting parse of 'AnEngines-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' ...
TBM => Starting parse of 'SG-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'SG-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM => Starting parse of 'mv_effects-mfl.tbm' ...
TBM => Starting parse of 'SG-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 'SG-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'SG-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
WARNING: "Weapon explosion 'exp06b' does not have an LOD0 anim!" at weapons.cpp:181
BMPMAN: Found EFF (bexp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp_fire.eff) with 14 frames at 30 fps.
BMPMAN: Found EFF (exp_flare.eff) with 18 frames at 20 fps.
BMPMAN: Found EFF (exp_plasma.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (exp_smoke.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (gauss_impact.eff) with 8 frames at 32 fps.
BMPMAN: Found EFF (ArcherMuzz.eff) with 5 frames at 20 fps.
BMPMAN: Found EFF (blueblast.eff) with 15 frames at 20 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (ShieldHit03a.eff) with 22 frames at 30 fps.
WARNING: "$Pspew specified for weapon Big Assault Railgun but this weapon does not have the "Particle Spew" weapon flag set. Automatically setting the flag" at weapons.cpp:2351
TBM => Starting parse of 'mv_core-wep.tbm' ...
TBM => Starting parse of 'mv_assets-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_effects-obt.tbm' ...
TBM => Starting parse of 'SG-obt.tbm' ...
TBM => Starting parse of 'mv_core-shp.tbm' ...
TBM => Starting parse of 'radar-shp.tbm' ...
TBM => Starting parse of 'mv_effects-shp.tbm' ...
TBM => Starting parse of 'mv_assets-shp.tbm' ...
species.tbl(line 168): Warning: Token too long: [Wenn Ihre Schilde angeschlagen sind, drcken Sie [Q], um die restliche Schildenergie gleichm„ssig zu verteilen.]. Length = 111. Max is 31.
WARNING: "species.tbl(line 168): Warning: Token too long: [Wenn Ihre Schilde angeschlagen sind, drcken Sie [Q], um die restliche Schildenergie gleichm„ssig zu verteilen.]. Length = 111. Max is 31." at parselo.cpp:334
species.tbl(line 177): Warning: Token too long: [Drcken Sie [Alt-H], um feindliche Schiffe automatisch als Ziel zu erfassen. Um diese Option auszuschalten, drcken Sie einfach noch einmal [Alt-H].]. Length = 148. Max is 31.
WARNING: "species.tbl(line 177): Warning: Token too long: [Drcken Sie [Alt-H], um feindliche Schiffe automatisch als Ziel zu erfassen. Um diese Option auszuschalten, drcken Sie einfach noch einmal [Alt-H].]. Length = 148. Max is 31." at parselo.cpp:334
species.tbl(line 186): Warning: Token too long: [Manchmal k”nnen Sie Verst„rkungen herbeirufen. Drcken Sie dazu erst die Taste [C], dann die [4]. Das verringert allerdings Ihre Punktzahl.]. Length = 139. Max is 31.
WARNING: "species.tbl(line 186): Warning: Token too long: [Manchmal k”nnen Sie Verst„rkungen herbeirufen. Drcken Sie dazu erst die Taste [C], dann die [4]. Das verringert allerdings Ihre Punktzahl.]. Length = 139. Max is 31." at parselo.cpp:334
species.tbl(line 203): Warning: Token too long: [Drcken Sie [_], um Ihre Raketenwerfer zu koppeln. Mit [.] k”nnen Sie zwischen den Prim„rwaffen umschalten.]. Length = 107. Max is 31.
WARNING: "species.tbl(line 203): Warning: Token too long: [Drcken Sie [_], um Ihre Raketenwerfer zu koppeln. Mit [.] k”nnen Sie zwischen den Prim„rwaffen umschalten.]. Length = 107. Max is 31." at parselo.cpp:334
species.tbl(line 220): Warning: Token too long: [Wenn Ihnen das Spiel zu leicht oder zu schwer vorkommt, „ndern Sie den Schwierigkeitsgrad im Optionenmen (drcken Sie dazu [F2])]. Length = 129. Max is 31.
WARNING: "species.tbl(line 220): Warning: Token too long: [Wenn Ihnen das Spiel zu leicht oder zu schwer vorkommt, „ndern Sie den Schwierigkeitsgrad im Optionenmen (drcken Sie dazu [F2])]. Length = 129. Max is 31." at parselo.cpp:334
species.tbl(line 253): Warning: Token too long: [Raketen oder Bomben aus n„chster N„he ins Ziel zu feuern schadet mit grosser Wahrscheinlichkeit Ihrer Gesundheit.]. Length = 113. Max is 31.
WARNING: "species.tbl(line 253): Warning: Token too long: [Raketen oder Bomben aus n„chster N„he ins Ziel zu feuern schadet mit grosser Wahrscheinlichkeit Ihrer Gesundheit.]. Length = 113. Max is 31." at parselo.cpp:334
species.tbl(line 271): Warning: Token too long: [Drcken Sie [G], um das n„chste Schiff oder den n„chsten Geschtzturm als Ziel zu erfassen, der Ihr gegenw„rtiges Ziel angreift. Das ist eine wirksame Methode zum Schutz gegen Grosskampfschiffe.]. Length = 194. Max is 31.
WARNING: "species.tbl(line 271): Warning: Token too long: [Drcken Sie [G], um das n„chste Schiff oder den n„chsten Geschtzturm als Ziel zu erfassen, der Ihr gegenw„rtiges Ziel angreift. Das ist eine wirksame Methode zum Schutz gegen Grosskampfschiffe.]. Length = 194. Max is 31." at parselo.cpp:334
species.tbl(line 287): Warning: Token too long: [Bevor Sie eine zielsuchende Rakete wie etwa die Tornado abfeuern k”nnen, muss deren Suchkopf erst das Ziel sicher erfasst haben.]. Length = 128. Max is 31.
WARNING: "species.tbl(line 287): Warning: Token too long: [Bevor Sie eine zielsuchende Rakete wie etwa die Tornado abfeuern k”nnen, muss deren Suchkopf erst das Ziel sicher erfasst haben.]. Length = 128. Max is 31." at parselo.cpp:334
species.tbl(line 296): Warning: Token too long: [Wenn Sie ein Grosskampfschiff angreifen, ist es lebenswichtig, zuerst seine Geschtztrme auszuschalten. Erfassen Sie sie mit der Taste [K] als Ziel.]. Length = 149. Max is 31.
WARNING: "species.tbl(line 296): Warning: Token too long: [Wenn Sie ein Grosskampfschiff angreifen, ist es lebenswichtig, zuerst seine Geschtztrme auszuschalten. Erfassen Sie sie mit der Taste [K] als Ziel.]. Length = 149. Max is 31." at parselo.cpp:334
species.tbl(line 305): Warning: Token too long: [W„hrend eines Einsatzes k”nnen Sie sich alle Mitteilungen noch einmal ansehen, indem Sie [F4] drcken und 'Meldungen' w„hlen.]. Length = 125. Max is 31.
WARNING: "species.tbl(line 305): Warning: Token too long: [W„hrend eines Einsatzes k”nnen Sie sich alle Mitteilungen noch einmal ansehen, indem Sie [F4] drcken und 'Meldungen' w„hlen.]. Length = 125. Max is 31." at parselo.cpp:334
species.tbl(line 320): Warning: Token too long: [Wenn Sie mehr Abschsse verbuchen wollen, befehlen Sie Ihren Flgelleuten, Ihr Ziel zu ignorieren (im Kommunikationsmen, Taste [C]).]. Length = 133. Max is 31.
WARNING: "species.tbl(line 320): Warning: Token too long: [Wenn Sie mehr Abschsse verbuchen wollen, befehlen Sie Ihren Flgelleuten, Ihr Ziel zu ignorieren (im Kommunikationsmen, Taste [C]).]. Length = 133. Max is 31." at parselo.cpp:334
species.tbl(line 344): Warning: Token too long: [Wenn Sie Bomben mit einer langen Nachladedauer abwerfen, k”nnen Sie auf eine andere Lafette umschalten, um schneller feuern zu k”nnen.]. Length = 134. Max is 31.
WARNING: "species.tbl(line 344): Warning: Token too long: [Wenn Sie Bomben mit einer langen Nachladedauer abwerfen, k”nnen Sie auf eine andere Lafette umschalten, um schneller feuern zu k”nnen.]. Length = 134. Max is 31." at parselo.cpp:334
species.tbl(line 356): Warning: Token too long: [Wenn Ihnen die T„uschk”rper ausgehen, k”nnen Sie einer Rakete manchmal auch dadurch ausweichen, dass Sie abdrehen und im letzten Moment den Nachbrenner hochjagen.]. Length = 162. Max is 31.
WARNING: "species.tbl(line 356): Warning: Token too long: [Wenn Ihnen die T„uschk”rper ausgehen, k”nnen Sie einer Rakete manchmal auch dadurch ausweichen, dass Sie abdrehen und im letzten Moment den Nachbrenner hochjagen.]. Length = 162. Max is 31." at parselo.cpp:334
species.tbl(line 365): Warning: Token too long: [Manche Schiffe erzeugen bei der Explosion extreme Schockwellen. Halten Sie ausreichend Abstand, um ernste Besch„digungen Ihres Schiffes zu vermeiden.]. Length = 149. Max is 31.
WARNING: "species.tbl(line 365): Warning: Token too long: [Manche Schiffe erzeugen bei der Explosion extreme Schockwellen. Halten Sie ausreichend Abstand, um ernste Besch„digungen Ihres Schiffes zu vermeiden.]. Length = 149. Max is 31." at parselo.cpp:334
species.tbl(line 374): Warning: Token too long: [Rufen Sie mit der Tastenkombination [Shift-R] ein Versorgungsschiff herbei, BEVOR Ihnen die Raketen ausgehen.]. Length = 109. Max is 31.
WARNING: "species.tbl(line 374): Warning: Token too long: [Rufen Sie mit der Tastenkombination [Shift-R] ein Versorgungsschiff herbei, BEVOR Ihnen die Raketen ausgehen.]. Length = 109. Max is 31." at parselo.cpp:334
species.tbl(line 393): Warning: Token too long: [Drcken Sie in Mehrspielereins„tzen die Taste [1], um eine Nachricht an alle Spieler zu senden.]. Length = 95. Max is 31.
WARNING: "species.tbl(line 393): Warning: Token too long: [Drcken Sie in Mehrspielereins„tzen die Taste [1], um eine Nachricht an alle Spieler zu senden.]. Length = 95. Max is 31." at parselo.cpp:334
species.tbl(line 408): Warning: Token too long: [Drcken Sie bei Eins„tzen Mannschaft gegen Mannschaft die Taste [3], um eine Nachricht an das gegnerische Team zu senden.]. Length = 121. Max is 31.
WARNING: "species.tbl(line 408): Warning: Token too long: [Drcken Sie bei Eins„tzen Mannschaft gegen Mannschaft die Taste [3], um eine Nachricht an das gegnerische Team zu senden.]. Length = 121. Max is 31." at parselo.cpp:334
TBM => Starting parse of 'mv_core-hdg.tbm' ...
TBM => Starting parse of 'escort-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM => Starting parse of 'mv_effects-str.tbm' ...
TBM => Starting parse of 'SG-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TABLES => Starting parse of 'mainhall.tbl.
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
WARNING: "No config file found. Returning to default" at lua.cpp:11045
Zoom Script initialized!Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1216
TrackIR Init Failed - 1
Movie Error: Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Wokka! Error opening file (hud_3.hcf)!
HUDCONFIG: Unable to parse 'hud_3.hcf'! Error code = 5.
Setting detail level to 3 because of new pilot
Freeing all existing models...
Stop playing in German language settings, play in English? Can you do that somehow?
-
Uh is there a simple file floating around or a selection to change the language?
I bought the german version ages ago.
-
Might be a good idea to tone down the szerbiech or whatever the hell it is too
the shockwave instantly kills you :blah:
also the meshulum frigates, i've had problems disarming that beam (which has caused several mission fails), sometimes a dual fire penetrator does only like 7% damage!
and theres no way I'm missing when shooting at it from the front and watching the missiles hit but barely do anything.
-
Uh is there a simple file floating around or a selection to change the language?
I bought the german version ages ago.
On OSX/Linux you can set it in fs2_open.ini - I think on Windows those settings are in the registry, e.g.
Language=English
BUT, given that I can't test this, unless you're really comfortable with editing the registry, you should maybe wait for someone more experienced to comment... I'm not even sure if you'd also need an English language retail VP for this to work properly or not (given that the code checksums the 1st font file in order to set the language)
-
Great campaign. I like it so far. But one question. Where are the credits? Can't find them in the vp files.
-
Great campaign. I like it so far. But one question. Where are the credits? Can't find them in the vp files.
In the last mission :)
Might be a good idea to tone down the szerbiech or whatever the hell it is too
the shockwave instantly kills you :blah:
also the meshulum frigates, i've had problems disarming that beam (which has caused several mission fails), sometimes a dual fire penetrator does only like 7% damage!
and theres no way I'm missing when shooting at it from the front and watching the missiles hit but barely do anything.
Szczerbiec is actually pretty well balanced, shockwave is small. Otherwise it's long range missile, so it can blow You up if you're using it as close-range weapon. Shoot a Helios from 500 meters, and You will know what I'm talking about :P.
Meshulams... Hmmm. Maybe Penetrator II has a little bit too small shockwave damage, and when You have "unlucky shot" it won't kill Meshulam's beam. Noted, and will be rebalanced in 1.1 patch, with better language and other bugfixes.
-
Because I'm curious, why are the SOC missions not presented as optional loops?
-
Hmm. Play them and find out ;) Worth it, trust me.
-
Because they're not optional :D. They're an essential part of the campaign.
-
Because they're not optional :D. They're an essential part of the campaign.
Exactly. SOC missions are important part of the campaign due to plot reasons. Without them, many questions from the next part of the campaign would remain... Unanswered :]
-
@StarDestroyer: What exactly do you mean by 'I have no ship'? There should be Alpha 2 and three other survivors except for you and you should be flying Ezechiel.
I got this showstopper too, all of alpha wing are shown as dead, and you are stuck in a state of not being able to fly (with the result that you can't jump out, so cheatkilling everything won't help either). Switching to external view shows no ship.
My hud also gets screwed up by this in first person view as well.
SS: http://i.imgur.com/TwSJaJs.jpg?1
Not shown - Grizzly's dialogue is attributed to Command.
i have the same problem. i can not fly and i can not jump out.
i also get "the mod has generated 20 warnings or errors" on startup. the fsopen_debug.exe says:
Weapon explosion 'exp06b' does not have an LOD0 anim!
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! weapon_explosions::Load + 296 bytes
fs2_open_3_6_18_DEBUG.exe! weapon_expl_info_init + 141 bytes
fs2_open_3_6_18_DEBUG.exe! weapon_init + 44 bytes
fs2_open_3_6_18_DEBUG.exe! game_init + 1681 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
-
Strange. I've had the same issues with older campaigns [Sync for example] on the newer builds. What build are You using? Isn't it the BP build or something older? SG is supposed to be played on the 3.6.18.
-
This is because of new warnings that have been added in the newer builds. You can skip past them usually, but you guys should make sure they get fixed because they have the potential to cause crashes. Use a Nightly to do that.
-
e: wait no it doesn't never mind
-
Strange. I've had the same issues with older campaigns [Sync for example] on the newer builds. What build are You using? Isn't it the BP build or something older? SG is supposed to be played on the 3.6.18.
i am using fs2_open_3_6_18.
i also tried 3.6.14, the newest nighly build 3_6_19-20130311_r9564. some issue. with nightly build i can't even load my pilot created for SG. it's not in the pilot list.
i am not sure if this are two different problems...
1) errors at FS2 startup
2) at beginning of act2 i have "no ship" :confused:
-
Strange. I've had the same issues with older campaigns [Sync for example] on the newer builds. What build are You using? Isn't it the BP build or something older? SG is supposed to be played on the 3.6.18.
i am using fs2_open_3_6_18.
i also tried 3.6.14, the newest nighly build 3_6_19-20130311_r9564. some issue. with nightly build i can't even load my pilot created for SG. it's not in the pilot list.
i am not sure if this are two different problems...
1) errors at FS2 startup
2) at beginning of act2 i have "no ship" :confused:
The "No Ship" situation is probably the result of the mission being Red Alert, which has always been buggy since the beginning of Freespace 2. As for your other problem, can't help you sorry.
-
i also tried 3.6.14, the newest nighly build 3_6_19-20130311_r9564. some issue. with nightly build i can't even load my pilot created for SG. it's not in the pilot list.
Because the nightly use the new pilot code. Try to move the pilot files from data\players\inferno to data\players\. But i do not know if there are compatible. Iirc, there are not and you have to create a new pilot.
-
Well, i have a dirty workaround for mission 18. i unpacked the core.vp and edited mission 18. just after the cutscene i set allow-warp to alpha1. with this i still can not move/fly but i can jump out at the end of the mission. i am on mission 19 now :P
btw: why isn't it possible to edit the pl2/cs2 files?
-
it *is* possible to edit the cs2/pl2 files, you just have to have a hex editor, and be able to read the code in order to figure out what goes where :)
(so yes, it's fairly hard / tricky to edit the files without breaking something)
-
You could have handled the big twist better by including some sort of lead-up or hints so I didn't end up feeling like the twist was trying to bash my head in with a brick. Also, after playing far enough in to finish Harvest, it hasn't revealed itself to be plot-critical in any way since the Nightmares are still trying to conquer the Wolf's Group and their juggernaut is still the main obstacle to victory.
The reveal also didn't reveal much besides a SHOCKING TWIST. Who transferred their consciousness over? How many did so? Which of the Nightmares are former Ancients? What does this mean for the Nightmare command hierarchy? What happens when baby Nightmares grow up and start asking questions about who they are and what they're doing in the galaxy?
-
@SpardaSon21:
Yes, that discovery does not change our primary goal (destroy Hiven), but gives us some knowledge about our enemies and their motives. Also, in one of their dialogues Miles and Nesbitt are discussing possibility to establish peaceful relations with them. A dialogue with Adraelon in the final mission is also important. But how could you expect us to find out everything about the Nightmares from one encrypted database? We know who they are and where they come from but we are not sure why they attacked us and what deal they made with Ovadiah and why. Well, you can be sure that much more about the Nightmares will be revealed in sequels. Just be patient.
-
You could have handled the big twist better by including some sort of lead-up or hints so I didn't end up feeling like the twist was trying to bash my head in with a brick. Also, after playing far enough in to finish Harvest, it hasn't revealed itself to be plot-critical in any way since the Nightmares are still trying to conquer the Wolf's Group and their juggernaut is still the main obstacle to victory.
The reveal also didn't reveal much besides a SHOCKING TWIST. Who transferred their consciousness over? How many did so? Which of the Nightmares are former Ancients? What does this mean for the Nightmare command hierarchy? What happens when baby Nightmares grow up and start asking questions about who they are and what they're doing in the galaxy?
As Macielos said, Shadow Genesis is only first part of the story, an introduction to the SG universe and start of our plot. If You'are asking questions, it's good and intended :)
-
Just stuck on the convoy escort mission (forgot the name, but the one with the Ethereal showing up) . There are just too many bombers to go around. Also, I think I found a minor bug in the mission. The Damascus just didn't fire at all and did absolutely nothing after it turned around to face the Berith.
-
I'm going to try this campaign out, and see how it goes :)
-
Damn, that was a quite long campaign, just finished today after 3 weeks gameplay. Really funny and story inmersive, at the begining I said, this is quite similar to Inferno, but after a bit more of playing I got stuck to the monitor. A bit of language errors, but nothing bad. Thanks for your time and effort. Great campaing in few words.
-
Just stuck on the convoy escort mission (forgot the name, but the one with the Ethereal showing up) . There are just too many bombers to go around. Also, I think I found a minor bug in the mission. The Damascus just didn't fire at all and did absolutely nothing after it turned around to face the Berith.
Could You explain what exactly is happening? We've played this mission milion times and we've never encounted anything like this. Damascus after destruction of the Berith is escaping from the battlefield, or die if she lose
-
Actually just found the issue. When I start the mission from briefing room, the Damascus seems to do it right, it immediately turn around and fire at the Berith. However, if I just press Restart Mission, then it will just do nothing. It will move and all, but won't fire.
-
Actually just found the issue. When I start the mission from briefing room, the Damascus seems to do it right, it immediately turn around and fire at the Berith. However, if I just press Restart Mission, then it will just do nothing. It will move and all, but won't fire.
Noted and added to "to do" list. Thanks for the report :)
-
Beaten the game at last, though only on very easy. My review:
Good points:
Story wise, excellent. Also points out that anyone can die. Also I do find those messages sent to everyone by Ovadiah to be rather convincing that even I myself could probably fall for it.
Also, I rarely find stories than can pull off Woobie Destroyers of Worlds brilliantly (combined with He who Fights Monsters thrown in for good measure).
The new capital ships looks good. The HYPACS is a rather unique weapon.
Rather unique near the ground fights.
Bad points:
Some typos and grammatical error (no, I don't wish to be a grammar nazi here).
Fake Difficulties in some missions. Like in the one you have to rescue the Nirvana, the enemy ships warped in too close that you have to disarm 2 of them in less than 5 seconds, double points that other ships potentially block your view that you have to be in a correct position to pull that off that may require lots of restarts. And I am not sure if you can save the Meleanger's main gun. That is all my 'complains' though.
-
Ok got to yesterdays enemies before i got a crash caused by the antipodes not working. My thoughts so far:
Difficult though not impossible. One thing I have noticed is some missions requiring several playthroughs due to the opponents having too great an advantage and my having to prepare for their arrival beforehand in order to defeat them.
Some bugs such as enemies / allies not arriving meaning you have to restart missions which becomes irritating when you are 20 Mins in.
Loved the pitched battles, the visuals were great and sometimes I would replay a mission just to sit back and watch the warships duking it out.
Some of the language requires tweeking. I feel that I should let you know that calling someone a black bastard or a blackie in some countries is a racial slur, every time I read it I cringed a little :sigh:
Overall good solid campain that I really enjoyed and will look to fix the crash later in the week in order to get this finished
-
Ok got bored today and decided to see why the game was crashing. Spotted the error right away - turns out I did not change the media VP back from the 3.6.17.SSE2.BP build from when I was playing WIH 2 :banghead:.
Must be karma getting me back for laughing at the two lesbians joke :nervous:
-
Ok got bored today and decided to see why the game was crashing. Spotted the error right away - turns out I did not change the media VP back from the 3.6.17.SSE2.BP build from when I was playing WIH 2 :banghead:.
Must be karma getting me back for laughing at the two lesbians joke :nervous:
That's a build, not a mediaVP
-
Give me a break I'm hungover :)
-
Is it just me or others are also having a problem with the Dragon's entry mission? Delta and Epsilon wings explode as soon as they warp in.
It was working fine before I formatted my PC and redownloaded everything. Unlike the last time, though, I downloaded the full pack instead of parts.
-
After doing some investigation, delta and epsilon exploding is just some red-alert stuff. Not so elegant, is it? But its nothing to worry about. It just means you f***ed up badly in previous mission :p
-
After doing some investigation, delta and epsilon exploding is just some red-alert stuff. Not so elegant, is it? But its nothing to worry about. It just means you f***ed up badly in previous mission :p
Yeah, if something looks like this it's probably checkpoint or variables related and it looks what is should look :P. To be honest, I'm not a FREDer by trade and don't know why xD.
-
Ok, lets see if I can replay that and fix it.
Edit: How do I go back to the previous mission? From the tech room?
-
Ok, lets see if I can replay that and fix it.
Edit: How do I go back to the previous mission? From the tech room?
You can't. There is no way to return to the previous mission. Replaying from the tech room won't save new values to the variables.
-
Yep. Just figured that out. Is there no way to edit the pilot file?
-
There is, but it isn't easy. You need a hex editor, a good knowledge of the pilot file format, a very good knowledge of the campaign structure & variables, and a fair bit of patience :)
-
Just finished.
Grammer/Spelling - Slightly annoying at first but easily ignorable after that.
Graphics - Great
Ships - Great
Missions - Quite detailed
I've kinda played this in about 2 sittings.. so yea..
My only gripe would be about the difficulty in the first few missions, it did seem to jump around a bit. But was quite stable afterwards.
Excellent release! :)
-
hello , firstly this campaign rocks.
secondly the mission with the shivan jumpgate and the research team it's not working well , it's not ending . even if the research vessel gets destroyred.
-
hello , firstly this campaign rocks.
secondly the mission with the shivan jumpgate and the research team it's not working well , it's not ending . even if the research vessel gets destroyred.
Research vessels have to be destroyed. I was thinking we made Nighthounds attack enough strong to prevent us from protecting Exeter and Geneva :P. When our convoy is destroyed, you don't have to warp but enter the Equinox front hangarbay.
-
First things first:
Gameplay is fast paced, fun, though.
Graphics and detail are amazing.
Minor bugs:
The first new space superiority ship you have access to (Hestia) seems to not appear in the shield gauge. The gauge itself shows, but not the ship inside the gauge, like the FS2/1.
Sometimes my teammates appear to not have shields. Maybe they do, but when targeted, they don't appear to have shields on the enemy shield gauge.
Other things. Language has been mentioned. I guess I've gotten used to playing older campaigns, but hearing Microsoft Anna swear caught me off guard. Granted, if I wanted, I could edit that out using fred, yet, still, I wish I didn't have to. From reading some of the other posts, I *really* wish I didn't have to.
Grammer. As was mentioned, get a native speaker.
Edited to add Hestia name.
-
Hestia just don't have shield icon for her... Made :P. We don't know how to do it. Just used random shield icon, the same for minor nightmare ships. We will replace random shield icon with dedicated ones, when they are done.
-
All right. That's the icon, but often my teammates will seem to go entire missions without shields. It's not just that I don't see them with shields because they've just been attacked, but during long breaks in fighting many teammates just don't have them. I'm not sure if they spawn in with shields that don't recharge, or just don't have them to begin with.
-
Our wingmates are immortal, in every campaign the most important characters are undestructible in missions due to plot reasons. In SG hulls of their fighters become immune to every weapon after reciving some damage, but shield still can be destroyed. With immune hull and destroyable shield, fighter like this chased by enemy fighters long time, soon will loose all of their shields but hull remains invulnerable. We wanted this system to be less noticable than in TVWP for example, where after battle, you have 20 friendly fighters, every at 1% of hull integrity :P. Shields of our wingmates will recharge after battle.
-
Shields of our wingmates will recharge after battle.
Misunderstanding. I don't think they're always recharging. Five minutes after a battle and still no shields, sometimes. Doesn't matter, I guess.
-
Hmmm... If it is really as you said, that's strange. Which mission is that? The one with nano-jumps?
-
Our wingmates are immortal, in every campaign the most important characters are undestructible in missions due to plot reasons. In SG hulls of their fighters become immune to every weapon after reciving some damage, but shield still can be destroyed. With immune hull and destroyable shield, fighter like this chased by enemy fighters long time, soon will loose all of their shields but hull remains invulnerable. We wanted this system to be less noticable than in TVWP for example, where after battle, you have 20 friendly fighters, every at 1% of hull integrity :P. Shields of our wingmates will recharge after battle.
You can always ship-protect and weapon-lock (or one, or the other) these guys so you don't have a million enemies chasing them around.
-
I really noticed it when escorting... the Melegar ( Forgot how it's spelled, sorry.) to a jump node. Infiltrators jump in quickly and destroy the nose mounted beam cannons. That mission.
I think. It doesn't seem to happen with the Ezechiel, Hestia, or Falcon. It may have only been an issue with the Persephone. I remember lulls in the fighting long enough that their sheilds should have recharged, and some had not.
Something else, too:
@StarDestroyer: What exactly do you mean by 'I have no ship'? There should be Alpha 2 and three other survivors except for you and you should be flying Ezechiel.
I got this showstopper too, all of alpha wing are shown as dead, and you are stuck in a state of not being able to fly (with the result that you can't jump out, so cheatkilling everything won't help either). Switching to external view shows no ship.
My hud also gets screwed up by this in first person view as well.
SS: http://i.imgur.com/TwSJaJs.jpg?1
Not shown - Grizzly's dialogue is attributed to Command.
@BugMeNot:
To be honest, I have completely no idea what your bug comes from. I think this is something with your version of Open or some HUD add-ons you have installed.
I'm also getting this problem. I don't have any other HUDs installed. If need be, I can try the workaround here:
Well, i have a dirty workaround for mission 18. i unpacked the core.vp and edited mission 18. just after the cutscene i set allow-warp to alpha1. with this i still can not move/fly but i can jump out at the end of the mission. i am on mission 19 now :P
btw: why isn't it possible to edit the pl2/cs2 files?
Um. Haven't figured the work-around out. Help?
Nevermind. Think I've got it.
Edit: Tried the fix. It didn't. The warpout sounds played, I got "Subspace Drive Engauged", nothing happened. Not that I know anyhing about FRED, but nothing looked wrong... But I'm still stuck. Any advice?
-
We still don't know how to solve this. It's probably due to old pilot files or build. If you're not using official 3.6.18, start using it. If you didn't created a new pilot for SG, try this.
-
Thanks, I'll try it.
-
I remember it from older campaigns. Sync probably. Creating new pilot fixed this issue.
-
Does the "Full Package" also come with the Advanced Graphics, or will I need to grab that separately?
-
Does the "Full Package" also come with the Advanced Graphics, or will I need to grab that separately?
Not sure, but probably yes.
-
One quick question: The mission where you first run into Nightmares. It's the one you defend the Gate from Cerberus.
I haven't seen the 'Overwhelm' missile since then. I assumed that the SOC would have access to something of that power. Just wondered if it snuck in accidently for that one mission or if it comes back.
-
The Overwhelm becomes available in Act III. You shouldn't have access to it in any previous mission. If you have, it's a bug. So did you have it only in Funeral Autumn mission or in some others as well? We'll fix it, thanks for noticing.
-
Just that one. It was greyed out, too, like I shouldn't've been able to select it.
Also, some gripes:
$Shields: 5000
This is on the Nightmare Bomber...and you have 6 of these in a mission at a time...normal freespace 2 doesn't stand a chance...
Speaking about Nightmares, very nice job with them. Very challenging enemy but in some cases...a little ridiculous to deal with.
Guali bombers. Not only do they have insane shields, but they blow up BIG when they die. The mission where you are escorting the SOC Frigate back to the Milky Way, I bought it DOZENS of times because of one of them blowing up near me. Up until that mission, I'd had it on Medium Difficulty and having fun. Fifteen tries later, it was Very easy. Rebalancing the diffuculty might be something to think about. I'm not amazing at the game but that mission got to me.
Also, on that same mission. The HyPACs sometimes caused enemy fighters to detonate... killing me at least four, five times.
This is a good campaign, but some of these missions are quite infuriating
(im on easy difficulty btw)
Yeah, easy to disarm but they always fired before I could. Sometimes the penetrator didn't even do any damage, and I don't see how it could miss from head on. Simply fire when they arrive lol well I did that and still failed it like 5 times before that worked. Again, not really an issue anymore.
Now on Enemy at the Gates mission...oh boy the Nirvana dies again, I made it primary objective to destroy beams, which I did, but eventually the Nirvana dies because again the nightmare caps (besides most of the cruisers) always get a shot or 2 off before their beams are dead so by the 3rd wave of capships Nirvana was at 1% and thus died again and again. I'll try for a third run, but if the same stuff happens then its back to cheats.
On the mission rescuing the Nirvana... Unhghh. Getting it to the point where the two Frigates, and four Cruisers isn't terribly difficult. But getting off two sets of perfect Penetrator shots in under a couple seconds, and then trying to de-beam the cruisers is not.
Back to ten, fifteen tries. Then cheats. And two more frigates jumped in. Again, that many tries on very easy doesn't seem balanced.
also the meshulum frigates, i've had problems disarming that beam (which has caused several mission fails), sometimes a dual fire penetrator does only like 7% damage!
and theres no way I'm missing when shooting at it from the front and watching the missiles hit but barely do anything.
I've had that happen too.
Below illustrates my point.
Beaten the game at last, though only on very easy. My review:
Fake Difficulties in some missions. Like in the one you have to rescue the Nirvana, the enemy ships warped in too close that you have to disarm 2 of them in less than 5 seconds, double points that other ships potentially block your view that you have to be in a correct position to pull that off that may require lots of restarts. And I am not sure if you can save the Meleanger's main gun. That is all my 'complains' though.
Also agreeing with this:
Difficult though not impossible. One thing I have noticed is some missions requiring several playthroughs due to the opponents having too great an advantage and my having to prepare for their arrival beforehand in order to defeat them.
However, all that being said: the visuals are amazing. The music is amazing. Just, rebalance it. I probably came down a bit hard. Until this point, it's been a pretty engrossing story, ans pretty fun (just until it got overly tedious and difficult.)
-
As for Gualis, on first sight their shields seem to be overpowered, right. But as I mentioned before, you can take down one with a single Szczerbiec or double Angel, or on multiple other ways. They cause most trouble in the first engagements, but that's exactly what we wanted to involve the player in - fighting a new unknown enemy we are totally unprepared to confront. In the following missions, with new weaponry like HYPACS, Reaper and Szczerbiec, you just need to use a proper tactics when dealing with them. The only change we'll probably make in them is weakening an explosion.
-
I do understand that proper tactics help. As counterpoints, though:
When I used the HyPACS at range, it took at least two shots (on very easy, mind) to take out a Guali. But, that left me with not great choices for another primary. I can nuke their sheilds with the Reaper, but not much else. I can damage them a little with the Krator, but it's slow. I can damage armor, but not much else, with the Hellion.
With regards to secondaries, they are quite effective.
However:
A *double* Angel strike can take one. The Exekiel can hold (I think) a maximum of about 22 Angels... which is eleven Guali kills. The Szerbic (sorry about the spelling) is about the same capacity wise, but carries an added danger when used at close range, on top of the Guali death blast.
At most, if you have nothing else but Angels, you can take eleven Gaulis, with the Szerbic, maybe half again as many.
The mission you escort your SOC Frigate between nodes has at least eleven Gualis in the first two waves. You don't have support ships, either.
The Stinger missle is pretty effective at 1-2 KM, it doesn't have a lock on, though, so you could fire multiple volleys at a group of Gualis and have them all hit one. And it takes at least twleve (if not more) to take out a single bomber.
If you had support, it wouldn't be as much of an issue, but, you don't.
Do you take the Krator and HyPACs and hope to deal with as many possible at range, while being relatively in-effective (primary wise, at least) up close, with the added risk of taking yourself with a bomber?
The almost opposite goes for the Reaper and Hellion. You have decent firepower up close, but risk yourself every time you enguage an enemy.
The mission whlie trying to save the Nirvana, they weren't as much of an issue unless the support ship got too far away. There, it was the speed of the enemy Frigate and Cruiser attack, combined with the difficulty of getting all of them disarmed quick enough. Then doing it again, just a short while later, when two more warp in behind you, maybe before you can re-arm.
I guess it's kind of a lot of smaller things working against you at once instead of a single huge problem.
Anyway, that was just my two cents.
-
Any thoughts on what the "mystery" ship was?
-
@WolfShepard:
Remember that you can use zoom to effectively shot down Gualis from a long distance. If you defend Stalker and bombers appear 4-5 kilometres away, you can easily snipe most of the attacking wing and finish off the remaining enemies with Stingers and Reaper. Due to no support ship in Long Road Home (it's rather obvious it's unavailable in this mission), it's better to rely on HYPACS rather than secondaries in that mission.
In most missions there are two basic approaches:
1. You take HYPACS to snipe bombers and beams, but have less firepower in dogfight, relying mostly on secondaries (you can also use HYPACS as a shotgun :))
2. You take a dogfight primary set (f.e. Hellion and Reaper) to handle with enemies on a short distance, but have limited amount of long-range weaponry
You have an almost "perfect" set of primaries and secondaries only in the final missions. For most of the campaign every combination of weapons you choose has its upsides and downsides you have to balance.
Also, when dealing with Gualis in a dogfight it is effective to switch between weapons instead of firing them both, first destroy shields with Reaper and than switch to Hellion (or use secondaries) to smash the hull.
@CT27
Well, there's a longer story connected with that ship. But it won't be revealed until the next chapters of the SG saga. Anyway, feel free to discuss any theories that come to your minds :).
-
Hi guys! I'm stuck on a mission in act 2. It's the massive attack to Nightmares' fleet by the Shivan's gate. It's the only mission where my graphics starts lagging, but, apart from that, the problem is that the whole game crashes in the middle of the action. It seems like the system is overloaded. Is it a bug or just my pc? I cannot run the debug version because it crashes before letting me choose the pilot. I'm playing the leatest version: Freespace Open 3.6.18.
I'll give it a try with less demanding graphics (although I'm not playing with maximum settings currently)...
Can anyone help with this?
Anyway, SG's great campaign, I'm having a lot of fun! But I think there's space for further improvements.... expecially relating to the characters and to the plot... but that's another story!
-
In the final few missions of the game, my favorite primary weapon combo was the Excalibur (sequel to the Maxim) and some anti-shield cannon (I can't remember the name of it, I think it fired blue shots).
As for the "mystery ship", it kind of looked Terran to me. Maybe Bosch found a new ship?
-
Can any body makes the HYPACS recharges faster? Its a bombastic primary(high hull and shield damage and a range about 600 meters). .....Ideal for shooting down bombers in distance but for fighters is this too slow in recharge.
Peter
-
One last gripe about the Guali..... Everything else aside about these:
Two Guali bombers have more total hitpoints than a Fenris. You run into dozens of them.
About the Krator:
It's not bad. Interesting that it bypasses sheilds. However... The bad guys have it. If either:
Multiple enemies armed with the Krator target *you*
or
one of them starts spamming Avalanche missles
You are dead. No chance whatsoever.
Please just dial the difficulty back a bit. Otherwise great campaign.
And is it possible to get a list of the music used?
-
Actually I know a trick to make the HYPACS fire faster. Don't use dual shot, but rather fire one bank, then switch to the second bank and fire it, then back to the first, and so on.
-
Any thoughts on what the "mystery" ship was?
My favorite suprise for next chapter :]
-
@whitearrow:
Hi guys! I'm stuck on a mission in act 2. It's the massive attack to Nightmares' fleet by the Shivan's gate. It's the only mission where my graphics starts lagging, but, apart from that, the problem is that the whole game crashes in the middle of the action. It seems like the system is overloaded. Is it a bug or just my pc? I cannot run the debug version because it crashes before letting me choose the pilot. I'm playing the leatest version: Freespace Open 3.6.18.
I'll give it a try with less demanding graphics (although I'm not playing with maximum settings currently)...
Can anyone help with this?
Where and when exactly did you have this crash? What was the mission time?
@PeterX:
Can any body makes the HYPACS recharges faster? Its a bombastic primary(high hull and shield damage and a range about 600 meters). .....Ideal for shooting down bombers in distance but for fighters is this too slow in recharge.
Peter
HYPACS would be definitely overpowered if it had shorter recharge time. It is effective against both subsystems and armour and penetrates shields, so we had to give it this this drawback in order to balance it in compare to other weapons. It is not a weapon designed for dogfight, although it can be used to fight on a short distance.
@WolfShepard:
One last gripe about the Guali..... Everything else aside about these:
Two Guali bombers have more total hitpoints than a Fenris. You run into dozens of them.
A Guali has 900 hitpoints and 5 000 shields. A Fenris has 20 000 hitpoints. Take into consideration that all warships have more hitpoints in Shadow Genesis than in Freespace 2. Its more than one fourth of Fenris, not half. And less than 1/20 if you have a shield-penetrating weapon :).
About the Krator:
It's not bad. Interesting that it bypasses sheilds. However... The bad guys have it. If either:
Multiple enemies armed with the Krator target *you*
or
one of them starts spamming Avalanche missles
You are dead. No chance whatsoever.
It would be strange if a basic weapon in GTVA arsenal was unavailable for rogue GTVA pilots :).
-
@WolfShepard:
One last gripe about the Guali..... Everything else aside about these:
Two Guali bombers have more total hitpoints than a Fenris. You run into dozens of them.
A Guali has 900 hitpoints and 5 000 shields. A Fenris has 20 000 hitpoints. Take into consideration that all warships have more hitpoints in Shadow Genesis than in Freespace 2. Its more than one fourth of Fenris, not half. And less than 1/20 if you have a shield-penetrating weapon :).
Huh, thought they only had 10K hitpoints... eh, well.
About the Krator:
It's not bad. Interesting that it bypasses sheilds. However... The bad guys have it. If either:
Multiple enemies armed with the Krator target *you*
or
one of them starts spamming Avalanche missles
You are dead. No chance whatsoever.
It would be strange if a basic weapon in GTVA arsenal was unavailable for rogue GTVA pilots :).
True but still annoying.
Any word on the music? Thanks
PS: Kind of saw the twist coming knowing what I do about Mass Effect and Freespace in general. Parts have been frustrating (but it is the first release... May be adjusted later), but aside from those couple spots it's enjoyable. Amazing graphics and music.
-
Flak,
you mean,i use all primary banks for the hypacs and switch between them up and down. 2.5 secs from first to second shoot is not the best but enough to kill a Banshee or a Phantasm.
For Avishags are Stingers the best weapon. Thanks for the advise.
Peter
PS:I have written wrong range about the Hypacs. I wanted to write 6000 and not 600.
-
Stingers are the best against Gualis. Before You recive Reaper You don't have good shield breaker, Slayer PDC is too weak. You can break the hole in Guali shield [on the engines for example, the best place] and them blow the bastard out with Hellion. Funerals and Ghosts are the best weapons against the Avishags and Banshees. Weapons in SG are designed to cooperate, and to force player to look for optimal weapon combination for each mission. For example You won't win Stalker escort without Hypacs, but in Helping Hand the best set is Hellion and Reaper for mid range combat and Hypacs is useless when You have Szczerbiecs. An Dante is cool, I used to play it with two Hypacs and they are working fine :D.
We are still debating difficulty level. We wanted our campaign to be hard and challenging but when so many people compain... Difficulty lever will be probably lower in upcoming 1.1 patch.
-
Could not load in 2_CommandBrief-mb!
ntdll.dll! ZwWaitForSingleObject + 21 bytes
KERNEL32.dll! WaitForSingleObjectEx + 67 bytes
KERNEL32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_18_SSE.exe! <no symbol>
fs2_open_3_6_18_SSE.exe! <no symbol>
Could someone help me? Bit of a noob at doing this kind of stuff
-
You probably don't have your MediaVPs installed correctly. Post your fs2_open.log.
-
e2\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\data\MediaVPs_3612\mediavps_3612\' ... 0 files
Searching root 'C:\Games\FreeSpace2\' ... 5 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
Found 11 roots and 7000 files.
Setting language to English
Initializing OpenAL...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
Found extension "ALC_EXT_EFX".
Sample rate: 44100 (44100)
EFX version: 1.0
Max auxiliary sends: 2
Playback device: Speakers (Realtek High Definition Audio)
Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : GeForce GTX 460M/PCIe/SSE2
OpenGL Version : 4.3.0
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_ARB_shader_texture_lod".
Using extension "GL_ARB_texture_float".
Using extension "GL_ARB_draw_elements_base_vertex".
Found special extension function "wglSwapIntervalEXT".
Compiling new shader:
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Shader features:
Depth-blended Particles
Compiling new shader:
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Shader features:
Distorted Particles
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: NO
Using trilinear texture filter.
OpenGL Shader Version: 4.30 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...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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.
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.
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
CFILE: Created new directory 'C:\Games\FreeSpace2\data\MediaVPs_3612\mediavps_3612\data\'
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TABLES => Starting parse of 'mainhall.tbl.
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 154
Movie Error: Unable to open 'intro' movie in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Setting detail level to 3 because of new pilot
CFILE: Created new directory 'C:\Games\FreeSpace2\data\players\single\inferno\'
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame 0 too long!!: frametime = 0.288 (0.288)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
Compiling new shader:
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
Shader features:
Lighting
Diffuse Mapping
Compiling new shader:
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
Shader features:
Lighting
Fog Effect
Diffuse Mapping
Compiling new shader:
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
Shader features:
Lighting
Diffuse Mapping
Animated Effects
Compiling new shader:
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
Shader features:
Lighting
Fog Effect
Diffuse Mapping
Animated Effects
Compiling new shader:
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
Shader features:
Lighting
Compiling new shader:
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
Shader features:
Lighting
Fog Effect
Compiling new shader:
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
Shader features:
Lighting
Animated Effects
Compiling new shader:
Loading built-in default shader for: main-v.sdr
Loading built-in default shader for: main-f.sdr
Shader features:
Lighting
Fog Effect
Animated Effects
CFILE: Created new directory 'C:\Games\FreeSpace2\data\MediaVPs_3612\mediavps_3612\data\cache\'
IBX: Starting a new IBX for 'fighter01.pof'.
Submodel 'fighter01c-hull' is detail level 2 of 'fighter01a-hull'
Submodel 'fighter01b-hull' is detail level 1 of 'fighter01a-hull'
Submodel 'fighter01d-hull' is detail level 3 of 'fighter01a-hull'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Frame 0 too long!!: frametime = 1.456 (1.456)
TECH ROOM: Dumping excess ship textures...
Loading model 'bomber09.pof'
IBX: Starting a new IBX for 'bomber09.pof'.
Submodel 'bomber09b-hull' is detail level 1 of 'bomber09a-hull'
Submodel 'bomber09c-hull' is detail level 2 of 'bomber09a-hull'
Submodel 'bomber09d-hull' is detail level 3 of 'bomber09a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Frame 0 too long!!: frametime = 0.397 (0.397)
TECH ROOM: Dumping excess ship textures...
Loading model 'capital01.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship capital01.pof
IBX: Starting a new IBX for 'capital01.pof'.
Submodel 'destroyer01c' is detail level 2 of 'destroyer01a'
Submodel 'destroyer01b' is detail level 1 of 'destroyer01a'
Submodel 'destroyer01d' is detail level 3 of 'destroyer01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Frame 0 too long!!: frametime = 1.585 (1.585)
TECH ROOM: Dumping excess ship textures...
Loading model 'escapepod01.pof'
IBX: Starting a new IBX for 'escapepod01.pof'.
Submodel 'flightpod01b' is detail level 1 of 'flightpod01a'
Submodel 'flightpod01c' is detail level 2 of 'flightpod01a'
Submodel 'flightpod01d' is detail level 3 of 'flightpod01a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Frame 0 too long!!: frametime = 0.322 (0.322)
Loading model 'fighter09.pof'
IBX: Starting a new IBX for 'fighter09.pof'.
Submodel 'fighter09b-hull' is detail level 1 of 'fighter09a-hull'
Submodel 'fighter09c-hull' is detail level 2 of 'fighter09a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Frame 0 too long!!: frametime = 0.383 (0.383)
TECH ROOM: Dumping excess ship textures...
Loading model 'freighter05.pof'
IBX: Starting a new IBX for 'freighter05.pof'.
Submodel 'freighter05b-hull' is detail level 1 of 'freighter05a-hull'
Submodel 'freighter05c-hull' is detail level 2 of 'freighter05a-hull'
Submodel 'freighter05d-hull' is detail level 3 of 'freighter05a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Frame 0 too long!!: frametime = 0.429 (0.429)
Loading model 'transport02.pof'
IBX: Starting a new IBX for 'transport02.pof'.
Submodel 'transport02b-hull' is detail level 1 of 'transport02a-hull'
Submodel 'transport02c-hull' is detail level 2 of 'transport02a-hull'
Submodel 'transport02d-hull' is detail level 3 of 'transport02a-hull'
Submodel 'gearightb' is detail level 1 of 'gearighta'
Submodel 'gearightc' is detail level 2 of 'gearighta'
Submodel 'gearleftb' is detail level 1 of 'gearlefta'
Submodel 'gearleftc' is detail level 2 of 'gearlefta'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Frame 0 too long!!: frametime = 0.537 (0.537)
Loading model 'support2v-01.pof'
IBX: Starting a new IBX for 'support2v-01.pof'.
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Frame 0 too long!!: frametime = 1.497 (1.497)
Loading model 'bomber06.pof'
IBX: Starting a new IBX for 'bomber06.pof'.
Submodel 'bomber06b-hull' is detail level 1 of 'bomber06a-hull'
Submodel 'bomber06c-hull' is detail level 2 of 'bomber06a-hull'
Submodel 'bomber06d-hull' is detail level 3 of 'bomber06a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Submodel 'thruster04b' is detail level 1 of 'thruster04a'
Submodel 'thruster04c' is detail level 2 of 'thruster04a'
Frame 0 too long!!: frametime = 0.358 (0.358)
Called captureCallback()!
TECH ROOM: Dumping excess ship textures...
TECH ROOM: Dumping excess ship textures...
TECH ROOM: Dumping excess ship textures...
TECH ROOM: Dumping excess ship textures...
TECH ROOM: Dumping excess ship textures...
Loading model 'Platform2V-01.pof'
IBX: Starting a new IBX for 'Platform2V-01.pof'.
Submodel 'vgunturret01b' is detail level 1 of 'vgunturret01a'
Submodel 'vgunturret01c' is detail level 2 of 'vgunturret01a'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret01b-destroyed' is detail level 1 of 'turret01a-destroyed'
Loading model 'capital2V-01.pof'
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2V-01.pof
IBX: Starting a new IBX for 'capital2V-01.pof'.
Submodel 'capital2v-01b' is detail level 1 of 'capital2v-01a'
Submodel 'capital2v-01c' is detail level 2 of 'capital2v-01a'
Submodel 'capital2v-01d' is detail level 3 of 'capital2v-01a'
Frame 0 too long!!: frametime = 1.373 (1.373)
ANI Tech_Subach_HL-7.ani with size 440x200 (21.9% wasted)
ANI Intel_Great_War.ani with size 440x200 (21.9% wasted)
TECH ROOM: Dumping excess ship textures...
TECH ROOM: Dumping excess ship textures...
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame 0 too long!!: frametime = 0.516 (0.516)
Got event GS_EVENT_CREDITS (27) in state GS_STATE_SIMULATOR_ROOM (20)
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_CREDITS (21)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0xd17abc7a, IBX checksum: 0x8fe4a44f -- "fighter01.pof"
Submodel 'fighter01c-hull' is detail level 2 of 'fighter01a-hull'
Submodel 'fighter01b-hull' is detail level 1 of 'fighter01a-hull'
Submodel 'fighter01d-hull' is detail level 3 of 'fighter01a-hull'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Frame 0 too long!!: frametime = 0.426 (0.426)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Fri Mar 15 18:34:22 2013
Here you go. I think this is it.
-
While that is an fs2_open.log, I'll need one generated from loading Shadow Genesis. Select a debug build, launch Shadow Genesis, then repost that same file.
-
Weapon explosion 'exp06b' does not have an LOD0 anim!
ntdll.dll! ZwWaitForSingleObject + 21 bytes
KERNEL32.dll! WaitForSingleObjectEx + 67 bytes
KERNEL32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! Warning + 416 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! weapon_explosions::Load + 296 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! weapon_expl_info_init + 141 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! weapon_init + 44 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! game_init + 1681 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! game_main + 519 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! WinMain + 330 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_18_DEBUG_SSE.exe! WinMainCRTStartup + 15 bytes
KERNEL32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
d00337b6
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-interface.vp' with a checksum of 0x5868fac7
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-sounds.vp' with a checksum of 0x5b9f7193
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-textures.vp' with a checksum of 0xf1814554
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-advanced.vp' with a checksum of 0x862139ac
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-assets.vp' with a checksum of 0x0b7b3e64
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-core.vp' with a checksum of 0xd00337b6
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-interface.vp' with a checksum of 0x5868fac7
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-sounds.vp' with a checksum of 0x5b9f7193
Found root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-textures.vp' with a checksum of 0xf1814554
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
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\Shadow Genesis\' ... 68 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-advanced.vp' ... 13 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-assets.vp' ... 988 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-core.vp' ... 69 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-interface.vp' ... 1136 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-sounds.vp' ... 155 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-textures.vp' ... 818 files
Searching root 'C:\Games\FreeSpace2\Shadow Genesis\' ... 68 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-advanced.vp' ... 13 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-assets.vp' ... 988 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-core.vp' ... 69 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-interface.vp' ... 1136 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-sounds.vp' ... 155 files
Searching root pack 'C:\Games\FreeSpace2\Shadow Genesis\SG-textures.vp' ... 818 files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\' ... 0 files
Searching root 'C:\Games\FreeSpace2\' ... 86 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
Found 25 roots and 13575 files.
Setting language to English
Initializing OpenAL...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
Found extension "ALC_EXT_EFX".
Sample rate: 44100 (44100)
EFX version: 1.0
Max auxiliary sends: 2
Playback device: Speakers (Realtek High Definition Audio)
Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : GeForce GTX 460M/PCIe/SSE2
OpenGL Version : 4.3.0
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_ARB_shader_texture_lod".
Using extension "GL_ARB_texture_float".
Using extension "GL_ARB_draw_elements_base_vertex".
Found special extension function "wglSwapIntervalEXT".
Compiling new shader:
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Shader features:
Depth-blended Particles
Compiling new shader:
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
Shader features:
Distorted Particles
Compiling post-processing shader 1 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: post-f.sdr
Compiling post-processing shader 2 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: blur-f.sdr
Compiling post-processing shader 3 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: blur-f.sdr
Compiling post-processing shader 4 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: brightpass-f.sdr
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: post-v.sdr
Loading built-in default shader for: fxaapre-f.sdr
Compiling post-processing shader 7 ...
Loading built-in default shader for: post-v.sdr
Loading built-in default shader for: ls-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: 4.30 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...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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 'zoom-sct.tbm' ...
TBM => Starting parse of 'AnEngines-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 'SG-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'SG-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM => Starting parse of 'SG-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'SG-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM => Starting parse of 'SG-wxp.tbm' ...
WARNING: "Weapon explosion 'exp06b' does not have an LOD0 anim!" at weapons.cpp:181
Int3(): From c:\code\fs2_open_3_6_18\code\globalincs\windebug.cpp at line 1378
Okay, I think I have what you need.
-
Your problem is that you don't have the MediaVPs installed. You need to download the 3.6.12 MediaVPs and ensure they're located in FreeSpace2\mediavps_3612.
-
Oops, I have them in my Freespace2/Data/Mediavp_3612/Mediavp < Mod folder for FSU
I have them set up for FSU, which works perfectly fine except for a bug that I took as a small annoyance, but nothing really ground breaking.
I'll put them where they're are supposed to.
thanks for the quick reply :)
-
We are still debating difficulty level. We wanted our campaign to be hard and challenging but when so many people compain... Difficulty lever will be probably lower in upcoming 1.1 patch.
Well, the point is that in fact very few missions need total rebalancing. Our missions are not too difficult, they just require a different approach, not just flying and shooting anything that moves, like in many FS2 campaigns. So far I have one certain candidate to be significantly rebalanced - Helpful Hand (it comes down to giving the player additional 10-15 seconds before Meshulams open fire). And Little Boy will have longer reload time. I also consider making Stalker's escort easier. But there won't be major changes in most missions' balance.
-
I would say two missions that should be a little easier are:
-The one where the Nirvana has crashed on a planet/moon and you have to repair and escort it out of the area
-Escorting the Stalker back to the Milky Way
-
Yeah, it isn't that the enemies are too difficult, it's just certain spots where it's too much that the player has to do in a couple seconds.
We are still debating difficulty level. We wanted our campaign to be hard and challenging but when so many people compain... Difficulty lever will be probably lower in upcoming 1.1 patch.
Well, the point is that in fact very few missions need total rebalancing. Our missions are not too difficult, they just require a different approach, not just flying and shooting anything that moves, like in many FS2 campaigns. So far I have one certain candidate to be significantly rebalanced - Helpful Hand (it comes down to giving the player additional 10-15 seconds before Meshulams open fire). And Little Boy will have longer reload time. I also consider making Stalker's escort easier. But there won't be major changes in most missions' balance.
Like there. Or when you end up with *three* darkhorns, and their attendant frigates and cruisers (right near the end, you have Neya and a space station behind it.) I couldn't figure that one out... was I supposed to disarm all of them?
I know there isn't an option to tell your squadmates "Disarm all enemy capital ships," but if there was, that would've been useful. It's kind of an Alpha 1 Syndrome thing, *You* have to do it. It wouldn't be as much of an issue if it were multiplayer, because then you could tell that to all your teammates. Maybe it's just expecting a bit much from the player.
Thanks for looking into it. I did enjoy it.
PS: It looks like part of the problem I have with the Penetrator missles is that they seem have a lag based trajectory (think the hornet) instead of a lead based trajectory (like the Tornado.) I'd see the missles fly towards the target's beam, fall behind the beam ( like a Meshulam's), and then try to catch back up with it. That might be part of why sometimes it takes three, four sets to destory a beam occasionally.
-
Like there. Or when you end up with *three* darkhorns, and their attendant frigates and cruisers (right near the end, you have Neya and a space station behind it.) I couldn't figure that one out... was I supposed to disarm all of them?
Well, you may try :). The more Nightmares you disarm, the more ships of Neya's battlegroup will survive the battle. But it is impossible to save the destroyer itself without using cheats. We wanted this mission to be a turning point of the war, a tough, hopeless battle ended with a pyrrhus, but decisive victory.
I know there isn't an option to tell your squadmates "Disarm all enemy capital ships," but if there was, that would've been useful. It's kind of an Alpha 1 Syndrome thing, *You* have to do it. It wouldn't be as much of an issue if it were multiplayer, because then you could tell that to all your teammates. Maybe it's just expecting a bit much from the player.
You can always give orders to your pilots one after one. It is even advisable in this mission, you have time to do that just after the enemy fleet jumps in. Or you can take 2 banks of Penetrators, launch all of them in the beginning, quickly rearm and launch the second set. That way or another, you'll be able to disarm the Meshulams and some Elis before allied warships are in range.
PS: It looks like part of the problem I have with the Penetrator missles is that they seem have a lag based trajectory (think the hornet) instead of a lead based trajectory (like the Tornado.) I'd see the missles fly towards the target's beam, fall behind the beam ( like a Meshulam's), and then try to catch back up with it. That might be part of why sometimes it takes three, four sets to destory a beam occasionally.
Yes, a problem with Penetrator tends to be really annoying. We'll fix it in a patch.
-
Hey is there a way to change the zoom key, Ive always used D to bank right since I dont have a joystick
-
Hmm, I'm not a scripter. I think You can change key by editing script file. Ask someone who knows better then me. As I remember, M!M wrote it.
-
@whitearrow:
Hi guys! I'm stuck on a mission in act 2. It's the massive attack to Nightmares' fleet by the Shivan's gate. It's the only mission where my graphics starts lagging, but, apart from that, the problem is that the whole game crashes in the middle of the action. It seems like the system is overloaded. Is it a bug or just my pc? I cannot run the debug version because it crashes before letting me choose the pilot. I'm playing the leatest version: Freespace Open 3.6.18.
I'll give it a try with less demanding graphics (although I'm not playing with maximum settings currently)...
Can anyone help with this?
Where and when exactly did you have this crash? What was the mission time?
Just a little update. Yesterday I tried to play with the notebook's own monitor (not the external one I used since now: anyway I used to play with the same 1366x768 resolution on both displays, so not in FullHD). I bought a cooling base that seems to work very well.
Graphics' settings untouched; everything went ok. I managed to complete the mission and also played the next one. My suspect is that in my previous attempts the system's performance was compromised by hardware overheating, rather than by the external monitor (since I played with the same resolution). In fact lagging was largely reduced.
I'll let you know whether I have further issues... Thank you anyway...
-
Hi, Everyone :)
As we are working on 1.1 patch with grammar fixes, rebalance and maybe new HTL Nightmare models [I hope we will do this in time], we need 2-3 native english speakers for language corrections. As we don't want to rewrite our missions and change everything, but only fix some issues and we have a lot of missions to fix, 2-3 checkers would be enough. Each one will fix one act of the campaign. When it's finished, we will rebalance w few missions, weapons etc. I whink we collected enough information to know which missions we should rebalance.
As we wanted to do something great and improve our mod, any help would be extremly welcome :).
-
Hi, Everyone :)
As we are working on 1.1 patch with grammar fixes, rebalance and maybe new HTL Nightmare models [I hope we will do this in time], we need 2-3 native english speakers for language corrections. As we don't want to rewrite our missions and change everything, but only fix some issues and we have a lot of missions to fix, 2-3 checkers would be enough. Each one will fix one act of the campaign. When it's finished, we will rebalance w few missions, weapons etc. I whink we collected enough information to know which missions we should rebalance.
As we wanted to do something great and improve our mod, any help would be extremly welcome :).
I would offer assistance but my english isn't the greatest and I'm a native english speaker. Plus I'm focused on my own mod, my EvE Online corporation, and school. However, I can offer some advice. Use a document program that offers a spell check feature to help fix basic spelling and grammer errors. Then pass on other spelling/grammatical errors to the native english speakers. That'll help make the job easier. That is my advice and I hope to see a new release soon. Thank you for your contribution to the Hard-Light community Betrayal!
-
I can do it. I'm a native English speaker (being Australian and all) and I tend to be really picky about how I type things, how they're worded, so on and so forth. I used to win spelling competitions all the time! My girlfriend even calls me a grammar nazi and just to be audacious I tell her that I'm a spelling-grammar-punctuation nazi.
I usually have plenty of free time to do stuff like this so if you need something proofread, I'm your man.
-
I can as well. i am a Native English speaker from the UK. Ive got a LOT of free time and have been looking to get involved in the scene for a while. :)
-
I could help you guys out after I finish my exams next week.
-
No time on my hands now, but I'd be glad to help as of next week if you need an extra pair of eyes! ;-)
[Edit]
Just as an example, here's what I would suggest for the mod.ini blurb:
[launcher]
modname = Shadow Genesis
image255x112 = ShadowGenesis.bmp;
infotext = The year is 2390. Lieutenant Nathan Miles begins duty in the 6th Terran Fleet, commonly known as the Wolf's Fleet. This fleet, having a mostly autonomous command structure, is responsible for the safety of strategic Alliance systems - the Wolf's Group, an intensively colonized sector where multiple Ancient ruins have been found. Human- and Vasudankind are protected by their powerful navy, but despite that, times are not easy. A mysterious terrorist organization called the Cerberus Legacy is rapidly spreading its influence within the GTVA, and their leaders are plotting a conspiracy that may lead the Wolf's Group to the brink of destruction...;
website = none;
forum = http://www.freespace.pl/forum/viewtopic.php?t=5534;
[multimod]
primarylist = ;
secondrylist = mediavps_3612;
-
It's a start (Cuke's suggestion, I mean) but I think it also displays why spelling and grammar aren't always enough - it still reads a little clunky. Unfortunately I'm not sure how to crowdsource fixing that, as even most native English speakers can't put together polished sentences.
-
Agreed, also I'd be willing to help if there are still spots needed :)
-
It's a start (Cuke's suggestion, I mean) but I think it also displays why spelling and grammar aren't always enough - it still reads a little clunky. Unfortunately I'm not sure how to crowdsource fixing that, as even most native English speakers can't put together polished sentences.
I couldn't agree more. Of course all I did was fix the grammar, as stated in Betrayal's mission briefing for the 1.1 patch. Now if the authors do want a more thorough rewriting of their text, let them say so: touching up the grammar should be relatively uncontroversial, but altering the style can prove more sensitive, if only because it will inevitably have an impact on the intended atmosphere of the campaign.
-
Hey guys,
congratulations to this epic campaign.
But: How the heck do you win after checkpoint 2 of "Helping hand"? Nirvana is damaged down to 21 % in my case and its crushed any time, even if I destroy the main beams of the Shadow spiders?!
Thanks
-
Ok, made it. Just be fast enough ;)
-
Offering some slightly larger changes, while maintining most of the intent, here's my take on Cuke's version:
The year is 2390. Lieutenant Nathan Miles is reporting for duty with the Terran 6th Fleet, "Wolf's Fleet." [I'd suggest changing this to 'Wolf's Armada' if practical throughout the mod] 6th fleet operates as a semi-autonomous defense force for strategic systems within the Wolf's Group, a heavily colonized sector of space, where multiple Ancient ruins have been discovered. Human- and Vasudan-kind are protected by their powerful navy, but behind the secure frontiers, unrest has begun to grow. A mysterious terrorist organization, the so-called Cerberus Legacy, is rapidly spreading its influence within the GTVA, and their leaders are plotting a conspiracy that may lead the Wolf's Group to the brink of destruction...;
-
Thanks for your input LordMelvin :) Some more ideas (well, questions mostly):
The year is 2390. Lieutenant Nathan Miles is reporting for duty with the Terran 6th Fleet, "Wolf's Fleet." [I'd suggest changing this to 'Wolf's Armada' if practical throughout the mod] [Yes, I had my reservations about the definite article here too, but didn't touch it in case there was some character, historical figure or other referred to as "the Wolf". "Armada" sounds good too, if a bit hackneyed.]
6th fleet operates as a semi-autonomous defense force for strategic systems within (the) Wolf's Group, a heavily colonized sector of space, where multiple Ancient ruins have been discovered. [What is the relevance of this last piece of info? Either it's important in the campaign, and it should be more than an afterthought to the sentence, or it's just a way to show that colonization goes way back, in which case it should just be "a heavily colonized sector of space since Ancient times".]
Human- and Vasudan-kind are protected by their powerful navy, but behind [unclear: is it "beyond" or "within"?] the secure frontiers, unrest has begun to grow. A mysterious terrorist organization, the so-called Cerberus Legacy, is rapidly spreading its influence within the GTVA, and their leaders are plotting a conspiracy that may lead (the) Wolf's Group to the brink of destruction...;
-
Woah :D What an interestment. As our campaign is long, we will need many hands to help. Expect PMs soon, guys.
Praseodym - This is too hard. Helping Hand is ridiculously hard, and will be rebalanced in 1.1 patch.
-
I'm willing to help out. Native english speaker hailing from canada.
-
Willing to help. Native "English" speaker hailing from Scotland.
-
It looks like you have plenty of help already, but another native (American) English speaker willing to lend a hand here. 'course I should probably play through the campaign itself first. :p
-
Willing to help. Native "English" speaker hailing from Scotland.
I have been appropriately schooled it seems. Well played sir. Hats off.
-
Native English speaker from Australia here, if you need more help (although I don't post on here very often).
Edit: Or not. My computer chose a great time to fail on me. :mad:
-
Started replaying this a while back and only now got around to finishing it, and I just noticed:
Are those character portraits for the Cerberus Legacy admirals from EVE?
-
EVE has an amazing portrait generator.
-
That campaign is AWESOME!!
I would LOVE to play more missions like this, post-capella story <3
Also, should I expect a sequel to that? :)
-
All right, as we're about to finish polishing the missions and modpack, we'll soon send PMs for those who volunteered to help correct grammar and spelling mistakes. We're going to need 5-6 people in total to check all the missions and techroom.
Also, should I expect a sequel to that? :)
Yes, you should :). But in rather distant future. A sequel is in early stages of development and it's hard to say when it is done. For now we focus our efforts on 1.1 patch.
-
Great!! I'm wating for the sequel patiently! :)
-
Hey guys,
Since this came out I enjoyed the campaign very much.
the atmosphere, the music, the battles... all in all totaly awsome.
But now I am stuck. Dragons entry.
no matter what I do the melager (hope I said it right) allways gets destroyed.
there is just no way around it.
I first just blew away the beam canons floating around the jump node and sended a heavy missile after the awacs, making it run away.
since then I am busy trying to disarm the enemy ships but there are just to many to take care off.
Even at very easy I get easily blown away like our capship.
Is there something I can do to get past this?
If I remain stuck here I might abandon this campaign which would really be a shame.
-
1. Eliminate the first wave of fighters.
2. Destroy the Mjornir beams.
3. Disarm the Atreus and then Deimos corvettes.
4. Watch out for a bomber raid just after Meleager arrives.
And remember to give orders to the other pilots. It's useful as you have quite few Penetrators in this stage of the campaign.
Destroying an AWACS is not a top priority. You have to destroy it that way or another so it's better to focus on beams first.
-
Sounds like you guys have quite a few volunteers for editing/revisions at this point, but if you want more help, I'm happy to chip in. I'm a native English speaker from the U.S. with plenty of experience in editing both stories and formal papers for friends, and I have a ton of free time these days. If you want me to offer an example of how I would edit some text from the campaign, I can certainly provide that.
I did play through most of it before setting aside FreeSpace for a while--I forget exactly how far I got before stopping, but the gameplay was pretty enjoyable in most respects, so I'd love to help polish this project up. :)
-
Any help is welcome. I'm sure we'll find something for you :).
Work on patch 1.1 is advancing quite slowly as the exams on my studies are getting dangerously close :). Fixing bugs in missions and modpack is almost over. Moreover, we are working on some bonus contents to be included in the 1.1 version of the campaign.
People who volunteered to help may expect PMs with missions to correct by the end of the week.
-
I seem to have a problem in the beginning of Act II. For some reason, my ship is nonexistent and my hud has been shifted to the right. I have attached a debug log (FS2 suddenly quit prior to the screen switching to my hud from the Act II intro scene). Also, I have attached a screenshot using a regular build. Any ideas?
I could help you guys out after I finish my exams next week.
On another note, I have completed my exams, and I can now assist with any corrections needed.
[attachment deleted by ninja]
-
I think we finally know what caused a bug in this mission. The problem occurs when storing a player's ship after previous mission (or trying to store). What I can advise is to make Neya invulnerable using cheats and just wait (or get yourself killed 5 times :P). If you are able to depart, you will advance to the next mission.
-
I tried both methods, but it still didn't work. I wasn't able to depart once the Neya jumped out, and I wasn't able to be killed. I even used cheats to inflict damage on my ship until I died, but the menu was not available for me to quick start the mission. Regardless, thanks for your help!
-
Meh... Radar Icons. I knew I forgot about something. Radar Icons support will be included in 1.1 as optional download.
-
One person has already begun work on correcting missions in Shadow Genesis, but we are going to need more. At least 8 people offered help when we made our request some time ago, but so far one agreed to help, one withdrew and the others sent me no response. If anyone else wants to help, please send me a PM with your email address so that I could send you missions or tables.
-
This was awsome. And still is. Just arrived Act 3 and it was said often, but i am also stunned by the beautiful backgrouds. Just wow! Also the missions on surface are a sweet feature - even if gameplay remains the same. Story is also a nice idea.
As a negative (constructive) feedback:
- After trying the first mission about 10 times a had to cheat it. This was a very frustrating start. Rest is balanced ok. Some missions are very tricky, but is playable. But you guys should rebalance the frist mission.
- Yes, most of the missions are too long. When there is battle and action it is quite a highlight to flight and fight for 30 minutes, but just waiting 15 of this 30 minutes is a bit boring. So some of the waiting times should be shorted.
- im using tts on mods and somehow i have to say: the term "wolf's fleet" is used much too much. Im already rolling eyes when i hear it again.
BUT in spite of those points i think you did a beautiful job. Still bluffed by the mission count compared to the action.
Thank you very much for your hard work and i am waiting for update :D
:yes: :yes: :yes:
-
Length of the missions will probably remain unchanged. It's too much work to change it all, neither we do want to change this. First mission was rebalanced along with most of our missions. Thanks for the kind words :).
-
I am glad to report that work on patch 1.1 is close to the end ;). Three more people are still working on correcting briefings and dialogues and polishing missions and modpack is almost finished. I think you can expect a patch in a matter of a few weeks. You can expect some bonus content that will make you want to play the entire campaign again :).
- Yes, most of the missions are too long. When there is battle and action it is quite a highlight to flight and fight for 30 minutes, but just waiting 15 of this 30 minutes is a bit boring. So some of the waiting times should be shorted.
Well, you can think of it that way: instead of two 7-10-minute-long missions you have one 15-20-minute-long mission with a checkpoint :). But you're right, several moments where there are neither a fight nor a dialogue need shortening and will be shortened in 1.1 patch.
- im using tts on mods and somehow i have to say: the term "wolf's fleet" is used much too much. Im already rolling eyes when i hear it again.
As for the 'Wolf's Fleet' term, it's widely used to stress that we are not part of just another GTVA fleet. The Wolf's Fleet is unique and autonomous and has become even a part of pilots' identity. That will have far-reaching consequences in the sequel.
-
become even a part of pilots' identity
Haha thats for sure :D
Thats one of the smaller issues i think. When you guys are still on it one more suggestion:
The long time missed cutscene that is revealing the big things in act 3 should have a new sound file. Tt should be same sort like the old ones had. I would have been very impressed by that on watching. Small thing for big impact i think. Im sure I wasnt the only one with a little nostalgic kick.
-
Well, that's a good idea. At least for the first part, where now plays the Illusive Man music. But do you know where I can find music from Ancient monologue 4 and 5?
-
I dont know if there is a copyright issue by just copying them. But if it is possible you should take music from part 3! Its far the best i think :D
https://www.youtube.com/watch?v=olVjk8bWG7E&list=PLD63751DDF0C8ED85 (https://www.youtube.com/watch?v=olVjk8bWG7E&list=PLD63751DDF0C8ED85) in combination with something like this http://convert2mp3.net/ (http://convert2mp3.net/) should solve your problem. Or something like dvdvideosoft.
Hope this helps...
-
If i understand it right,then is this a continuum of the Ancient - Shivan War more than 8000 years later and in a transformed race named as Mae Vi´r,but with a lair as prophet and against the wrong race,right?
-
How could you eventually spoiler here?!?! :nono:
-
Do you mean me? I don't set any spoilers. if i wrong then sorry about this question.
Peter
-
No matter what I do I can't seem to get past "Burning Sky of Aoen XII." I always die while trying to disarm the ships and when I stay away all the allied ships blow up. Mind giving some advice?
-
Moar Penetrators II! This crap has more than 10km of range and it will destroy most of the enemy beam cannons at one shot [except the beams of destroyers and Meshulamsm they need 2-3]. Order every of your Alpha wingmen to destroy each beam. They will fire their penetrators instantly, than order each one to another beam. You can always use HyPAcS or Titan to destroy their beams from 3-4 kms
-
Got past it. Thanks.
-
Hi guys,
First off, I like to tell you that I really enjoyed the SG campaign. I'm a big fan of missions involving loads of capships, and you sure packed a lot of missions to the brim with them.
Second, I'd like to know which songs you guys used in the mission "Shadow Genesis". Could you help me out?
-
Thank You :) Which songs... You mean mission or the cutscene? In mission it was standard tabeled soundtrack made from Mass Effect 2 Soundtrack - Samara, and later The Rebirth Island from Call of Duty Black Ops. In cutscene we used ME 2 Soundtrack - The Illusive Man and The Ancients by Two Steps from Hell.
-
I meant the cutscene part. And the Ancients was precisely the song I meant. (really fitting name btw!)
I could recognize all the ME2 songs, since that is one of my favourite games and I guessed it was a Two Steps songs that I meant. But there really are a lot of them.
Best of luck with V1.1!
-
:bump:
Hi everyone :). I'd like to announce the Patch 1.1, with many fixes and addonital stuff as well :pimp:. Changelog and download in first post, under the screenshots section.
-
Good work guys - I cross posted this on the Announcements forum for you. The eleventh page of nearly 6 month old release thread is probably not the best place to post major new release information. :p
-
Indeed, thank You :). We know that, but as it's SG-related material, we didn't wanted to make another topic in Campaign forums.
-
So does the patch make the game able to work with FS-Open 3.7.0 RC2 or newer? :confused:
The reason I'm asking is that the patch said a 'recent version of FSO'.
-
[Sorry if this has been brought up already, I haven't read the entire thread yet]
Do I see this right you use Shadow Battlecrabs in this mod? If so, how did you get permission from TBP team?
-
We tested it on 3.6.18 and if I remember correctly, we used some feature present in 3.6.18 and newer builds. Not sure if it was present in older versions, so yes - play it on 3.7.0 or 3.6.18 at least.
Battlecrab is from The Geometry of Shadows, not from TBP. We're planning to replace it in the future with original design.
-
I played it two times on 3.7.0 without any kind of problem. Maybe this is helping you.
-
This mod is still way too unbalanced. The starting cannon just rips right through everything - even shields. On the first hit I automatically loose 5% hull, even with full shields.
I can hardly beat the first mission.
-
there are guns which bypass shields. They are a PITA.
-
The Krator is pretty weak actually. Alrough it penetrates shields, damage output is very low. It's dangerous, when you're trying to fight whole wing of enemy fighters alone. 3-4 Myrmidons with Krators are actually hard to deal with without your wingmans. Dive and avoid them instead of playing hero :P.
-
No, I mean the HL-9 Hammer. The starter gun.
-
What? Did you REALLY expect the starter gun to be weaker than Kayser?
-
No, I mean the HL-9 Hammer. The starter gun.
HL-9 barely can break through your shield. Stats are based on HL-8 Pack from this (http://freespacemods.net/download.php?view.78) which are only a bit stronger than standard Subach. With standard damage type from MediaVPs and no armor.tbl used, it's impossible for this to be that strong. I think enemy fighters with Krator are your problem.
-
is there any way to disable the zoom feature or map it to another key? i currently use A/D key to bank left/right my ship so everytime i try to bank right the camera zooms in. It sort of...gets in the way in a dog fight.
Other than that i must say the new patch is great. :)
-
If scripting doesn't scare you away..
zoom-config.cfg from "core" vp in scripts/ should do the trick. It's a short file and you should be able to understand it easily.
-
Great campaign so far, but I'm having some trouble with the Through the Back Door mission.
I get to the very end with all ships in the convoy still alive, and they warp out. All tracked objectives are listed as complete. Alexandria doesn't warp out, just sits there. Enemy warships continue to slowly make their way toward us. Nothing else happens—mission won't end, can't warp out.
I'm using fs2_open_3_6_19_SSE2_Yarn.exe ... everything's been fine up to this point, but could it be the problem?
-
It's a bug, I'm surprised we didn't find it when we were testing the campaign. I played through the entire campaign and it didn't occur. We'll upload a fixed patch in a moment.
-
Patch called 1.1a submited on the first page. Please redowlonad the patch file. Including quick fixes for buggy mission and rebalanced HL-9. Enjoy :)
-
Thanks guys!
Erm... I won't have to restart with this patch, will I? :shaking:
-
Save Your pilot files and You probably won't have to :P
-
Wow! Very good job replacing the soundtrack on the video sequence! Justt played again to see your changes and now you got me completely ;)
:yes: :yes: :yes:
btw: update 1.1 mentioned a changement on HL-9. Did not realize any. What did you do to those primary weapons?
-
It's a little bit weaker as someone complained it's overpowered. As I know nobody ever reported any issues with this, neither we noticed that. Anyway we weakned it.
-
Joke of the day: Me idiot playing with it all the time thinking it's stronger... yeah...
-
I hope the Wolf Pack stays with the GTVA and doesn't try for independence.
-
I hope the Wolf Pack stays with the GTVA and doesn't try for independence.
Herschel Supremacy Establishment Pact is temporal till' the connection with the GTVA is restored... But who knows what will happen :). You won't see them during The Silent Eyes - the SG2. I can tell You will get to know much more about Cerberus Legacy rather than Supremacy.
-
Even though SG2 will be a little bit more about Cerberus, as you said, will we at least get glimpses of what Miles and Grizzly (and maybe Driller), our main good guy characters from SG1 are up to?
-
I can't tell right now. We will introduce a few new chacters, including the almost legendary among the GTVA pilots, The Third Head of Cerberus - The Phantom, and more SOC guys including Snipes. About Miles and his wingmens... Maybe :]. We will post proper annoucement just in time, it will make all clear.
-
It took me several months to finish the campaign, but I can definitely say it was worth the time. :yes:
I downloaded it a few days after the initial release, so I probably don't have the lastest patches and additions. No crashes and showstoppers for me, everything worked just fine.
It's surprising to see how many people are complaining about the grammar. It's not difficult to figure out the meaning of the writing, come on, it's just a few minor grammar issues. How many people here know how to pronounce this 'szierbiecz' tongue-twister missile? ;)
The first mission was quite frustrating. If I remember this correctly, you end up with a few percent hull integrity and have to fight two cerberus guys that can kill you with a single shot. I tried to outmaneuve them and call in a support ship at a safe distance. Didn't work.. Went for the node and was surprised that I couldn't jump out.
As for the difficulty: Some missions were particularly frustrating:
-I failed to save the Nirvana several times, because it gets swarmed by capships which have enough beams to take on half a dozen Nirvanas.
-And in the last few missions (though they were definitely epic) it was really difficult to keep all my artillery ships alive. A few contentrated shots of nightmare beams and the mission is over.
-And this mission where the Neya lures the nightmares into a trap next to a station (I can't remember its name) was not the easiest, because the nightmares got the subspace perturber every time, while I had no clue which ship or object I am supposed to protect. It would't harm to add this to the missions' objectives.
The good
-Well-developed missions, especially the bigger battles. Nothing seems rushed or unpolished.
-New enemies
-A few innovative things I haven't seen before in any other mod
-Missions on planetary surfaces (woohoo), even a city!
-Each time you think things can't get any worse and you just took down an enemy force that outnumbered you by far, it gets worse and even stronger enemies show up. Two thumbs up for the checkpoint system :D
The bad
-Quite a few missions are mainly about shooting the beams of dozens of enemy capships. I found myself, all three banks of secondaries filled with penetrators, hovering below a support ship, rearming without pause and dealing more damage than the haphazard artillery was able to deal. And when someone shoots down the support ship, effectively cutting your supply of missiles, you find yourself on the losing side soon.
-Penetrators are really superior to the tongue-twister missiles by far, so I dropped Szierbiecz quite early. Szierbiecz has only half the range and is quite lame for disarming beams, against Gualis it is effective but you can't arm your fighter with more than 12 of them, so it soon becomes a 'shooting and calling support' dance when you have to deal with dozens of Gualis.
-I quite liked the storyline, but it reminded me in many ways of FS2's vanilla campaign. Agressive invading aliens. A deranged human leader staging a rebellion with a strong interest in those aliens. I anticipated the moment where a Sathanas-like juggernaut would show up and I wasn't disappointed. Still it's a very good story, but I found it a litte ... predictable..
-When I went into nightmare territory with the SOC stalker, I expected to find more than just derelicts that I was supposed to scan. Here the plot could have been thicker and better narrated.
-Please add a 'press x to skip cutscene' option. It gets boring if you've forced to watch the same cutscene a dozen times.
-Frenchmen might find the naming of the Merdarion hauntingly appropriate :P
Last but not least, how can I get all those achievements? I only got 7 out ouf 32(?), guess that makes me a lame pilot ;)
Is there a list of them somewhere? :confused:
I can't wait to play the sequel!
-
It's surprising to see how many people are complaining about the grammar. It's not difficult to figure out the meaning of the writing, come on, it's just a few minor grammar issues. How many people here know how to pronounce this 'szierbiecz' tongue-twister missile? ;)
It's actually "Shtzerbietz" or something like that as we aren't native english speakers. It's a name of sword of polish kings. I'm not big patriot but I found it worth to use some names from our main language :). Most of the grammar are fixed in 1.1a Patch U can download in the first page of the topic.
The first mission was quite frustrating. If I remember this correctly, you end up with a few percent hull integrity and have to fight two cerberus guys that can kill you with a single shot. I tried to outmaneuve them and call in a support ship at a safe distance. Didn't work.. Went for the node and was surprised that I couldn't jump out.
It was supposed to be hard :D. As newbie, but still SOC pilot You have to save your ass in every theater.
-I failed to save the Nirvana several times, because it gets swarmed by capships which have enough beams to take on half a dozen Nirvanas.
Rebalanced in 1.1
-And this mission where the Neya lures the nightmares into a trap next to a station (I can't remember its name) was not the easiest, because the nightmares got the subspace perturber every time, while I had no clue which ship or object I am supposed to protect. It would't harm to add this to the missions' objectives.
The Newton is a Subspace Perturber. As we meet several Perturbers in previous missions I was thinking it's rather clear which ship you must protect. Also the Oculus-class is present in Techroom
-Quite a few missions are mainly about shooting the beams of dozens of enemy capships. I found myself, all three banks of secondaries filled with penetrators, hovering below a support ship, rearming without pause and dealing more damage than the haphazard artillery was able to deal. And when someone shoots down the support ship, effectively cutting your supply of missiles, you find yourself on the losing side soon.
We designed most of the missions to use your wingmans as much as possible. Single Penetrator is usually enough for single beam, except the Nightmare Destroyer and Artillery Frigate, which needs 2-3 Penetrators per beam... And of course except the Hiven :).
-Penetrators are really superior to the tongue-twister missiles by far, so I dropped Szierbiecz quite early. Szierbiecz has only half the range and is quite lame for disarming beams, against Gualis it is effective but you can't arm your fighter with more than 12 of them, so it soon becomes a 'shooting and calling support' dance when you have to deal with dozens of Gualis.
Szczerbiecs are much more useful, and of course U can use my favorite tactic - HyPAcs + Zooming script implemented into the mod. You have it under D key.
-I quite liked the storyline, but it reminded me in many ways of FS2's vanilla campaign. Agressive invading aliens. A deranged human leader staging a rebellion with a strong interest in those aliens. I anticipated the moment where a Sathanas-like juggernaut would show up and I wasn't disappointed. Still it's a very good story, but I found it a litte ... predictable..
We wanted to keep our history rational and clear. Without Illuminati-like secret societies, telepathy, wars of the ancient gods etc. Just what you have in FS extended to modern standards. I'm pretty old-school Freespace Fan the same as co-leader of SG. Anyway I'm pretty made up with the story we made :)
-When I went into nightmare territory with the SOC stalker, I expected to find more than just derelicts that I was supposed to scan. Here the plot could have been thicker and better narrated.
Than... Download 1.1a and get most of the archivements to unlock 4 bonus missions which takes place beyond The Shivan Gate :). Andromeda is very important place for SG plot and the Nightmares Galaxy will play significent role in next chapters. Just it was too much to contain everything in one, even 40-mission long chapter. We really have much more than U saw in SG1 :]
-Please add a 'press x to skip cutscene' option. It gets boring if you've forced to watch the same cutscene a dozen times.
We are not planning more patches now, but the Director's Cut Shadow Genesis will probably come with the sequel. A good sugestion :yes:
-Frenchmen might find the naming of the Merdarion hauntingly appropriate :P
To be honest... It was supposed to be Meridian when I named the flagship a few years ago but I misspelled it. After the release of War in Heaven and the Hecate-class which shares the name within, we decided to keep misspelled Merdarion xD
Last but not least, how can I get all those achievements? I only got 7 out ouf 32(?), guess that makes me a lame pilot ;)
Is there a list of them somewhere? :confused:
0. SG06 - DEFENDER OF THE BETRAYED - Meleager's hull cannot fall below 30% in "Game of Pretences"
1. SG07 - ALPHA TEAM READY - Do not lose any marine transports before they dock in "Nexus"
2. SG08 - ****IN' INFILTRATORS - Prevent Meleager from losing main beams in "Ambushers from the Shadow"
3. SG08 - SECURING THE NODE - Lateralus and Endymion cannot leave the battle after suffering heavy damage
4. SG10 - DEATH TO A TRAITOR - Don't let captain O'Hara escape the blockade in "Dragon's Entry"
5. SG08,SG11 - TRANSPORT DESTROYER - Destroy or force to surrender Cerberus convoys in "Ambushers from the Shadow" and "Devil's Plain"
6. SG12 - PIRATES PLAYED OUT - Prevent pirates from taking the ransom in "Art of Negotiations"
7. SG13 - CROSS-FIRED - Save Thames, Vanguard and Deventer in fight with Cerberus in "Seek and destroy"
8. SG13 - ALLIES IN NEED - Save Actium and Orpheus from Adventurer and strikers in "Seek and destroy"
9. SG14 - NEGOTIATOR - Destroy Cerberus shuttles and save hostages in "When lives are at stake"
10. SG17 - FUNERAL DELAYED - Save at least two Wolf's Fleet cruisers in battle with the rebel fleet in "Funeral autumn"
11. SG17 - A FAREWELL GIFT FOR OVADIAH - Destroy Dionisus
12. SG19 - DEFENDER OF WESTERPLATTE - Isonomia, Echion and Aquila must remain on the battlefield until the evacuation is completed in "Westerplatte"
13. SG21 - INNOCENTS FROM TAU ENIGMA - Save all ships of the civilian convoy in "Through back door"
14. SG22 - DRAYMAN'S PRIDE - Nexus must have more than 60% when the Hiven arrives in "An Dante"
15. SG26 - EXPLORATOR - Scan all Ancient derelicts in "Silent Hunters"
16. SG27 - THE FINAL STRAIGHT - Escort Stalker to Spica with hull at min. 35% in "Long road home"
17. SG28 - WHO WILL RESCUE THE RESCUERS? - All five warships must survive the battle in "Helpful hand"
18. SG29 - NOONE LEFT BEHIND - Find and pick up all survivors in "Beyond the frontline"
19. SG31 - SUCCESSFUL EVAC - Defend 90% of civilian vessels until Ethereal's arrival in "...are today's recruits"
20. SG31 - JUST A TACTICAL RETREAT - Defend 90% of retreating warships until Ethereal's arrival in "...are today's recruits"
21. SG31 - BLOCKADE MUST HOLD - Don't lose more than two ships on the blockade (Neya, Wellington, Taygete, Aphaea, Neptune Installation) in "...are today's recruits"
22. SG33 - BETTER THAN RAYNOR - Nirvana must hold the Nightmares on the blockade until Hiven's arrival and leave the battle with hull at least 30% in "Enemy at the gates"
23. SG34 - ANCIENT LEGACY - Save at least 3 Ancient derelicts in "Under siege"
24. SG36 - TOWER DEFENCE - In the end all towers must have at least 40% in "A world in flames"
25. SG37 - MINIMAL CASULTIES - Don't lose more than one allied warship (excluding Neya) in "Burning sky over Aeon XII"
26. SG38 - NO DELAY - Make all nanojumps quickly enough to prevent additional hostiles from attacking the frigattes in "Hunt begun"
27. SG39 - HARVESTERS AT WORK - Nexus and Argus must have min. 50% at the end of "Harvest"
28. SG40 - STINGING THE BEAST - Destroy all Hiven's primary and secondary beams in "Game in a trap"
29. SG40 - A ****IN' BIG GUN - Destroy Hiven's main beam in "Game in a trap"
30. SG41 - A BIG DELIVERY - Save all Euryale bombers in "Dies Irae"
31. SG41 - THE FINAL ASSAULT - Merdarion and Impaler must survive the battle with hull above 50% in "Dies Irae"
We wanted to place the list on our Sectorgame forum, but for unknown reasons we can't get it.
I can't wait to play the sequel!
We can't wait to release a sequel. SG2: The Silent Eyes is on the way :)
-
SG2: The Silent Eyes is on the way
:eek2: :yes: :yes:
BTW cause it was mentioned: the grammer wasn't a problemm for me. To be honest i just realized it even more after reading more posts here.
-
Anyone have a working cockpit for this campaign? None of the ones I am using for the other campaigns seem to work with this one.
Thanks
-
Thanks for your help, I'll replay SG1 as soon as I find the time for it.
We can't wait to release a sequel. SG2: The Silent Eyes is on the way :)
Awesome! :yes:
-
I hope it's okay I post this (I won't post spoilers about the missions themselves):
For those like me who couldn't get the necessary achievements (20/32) to get the 'secret' missions even after multiple tries/playthroughs...if you really want to they're available in the tech room (ctrl+shift+s). IIRC they have an "x" in the mission designation
-
I hope it's okay I post this (I won't post spoilers about the missions themselves):
For those like me who couldn't get the necessary achievements (20/32) to get the 'secret' missions even after multiple tries/playthroughs...if you really want to they're available in the tech room (ctrl+shift+s). IIRC they have an "x" in the mission designation
It's always a away. It's impossible to get the "legal" access to the bonus missions without restarting whole campaign. We found no way to make it possible.
Anyone have a working cockpit for this campaign? None of the ones I am using for the other campaigns seem to work with this one.
Thanks
I never suited SG to be compliant with any of the cockpit mods, but as I've planned to implement hud ship icons, I think I can implement cockpits from the fightermedic's mod. Unfortunately it won't happen in near future due to lack of time.
-
Ok, please change the name of the aliens from nightmares to shadows. It fits so much better.
-
The name will remain as a tribute to the original Nightmares from Reperocity. As for the Nightmare artillery frigate, the final model will be totaly different then current. Just uses Shadow Battlecrab as a placeholder. We don't have resources to replace it right now.
-
If you want my opinion, it's too awesome to replace. Plus the name of the campaign is Shadow Genesis. Have them described as Nightmares, but designate them Shadows. To me, it fits better. Dunno if anyone else thinks so.
-
Interesting concept :yes:, unfortunately the Shadows are race from the Babylon 5 universe. I don't want to do like BP did with the UEF from Supreme Commander. Original Nightmares from the Reperocity campaign were strongly inspired by the Shadows from B5, and the Nightmares from Shadow Genesis are just more advanced concept directly from the Reperocity. Word "Shadow" in the "Shadow Genesis" name is metaphor to what the Nightmares are really are. Especialy visually :).
-
Oh, well. Didn't hurt to try. One note, smaller battles fit right where you want them, but the true big battles, the player can be overwhelmed. Far tougher than even WiH on VE. Same difficulty level on both.
-
Hello,
I tried changing the keybind of the zoom_config but somehow i can't save the file back to the vp after I edit the file. Could you help me with this?
Cheers for the great mod as well!
-
Sorry, we re not coders. We just used the script. Talk with the autor of the script, M!M.
-
Interesting concept :yes:, unfortunately the Shadows are race from the Babylon 5 universe. I don't want to do like BP did with the UEF from Supreme Commander. Original Nightmares from the Reperocity campaign were strongly inspired by the Shadows from B5, and the Nightmares from Shadow Genesis are just more advanced concept directly from the Reperocity. Word "Shadow" in the "Shadow Genesis" name is metaphor to what the Nightmares are really are. Especialy visually :).
The UEF aren't from Supreme Commander - the name's one that pops up again and again in SF.
-
Interesting concept :yes:, unfortunately the Shadows are race from the Babylon 5 universe. I don't want to do like BP did with the UEF from Supreme Commander. Original Nightmares from the Reperocity campaign were strongly inspired by the Shadows from B5, and the Nightmares from Shadow Genesis are just more advanced concept directly from the Reperocity. Word "Shadow" in the "Shadow Genesis" name is metaphor to what the Nightmares are really are. Especialy visually :).
The UEF aren't from Supreme Commander - the name's one that pops up again and again in SF.
With artwork from Supreme Commander with added Raynor and head anis from SC too, I assumed the name was derived from Supreme Commander. That's nothing bad, as You said it's common name along with it's variations like UED and UESC. Just noticed. Plz, stop making offtopic.
-
The UEF aren't from Supreme Commander - the name's one that pops up again and again in SF.
and with UEG and EA and so on and so forth. Nothing is original in fiction anymore.
-
Can't even get through the first mission without the transport ship being destroyed in seconds.
Difficulty is to high
-
Can't even get through the first mission without the transport ship being destroyed in seconds.
Difficulty is to high
I will admit the first mission should probably be toned down a bit; but if you can get by it there isn't (IMO) a super hard mission for a while.
If you think the first one is bad, just wait until:
-"Long Road Home"
-"Helpful Hand"
-"Burning Sky Over Aeon XII"
Those missions were nightmares (no pun intended).
-
Can't even get through the first mission without the transport ship being destroyed in seconds.
Difficulty is to high
We tested this mission numerous times and never found any problems with transport, the same as all testers. Are you playing this on 1.1a patch or on default 1.0?
-
Been playing this again with the 1.1a patch, still having the same penetrator missile problem as before (sometimes they hit and do little damage) and now new issue, the weapon sounds seem to be gone. Reaper, Titan, Excalibur, Hellion, Slayer, pretty much all of them don't have a firing sound.
-
Well, I don't know what is still causing the problem with Penetrator. This missile is 2-3 times better than standard Stiletto, is faster, more maneuverable, has bigger damage and blast impact... I heard it kills even bombers. Where the problem is present? Only on main beams of Nightmares' ships?
As for weapon sounds, it's not the fault of the mod.
-
Yeah its just the main beam on eliyahus and meshulam, likely due to the missile not actually hitting the turret model...well sometimes it does and sometimes it doesn't.
Well I took the spaces out of the folder names and changed the mod.ini so ShadowGenesis is listed before mediavps_3612 and the sounds are back.
-
I think the problem is not in the mission but in the beam model. I don't remember who converted it, but he probably did something wrong and the main beam has collision problems. We will fix this in next patch, if we release a patch. Currently we're discussing somekind like Director's Cut version of the whole mod than one small patch, before we start working on SG2.
-
Actually, I had the same issue with no weapon sounds for the custom weapons. 'twas very odd, but it didn't detract from the game-play too much. I do not recall ever having that problem on a mod before.
Overall, I really enjoyed this campaign! The difficulty of some levels kicked my butt, but I think I was trying to "Alpha One" my way through all of them. When I eventually started making more effective use of my wingmen and other wings, it made a lot of difference.
-
Well, the presence of lots of fighters and bombers under the player command along with big BoE-styled battles were somekind of experiment. What random player will do, and I'm suprised that most of the people complained about difficulty of our missions rather than think a bit and see how many assets they have to be used. Commanding aspect was always present in Freespace and Freespace 2 and we intensified it in Shadow Genesis. I'm really suprised that most of the players prefer to play freaking basass and fight alone, rather than become great commander :P. Old FSPort campaign Aftermath gave us a bunch of inspiration. As we see, we can't do it the same way in SG2...
-
Well, the problem was that you made one BoE mission after another. A big battle now and then is okay but not 40 of them in a row. In the end it totally destroyed a good campaign and turned it into a shmup. Admittedly I just cheated through the last third or so of the campaign because it was just shooting down one wave after another. You tried to create epicness by just taking FS2-vanilla-style missions and making them 20 minutes long. It did not work, sorry. Usually, in my humble opinion, there is no reason to go beyond the 10 minute mark for a mission. Also I personally think you shouldn't make a campaign longer than 25 to 30 missions.
You had a fine story you could've told in 20 to 25 missions. I couldn't see any reason to stretch it to 42.
-
It may be strange but all the problems that I had with this campaign were caused by technical errors, not the gameplay itself. Both in beta phase and before the first patch. Most of missions in this mod are very challenging and that's cool! Surviving the battle over Aeon XII gave me huge satisfaction (in fact it really kicked my ass, even though i'm an FS veteran). I needed more than two weeks to finish the campaign for the first time. There is no fun in finishing the game in a few days.
What I think about the hundreds of warship passing by the player throughout the gameplay... To me it was making sense because of one simple thing. That was a full scale war, especially it's last phase. Fleet had to carry out tones of military operations, which took a lot of resources and people, one by one. There was no time to rest, and theese missions shoved it well. Pilots had to everything they could because the situation was critical.
I can agree with FS-Junky that it was in fact a little bit too long. But all kind of a criticism will be needed to improve the quality of the next part.
-
Indeed. The third chapter of the campaign is full scale invasion. It just forced us to incrase mission size, and as for the Nightmares, this guys are mostly like Shivans and don't care about single ship. Instead of, they are often swarming the enemy. We wanted to add some realism, as the alone destroyers doing suicidal attacks are rather bad side of vanilla FS2 missions. I do plans to rewrite some of the Shadow Genesis missions, including the Herschel blockade, Helping Hand, Long Way Home and the Harvest, but the length of SG will remain the same. 46-mission length of the Derelict was described as "impressive" :P.
-
We wanted to add some realism
... pirate Deimos ?
-
Why not? Military equipment is often produced by private companies (we have such in FS universe). Such vessel as Deimos could be illegally bought by such organisations like Cerberus via black market(or directly from the corporations, some people's greed can make things easier), stolen during transport/ production and many other situations can appear.
If Cerberus could afford possessing destroyers, then why not smaller ships?
-
http://www.hard-light.net/wiki/index.php/Pirates_and_Campaign_Design (http://www.hard-light.net/wiki/index.php/Pirates_and_Campaign_Design)
Where are you going to find and fund like six thousand pirates willing to take on the GTVA military with obsolete tech ?
-
Pirates or Cerberus Legacy members? These are two different things.
-
Pretty sure I'm talking about pirates.
-
It's not unheard of. I highly doubt a top-of-the-line warship would get taken by pirates, but the Deimos is nearly 20-30 years old by then. It also fits a pirate group, reasonably fast, well armed, very good at supporting, say, a raid on a convoy guarded by a couple cruisers and a wing or two of fighters. They could even attack unguarded convoys and intimidate them into surrender. It would fit a pirate's modus operandi if those pirates nabbed a Deimos, an aging warship at the time.
-
Good job missing the whole "thousands of crew members" part. Have fun keeping even a few dozens pirates together in real life.
-
This is why Blue Planet has the best 'Pirate faction' through the GEFs... because they are not pirates. They behave in ways that, in gameplay, mimic the niche use of pirates (hijackings, bombings, filler enemies, etc.) But storywise, as a terrorist cell, it works. They are fanatics of a cause. They are willing to go the extra mile and suffer a pointless death for it.
This niche role could be held by mercenaries (or PMCs if you are feeling 'respectful') as well.
Crysis' C.E.L.L. serves as an example. (Off-Topic: Killing their boss in C2 was so... satisfying. For the story and because of the things Crytek said about PC gamers.)
-
Many pirate factions were operating in the Wolf's System Group and 90% of them cooperated with Cerberus Legacy for big money, resources and other stuff. CL provided military support for many groups of pirates. With awesome financial resources and political connections of the CL, a few Deimos-class corvettes are not a big problem. As for the crew members, Wolf's Group was somekind of Caribean Islands after they were discovered and a pirate paradise with thousands of unprotected civilians. After massive Ancient ruins were discovered, GTVA created the Wolf's Fleet to protect all of this, but the pirate and CL forces were already strong in this sector. Everything is explained in Techroom entries.
-
Nothing in there explaining how you would keep together thousands of intrinsically lawless and selfish pirates together in one ship without everyone just killing each other for control of said ship, which itself is undoubtedly worth a few orders of magnitude more than anything they'd ever steal from civilians with it.
Nothing either addressing how those pirates would even have the required competence to operate military hardware of this magnitude to begin with.
-
Nothing in there explaining how you would keep together thousands of intrinsically lawless and selfish pirates together in one ship without everyone just killing each other for control of said ship, which itself is undoubtedly worth a few orders of magnitude more than anything they'd ever steal from civilians with it.
Nothing either addressing how those pirates would even have the required competence to operate military hardware of this magnitude to begin with.
Just like the pirates did in XVIII'th century. Technologies used on the pirate and for example Royal Navy's ships were similar. Pirate sailors would have no problem with using military warships. The only differences here are that they are using spaceships and the crews are more numerous (I can also argue here. Some ships don't need to have 100% of the crew aboard to remain combat operational). Sails changed into reactors and gunpowder cannons turned into laser and beam ones. And I have a question. If you were a captain of such vessel, would you like to hire a bunch of incompetent guys who don't know how the ship works or people who at least know the basics of space travelling and combat? Even if they are not as well trained as GTVA's crewmen, you can train them, it is your business to have an effective crew aboard (as long as you pay them).
Mutinies were a common thing on the pirate ships but usually captains had enough skills and strength to maintain the discipline aboard (by force if necessary) . Even if a group of idiots would dare to raise the weapon against command staff on the bridge, then what? Would they know how to lead the entire crew (it is very doubtful that everyone would listen to such guys) In such condition, a small mistake can put everyone's lives in much bigger danger than normally. Also if you steal yours boss ship and you will make yourself another enemy. What's a better business? Listen to your captain, do your job and get the plunder or try to play your own game, which will give you a chance to die much easier? Most of people (criminals especially) like their lives.
-
46-mission length of the Derelict was described as "impressive" :P.
Sure, but Derelict was not a row of 46 20-minutes-long BoE-style missions.
-
Sorry to Bump, So Betrayal how is act 2 doing?
-
Actually we don't have enough time to push the project forward. I have mature exams and my brother has a lot to do in college. In the meantime, we are discussing how we're going to do some things. Currently I'm focusing my efforts in Earth Defence and Inferno.
-
I have a very odd problem in mission "through the back door" ( think its mission 21 ). The Alexandria, after i escorted the civilian ships, won't jump or do anything, it just waits until it gets destroyed. I can't jump out and don't have new orders, so i can't finish the mission. :banghead:
On one occasion also lambda 1 transport didn't jump out, and several times the Rieux too had trouble warping out. I tried to skip it by getting killed 5 times in a row, but it just sends me back to the same mission. Is there another way to bypass it, or to solve this bug? Everything else works perfectly ( apart from missing sounds on some weapons ), and id really like to finish the campaign :)
-
Is this 1.1a patch or pre-patched version? I remember some problems with Alexandria in first release, but we fixed it in 1.1a.
-
1.1, i downloaded it from moddb
-
Actually we don't have enough time to push the project forward. I have mature exams and my brother has a lot to do in college. In the meantime, we are discussing how we're going to do some things. Currently I'm focusing my efforts in Earth Defence and Inferno.
Thats cool, at least Inferno and Earth Defence Is getting finished. Looking forward to playing those as well.
-
1.1, i downloaded it from moddb
You are using 1.1 not 1.1a. We screwed up jump of the Alexandria in 1.1, making the campaign unfinishable. Download 1.1a from the first post or from here (http://www.mediafire.com/download/508co74r6mankax/Shadow_Genesis_1.1a.rar).
-
Finally made it past that mission! Thanks, now i can finally play it to the end. The campaign looks great so far, polished and with lots of details; clearly a lot of work has been put into it :yes:
-
Almost three years. I'm glad You're enjoying it :P. Have fun and thanks for kind words :D.
-
Is this compatible with the MediaVPS 2014 beta?
-
Currently not. I'm going to make compatibility patch soon, but it's not ready. I never tested it with new MediaVPs but I don't think it would be compatible.
-
Currently not. I'm going to make compatibility patch soon, but it's not ready. I never tested it with new MediaVPs but I don't think it would be compatible.
Thanks for the info Betrayal.
-
I can make a test with the new mediavps via cloning the Shadow genesis directory if you want.
Peter
-
Shadow Genesis 2 soon? :D
-
I can make a test with the new mediavps via cloning the Shadow genesis directory if you want.
Peter
I would appreciate that :). I'm working on something mysterious now, and I don't have enough time to do all the tests for SG. You can test it and PM me all of the issues.
Shadow Genesis 2 soon? :D
Hard to tell :P. Actually we're working on something different, but The Silent Eyes are also on the way.
-
I like it so far, except for one or two things lacking in detail
btw in the very first mission it's funny that if you call in a resupply vessel before the Istanbul goes off, it survives with you and repairs and rearms you when /while you wake up again. That sure helped.
I laughed so hard when the computer voice in the pre-briefing screens reads out the narration and calls the SOC the "social" as it thinks it's the initials or abbreviation for that word. xD
good luck on The Silent Eyes, guys.
-
:confused:
"Helping Hand" ...I believe everyone has at least once cursed that mission. Or the Nirvana itself.
Minor Spoilers but a frustrating problem ahead:
My problem is that I basically have to do it twice. The mission runs as scripted until the "big Bullseye" as I call it finally lifts off and they warn you about the incoming fleet. The fleet opens beam fire within 10-15secs, with some luck some of my missiles and sniper rounds have disarmed the Meshmashbattlecrabs and I survive the battle. Then the other fleet guys basically say "phew" and then the dialogue about lifting off and getting out of here starts all over again, word for word, with the announcement of an incoming battlefleet 1min out, and indeed round2, like a bad Groundhog Day, deja-vu-de-force. Is that supposed to be like that? After half an hour of struggling through this? I am using 3.7.0, the 3612mediavps and 1.1a patch. UPDATE: on the 13th try: using the Checkpoint 2 load at startup did resolve the issue; I originally thought NOT to use the load checkpoint as it seemed buggy to me (dialogue getting completely out of sync and confused, missile count reset etc etc) but I found that loading CP2 up removed the repair team shuttle from the Nirvana (something it never did before! I thought it was somehow storywise supposed to stay attached to tow the hunk-a-junk out of there) and after disarming and dispatching of the fleet the additional enemy warships jump in upon which the Nemesis jumps out
My other problem is that I too have no sounds of the "custom" guns, it doesn't distract but I am not the only one judging by the forum entries like
Actually, I had the same issue with no weapon sounds for the custom weapons. 'twas very odd, but it didn't detract from the game-play too much. I do not recall ever having that problem on a mod before.
-
It's Nirvana, not Nemesis. This mission is probably the most annoying thing in SG for me, it's terrible and it will be rewritten. What exactly happened? The mission was stuck after the transporter with repair crew docked with Nirvana?
-
yeah I began to call it the nemesis in my feeble mind after a while... sorry, editet the post accordingly :-)
the mission plays fine, but after I dispatch of the attacking fleet (first destroying their main beams, then the fleet and bombers) the Nirvana keeps rising up into space, but the same dialogue as before plays, about the repair team almost done, the Nirvana having to get some distance from the moon surface, then the detected fleet in subspace 3 minutes out... and then the fleet comes at me AGAIN. All exactely as before only that my ships are in bad shape after the frst battle and I stand no chance.
As I said after 14 tries or so I decided to gve the checkpoint load a try and that put my right before the repair ship came, and THIS TIME the repair ship undocked from the Nirvana after work was done and actually left, something that it never did before. As a result, THIS TIME the battle played out normally, after the enemy reinforcements jump in my guys flee and mission successful. But every time I try to play the mission from the start through to the end I get the same result, the repair ship doesn't undock and (presumably) that triggers the dialogue and the battle to start again.
-
Something else, I am experiencing some strange phenomena with some of the missions after "Helping Hand". Sometimes, the mission plays fine, [f.e. the first mission where they drop bombs on the planet surface and the Chancellor or Councilman in his crashed ship wets his pants about it, or the mission where you have to hold the line and keep the Perturbors alive for several minutes over AeonXII ("Burning sky of AeonXII" mission)] but despite playing out fine there is no dialogue. I could finish the missions in both cases just fine but nobody ever said a word of text to me, except of course the game internal confirmations when you order a wingman to do something, those play with text and voice-acting, but everything that seems to come from the mod doesn't.
When I exit the game, restart it and load up the mission the dialogue is back. The Neya's female commander appears in the video monitor and says "good you are here, we've got no fighters" etc. just as it is supposed to be.
I was able to reproduce the problem twice, it only seems to happen when I do one mission right after the other, when I quit and restart the game everything works. I shall have to investigate further in future attempts.
Despite the strange problems, great, great mod!
-
Actually in the Helping Hand there is second Nightmare battlegroup, and you have to use your Penetrators to disable main beams of their artillery frigates. Many players complained about the difficulty level. SG is just not balanced as every other mod. If something is too hard for you, You just have to use your wingmans. We designed most of the missions for wingman control in mind. Also for disabling main beams of the enemy ships.
I don't know what caused the dialogue problems. We will check that before we release next patch.
Thanks for your feedback :)
-
Actually in the Helping Hand there is second Nightmare battlegroup, and you have to use your Penetrators to disable main beams of their artillery frigates. Many players complained about the difficulty level. SG is just not balanced as every other mod. If something is too hard for you, You just have to use your wingmans. We designed most of the missions for wingman control in mind. Also for disabling main beams of the enemy ships.
I don't know what caused the dialogue problems. We will check that before we release next patch.
Thanks for your feedback :)
there are in sequence:
two Bomber wings attacking me from behind, then one Elyjahus cruiser wing from starboard side, (then the Nirvana repair sequence and the lift-off,) then one battlegroup with 2 cruisers and 2 Meshulam and bombers in front, and then that same battlegroup with 2 Meshulam and bombers once again, with repetitive dialogue. That CAN'T be right. Even storywise, the Nirvana has to lift-off twice and the repair shuttle has to do the same job twice ? I didn't think so...
And again, after trying the Checkpoint 2 load, it DIDN'T happen, and the mission ended just fine.
-
btw. I like the challenging difficulty, even if there are several simply unfairly unbalanced missions. I am of course speaking of "helping Hand", which you said will be fixed in the next patch. Then the "AeonXII" hold-the-line mission, but especially the "Harvest" mission, which gives you simply not enough firepower to overwhelm waves of bombers AND disarm all those insane beams one 20+ warships.
(Even with the newest weapons and shield breakers aboard it takes my wingmen **forever** to destroy ONE bomber, and there are - what? - 30 in total? Followed by 12 or so Eliyahus that keep the warships occupied until the 12 real warships arrive.
These are just some minor things to tweak, this is SUPPOSED to be a desperate fight-for-your-world campaign, but it should never get that frustrating imho
-
I seem to be having a problem progressing to the first mission. I get an error mentioning the Mission brief and cannot click continue to enter the mission? Here is my debug log.
==========================================================================
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: 3.7.1
Passed cmdline options:
-spec_exp 11
-ogl_spec 60
-spec_static 0.8
-spec_point 0.6
-spec_tube 0.4
-ambient_factor 75
-nomotiondebris
-soft_particles
-post_process
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-mod Shadow Genesis 1.1,mediavps_3612,Shadow Genesis
Building file index...
Found root pack 'C:\Games\Freespace 2\Shadow Genesis 1.1\sg1_1.vp' with a checksum of 0xf85a2bd1
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\Freespace 2\Shadow Genesis\SG-advanced.vp' with a checksum of 0x862139ac
Found root pack 'C:\Games\Freespace 2\Shadow Genesis\SG-assets.vp' with a checksum of 0x0b7b3e64
Found root pack 'C:\Games\Freespace 2\Shadow Genesis\SG-core.vp' with a checksum of 0xd00337b6
Found root pack 'C:\Games\Freespace 2\Shadow Genesis\SG-interface.vp' with a checksum of 0x5868fac7
Found root pack 'C:\Games\Freespace 2\Shadow Genesis\SG-sounds.vp' with a checksum of 0x5b9f7193
Found root pack 'C:\Games\Freespace 2\Shadow Genesis\SG-textures.vp' with a checksum of 0xf1814554
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Shadow Genesis 1.1\' ... 42 files
Searching root pack 'C:\Games\Freespace 2\Shadow Genesis 1.1\sg1_1.vp' ... 112 files
Searching root 'C:\Games\Freespace 2\mediavps_3612\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root 'C:\Games\Freespace 2\Shadow Genesis\' ... 19 files
Searching root pack 'C:\Games\Freespace 2\Shadow Genesis\SG-advanced.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\Shadow Genesis\SG-assets.vp' ... 988 files
Searching root pack 'C:\Games\Freespace 2\Shadow Genesis\SG-core.vp' ... 69 files
Searching root pack 'C:\Games\Freespace 2\Shadow Genesis\SG-interface.vp' ... 1136 files
Searching root pack 'C:\Games\Freespace 2\Shadow Genesis\SG-sounds.vp' ... 155 files
Searching root pack 'C:\Games\Freespace 2\Shadow Genesis\SG-textures.vp' ... 818 files
Searching root 'C:\Games\Freespace 2\' ... 1 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 25 roots and 14153 files.
ERROR: Unknown Language Checksum: 589986744
Using default language settings...
TBM => Starting parse of 'mv_core-lcl.tbm' ...
Setting language to English
TBM => Starting parse of 'mv_core-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
Found extension "ALC_EXT_EFX".
Sample rate: 44100 (44100)
EFX version: 1.0
Max auxiliary sends: 1
Playback device: Generic Software on Speakers (High Definition Audio Device)
Capture device: Microphone (High Definition Aud
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x800 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
OpenGL Vendor : Intel
OpenGL Renderer : Intel 965/963 Graphics Media Accelerator
OpenGL Version : 2.0.0 - Build 7.15.10.1666
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".
Unable to find 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".
Unable to find extension "GL_ATI_shader_texture_lod".
Unable to find extension "GL_ARB_texture_float".
Unable to find extension "GL_ARB_draw_elements_base_vertex".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 8 (2)
Max elements vertices: 1024
Max elements indices: 1024
Max texture size: 2048x2048
Max render buffer size: 2048x2048
Can use compressed textures: YES
Texture compression available: YES
Post-processing enabled: NO
Using trilinear texture filter.
... 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 'zoom-sct.tbm' ...
TBM => Starting parse of 'AnEngines-sct.tbm' ...
TBM => Starting parse of 'mv_flak-sct.tbm' ...
TBM => Starting parse of 'mv_exp-sct.tbm' ...
TBM => Starting parse of 'mv_dbrs-sct.tbm' ...
TBM => Starting parse of 'shipsaveload-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 'SG-sdf.tbm' ...
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
TBM => Starting parse of 'sg1_1-snd.tbm' ...
WARNING: "Duplicate sound name "216" found!" at gamesnd.cpp:461
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 1378
-
I know nothing and I'm just going off guesswork here, but shouldn't the 1.1 patch be in the root Shadow Genesis folder? It looks like your mod order is screwed up; Shadow Genesis should be loading first.
e: No, I guess not, going off the first post...but that load order still makes me nervous.
-
Sorry for current load order. We have no option to upload everything with patches. We have tried, but uploading process failed everytime, so we were forced to release patches as individual mods requiring base 1.0 mod. We will pack everything again as a 1.2 - something like Director's Cur edition.
Wobble73: We never tested it with 3.7.1. Next release will be fully compatible with the newest builds and MediaVPs 2014, but I can't guarantee compatibility right now. The same for doubled messages, this is the first time when we have this problem. The last patch was tested on 3.7.0 and everything worked fine, so I recommend this build for now. Also make sure you have 1.1a patch from the first post, not the old 1.1.
-
Most people are saying "Helping Hand" was the hardest mission, but didn't you all find "Burning Skies..." pretty hard too?
I would say, just for fun, here were my top five hardest missions in SG:
1-"Long Road Home"
2-"Helping Hand"
3-"Burning Skies"
4-The one near the end where your forces and a CL destroyer team up to assault a few Nightmare defenses to wear down Hiven's defenses
5-Again, I forgot the name of the mission, but the one where you and a destroyer group are waiting to ambush Nightmare forces at a jump point as they come in
-
funny at your listed nr 5... that mission was one of the easier ones for me, I remember that as I had installed a more or less useless weapons loadout (two of the HYPACS snipers and no dogfight missiles) but was too lazy to change and restart it ...so I more or less only snipered hardpoints that mission (and one or two odd bombers coming in my sights) and relaxed.
Everyone's different, with games and missions for me it's like watching a quiz show, I always know the hard late-game questions but I would never get there as some of the "easy" 1000€ questions just kill me, even WITH call-a-friend joker ;-)
-
Sorry for current load order. We have no option to upload everything with patches. We have tried, but uploading process failed everytime, so we were forced to release patches as individual mods requiring base 1.0 mod. We will pack everything again as a 1.2 - something like Director's Cur edition.
Wobble73: We never tested it with 3.7.1. Next release will be fully compatible with the newest builds and MediaVPs 2014, but I can't guarantee compatibility right now. The same for doubled messages, this is the first time when we have this problem. The last patch was tested on 3.7.0 and everything worked fine, so I recommend this build for now. Also make sure you have 1.1a patch from the first post, not the old 1.1.
Hi CT27, I tried 3.7.0 and 3.6.12 all with the same results. I am assuming that I have Patch 1.1a from the first post as I only downloaded this yesterday?
-
4 is the Harvest and it's pretty funny mission :D. We WANTED it to be typical BoE. Some joke from our side, but we realised it's not a good joke. This one will be rewritten at some point, the same as Helping Hand and Burning Skies of Aeon XII - I must say, bad examples of our overambition. 5 is the Enemy at the Gates - blockade.
Wobble73: Well... If you have this, I have no idea. Could you copypaste error message You have?
-
Here is the error message I receive
Could not load in 2_CommandBrief-mb!
ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0.exe! <no symbol>
fs2_open_3_7_0.exe! <no symbol>
and here is the error message from the debug build
Duplicate sound name "216" found!
ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_0-DEBUG.exe! Warning + 416 bytes
fs2_open_3_7_0-DEBUG.exe! gamesnd_parse_entry + 170 bytes
fs2_open_3_7_0-DEBUG.exe! gamesnd_parse_line + 133 bytes
fs2_open_3_7_0-DEBUG.exe! parse_sound_table + 232 bytes
fs2_open_3_7_0-DEBUG.exe! parse_modular_table + 267 bytes
fs2_open_3_7_0-DEBUG.exe! gamesnd_parse_soundstbl + 101 bytes
fs2_open_3_7_0-DEBUG.exe! game_init + 1571 bytes
fs2_open_3_7_0-DEBUG.exe! game_main + 519 bytes
fs2_open_3_7_0-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_0-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_0-DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
-
Sorry for the double post but does no one have any ideas? I know this laptop will probably not handle this mod and make it unplayable but I should at least be able to get into the first mission to test it?
-
That error almost always indicates MVPs aren't loading correctly.
-
I will have a go at editing the mod.ini's to see if that helps.
-
Major bug on the mission "Dragon's Entry". The Meleager isn't there. I get messages from it, but the ship itself is not present in the mission. Any ideas?
-
She is not arriving just after beginning of the mission. You have some time to disable enemy beam cannons/Mjolnirs and other stuff U want. Damaged Meleager will arrive soon after. In case if she is not arriving at all, and you were waiting enormous amount of time... Post debug log.
-
She is not arriving just after beginning of the mission. You have some time to disable enemy beam cannons/Mjolnirs and other stuff U want. Damaged Meleager will arrive soon after. In case if she is not arriving at all, and you were waiting enormous amount of time... Post debug log.
... you're right. My fault for not understanding the messages. :P
Good campaign so far, the gameplay is fun and the story is intriguing.
-
Mission 11 seems broken. I beat off a couple waves of attackers, cover the warships as they engage the CL cruisers, and disable the Cerberus convoy. At that point nothing happens; my warships finish their waypoints and stop, and there are no enemies left but the disabled convoy ships and Selfridge Installation.
EDIT: I was able to complete the mission. The problem seems to be with the Cerberus convoy. I assumed the convoy would "surrender" after being disabled (based on the achievement and the fact that they turn grey on your radar) but it turns out that if you disable them, the mission gets stuck unless you shoot them down.
-
Mission 11 seems broken. I beat off a couple waves of attackers, cover the warships as they engage the CL cruisers, and disable to Cerberus convoy. At that point nothing happens; my warships finish their waypoints and stop, and there are no enemies left but the disabled convoy ships and Selfridge Installation.
EDIT: I was able to complete the mission. The problem seems to be with the Cerberus convoy. I assumed the convoy would "surrender" after being disabled (based on the achievement and the fact that they turn grey on your radar) but it turns out that if you disable them, the mission gets stuck unless you shoot them down.
Seems to be one of the things that we never tested enough much :P.
Thanks for Your feedback. We're preparing 1.2 patch, and things like this will be a blessing for us when we begin to rework some of the missions.
-
I hate to complain about three missions in a row, but mission 12 seems unbeatable. If I shoot at the Cerberus infiltrators the negotiator detects me and I fail the mission; if I don't attack them they kill the hostages. Either I'm doing something wrong or there's a problem with the events.
That said, I'm glad this feedback is coming in handy. Up to this point I've been enjoying Shadow Genesis, and if the problems on missions 11 and 12 are the exception rather than the rule, it might make a good subject for my next review.
EDIT: I tried one more time and beat the mission. The mission DOES work, however if you fail the mission the wrong messages play, making it confusing to determine whether you failed the mission because you were detected or because a transport died.
Also, on the next mission (13) the Excalibur is available, but based on the techroom description I'm pretty sure it's not supposed to be there this early.
-
If it softens my earlier criticism, Mission 13 is so epic that I couldn't stop at one playthrough, even after beating it I hit replay just because I wanted to do it again. I love the Slayer PDC, it's like a shotgun version of FS1's Banshee (which I loved to combine with the Prometheus for massive damage).
The plot thickens!
-
The mod generated 80 warnings when I launched it using 3.7.0. Just a heads up.
EDIT: Please disregard. I had the mod.ini configured wrong.
-
Going off what Aurora Paradox just said, there is a minor bug with the mod.ini. The way the 1.1a patch is configured, many of the new weapons lack sounds. If you open up the mod.ini and switch the secondarylist around so that the main Shadow Genesis release is in front of the MediaVPs, the problem is resolved.
Your mod.ini in the "Shadow Genesis 1.1" folder should look like this:
[launcher]
modname = Shadow Genesis
image255x112 = ShadowGenesis11.bmp;
infotext = It is the year 2390. Lieutenant Nathan Miles is reporting for duty in the Terran 6th Fleet, commonly know as the Wolf's Fleet. 6th fleet operates as a semi-autonomous defense force for strategic systems within the Wolf's Group, a heavily colonized sector, where multiple Ancient ruins have been discovered. Human- and Vasudankind are protected by their powerful navy, but despite the frontiers secure, unrest has begun to grow. A mysterious terrorist organization called Cerberus Legacy is rapidly spreading its influence within the GTVA, and their leaders are plotting a conspiracy that may lead the Wolf's Group to the brink of destruction...;
website = none;
forum = http://www.hard-light.net/forums/index.php?topic=83942.0;
[multimod]
primarylist = ;
secondrylist = Shadow Genesis,mediavps_3612;
-
is there a way to enable TTS for this mod? I'm using build Freespace Open build 3.7.0. TTS is enabled in the launcher settings
-
Going off what Aurora Paradox just said, there is a minor bug with the mod.ini. The way the 1.1a patch is configured, many of the new weapons lack sounds. If you open up the mod.ini and switch the secondarylist around so that the main Shadow Genesis release is in front of the MediaVPs, the problem is resolved.
It didn't wanted to work with that configuration for unknown reason. It just didn't read basic Shadow Genesis 1.0 folder. If it's working now, thats great. Thanks for the help.
is there a way to enable TTS for this mod? I'm using build Freespace Open build 3.7.0. TTS is enabled in the launcher settings
Err... :P What is TTS?
-
Text-to-speech, for those who want a robovoice reading mission dialog.
-
@Betrayal: You're welcome. I'm not the first one to find that problem and it's solution, I think someone else hit it earlier in the thread.
-
Going off what Aurora Paradox just said, there is a minor bug with the mod.ini. The way the 1.1a patch is configured, many of the new weapons lack sounds. If you open up the mod.ini and switch the secondarylist around so that the main Shadow Genesis release is in front of the MediaVPs, the problem is resolved.
It didn't wanted to work with that configuration for unknown reason. It just didn't read basic Shadow Genesis 1.0 folder. If it's working now, thats great. Thanks for the help.
is there a way to enable TTS for this mod? I'm using build Freespace Open build 3.7.0. TTS is enabled in the launcher settings
Err... :P What is TTS?
I'm referring to text to speech. The ability hear the mission briefings and mission dialogue through the voice of Microsoft Anna.
-
I ran into a bug on Mission 26: Long Road Home. Wasp and Driller don't seem to be properly ship-guardianed; I attempted the mission a couple times and they kept getting shot down.
Also, I'm having the bug where a Penetrator or Penetrator II only does a few percent damage to Nightmare beam cannons. Bizarrely, the bug only happens when I use the missiles at close range; when I fire them from a long distance they do proper damage.
-
I'm getting a repeated CTD on mission 40. It seems to happen randomly;
I'm not sure what causes it. At any rate it's preventing me from finishing the mission.
EDIT: I think the problem was me having my graphics settings too high. Normally I run the game on medium-ish settings, but this time I turned my model detail up to high so I could see Hiven in all his glory. And then I forgot to turn them back down.
Unfortunately, even with that problem fixed I'm having trouble beating this mission, so if anyone has advice I'd love to hear it.
-
Hiven is actually a very low poly model, but SG has pretty big number of graphical effects and size of battles is a little bit bigger than in standard FS2. I warned about a decent computer U need to play :P What's your problem with this mission? Is this the one with disarming Hiven? It's pretty easy...
-
Just grab Titan/HYPACS, Excalibur and PLENTY of Penetrators and take down beams one after one. 15 minutes is enough time to take down all of them, but you will advance to the next mission even if some beams are still operational when Hiven departs. And Nightmare fighters should also not be a problem if you have the Vampire armed with Excalibur and Overwhelm.
As for mission 26 (sorry for so late reply), do you play with patch 1.1? If so, Penetrator's accuracy should be just fine. But still do not expect it to be too accurate if you are too close when firing. Penetrator is a long-range missile.
-
Just grab Titan/HYPACS, Excalibur and PLENTY of Penetrators and take down beams one after one. 15 minutes is enough time to take down all of them, but you will advance to the next mission even if some beams are still operational when Hiven departs. And Nightmare fighters should also not be a problem if you have the Vampire armed with Excalibur and Overwhelm.
As for mission 26 (sorry for so late reply), do you play with patch 1.1? If so, Penetrator's accuracy should be just fine. But still do not expect it to be too accurate if you are too close when firing. Penetrator is a long-range missile.
Thanks, I'll try that. Regarding Mission 26, I was playing on patch 1.1, but yes, I was using the missiles at pretty close range, so that makes sense.
@Betrayal: My main problem has been trying to protect the bombers without getting killed myself. I'm getting better at it though.
-
What exactly kills you? Enemy fighters? Hiven's cannons?
-
What exactly kills you? Enemy fighters? Hiven's cannons?
Well, I just beat the mission. :) I was getting killed by a combination of Phantasm fighters and beams from the cruisers (Rouge mainly). Solution: use Titans, prioritize the cruiser's AA beams.
I managed to destroy all of Hiven's beams except the seemingly-indestructible main one, getting myself an achievement in the process.
Incidentally, I'm up to 19 achievements now, and according to the list there are two more achievements on the next mission, so if I can get one of them I'll be able to play the special loop.
Overall, excellent campaign so far! :yes:
-
Yeah, Titan/HyPAcS is the point. Nightmare cruiser is a very challenging enemy. Most of the missions and enemies were designed to force the player to develop individual tactics for each one of them, and each mission. Control of your wingmates is very important as well. I think we will point that with 1.2 patch, when it's released. Many players found SG "badly balanced" because of it's difficulty level, while we just used more realistic fighting model :P.
-
Yeah, Titan/HyPAcS is the point. Nightmare cruiser is a very challenging enemy. Most of the missions and enemies were designed to force the player to develop individual tactics for each one of them, and each mission. Control of your wingmates is very important as well. I think we will point that with 1.2 patch, when it's released. Many players found SG "badly balanced" because of it's difficulty level, while we just used more realistic fighting model :P.
Personally I don't think it's "badly balanced", I just think it's "harder than normal", which is fine by me.
-
Agreed, Shadow Genesis is harder then your usual campaign, but it's nicer this way.
-
Thanks for your kind comments :)
-
Agreed, Shadow Genesis is harder then your usual campaign, but it's nicer this way.
Here's how I like to look at it. Two campaigns I would give high scores to for mission design are Warzone and Sol: A History. But S:AH is significantly harder than Warzone. There's no one target level of difficulty that all campaigns should aim at.
Deciding on the difficulty level is like deciding whether or not to have a speaking player character: there's no one right answer, and the more variety we have the better. People who like one kind of campaign can play it, people who prefer the other kind can play that, and people who can enjoy both get some variety in their FreeSpace diet.
So Betrayal, Macielos, I don't think you guys need to reduce the difficulty. It's good to have some hard campaigns and some easier ones, and SG's difficulty is part of what makes it stand out. There are a number of things I'd like to see fixed in the next patch, but difficulty isn't one of them.
And you're welcome! I'll let you know if I succeed in earning the special loop.'
EDIT: out of curiosity, how many of Hiven's beams need to be destroyed in order to complete mission 40?
-
I'd say reduce the overall difficulty just a tad.
-
EDIT: out of curiosity, how many of Hiven's beams need to be destroyed in order to complete mission 40?
AFAIK... None of them :P. The point is that it will make next mission much harder. Hell yeah, I love this one.
-
EDIT: out of curiosity, how many of Hiven's beams need to be destroyed in order to complete mission 40?
AFAIK... None of them :P. The point is that it will make next mission much harder. Hell yeah, I love this one.
Ah, I see. Well, in that case I'll still have to destroy his main cannon, but I won't have to get distracted by the primary and secondary beams, so I'd say I did pretty well.
-
anyone share the experience how to finish the mission 37?
I stuck in this mission for 2 nights,I have tried so many ways,but I don't have enough time to disarm enemy's main beam,anyone share the experience plz?
-
Use Excalibur/HyPAcS or Excalibur/Titan for primary weapons and Penetrators II/Overwhelm/Szczerbiec for secondary. Arm your wingman with Penetrators II. Order each of your wingman to disarm different beam cannon of Nightmare's cruisers. One wingman to one cannon. You should personaly focus on main cannons on Nightmares's artillery frigates [Meshulam-class]. Some beams of Nightmare destroyers are indestructible till' our reinforcements arrive. Don't care about the base and most of our fleet, only about Subspace Perturber. If any terran artillery frigates survived, protect them as well as you can.
-
thx m8, I made it last night. maybe will have to bother you in the next step :D
-
OK guys, it's feedback time! I beat the campaign earlier today.
Mission 40, the massed attack on Hiven, was epic. A few notes:
I assigned my fighters to cover the Euryale bombers attacking Hiven's engines. Once the bombers started launching Hegemonia bombs, my fighters got caught in the shockwaves and started dieing rapidly. I started over, this time telling them to form on my wing once the bombs started. Maybe fix this? On the plus side, the Nightmare fighters launching from Hiven's fighterbay got vaporize by the shockwaves too.
I succeeded in disabling Hiven and killing his main beam without loosing any bombers, bagging an achievement in the process. And that's when the fun began. Did somebody say beam spam?
I was pretty surprised to see that we had an entire superdestroyer sitting in Spica the whole time. But of course that gets explained later.
The part where Hiven stated talking to us was... completely unexpected. He calls Ovidiah a "Mae'vir mind in a human body"... is that just a big compliment, or is it... literal? :nervous:
Also, since Hiven had no beams left I was able to prevent both the Merdarion and Impaler from taking serious damage. That gave me my last achievement, for a total of 21.
And of course, the obligatory cutscene of Hiven exploding (the music fit it perfectly), followed by an epic victory speech by Admiral Peters.
At this point (the end of Mission 42) I was feeling pretty happy. We shredded Hiven, the Nightmares had retreated, and we had proved, as Peters said, that we were capable of holding our own in a dangerous universe. We'd just destroyed the most powerful alien warship we'd ever seen.
I gotta say, McKinley was right: I liked being p[art of Wolf's fleet. Wolf's Fleet was well portrayed as a competent armed force. They really felt like a well-organized navy that had a good plan up its sleeve.
Sadly, I ran into a bug after mission 42. I had won 21/32 achievements, but instead of getting to play the Bonus Pack of missions, the game sent me straight to mission 43. I decided to play the bonus mission in the techroom before moving on to the final mission of the campaign. Interestingly, despite the fact that I was playing them in the techroom, my loadout and damage carried over between missions as if I was playing them in the campaign. I didn't know the game engine could do that in the techroom; how did you get it to work?
And on reading the Command Briefing for the first bonus mission, I almsot fell out of my chair. Ovidiah had tricked us, SOC, and Hiven himself into playing his game... good grief!
The first mission was a pretty intense dogfight. I was pretty happy to see Mairead and her wingmen- my fighter was critically damaged when the warped in right between me and a wing of Banshees.
The third mission of the loop goes down in my list as one of the hardest I ever played. I kept getting killed while trying to download the data from Bowman- usually it was the Nightmare cruisers at the end that got me. Finally I solved the problem by hiding in the Cerberus's fighterbay once I had already been detected... although I had to come out briefly to attack the engine and buy Bowman time (poor Bowman... :( )
Out of curiousity, what's an SCV? Miles seemed pretty upset to see them.
But I finally pulled it off. Two minor bugs in the mission: 1. support ships are available in the comm menu from the start (not sure what happens if you call one in) and 2. there's some ship labelled "scan sensors" or something like that which I can give orders too.
Oh, and on the last mission I took out Bailey with a Scrietzr... whatever you call it :P
All in all, the loop was fun to play and added a lot to the story, while giving some of the characters like Sentinel and Nesbitt some more facetime.
Then I played the last mission of the campaign, where we shut down the Shivan gate, once and for all. Um... I think the conversation between Miles and Grizzly at the end needs some editing. Grizzly acts like he doesn't know what happened to Jadhav (which he would know if you played the bonus loop) but he and Miles do know about the project to control the Nightmares (which they wouldn't know about unless you played the loop). I think this is the only time in the campaign where the English is problematic enough to actually make it hard to tell what the characters are saying.
Despite the confusion, I got the basic idea: Miles is going to SOC, Grizzly is taking over the squadron, and they both have a lot of memories from the war.
All in all, Shadow Genesis is officially one of my all-time favorite campaigns, and I'm looking forward to the sequel :)
Positive Elements:
Difficulty. Possibly the hardest campaign I've played yet, but that's due to good mission design rather than bad mission design. Requires quick thinking, strategy, and good aim.
Story. Unpredictable and epic. Despite borrowing a lot of tropes and themes from FS2, it felt fresh and new. Struck a good balance between FS2's cog-in-a-machine story and the heavily character-driven plots of some other HLP mods.
New ships and weapons. They look cool, and some of them rock. My favorites: The Ezechiel fighter, the Excalibur and Titan cannons, and the Penetrator II, Overwhelm, and... the however-you-spell-it missile (I love to use it, I just can't spell it! :P ) And of course, the Vampire super-fighter. These went well with a new and very difficult set of enemies: Avishags are a pain to hit, Phantasms are absolutely terrifying to fight, Gualis JUST. WONT. DIE. and Elihayuses have "nightmarishly" dangerous point defenses. And don't forget Meshulams.
Gameplay in general. SG succeeded at creating a realistic, strategy-driven combat model that was original, fun, and hard, yet felt like a natural outgrowth of FS gameplay.
And Ovadiah. A masterfully done villian. Even now I don't understand him. Is he in it for the power? Is he on the Nightmare's side? Is he actually genuinely interested in helping humanity? All of the above? Whatever he is, he's a genius. Is he even human? :shaking:
Anyway, I'd be willing to lend a hand with cleaning up the English for the next patch- as of the current patch it's not really that bad; like I said there was only one part where I wasn't sure what the characters were saying. I'm a native English speaker with good grades- although I don't always try my hardest to use correct grammar on these forums :P I could take a couple missions- or maybe some techroom entries- and proofread them if you like.
:yes2::yes:
-
Well, that was unexpected :D. Thank you for your review and feedback. It means a lot for us!
And yes, you're welcome as a grammar checker. Also we're making a big list what should we change in 1.2. As the work on SG is currently frozen in favor of our The Mystery Project, when the first act is released, we will start work on SG 1.2 and than we will let you know. After 1.2... Probably SG2: The Silent Eyes :)
-
We were planning to rebalance some of the missions in patch 1.2 to be more decent and noob-friendly :P. But reading your positive comments about SG's difficulty level is slowly drawing me to conclusion that there is no need to make the campaign significantly easier. A few mission will be rebalanced, but much fewer than we initally anticipated. I can see there are a few bugs to fix in the final missions that we somehow missed.
Sadly, I ran into a bug after mission 42. I had won 21/32 achievements, but instead of getting to play the Bonus Pack of missions, the game sent me straight to mission 43.
Strange thing. There is a condition to enable the extra missions and it seems that there's a bug of some kind. That's funny, we tested the extra loop twice and it worked well.
I decided to play the bonus mission in the techroom before moving on to the final mission of the campaign. Interestingly, despite the fact that I was playing them in the techroom, my loadout and damage carried over between missions as if I was playing them in the campaign. I didn't know the game engine could do that in the techroom; how did you get it to work?
It's Admiral MS' ship save/load script. When you finish a previous mission, stats of your ships are saved in a txt file and then loaded in another one. Unless you delete the files manually, the mission will automatically load data from the last time you played the previous one. In our future projects we plan to use the same script for checkpoint system, not only to store data between the missions.
The third mission of the loop goes down in my list as one of the hardest I ever played. I kept getting killed while trying to download the data from Bowman- usually it was the Nightmare cruisers at the end that got me. Finally I solved the problem by hiding in the Cerberus's fighterbay once I had already been detected... although I had to come out briefly to attack the engine and buy Bowman time (poor Bowman... :( )
Well, this is something most players hate - lots of enemies around and you're told to just stay in the shadow and download data... :P
Out of curiousity, what's an SCV? Miles seemed pretty upset to see them.
Uhhh... never played Starcraft, right :P? That's an easter egg. That scene with drones reminded me of Terran workers (SCVs) from Starcraft so much that I couldn't stand adding this dialogue :).
Then I played the last mission of the campaign, where we shut down the Shivan gate, once and for all. Um... I think the conversation between Miles and Grizzly at the end needs some editing. Grizzly acts like he doesn't know what happened to Jadhav (which he would know if you played the bonus loop) but he and Miles do know about the project to control the Nightmares (which they wouldn't know about unless you played the loop). I think this is the only time in the campaign where the English is problematic enough to actually make it hard to tell what the characters are saying.
This is connected with the previous bug. There are two versions of the dialogue. One took place if you had played extra missions and one if you had not. Because for some reason the game did not detect you had enough achievements, you saw the other (older) version of a dialogue. It was written quite a long ago and apparently it still needs some work. You can open a mission in FRED or Notepad so as to find an alternate dialogue (the one that should be displayed after you completed extra missions).
Anyway, I'd be willing to lend a hand with cleaning up the English for the next patch- as of the current patch it's not really that bad; like I said there was only one part where I wasn't sure what the characters were saying. I'm a native English speaker with good grades- although I don't always try my hardest to use correct grammar on these forums :P I could take a couple missions- or maybe some techroom entries- and proofread them if you like.
We will gladly accept your help. Before patch 1.1 release we had all missions corrected by native English-speakers who volunteered to improve the language a bit. Some of them reworked most of the dialogues, while the others did only minor changes. That's why there is still room for improvements in several places before we release patch 1.2.
EDIT: oops, Betrayal was first :).
-
On a hypothetical scale of 1-10, if SG's difficulty was a 9...
I'm not saying knock it down to a 3 or 4, but maybe a 7 or 8.
-
We will gladly accept your help. Before patch 1.1 release we had all missions corrected by native English-speakers who volunteered to improve the language a bit. Some of them reworked most of the dialogues, while the others did only minor changes. That's why there is still room for improvements in several places before we release patch 1.2.
Hey, if you need someone to do some very thorough and extensive proof-reading/improvement work for version 1.2, whether Tech Entries or Mission Dialogues, hit me up, guys. I'll gladly volunteer if needed. :D
-
HLP is rife with proofreaders, but a proofreader is no substitute for a good writer. I'd suggest hunting for the latter.
-
Problems with language actually doesn't mean we are a bad writers at all. We will search for proofreaders when we start working on 1.2, but essentialy our dialogues, descriptions and other stuff will remain the same.
-
I'm not saying you're bad writers; I'm just saying that if you want good writing in English, you will need a good English writer.
-
I'm not saying you're bad writers; I'm just saying that if you want good writing in English, you will need a good English writer.
I'd say I'm a pretty good writer, or at least my professors think so. You're right though; the biggest problem is not so much grammar mistakes as things that just sound kinda clumsy in English.
-
I'm sorry, writing dialogues is too much fun to us to give this task to someone else, especially someone who did not create the plot and characters himself. Some dialogues still need some work, I know, I hope to find and correct all of them in patch 1.2. Our problem was that there was really, really large amount of text, some was written in very early stage of SG's creation - about 3-4 years ago when our English was much worse than now, and some of them we (and volunteers working on 1.1) missed or did not improve enough. Well, we're still learning and I hope our writing will get better and better in our future campaigns. Most people admit there is a huge difference between dialogues in the first missions and for example in extra loop.
-
I'm sorry, writing dialogues is too much fun to us to give this task to someone else, especially someone who did not create the plot and characters himself. Some dialogues still need some work, I know, I hope to find and correct all of them in patch 1.2. Our problem was that there was really, really large amount of text, some was written in very early stage of SG's creation - about 3-4 years ago when our English was much worse than now, and some of them we (and volunteers working on 1.1) missed or did not improve enough. Well, we're still learning and I hope our writing will get better and better in our future campaigns. Most people admit there is a huge difference between dialogues in the first missions and for example in extra loop.
...not to mention out current missions :P
-
I'm sorry, writing dialogues is too much fun to us to give this task to someone else, especially someone who did not create the plot and characters himself. Some dialogues still need some work, I know, I hope to find and correct all of them in patch 1.2. Our problem was that there was really, really large amount of text, some was written in very early stage of SG's creation - about 3-4 years ago when our English was much worse than now, and some of them we (and volunteers working on 1.1) missed or did not improve enough. Well, we're still learning and I hope our writing will get better and better in our future campaigns. Most people admit there is a huge difference between dialogues in the first missions and for example in extra loop.
You know, come to think of it, you're right. The dialogue got better as time went on.
-
Yeah, I totally hear you guys there. I think writing for FreeSpace is a very unique and very particular skill set, and there's always something new to learn.
-
I went ahead and played the campaign a second time feeling that I hadn't done justice to it the first time.
I'm glad I did. I love the campaign and the difficulty. I suggest you don't change the difficulty since it is one of the selling points of this campaign. MAYBE rework the first few missions but not the later missions.
Kudos for the music choice. What is the music that plays around the ancient planet?
I'm willing to beta test any advances you make towards the sequel and check the dialogues for any errors.
-
We appreciate it and of course your help is welcome :). We will PM you when we start working on SG 1.2. As for the Ancient planet, which mission do You have in mind? The cutscene about the Nightmares?
-
I could never get past the first mission. I tried it a few times and kept losing the transport so I put the campaign down. Maybe worth a revisit if you all say it gets better later.
-
I could never get past the first mission. I tried it a few times and kept losing the transport so I put the campaign down. Maybe worth a revisit if you all say it gets better later.
Are you sure that was the 1st mission? I don't think that mission had you escorting transports.
-
Do you mean the transport [Corsair-class] that is going to dock with disabled civilian liner? What exactly destroys your transport?
-
I can only say what I've already said many times: read dialogues, choose targets wisely and, most important - THINK about what would be the best strategy for the mission.
There is only one attack that can destroy the transport. You have to deal with 3 bombers and 3 or 4 Hercs (as far as I remember). Destroy Hercs first, then target Zeus bombers. Alpha should destroy the third wing of enemies quickly and aid you then.
-
Hi,
I just downloaded the campaign now, so not yet started.
I thought I would let you know that for some reason, the link in the 1st post to the "assets" is not working properly. It takes you to the download at Mediafire... but when you actually click "download" on the page it doesn't do it.
However, when you click on the link provided in the release thread on Sectorgame @ http://sectorgame.com/forums/the-shadow-is-coming-shadow-genesis-release-t4850.html it does work.
I hope this makes sense!
-
If you can get to Download button, this is caused by MediaFire server or something like this. There is always Complete Package on FreeSpaceMods.net. Remember about 1.1a patch :P
-
What's the name of the track that plays in the cinematic where Hiven blows up? Is it available on iTunes?
-
Two Steps from Hell - The Ancients
-
We appreciate it and of course your help is welcome :). We will PM you when we start working on SG 1.2. As for the Ancient planet, which mission do You have in mind? The cutscene about the Nightmares?
The one in Andromeda when you're scanning Ancient ships for the first time and have to avoid Nightmare scouts. Its a really sad track.
-
It's main theme from Constantine movie or one of the night ambients from Stalker: Call of Pripyat.
-
Any tips for the 10th mission where you try to get damaged GTD Hecate through a Cerberus blockade? I can destroy the 3 Mjolnirs and the Minerva jamming ship, but I really don't have enough time to deal with those Deimosses and other cruisers / corvettes. The Hecate jumps too early and there just isn't enough Angel missiles to deal with everything. I can order my wingmates to overwhelm one cruiser at a time, but that's too slow and Hecate gets destroyed meanwhile. And if I try to give multiple targets to wingmen, nothing gets destroyed. Hecate is absolutely defenseless. It has under 30 % hp when it enters and has no Frontal beams. Even if I somehow manage to take out the main beams of Deimosses, their other weapons are still enough to take Hecate down.
I mean, either this is the most brutal mission I have ever seen, or I'm doing something terribly wrong. BTW, I managed to destroy the Cerberus convoy (extra objective) in the last mission, but it doesn't really help here.
-
Destroy beam cannons! Whole Shadow Genesis is about destroying main beams of enemy ships :P. You can use my favorite tactics - order one wingman to destroy one beam. Each of Alpha and other, to other cannon. Use this as much, as U need in SG. You rather... Will need that.
Cerberus convoy may be needed to get access to extra missions at the end of campaign. Currently it's not working, because we are retards and screwed it up. It will be fixed in SG 2.0 along with difficulty level of this mission.
-
Thank you :)
-
Hi,
I'm an avid gamer for Freespace 2.
I've just downloaded your campaign "Shadow Genesis" through FreespaceMods and ran into an error in the first mission "Intro".
It says that FSO has stopped running and will find a solution to the problem. I'm unable to start the campaign because of this error.
I'm currently running on FSO v3.7.2, mediavps_3612 and Shadow Genesis v1.1
Can someone help me with this problem? Much appreciated if it can be done quick.
-
http://www.hard-light.net/forums/index.php?topic=86475.0
Use the new mediaVPs first, then try it.
Or even try using an older build with the old mediavps.
-
It says that FSO has stopped running and will find a solution to the problem.
Did it stop being responsive during loading, perhaps? Maybe right after you clicked the mouse?
-
http://www.hard-light.net/forums/index.php?topic=86475.0
Use the new mediaVPs first, then try it.
Or even try using an older build with the old mediavps.
Tried changing the mod.ini file from "mediavps_3612,Shadow Genesis;" to "mediavps_2014,Shadow Genesis;", but still no change.
Is there any other way to change it?
P.S. "mediavps_2014" was used from the BP2's mod.ini
Did it stop being responsive during loading, perhaps? Maybe right after you clicked the mouse?
Clicked the continue button [R], and I let the mission load. As soon as it finish loading, the game crashed.
Also tried a few other missions by Ctrl + Shift + S to to try a few random missions as a precaution.
Most of them I tried were working but the mission "Old Friends" I encounter another error, but is after the briefing part, after pressing Commit.
-
Tried changing the mod.ini file from "mediavps_3612,Shadow Genesis;" to "mediavps_2014,Shadow Genesis;", but still no change.
Is there any other way to change it?
Well, it should actually be "Shadow Genesis;mediavps_2014" and not the other way around. It shouldn't actually cause crashes, though. The odd thing is that you didn't get an actual error message.
Please post your fs2_open.log file. Instructions on how to do this can be found in this post.
-
Well, it should actually be "Shadow Genesis;mediavps_2014" and not the other way around. It shouldn't actually cause crashes, though. The odd thing is that you didn't get an actual error message.
Please post your fs2_open.log file. Instructions on how to do this can be found in this post.
Attached is the .log file
When I started the game in FSO v3.7.2 debug mode, it gave me numerous warnings, majority to some missile gunship without turrets and a few warnings about Falcon fighters.
Game crashes when the same warning keeps appearing.
I hope the file above helps in finding out the error.
[attachment deleted by nobody]
-
Intel gpu?
Try "Disable GLSL (shader) Support" (-no_glsl)
-
Intel gpu?
Try "Disable GLSL (shader) Support" (-no_glsl)
Nope, even on debug mode, it still doesn't work.
-
Do you have any other mods or campaigns that are being picked up from your root Freespace folder?
I've just had a look at your log and I don't recognise the multi-missionpack.vp and the mulit-missionvoicepack.vp! I think these could be interferring with the Shadow Genesis mod. However, I am not an expert on these matters so I could be wrong, but I would suggest to remove them from your root Freespace 2 folder then try to load the mod.
If this doesn't work, then perhaps try to create a new pilot if you haven't done so already!
-
I've just had a look at your log and I don't recognise the multi-missionpack.vp and the mulit-missionvoicepack.vp! I think these could be interferring with the Shadow Genesis mod. However, I am not an expert on these matters so I could be wrong, but I would suggest to remove them from your root Freespace 2 folder then try to load the mod.
To the best of my knowledge those simply include additional retail multiplayer missions and shouldn't interfere with any other mods in any way.
-
I've just had a look at your log and I don't recognise the multi-missionpack.vp and the mulit-missionvoicepack.vp! I think these could be interferring with the Shadow Genesis mod. However, I am not an expert on these matters so I could be wrong, but I would suggest to remove them from your root Freespace 2 folder then try to load the mod.
To the best of my knowledge those simply include additional retail multiplayer missions and shouldn't interfere with any other mods in any way.
Yes, multi-missionpack.vp and multi-missionvoicepack.vp are :v:-original files and shouldn't be conflicting with the mod in any way (they're also supposed to be in the root FS2 folder, and I have them there with no problems running Shadow Genesis).
-
I thought they were multi player files, but I thought it might be worth a shot as i did not have them in my root folder.
One other thing I noticed is that the display is set to 16 bit colour depth. I doubt it would make much of a difference but would it be worth setting it to 32 bit?
Looks as though there have been quite a few mods in that install as well, so another thing worth a try would be a fresh install on FS2, then playing Shadow Genesis before installing any other mods.
Just a coupla thoughts! :)
-
Yes, setting the color depth to 32-bit is definitely a good idea. It may not solve this particular problem, but I've seen many users run into issues with it in the past.
-
I just played through this campaign, and it was very enjoyable. Going to another galaxy and fighting someone besides the Shivans was quite refreshing. Is there anything planned for Shadow Genesis in 2015?
-
Is SG playable with the 2014 mediavps?
-
Do you have any other mods or campaigns that are being picked up from your root Freespace folder?
I've just had a look at your log and I don't recognise the multi-missionpack.vp and the mulit-missionvoicepack.vp! I think these could be interferring with the Shadow Genesis mod. However, I am not an expert on these matters so I could be wrong, but I would suggest to remove them from your root Freespace 2 folder then try to load the mod.
If this doesn't work, then perhaps try to create a new pilot if you haven't done so already!
Hi everyone, sorry if I hadn't reply to this topic for a long while, even by removing these multi-missionpack and its voice files doesn't do anything.
I've just re-downloaded the whole campaign from MediaFire and still the problem persist.
I also recreate my own pilot profile and still doesn't work.
I think it has to do with some of the ship's specifications, especially that gunship.
Can someone please rectify the ship's specs? Thanks in advance, I've heard that Shadow Genesis has a extremely good script in the campaign.
I thought they were multi player files, but I thought it might be worth a shot as i did not have them in my root folder.
One other thing I noticed is that the display is set to 16 bit colour depth. I doubt it would make much of a difference but would it be worth setting it to 32 bit?
Looks as though there have been quite a few mods in that install as well, so another thing worth a try would be a fresh install on FS2, then playing Shadow Genesis before installing any other mods.
Just a coupla thoughts! :)
Because I don't know how to set the resolution size on my computer in the old launcher. Until I downloaded the yal_launcher recently, then the resolution is set correctly.
Not sure how it works but if you want to view the .log file, I'll send you an updated one soon.
-
Hi everyone, I managed to bypass the first two interludes and tried several mission but it stopped working after 3 Posiedon freighters come and collect their cargo.
I checked the debug mode and I found out this error
---------------------------
Assertion Failed!
---------------------------
Assert: pss->triggered_rotation_index >= 0
File: modelanim.cpp
Line: 849
ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2-DEBUG.exe! WinAssert + 194 bytes
fs2_open_3_7_2-DEBUG.exe! model_anim_set_initial_states + 366 bytes
fs2_open_3_7_2-DEBUG.exe! ship_create + 2314 bytes
fs2_open_3_7_2-DEBUG.exe! parse_create_object_sub + 77 bytes
fs2_open_3_7_2-DEBUG.exe! parse_create_object + 193 bytes
fs2_open_3_7_2-DEBUG.exe! mission_did_ship_arrive + 583 bytes
fs2_open_3_7_2-DEBUG.exe! mission_maybe_make_ship_arrive + 39 bytes
fs2_open_3_7_2-DEBUG.exe! mission_eval_arrivals + 429 bytes
fs2_open_3_7_2-DEBUG.exe! mission_parse_eval_stuff + 35 bytes
fs2_open_3_7_2-DEBUG.exe! game_simulation_frame + 1060 bytes
fs2_open_3_7_2-DEBUG.exe! game_frame + 497 bytes
fs2_open_3_7_2-DEBUG.exe! game_do_frame + 239 bytes
fs2_open_3_7_2-DEBUG.exe! game_do_state + 379 bytes
fs2_open_3_7_2-DEBUG.exe! gameseq_process_events + 237 bytes
fs2_open_3_7_2-DEBUG.exe! game_main + 782 bytes
fs2_open_3_7_2-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2-DEBUG.exe! WinMainCRTStartup + 15 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSetCurrentTransaction + 212 bytes
ntdll.dll! RtlSetCurrentTransaction + 159 bytes
[ This info is in the clipboard so you can paste it somewhere now ]
Could someone help check on this error? Thanks in advance.
-
Hi everyone, I managed to bypass the first two interludes and tried several mission but it stopped working after 3 Posiedon freighters come and collect their cargo.
I checked the debug mode and I found out this error
---------------------------
Assertion Failed!
---------------------------
Assert: pss->triggered_rotation_index >= 0
File: modelanim.cpp
Line: 849
ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2-DEBUG.exe! WinAssert + 194 bytes
fs2_open_3_7_2-DEBUG.exe! model_anim_set_initial_states + 366 bytes
fs2_open_3_7_2-DEBUG.exe! ship_create + 2314 bytes
fs2_open_3_7_2-DEBUG.exe! parse_create_object_sub + 77 bytes
fs2_open_3_7_2-DEBUG.exe! parse_create_object + 193 bytes
fs2_open_3_7_2-DEBUG.exe! mission_did_ship_arrive + 583 bytes
fs2_open_3_7_2-DEBUG.exe! mission_maybe_make_ship_arrive + 39 bytes
fs2_open_3_7_2-DEBUG.exe! mission_eval_arrivals + 429 bytes
fs2_open_3_7_2-DEBUG.exe! mission_parse_eval_stuff + 35 bytes
fs2_open_3_7_2-DEBUG.exe! game_simulation_frame + 1060 bytes
fs2_open_3_7_2-DEBUG.exe! game_frame + 497 bytes
fs2_open_3_7_2-DEBUG.exe! game_do_frame + 239 bytes
fs2_open_3_7_2-DEBUG.exe! game_do_state + 379 bytes
fs2_open_3_7_2-DEBUG.exe! gameseq_process_events + 237 bytes
fs2_open_3_7_2-DEBUG.exe! game_main + 782 bytes
fs2_open_3_7_2-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2-DEBUG.exe! WinMainCRTStartup + 15 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSetCurrentTransaction + 212 bytes
ntdll.dll! RtlSetCurrentTransaction + 159 bytes
[ This info is in the clipboard so you can paste it somewhere now ]
Could someone help check on this error? Thanks in advance.
Could you please attempt to reproduce this error with a recent Nightly Build (http://www.hard-light.net/forums/index.php?board=173.0)? At some point post-3.7.2, that unhelpful Assert() was changed into an Assertion() that actually says the name of the ship, which could help determine what's gone wrong here.
-
I ran through fs2_open_3_7_0.exe and the error has cleared off for the mission.
Thanks AdmiralRalwood for the tip in nightly build. :yes: :)
-
:bump:
(http://i63.tinypic.com/2qwezh4.jpg)
As you may or may not know, first chapter of Mystery Project is nearing completion. We decided inside our team to take care about our first child and improve it. Ladies and gentelmen, I'd like to announce that SG 2.0 may happen, but... Reborn will happen instead :D
This is pretty lax annoucement, and the proper one will come in time :]. So far I can tell you some basic things:
- ALL missions revmapped - Yes. Despite the fact that Shadow Genesis is 47 mission long, what makes it one of the longest campaings ever released, we decided to revmap almost all of the missions. We hate big, random BoE battles and other stuff in current release so we decided to make a lot of changes and improvements. No more random big battles, no more random waves of enemy caphsips, disarming tons of beams and other annoying things. the Reborn will be much easier and instinctive than previous release.
- THREE campaigns! - Yup. SG is insanely long and may be exhausted because of that, and Reborn... Meh :P. Reborn will be even longer. We decided to divide Shadow Genesis into three independent, 15-20 mission long campaigns sharing the same modpack.
- Improved Storyline - The title speaks for itself. We discuss about many important changes to our story and we agreed that we can make our story better. Comparable to what we already have in Mystery Project, SG is... Need to be improved :). The story starts in Ross 128 onboard GTD Arcturus and her mission is to find out terrorists hideout somewhere in the system, but this is just a beginning!
- Vasudans! - Yup, the ZODs are coming to Wolf's System Group with new fleet of cool ships and weapons, and will play a significant role in Reborn!
- HTL Nightmare Fleet - All of the Nightmare ships will be revmapped, as well as many terran ships.
More info... Coming soon! Remember guys, this is Reborn. We are gonna change a lot of things to give you basicly new project of the best possible quality. First SG release was quite an experiment. We will cut off what you hate, improve what you love and give you much more fun for long, lonely evenings.
-
Got rid of pirate Deimos yet?
-
Got rid of pirate Deimos yet?
Yup
...and BTW: You are not funny.
-
If I may make a small request:
One piece of audio in SG I really liked was that track that played at the main menu (where you selected 'campaign', 'tech room', etc.)
It was soothing and peaceful and pleasant to listen to. I hope that stays. :)
-
https://www.youtube.com/watch?v=QEx0_7N7JBA
Yup. It's menu music for first act - Chasing Ghosts. Two other acts are gonna have similar tracks in the same style.
-
If you want to listen over to any track from any mod, you may simply open up the VP file and listen as well :) But that doesn't give you Youtube directions anyway unfortunately.
-
Since SG1 ended on kind of an open ended situation, I was hoping for a sequel...but I'll definitely give this a shot.
-
Since SG1 ended on kind of an open ended situation, I was hoping for a sequel...but I'll definitely give this a shot.
I hope we'll make a sequel someday too :P. Generally we have far too many great ideas and far too little time to turn them into campaigns.
We have plans for a sequel, but it will be after Mystery Project and after Reborn. Our general concept is to switch between these two projects and create one campaign for the first one, then one for the second, then first again etc.
Both I and Betrayal have the feeling that Shadow Genesis is a great campaign, immersive, challenging and unique, but on many fields we experimented, played with a form, tried a lot of stuff in mission design and story-telling to see how they will be received. We want to preserve what was great in SG - storyline, tactical battles, snipers, infiltrators, etc., but improve aspects of gameplay we find irritative or non-intuitive.
-
I'm glad to hear the idea of SG2 isn't completely dead. :)
-
But the most important things are, well... Most important :P. Our current project is Mystery Project that is almost ready for beta testing. Our queue is:
1. Mystery Project - Act I
2. SG: Reborn
3. We will see
It's quite hard to have two projects of that size. SG is 47 mission long and first act of Mystery Project is 25 mission long. We have... 72 freded missions and cutscenes, and this number will be even higher. Both projects have insanely big modpacks and imagine that SG is the smaller one :D. There are countless hours of freding, modelling, mapping, converting, playtesting, bugfixing, polishing etc.
Summary is simple: We don't know how much time and determination we have. Especialy with size of our projects. Real life is slowly consuming us out. If SG2: The Silent Eyes is ever gonna be made, I don't foresee soon release.
-
I understand there are priorities. :)
This Mystery Project has got me real curious though...any chance we could get some clue as to what the plot will be in the near future?
-
I revealed only a shreds of actual plot with screenshots and released models. Campaign start in Sol and involve two factions - Earth Federated Nations, post-GW GTA remnant and Outer Rim Syndicate - player's faction and liberal colonial superpower. Mystery Project tells the story of events in Sol, after mysterious subspace cataclysm.
...and this is not another war in Sol :P
-
Does it tie into Shadow Genesis at all? I think it would be call if it does :)
-
No. It will be a separate story and a separate lore. But you're going to like it too, as we are using everythingl we learnt about story-telling, gameplay and mission design when we were working on SG :).
-
Necro(ish) bump!
I've been playing through SG again with the goal of obtaining all 31 goals... but I've com across a problem in "Game in a trap." The Euryale bombers jump in about 13k away from the Hiven's main beam leaving no chance to destroy it, which kinda makes the goal unatainable when you can't destroy the main beam yourself.
I imagine this will probably not be fixed in SG's current state, but I thought you should be aware when it comes to doing SG:Reborn.
If there is a fix for this, please link me! :)
Edit:- Well I decided to say sod it and move on... but how do you access those 4 bonus missions. I can't find them in the simulator!
-
It's triggered event. There is actually a very little chance. If you load all your pilots with titan/hypacs and penetrator II missiles you have a chance to destroy main beam of Nightmare flagship without the bombers. Thus it will probably have large impact on Dies Irea, as most of Hiven's secondary beams are operational and can smash Merdation and Impaler into pieces.
Yeah I... Hate my old naming convention. I can say that Hiven will be renamed to SJ Vichama, Merdarion will be listed as GTSD Invictus, and Impaler will be replaced with vasudan destroyer.
As for bonus missions, it's a bug with them. They are unaccesable even after you finish campaign with proper archievements. Use CTRL + Shift + S in mission load menu. We were pretty retarded doing it few years ago :P.
-
I'll look at doing that tomorrow then. I've finished the campaign again now. I got 30/31 achievements! :D
Looking forward to Reborn.
Any updates with Exile?
Ih btw... I'm looking at making another sound pack soon if you're interested. I've got two engine noises ready to go and some ambient music. I'm currently in the process of remixing an already existing FS2 track (I'm not gonna say which one) for use with combat! I'm just wondering what else to include in this sound pack to flesh it out a bit.
-
If I may make a minor suggestion:
If you have achievements in Reborn...since a lot of people wondered how to get them in SG...maybe it would be a good idea to have a Word document or something in the download package that explains the requirements for getting the achievements?
Of course there would be massive spoilers so it should probably be called "SPOILERS-Achievement guide" or something like that.
-
You can find the achievement list on page 8 of this thread (http://www.hard-light.net/forums/index.php?topic=75000.140).
But definitely a good idea to provide the achievement list... maybe even replace the medal box with it.
-
How to get the achievements and how many achievements there are might change for SG: Reborn.
What I meant was that I was suggesting the list of achievements and how to get them be provided when downloading Reborn (with a spoiler warning).
-
Hello, I meant to post this some time ago already, but late is still better than never right?
The thing is, 3.7.4 (stable) seems to break Shadow Genesis' last combat mission against Hiven. Once the allied Superdestroyer jumps in during a cutscene, the game crashes with this message:
Assert: pss->triggered_rotation_index >= 0
File: modelanim.cpp
Line: 849
Unable to find triggered rotation for ship Impaler.
It seems either you will have to update your ship asset, or the code heroes of SCP could reduce this assertion into a simple log warning. For now, Shadow Genesis is broken in newer builds, which is a great shame because it's a great modern campaign with a full story. Nowadays I would recommend it over Derelict if a new player wants a complete post Capella experience.
The full mission log is here (http://olzie.mbnet.fi/Moebius/FSO_bughunt/SG/fs2_open.log).
-
Chill out. Patch 1.2 is in WiP stage. All bugs and crap will be solved.
-
Chill out. Patch 1.2 is in WiP stage. All bugs and crap will be solved.
Sure, I didn't mean to sound hasty or impatient! :D
Will be looking forward for future releases. All those who keep this old game alive have my automatic respect :yes:
-
Chill out. Patch 1.2 is in WiP stage. All bugs and crap will be solved.
Sure, I didn't mean to sound hasty or impatient! :D
Will be looking forward for future releases. All those who keep this old game alive have my automatic respect :yes:
As I used to say, First things first
And the Exile is our "firstest" :]
-
Any progress on this?
I WANT TO PLAY (but can't. Crashes)
-
Not currently. SG would require one or two weeks of work from us, while we're currently focused on first act of Exile.
-
:bump:
We changed plans and started working on 1.2 today. I already removed tons of shi... Of bugs from modpack and I'm kinda surprised how crappy debug of 3.6.18 was o__O.
-
:bump:
I'm alive :P. Shadow Genesis: 2017 Edition is in testing stage!
-
:bump:
I'm alive :P. Shadow Genesis: 2017 Edition is in testing stage!
Oh mah goodness the hype is real! XD
-
Great news!
-
...and infamous cutscene with flying Argo, Trashman's liner and two guys talking to each other was sent off to hell, with new mission instead. The grim legend of the worst cutscene ever made is ending right now :P.
Everything seems to be working, with some rebalancing and cancerous missions basicly redone, or remade completly. I need to make some new mainhalls, with Mixael's hi-res mainhall as template. When it's done, we will push it rolling.
-
It's awesome to hear this.
Shadow Genesis had one of my favorite pieces of music that I've heard in a FS game (I don't remember the name of the track but it was the song that played while you were in the main menu).
-
I'm playing this too. Right now. This is good. I love the panic.
One question: are the files in the OP updated? Because I downloaded this from there.
Oh yes, I made a radar-shp.tbm file for this for my convenience so icons will properly display on the radar. I can share it here if you want this. This file will belong to SG.
-
One question: are the files in the OP updated? Because I downloaded this from there.
I believe the OP is still the previous version.
He's working on an updated version of the campaign to presumably be released sometime in 2017.
-
SG 2017 Edition is more or less done. I need to finish my playthrough and make new mainhalls, but I'm kinda lacking time due to various issues. I guess it will be ready in month or two.
Herkie: Go ahead and send me your -shp. I will include it in the modpack. If I remember correctly I have my one started, but I lost the file somewhere xD.
-
Here you go. The radar-shp.tbm...
[attachment stolen by Russian hackers]
-
Thank ya, a lot :D!
-
:bump:
Anyone want to help? Everything is basicly ready, so my previous statement about release date now may be a lie :]. We need one or two people to beta test whole thing. I would go for beta release, but co-leader insisted on any form of beta testing.
-
I can help but I got a sequel going which may be completed in 3 months. I figured your need is immediate. I can help a little.
-
:bump:
Anyone want to help? Everything is basicly ready, so my previous statement about release date now may be a lie :]. We need one or two people to beta test whole thing. I would go for beta release, but co-leader insisted on any form of beta testing.
Im going to have some time off work in a week or so, and I plan to spend much time with FRED and FS2 in general, I could play through your thing in the meantime :)
-
(http://oi51.tinypic.com/348126b.jpg)
Old...
(http://orig14.deviantart.net/300d/f/2017/160/d/f/shadow_genesis_wallpaper_by_nyctaeus-dbc3gmx.png)
And new Shivan Gate sector :P. Turned into spaceart or wallpaper.
-
:eek:
The awesomness is too much!
-
First post updated and prepared for upcoming release ^^
-
This looks cool! :) I'm looking forward to playing it.
-
This is great. A nice addition to my collection.
-
The menu music from SG is some of my favorite menu music so I'm looking forward to hearing it again. :)
-
Will SG 2017 be on the FSO Installer?
-
I may add it when it's done. I guess I will PM Goober in that case.
-
It is alive, working and kicking asses. This time it works flawless, tested with recent builds and it's properly balanced. Full changelog is on the first post.
Download (http://www.mediafire.com/file/e2559a0jh49e2tn/Shadow_Genesis_2017_Edition.7z) - from here or from first post.
One monster is done. Time to finish-off Exile ^^
-
Congratulations!
I just downloaded this and will give it a try when I can.
BTW, is there a list for achievements like the previous SG version?
-
Can't wait to play this, however does anyone know how to rebind the zoom key to something else? I've found the script files for the zoom function but I don't know how to modify them, like what program to use to open them and modify them etc. Any help is appreciated.
-
Oh my... Nice nice nice, I will give this a try ;7
-
Can't wait to play this, however does anyone know how to rebind the zoom key to something else? I've found the script files for the zoom function but I don't know how to modify them, like what program to use to open them and modify them etc. Any help is appreciated.
Create a "data" folder in your "SG2017" directory. Now make "scripts" folder in already created "data" catalog. Open SG2017_Core.vp, and extract zoom_config.cfg to newly created "scripts" folder. Open it with notepad. You will see this:
Key: d
Zoom Lock Key: Alt-d
D is default zoom key. Change it to whatever you want, save, and leave this in "scripts" folder you created.
-
Can't wait to play this, however does anyone know how to rebind the zoom key to something else? I've found the script files for the zoom function but I don't know how to modify them, like what program to use to open them and modify them etc. Any help is appreciated.
Create a "data" folder in your "SG2017" directory. Now make "scripts" folder in already created "data" catalog. Open SG2017_Core.vp, and extract zoom_config.cfg to newly created "scripts" folder. Open it with notepad. You will see this:
Key: d
Zoom Lock Key: Alt-d
D is default zoom key. Change it to whatever you want, save, and leave this in "scripts" folder you created.
Hey thanks for the help, however altering zoom_config.cfg didn't work but following the same process and instead using zoom_init did the trick. In zoom_init there is a line stating zoomkey = "d", i switched d to my desired button and it now works. Now i'm off to enjoy Shadow Genesis again :D.
-
I never was specialist in case of scripts and other stuff :P. Anyway I'm glad You made it :)
-
This mod is looking interesting, I tried 2017 version, sadly I encountered two stable crashes in this mod, and interesting thing what the same crashes was appear in non-2017 version of Shadow Genesis, first one in the stage 3 of briefing of 3 or 4 mission, I don't recall its name, here screenshot of it: http://imgur.com/a/jSMNC it is not critical because its possible to just skip this briefing, the second one make game just unplayable, it appear after 8 mission when you need escort Meleager to KY Signi, I completed that mission, when it plays 9-th cut-scene mission, and when game crashes at the beginning of 10 mission, I tried launch that mission in debug version of FreeSpace Open, it managed to launch mission if I press Continue on all warnings, but when mission starts it gives this warning about ship Lafayette, which appear again when you press Continue, so mission is unplayable:
Warning: Turret Missile Launcher on ship Lafayette has no firing points assigned to it.
This needs to be fixed in the model.
File: aicode.cpp
Line: 11208
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
fs2_open_3_8_0_RC1_SSE2-FASTDBG.exe! <no symbol>
-
Download this (http://www.mediafire.com/file/wic6d3b8es6zvfq/PheobeFix.rar) and place it in the directory provided in rar. It will let you continue playing. Please, switch build to 3.7.4 official.
How this s**t passed through my debug and debugs of two other independent testers o___O. Sorry, debug was always missing some things.
-
I know it's meant to be a little more than average in terms of difficulty, but how on Earth am I supposed to get the achievement for saving the Meleager's beams in mission 8? The Virgo infiltrators appear within firing range immediately and they fire about a half second after appearing.
I managed at one point to guess the location they appear. They appeared right next to me and I still cant save the primary beams even after firing on Virgo as soon as they appear. This achievement seems impossible.
Also, I even let Alpha wing stay guarding me instead of having them guard the Meleager. They're firing on Virgo as soon as they enter but Virgo still manages to get shots off and disarm the beams. I have even managed to destroy Virgo but can never save the beams. I can even have Virgo destroyed a few seconds after they enter but still not enough.
Any advice?
-
Do want you do. You need only one from two beams working to get the achievement and you will still have it even if the beam get destroyed later. I never managed to save both beams, but I save bottom one very often at 30-50% integrity [78% is my record]. If you fire at each fighter one after another quickly, they will disband formation and try to do evasive actions due to Fury's AI. Just don't chase single fighter. Force them to break formation as soon, as they arrive. Now you can pick single one, while your wingmates should keep the rest busy.
And as for the PM question, you need 20 from 32 achievements. If this one is too hard, you may proceed to any other.
-
Well, I don't know if I'll be able to get the necessary 20 so I want to try to get as many as I can now.
-
Minor typo I noticed:
In the mission where you are watching a hostage negotiation situation...you listed the achievement as "Pirates Played Out." However, I stopped the pirates from getting the ransom and the achievement was called "Aggressive Negotiations."
-
Thanks for that fix, I applied that fix, and switched to the 3.7.4 build of FSO, I reached ACT II and so far I didn't encounter any problems, except funny glitch in that same 10 mission, when supply ship loaded my Herc Mk2 with 200 Penetrators and 125 Angel missiles :)
-
Minor typo I noticed:
In the mission where you are watching a hostage negotiation situation...you listed the achievement as "Pirates Played Out." However, I stopped the pirates from getting the ransom and the achievement was called "Aggressive Negotiations."
It should be Aggressive Negotiations. Achievement list in the first post is outdated as some of them were renamed in 2017 edition. We'll update it shortly.
Remember that if you don't get 20 achievements, you can replay missions in simulator and unlock missing ones. They will be counted as unlocked as long as you didn't accomplish mission 41 "Dies Irae".
Oh, and you can check your achievements any time in file data/scripts/sg_achievements.txt. But editing it is not recommended, I tried to edit the file in notepad and then in mission the script crashed trying to load it. Probably an issue with encoding.
-
Loving the mod so far, I played the original, Thought it was underrated, glad to see this getting more attention. ;)
Three things: in the aforementioned Negotiations mission there is no failure debrief, and at one point the negotiator calls "Iota" "Jota" with a j.
And the Slayer PDC uses it's gun model for it's bullet model, and as hilarious as that is, it should probably be fixed.
Thanks for that fix, I applied that fix, and switched to the 3.7.4 build of FSO, I reached ACT II and so far I didn't encounter any problems, except funny glitch in that same 10 mission, when supply ship loaded my Herc Mk2 with 200 Penetrators and 125 Angel missiles :)
Exact same thing happened to me, same ship, same mission. Granted, with that mission it's more of a feature. :drevil:
-
Which mission are you guys talking about (the one where you get hundreds of missiles)?
-
Which mission are you guys talking about (the one where you get hundreds of missiles)?
The mission where you come out of the Delta Majoris node and face like 7 or so corvettes, a bunch of cruisers and two remote beam cannons against your one destroyer, It's the last of a two part mission but you get to rearm at the start.
Mission 10 or 9 I think.
-
Funny glitch. I've never encountered it. But I never flied Herc2 in this mission.
Perhaps it's an issue with ship loading script, but I only guess. Did you have it in different mission or in a fighter other then Herc?
-
I finished the mod, it was very interesting, I like long and quality mods like this, planetary missions nice change from other mods, I even don't recall mods what have this, new ships, weapons and missiles are cool, and nice choose of music, really great mod :)
About Herc 2 with lots of missiles, it was happened once, in mission 10.
Also about big Unknown Ship encountered in mission when you scouting in another galaxy with SOC Stalker, interesting its belong to Cerberus, (its looks Terran for me), or another unknown race? And why Nightmares was scared of it and jump away when it appear?
-
We appreciate comments like that :). I'm glad U like it!
I can only say this ship is named Ephyra and it's not a Cerberus ship [or even terran]. Nightmares actually jumped out not because of it's presence, but they were requested by it to withdraw. Mysterious owners of this ship know terran race and arrived to scan us, but they prefer to stay in the shadows... For now.
They were intended to be included in Chapter III with rest of their warships and weapons, and play a major role in Supremacy expedition against Cerberus plans.
-
What do you mean by Chapter III?
-
What do you mean by Chapter III?
The Song of Apocalypse. The one we dreamed about to make after chapter II - The Silent Eyes. Plotline for four acts was prepared, but I got really burned out by SG so we switched our priorities to Exile.
The second chapter was supposed to be from perspective of Cerberus pilot operating in the GTVA from CLD Auriga - Argus' sister ship... And this one was supposed to be about shivans :). The third was supposed to be a a conclusion of two acts, shifting it's narrative from Miles to Grizzly from time to time. One on the expedition beyond The Shivan Gate, and the second operating in the GTVA space with chapter II protagonist. It was supoosed to be a big reveal of Cerberus big plan at all, and true motives of the Nightmares. But this is another story.
-
That sounds really cool.
After Exile, are you going to work on SGII?
-
Unfortunetely I doubt so. I'm tired of SG and basicly no longer interested in further project development. We made Exile mostly because I wanted something with more sophisticated and unique plot. When we decide what to do next, I guess it will be second act of Exile, but hope still remains.
-
Well, if you need to take a break for a while that's understandable. My vote/hope though is that SG gets continued some day. :)
If you ever make a decision someday that you're 100% definitely not going to do anymore SG work, could you at least write a story summary of what you had planned to do with SG 2 and 3 so we can know what would have happened at least to the GTVA, Nightmares, Cerberus, etc.?
It's similar to what Blue Planet people have said they would do if the campaign wasn't going to be completed: they said they'd write out the plot remaining so people weren't left hanging totally.
-
I was thinking about it. Perhaps we will if we make a decision about final project closure, we might reveal scripts for the remaining acts. Silent Eyes for example has much better writting than Act I, and in my opinion it's worth to be made.
In my opinion, SG suffers from a problem of being campaign I wanted to make, with storyline we added later. SG is very old mod, released in 2013 and started in 2011. My way of storline design and overall campaign development evolved over the years, gave birth to Exile, end rendered SG obsolete in terms of development. Alrough further, hipotetical acts of SG are written much better, Exile is more original, imaginative, has better plot details and character development. While SG still has good storyline, it's below my current ambitions :P.
Idea came to my mind one day: Shadow Genesis: Reborn - completly new project based on old SG as a mainframe. With HTL Nightmare fleet, Vasudans as a part of Wolf's Fleet, new incarnation of Cerberus called Anathema [along with their flagship, following the scheme], major improvements in Nightmares plot and completly new missions... But later I realized that life is going on and we probably won't have time for such things. I made GTCv Eurynome for that purpose, and today it's solely remaining off-shot of whole SG:R idea. Other stuff [including apophysis skyboxes] were included in SG 2017.
In previous posts I wanted to give players some hints about continuation, just like original FS did if we won't decide to resume project development.
-
I PMed you some thoughts on the matter, I hope that's okay with you. Just some friendly advice and thoughts from a fan. :)
-
If anyone could give some advice on achieving the achievement in mission 21 I'd appreciate it:
SG21 - INNOCENTS FROM TAU ENIGMA - Save all ships of the civilian convoy in "Through back door"
Is this talking about just the ships in your convoy or both convoys? One convoy is nearly instantly destroyed by an enemy destroyer when it jumps in.
Even if it's just your convoy I can't seem to save all the ships (civilian and military).
Any suggestions?
-
Only your convoy. You cannot save the other one.
Commanding your wingmen and concentration on small transports are the key to unlocking this achievement. Alexandria can survive quite a lot of hits. Paradoxically, you often need to prioritize enemy fighters rather than bombers.
-
Also interesting who is author of "LS" battle musics? Ones what plays on planet missions?
-
Also interesting who is author of "LS" battle musics? Ones what plays on planet missions?
I patched it up from outstanding work of Jack Wall. Everything is in the credits, or in SG-mus.tbm.
-
Only your convoy. You cannot save the other one.
Commanding your wingmen and concentration on small transports are the key to unlocking this achievement. Alexandria can survive quite a lot of hits. Paradoxically, you often need to prioritize enemy fighters rather than bombers.
I finally got this through the tech room yesterday. Admittedly I played on "Very Easy", but I still got the achievement. Sometimes I would fire an Angel at a fighter and it would take out the whole fighter wing which was helpful in mission. :cool:
-
I ran into an interesting glitch on "Long Road Home" concerning the achievement on that mission:
This is what the thread officially lists the achievement as:
17. SG27 - THE FINAL STRAIGHT - Escort Stalker to Spica with hull at min. 35% in "Long road home"
I managed to get the Stalker out with 35% exactly. The issue is, in game the achievement was displayed as "- THE FINAL STRAIGHT - Escort Stalker to Spica with hull at min. 40% in "Long road home".
In game it said I needed 40% but I only got 35% and still got the achievement. I'm not complaining (since I got the achievement), but just thought I'd let you know.
-
I tried downloading this, and got a CTD when loading the first mission.
I tried redownloading it (maybe a bad download?) and the same thing happened.
So I ran a debug build, and got this:
==========================================================================
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: 3.7.4.20160307
Passed cmdline options:
-spec_exp 15
-ogl_spec 50
-spec_static 1.7
-spec_point 1.2
-spec_tube 1.5
-ambient_factor 5
-soft_particles
-no_vsync
-dualscanlines
-orbradar
-3dwarp
-ship_choice_3d
-warp_flash
-mod SG2017,MediaVPs_2014
Building file index...
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets1.vp' with a checksum of 0xe500b509
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets2.vp' with a checksum of 0xfc050451
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Audio.vp' with a checksum of 0x1588d481
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Core.vp' with a checksum of 0x6b18ac6e
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Effects.vp' with a checksum of 0x28bea544
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_GUI.vp' with a checksum of 0xf01b7b0c
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\GOG Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\GOG Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\GOG Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\GOG Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\GOG Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\GOG Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\GOG Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\GOG Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\GOG Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\GOG Games\Freespace 2\SG2017\' ... 0 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets1.vp' ... 583 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets2.vp' ... 465 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Audio.vp' ... 171 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Core.vp' ... 737 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Effects.vp' ... 602 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_GUI.vp' ... 1316 files
Searching root 'C:\GOG Games\Freespace 2\MediaVPs_2014\' ... 0 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'C:\GOG Games\Freespace 2\' ... 25 files
Searching root pack 'C:\GOG Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\GOG Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\GOG Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\GOG Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\GOG Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\GOG Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\GOG Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\GOG Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\GOG Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 27 roots and 19354 files.
TBM => Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM => Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
TBM => Starting parse of 'axmsg-mod.tbm' ...
Initializing OpenAL...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
Found extension "ALC_EXT_EFX".
You are not using OpenAL Soft. Disabling enhanced sound.
Sample rate: 44100 (44100)
EFX enabled: NO
Playback device: Generic Software on Speakers (10- High Definition Audio Device)
Capture device: Microphone (Screaming Bee Audio
... 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: 24, stencil: 8, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : AMD Radeon HD 7900 Series
OpenGL Version : 4.4.12874 Compatibility Profile Context 14.100.0.0
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_ARB_shader_texture_lod".
Using extension "GL_ARB_texture_float".
Using extension "GL_ARB_draw_elements_base_vertex".
Using extension "GL_EXT_framebuffer_blit".
Using extension "GL_EXT_geometry_shader4".
Using extension "GL_EXT_texture_array".
Using extension "GL_ARB_uniform_buffer_object".
Using extension "GL_EXT_transform_feedback".
Using extension "GL_ARB_draw_instanced".
Using extension "GL_ARB_texture_buffer_object".
Found special extension function "wglSwapIntervalEXT".
Compiling new shader:
Particle Effects
Loading built-in default shader for: effect-v.sdr
Loading built-in default shader for: effect-particle-f.sdr
Shader Variant Features:
Compiling new shader:
Particle Effects
Loading built-in default shader for: effect-v.sdr
Loading built-in default shader for: effect-particle-f.sdr
Loading built-in default shader for: effect-screen-g.sdr
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
Loading built-in default shader for: effect-distort-v.sdr
Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
Deferred Lighting
Loading built-in default shader for: deferred-v.sdr
Loading built-in default shader for: deferred-f.sdr
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
Loading built-in default shader for: deferred-clear-v.sdr
Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:
Max texture units: 8 (32)
Max client texture states: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16777215
Max texture size: 16384x16384
Max render buffer size: 16384x16384
Can use compressed textures: YES
Texture compression available: YES
Post-processing enabled: NO
Using trilinear texture filter.
OpenGL Shader Version: 4.30
... OpenGL init is complete!
Size of bitmap info = 797 KB
Size of bitmap extra info = 52 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 message = Failed to open file.
TBM => Starting parse of 'mv_flak-sct.tbm' ...
TBM => Starting parse of 'mv_exp-sct.tbm' ...
TBM => Starting parse of 'mv_dbrs-sct.tbm' ...
TBM => Starting parse of 'zoom-sct.tbm' ...
TBM => Starting parse of 'zLoadFirst-sct.tbm' ...
TBM => Starting parse of 'shipsaveload-sct.tbm' ...
TBM => Starting parse of 'parsecfg-sct.tbm' ...
TBM => Starting parse of 'axmsg-sct.tbm' ...
TBM => Starting parse of 'AnEngines-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 message = Failed to open file.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
TBM => Starting parse of 'SG-sdf.tbm' ...
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'mv_effects-mfl.tbm' ...
TBM => Starting parse of 'SG-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error message = Failed to open file.
TBM => Starting parse of 'mv_effects-amr.tbm' ...
TBM => Starting parse of 'mv_assets-aip.tbm' ...
TBM => Starting parse of 'SG-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM => Starting parse of 'mv_root-wxp.tbm' ...
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'SG-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 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)
BMPMAN: Found EFF (bexp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp_fire.eff) with 14 frames at 30 fps.
BMPMAN: Found EFF (exp_flare.eff) with 18 frames at 20 fps.
BMPMAN: Found EFF (exp_plasma.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (exp_smoke.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (gauss_impact.eff) with 8 frames at 32 fps.
BMPMAN: Found EFF (ArcherMuzz.eff) with 5 frames at 20 fps.
BMPMAN: Found EFF (blueblast.eff) with 15 frames at 20 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (ShieldHit03a.eff) with 22 frames at 30 fps.
TBM => Starting parse of 'mv_root-wep.tbm' ...
TBM => Starting parse of 'mv_assets-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
WARNING: "Could not find weapon type 'Vasudan CM' to use as countermeasure on species 'Vasudan'" at weapons.cpp:3475
Freeing all existing models...
Still opened files:
c:\code\fs2_open_3_7_4_rc1\code\parse\generic_log.cpp:61
c:\code\fs2_open_3_7_4_rc1\code\parse\generic_log.cpp:61
A missing Vasudan countermeasure?
I dug through your VP files and found this in your weapons.tbl:
; ********** Countermeasure Section **********
#Countermeasures
; MK, 5/22/97, Type One countermeasure, first pass.
; So far, no rendering information, just uses explosion bitmap.
; Chaff (or whatever) pieces are projected backward in a hemisphere.
; JAS, 1/29/98, added a model name for how it renders.
$Name: Type One
$Velocity: 30.0 ;; speed relative to ship, rear-fired until POF info added, MK, 5/22/97
$Fire Wait: 0.5
$Lifetime Min: 1.0 ;; Minimum lifetime
$Lifetime Max: 2.0 ;; Maximum lifetime. Actual lifetime is rand(min..max).
$LaunchSnd: 99 ;; countermeasure 1 fired
$Model: cmeasure01.pof ;; What pof file this uses
#End
Your mv_effects_wep.tbm does not seem to have it either.
-
Ooops... Slipped through the debug again. Download this (http://www.mediafire.com/file/l3ly3z23hbw6rrr/2017_2.1.rar).
-
Also CTD'd upon entering the ready room & loading the first mission. But when I ran my debug build, it did emit a different log, so the fix is indeed making progress:
==========================================================================
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: 3.7.4.20160307
Passed cmdline options:
-spec_exp 15
-ogl_spec 50
-spec_static 1.7
-spec_point 1.2
-spec_tube 1.5
-ambient_factor 5
-soft_particles
-no_vsync
-dualscanlines
-orbradar
-3dwarp
-ship_choice_3d
-warp_flash
-mod SG2017,MediaVPs_2014
Building file index...
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets1.vp' with a checksum of 0xe500b509
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets2.vp' with a checksum of 0xfc050451
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Audio.vp' with a checksum of 0x1588d481
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Core.vp' with a checksum of 0x6b18ac6e
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Effects.vp' with a checksum of 0x28bea544
Found root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_GUI.vp' with a checksum of 0xf01b7b0c
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\GOG Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\GOG Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\GOG Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\GOG Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\GOG Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\GOG Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\GOG Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\GOG Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\GOG Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\GOG Games\Freespace 2\SG2017\' ... 4 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets1.vp' ... 583 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Assets2.vp' ... 465 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Audio.vp' ... 171 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Core.vp' ... 737 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_Effects.vp' ... 602 files
Searching root pack 'C:\GOG Games\Freespace 2\SG2017\SG2017_GUI.vp' ... 1316 files
Searching root 'C:\GOG Games\Freespace 2\MediaVPs_2014\' ... 0 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\GOG Games\Freespace 2\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'C:\GOG Games\Freespace 2\' ... 25 files
Searching root pack 'C:\GOG Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\GOG Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\GOG Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\GOG Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\GOG Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\GOG Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\GOG Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\GOG Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\GOG Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 27 roots and 19358 files.
TBM => Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM => Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
TBM => Starting parse of 'axmsg-mod.tbm' ...
Initializing OpenAL...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
Found extension "ALC_EXT_EFX".
You are not using OpenAL Soft. Disabling enhanced sound.
Sample rate: 44100 (44100)
EFX enabled: NO
Playback device: Generic Software on Speakers (10- High Definition Audio Device)
Capture device: Microphone (Screaming Bee Audio
... 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: 24, stencil: 8, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : AMD Radeon HD 7900 Series
OpenGL Version : 4.4.12874 Compatibility Profile Context 14.100.0.0
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_ARB_shader_texture_lod".
Using extension "GL_ARB_texture_float".
Using extension "GL_ARB_draw_elements_base_vertex".
Using extension "GL_EXT_framebuffer_blit".
Using extension "GL_EXT_geometry_shader4".
Using extension "GL_EXT_texture_array".
Using extension "GL_ARB_uniform_buffer_object".
Using extension "GL_EXT_transform_feedback".
Using extension "GL_ARB_draw_instanced".
Using extension "GL_ARB_texture_buffer_object".
Found special extension function "wglSwapIntervalEXT".
Compiling new shader:
Particle Effects
Loading built-in default shader for: effect-v.sdr
Loading built-in default shader for: effect-particle-f.sdr
Shader Variant Features:
Compiling new shader:
Particle Effects
Loading built-in default shader for: effect-v.sdr
Loading built-in default shader for: effect-particle-f.sdr
Loading built-in default shader for: effect-screen-g.sdr
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
Loading built-in default shader for: effect-distort-v.sdr
Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
Deferred Lighting
Loading built-in default shader for: deferred-v.sdr
Loading built-in default shader for: deferred-f.sdr
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
Loading built-in default shader for: deferred-clear-v.sdr
Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:
Max texture units: 8 (32)
Max client texture states: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16777215
Max texture size: 16384x16384
Max render buffer size: 16384x16384
Can use compressed textures: YES
Texture compression available: YES
Post-processing enabled: NO
Using trilinear texture filter.
OpenGL Shader Version: 4.30
... OpenGL init is complete!
Size of bitmap info = 797 KB
Size of bitmap extra info = 52 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 message = Failed to open file.
TBM => Starting parse of 'mv_flak-sct.tbm' ...
TBM => Starting parse of 'mv_exp-sct.tbm' ...
TBM => Starting parse of 'mv_dbrs-sct.tbm' ...
TBM => Starting parse of 'zoom-sct.tbm' ...
TBM => Starting parse of 'zLoadFirst-sct.tbm' ...
TBM => Starting parse of 'shipsaveload-sct.tbm' ...
TBM => Starting parse of 'parsecfg-sct.tbm' ...
TBM => Starting parse of 'axmsg-sct.tbm' ...
TBM => Starting parse of 'AnEngines-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 message = Failed to open file.
TBM => Starting parse of 'mv_effects-sdf.tbm' ...
TBM => Starting parse of 'SG-sdf.tbm' ...
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'mv_effects-mfl.tbm' ...
TBM => Starting parse of 'SG-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error message = Failed to open file.
TBM => Starting parse of 'mv_effects-amr.tbm' ...
TBM => Starting parse of 'mv_assets-aip.tbm' ...
TBM => Starting parse of 'SG-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM => Starting parse of 'mv_root-wxp.tbm' ...
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'SG-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 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)
BMPMAN: Found EFF (bexp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp_fire.eff) with 14 frames at 30 fps.
BMPMAN: Found EFF (exp_flare.eff) with 18 frames at 20 fps.
BMPMAN: Found EFF (exp_plasma.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (exp_smoke.eff) with 15 frames at 30 fps.
BMPMAN: Found EFF (gauss_impact.eff) with 8 frames at 32 fps.
BMPMAN: Found EFF (ArcherMuzz.eff) with 5 frames at 20 fps.
BMPMAN: Found EFF (blueblast.eff) with 15 frames at 20 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (ShieldHit03a.eff) with 22 frames at 30 fps.
TBM => Starting parse of 'mv_root-wep.tbm' ...
TBM => Starting parse of 'mv_assets-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_effects-obt.tbm' ...
TBM => Starting parse of 'SG-obt.tbm' ...
TBM => Starting parse of 'mv_root-shp.tbm' ...
TBM => Starting parse of 'mv_assets-shp.tbm' ...
TBM => Starting parse of 'shipsave-shp.tbm' ...
TBM => Starting parse of 'radar-shp.tbm' ...
TBM => Starting parse of 'mv_effects-shp.tbm' ...
Error. Too much text (4158 chars, 4096 allowed) before $end_multi_text
TABLES: Unable to parse 'species.tbl'! Error message = Too much text found.
TBM => Starting parse of 'mv_root-hdg.tbm' ...
TBM => Starting parse of 'escort-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM => Starting parse of 'mv_effects-str.tbm' ...
TBM => Starting parse of 'SG-str.tbm' ...
TABLES => Starting parse of 'ssm.tbl'...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
WARNING: "No config file found. Returning to default" at lua.cpp:12182
Freeing all existing models...
Still opened files:
c:\code\fs2_open_3_7_4_rc1\code\parse\generic_log.cpp:61
c:\code\fs2_open_3_7_4_rc1\code\parse\generic_log.cpp:61
Interestingly, I did find mod.cfg inside the SG2017 folder:
[launcher]
modname = Shadow Genesis 2017
image255x112 = ShadowGenesis2017.bmp;
infotext = It is the year 2390. Lieutenant Nathan Miles is reporting for duty in the Terran 6th Fleet, commonly known as the Wolf's Fleet, a semi-autonomous defense force for strategic systems within the Wolf's Group, a heavily colonized sector, where multiple Ancient ruins have been discovered. Human- and Vasudankind are protected by their powerful navy, but despite the frontiers secure, unrest has begun to grow. A mysterious terrorist organization called Cerberus Legacy is rapidly spreading its influence within the GTVA, and their leaders are plotting a conspiracy that may lead the Wolf's Group to the brink of destruction...;
website = none;
forum = http://www.hard-light.net/forums/index.php?topic=83942.0;
[multimod]
primarylist = ;
secondrylist = MediaVPs_2014;
I have not ever had FSO emit this particular error, so I have no idea what you need to do. :blah:
-
WARNING: "No config file found. Returning to default" at lua.cpp:12182
This has nothing to do with mod.ini (which FSO neither knows nor cares about; that's solely for the launcher). It's a Warning (not an error, and therefore something you should continue past to look for an actual error) and, more to the point, is being generated by a Lua script (specifically, that line (https://github.com/scp-fs2open/fs2open.github.com/blob/fs2_open_3_7_4_final/code/parse/lua.cpp#L12182) is in the "warning" function provided by FSO for Lua scripts to use). I'm not sure what script is generating the warning; I don't see that specific wording anywhere in the scripts provided by e.g. the MediaVPs, so presumably it's one of the scripts being used by Shadow Genesis itself:
TBM => Starting parse of 'zoom-sct.tbm' ...
TBM => Starting parse of 'zLoadFirst-sct.tbm' ...
TBM => Starting parse of 'shipsaveload-sct.tbm' ...
TBM => Starting parse of 'parsecfg-sct.tbm' ...
TBM => Starting parse of 'axmsg-sct.tbm' ...
TBM => Starting parse of 'AnEngines-sct.tbm' ...
If I had to guess, the immediate generator of the warning is probably parsecfg-sct.tbm, but only because one of the other scripts told it to. If you want to fix that Warning, you'll need to figure out which config file is missing.
-
If SG is not going to have a story continuation, then what was going to be the story behind the unknown destroyer you encounter in the Andromeda galaxy but never see again? (Ok, its idea might not be fully fleshed out, but an overview would be good!) :)
Thanks for the work you have done in bringing this mod more up to date. Played the original twice and I am enjoying this play through as well. Still a few grammar and vocabulary errors, but otherwise it is a lot easier to read then the previous version. Kudos!
-
WARNING: "No config file found. Returning to default" at lua.cpp:12182
This has nothing to do with mod.ini (which FSO neither knows nor cares about; that's solely for the launcher). It's a Warning (not an error, and therefore something you should continue past to look for an actual error) and, more to the point, is being generated by a Lua script (specifically, that line (https://github.com/scp-fs2open/fs2open.github.com/blob/fs2_open_3_7_4_final/code/parse/lua.cpp#L12182) is in the "warning" function provided by FSO for Lua scripts to use). I'm not sure what script is generating the warning; I don't see that specific wording anywhere in the scripts provided by e.g. the MediaVPs, so presumably it's one of the scripts being used by Shadow Genesis itself:
TBM => Starting parse of 'zoom-sct.tbm' ...
TBM => Starting parse of 'zLoadFirst-sct.tbm' ...
TBM => Starting parse of 'shipsaveload-sct.tbm' ...
TBM => Starting parse of 'parsecfg-sct.tbm' ...
TBM => Starting parse of 'axmsg-sct.tbm' ...
TBM => Starting parse of 'AnEngines-sct.tbm' ...
If I had to guess, the immediate generator of the warning is probably parsecfg-sct.tbm, but only because one of the other scripts told it to. If you want to fix that Warning, you'll need to figure out which config file is missing.
I guess it's the zoom script. It's the same as it was in the first release, so it's pretty outdated but we never encoutered any problem with it... Or shipload scrits. SG uses only three scripts - Zoom, Shipload, and Axem's message box. All three are the same as regular, released versions. Anyway I have zero knowledge about scripts in general and I have no idea how to fix this.
And the strangest issue is the same as always: You have it, others don't o___O. Do you have option to skip this errors?
If SG is not going to have a story continuation, then what was going to be the story behind the unknown destroyer you encounter in the Andromeda galaxy but never see again? (Ok, its idea might not be fully fleshed out, but an overview would be good!) :)
Thanks for the work you have done in bringing this mod more up to date. Played the original twice and I am enjoying this play through as well. Still a few grammar and vocabulary errors, but otherwise it is a lot easier to read then the previous version. Kudos!
Thank ya :). We're still debating about any potential plot reveal. Co-leader wants to keep it internal for now to give players something to think about. Same story as FS2 ending, but I guess we will eventually prepare detailed plot documents and release them.
-
It's probably my message script. It does try to look for a config file, but if not it has defaults it can use anyway. Though... not sure why I would've made that a warning instead of just a print...
My bad, it really is the zoom script!
-
Nyctaeus, I said this in PM but I'll say it here too: if it would help in you deciding to do a SG sequel, I'd be willing to help with some writing or testing.
-
Nyctaeus, I said this in PM but I'll say it here too: if it would help in you deciding to do a SG sequel, I'd be willing to help with some writing or testing.
Yeah, sorry. I remember it, but something pulled off my attention just after and I forgot to reply.
If we decide to continue this, we'll appreciate any help. Currently we want to focus on other projects.
-
I just beat "Burning Skies Over Aeon XII" and I've noticed two technical issues:
1-
On "Burning Skies over Aeon XII", the requirement for the achievement is to not lose more than one allied warship (aside from the Neya).
I achieved that. I only lost one aside from the Neya (the Aephea, sorry I forgot the exact spelling right now). However, I didn't get the achievement. For what it's worth I officially also failed the secondary objective of "save 2/3 of the fleet".
I was able to successfully complete the mission but I should have got the achievement. Could you look into this please?
2-
On the menu screen I think you accidentally put things there that were meant for Exile:
When you place the mouse over "Ready Room" it reads "Begin of continue your fight for the Syndicate".
When you place the mouse over "Exit" the caption reads "Exit Exile"
-
In addition to what I recently posted, I encountered what might have been a glitch that actually helped me.
On "Burning Skies...", the Neya is always supposed to explode, correct? Well, I just played it through the techroom and the Neya survived and never exploded. I only lost one other warship so I got the achievement for that mission.
Weird huh?
-
So, I played this through a little while back. Mostly for the simple reason that I just wanted to fight the Nightmares, to be perfectly honest. :p It was good -- far better than I was really expecting based on the first couple missions. (It took me a week or two to return to it after playing those -- first, I had to figure out how to switch the zoom key because I use D for yaw right, and then I ran into a bug on the second mission where landing on the carrier wouldn't end it, and it was a long mission so I didn't want to restart right away. When I finally did, it worked fine.)
And the writing was honestly quite good. On a small scale, anyway. Large-scale, the plot is almost identical to FS2, except that destroying the Sath-equivalent actually works. (Until the secret missions, anyway, which I haven't really played.)
Two questions. One: why'd you name it the Hiven? It's...not a very compelling or scary name, and I always just ended up thinking of an NPC from Star Trek Online (although that part is hardly your fault). I was expecting it to be the name of some demon or something, but Google didn't turn up anything. Is it just derived from "hive"?
Question two: what's the track labeled "ToYptWE", or something along those lines? It's used as the main battle music in the mission where the Nightmares first appear. It sounds Mass-Effect-y, but I wasn't able to find it in the ME2 OST.
-
To be honest, Hiven and numerous names in SG are actually... Lingular abominations I created when I was younger and didn't know how to name ships properly. It's hard to believe, but my english was even worse :P. Hiven is going to be renamed to NJ Vichama in the further update, alongside with ND Darkhorn that is gonna be named ND Requiem. More crap like that is waiting for us in further updates.
As for the track, it's actually ToEDwYD if I remeber correctly. It's Modern Warfare 2 soundtrack from The Only Easy Day Was Yesterday mission. I actually don't like that, and want to replace it with something different.
Perhaps in further updates. Now first act of Exile is our priority.
-
Yeah, Darkhorn struck me as odd at first as well.
Thanks. Personally, I really liked it. Samara's theme fit the Nightmares really well, too.
Oh, and I still had the issue people mentioned earlier in the thread with the Meshulam's main beam. Sometimes dual Penetrators would do full damage and destroy it, but most of the time they'd only do like eleven percent. And there didn't seem to be much consistency with the angle.
-
SG was never supposed to be easy :P. In fact it's firing angle related issue, but also a problem with Meshulam [and Eliyahus too] main beam submodel. It's composed of four long spikes, and pivot point is in the middle of them. Penetrator is always targetting the pivot point, so you have to have one of four spikes between you and center of submodel. The best way to have hole-in-one is proper positioning. 45 degrees on every direction from basic Z axis of the ship will solve the problem.
Use HyPAcS! I mean, really! It's extremely powerfull weapon, well suited for sniper combat model in later SG missions. Excellent against bombers, and main beams of Nightmare warships alike.
-
I use keyboard-only, the downside of which is that primary targeting at extreme long range is very very difficult. I did have a lot of success with the Hellion and especially the Titan, but the HyPAcS just had too low a rate of fire and too high an energy drain to be much use to me, even though I tend to really enjoy those types of weapons for close-range dogfighting.
Ah, so it's about the angle of rotation around the beam, not something getting in the way. That's useful info, thanks.
-
I will replace the beam in some further update. Maybe also start to upgrade Nightmares' models at all.
-
I am on vacation now, so I am finally downloading this months late... Expecting good things ;-)
-
OK, played trough it.
The good:
- top-notch quality and polish
- good assets and sounds
- good FREDing
The Bad:
- the Plot. It's full of gaping holes*.
- repetition. You don't even fly a bomber in any mission. You don't need to.
*
Nightmares are ancients? So the ancients had a empire spanning two galaxies and they got stomped by the shivans. And their remnants activate a super-secret project to transfer their minds to bio-ship and build an armada without shivans noticing, then anihiliate shivans - when their empire at it's prime couldn't. So the shivan trap them, and the same people that built the knossos portals and out-tech the shivans can't figure how to turn it on?
That Cerberus leader - it feels like you were trying to make another Bosch/TIM, but honestly his plan never did make sense and he comes off as insane with all that "ascension" rambling. Actually, both him and the nightmares are just flat out insane.
-
Nightmares are ancients? So the ancients had a empire spanning two galaxies and they got stomped by the shivans. And their remnants activate a super-secret project to transfer their minds to bio-ship and build an armada without shivans noticing, then anihiliate shivans - when their empire at it's prime couldn't. So the shivan trap them, and the same people that built the knossos portals and out-tech the shivans can't figure how to turn it on?
That Cerberus leader - it feels like you were trying to make another Bosch/TIM, but honestly his plan never did make sense and he comes off as insane with all that "ascension" rambling. Actually, both him and the nightmares are just flat out insane.
Ancient empire wasn't spanning two galaxies. At least not whole of them. Phi Minoi was one of their major settlements, like 40-50 systems and the edge od Andromeda. They discovered Shivan Gates and advanced through them to Milky Way, where they finally encountered Shivans. Ancient Empire was defeated, and remnants of Ancients fled deeper to the Andromeda, where they actually "found" something and engineered Nightmares based on something they found. SG2 was supposed to reveal, that Nightmares concept wasn't actually truly of Ancient origin, and why Shivans actually decided to cut off Nightmares instread of fighting them. That's why Nightmares are so advanced. Adraelon wasn't aware of that, just as majority of remaining Ancients. They grew Nightmares in the distant sector of Andromeda, far beyond range of Shivan fleets.
Adraelon was, in fact, completly insane. Thousands of years of sleeping and dreaming about vengeance... Well, thats nuts. Ovadiah was aware of that, so he wanted to compensate it... And he did.
Shivan Gate in Spica was actually used by Shivans as a block for Nightmare armada. Without access to Spica gate itself, so Nightmares weren't able to interfere with it from Wandering Star system. This concept was inspired by idea proposed by some member of old, and now defunct polish Freespace community. In his theory, Knossos wasn't built as a subspace motivator, but as a device to control stability of individual subspace node. Although it wasn't primary usage for Spica Gate [as connecting galaxies was], Shivans used it that way to stop Adraelon.
To be honest, I would not make that unbalanced story today :P. Story of SG isn't full of holes, but it suffers from it's age and needs some improvements. SG:Reborn was supposed to do that, but Reborn was cancelled due to lack of time and motivation. We finally decided to upgrade everything we already released without significant plot changes, but further improvements for first act are still possible.
-
- repetition. You don't even fly a bomber in any mission. You don't need to.
It's because of evolution of GTVA military doctrine. Role of bombers in SG is relatively small when compared to FS2. Assault fighters with Maxim-like weapons and snipers with Penetrators/HYPACS took most of their tasks.
Nightmares are ancients? So the ancients had a empire spanning two galaxies and they got stomped by the shivans. And their remnants activate a super-secret project to transfer their minds to bio-ship and build an armada without shivans noticing, then anihiliate shivans - when their empire at it's prime couldn't. So the shivan trap them, and the same people that built the knossos portals and out-tech the shivans can't figure how to turn it on?
That Cerberus leader - it feels like you were trying to make another Bosch/TIM, but honestly his plan never did make sense and he comes off as insane with all that "ascension" rambling. Actually, both him and the nightmares are just flat out insane.
You are missing what Adraelon told us in his monolog. Ancients started the Nightmare project in a very late phase of the war. Too late for the armada to grow in strength enough to save the "pure" Ancients. So Ancient Empire was destroyed, but Nightmares, not detected by the Shivans, survived. They evolved, reproduced, consumed matter for centuries before they reached "maturity" and were strong enough to bring the war to the Shivans.
As Nyctaeus said and as it was supposed to be revealed in SG2, it could not be possible to create the Nightmares with Ancient technology alone. They are hybrids of Ancients themselves and some beings much older and much more powerful.
From time perspective I see that some details of SG storyline may seem plot holes because they are revealed only enigmatically. We kept too much stuff for next chapters. Well, maybe some day we will decide to make a sequel or at least write some short stories that would reveal the missing parts.
-
Nightmares in SG are still... Nightmares. If anybody is familiar with Reciprocity may suspect further outcome of events in SG. Shadow Genesis is in fact my amalgam of original ideas by Aldo and other people involved in creation of original Nightmares. And also it's a tribute.
Let's say we have detailed explanation about Nightmares' true origin and motives. All original Recriprocity ideas were actually a foundation for SG, and become more or less incorporated in Shadow Genesis plot. One of signature features of SG:Reborn was cleaning off all the issues, but Reborn was cancelled.
-
[spoilers]...[/spoiler]
That's a potentially disastrous mismatch...
-
Found a bit of a problem. In the mission "Through the Back Door," the checkpoints are basically useless, as they disable afterburners. My guess is that since you start the mission with pilot control disabled, it doesn't adequately return control when loading the checkpoint. As far as I can tell, it's only afterburners that don't work. If you wait until the mission gives you pilot control, the 15 second window for loading a checkpoint is passed, so that's not an option either.
Good campaign though, really enjoying it so far.
-
Played the campaign 3 or 4 times since it came out... awesome work!
One thing that I noticed...
Basicly the last message Jadhav leaves to Miles is: "STAY AWAY FROM THE SOC!!". Miles ignores that, with the consequence of almost becoming assasinated by them. He survives due to being an ace fighter pilot and having help from his friends. What does he do next? He leaves his friends and goes aboard an SOC ship where they have infinite opportunities to get rid of him.
Nightmares in SG are still... Nightmares. If anybody is familiar with Reciprocity may suspect further outcome of events in SG. Shadow Genesis is in fact my amalgam of original ideas by Aldo and other people involved in creation of original Nightmares. And also it's a tribute.
Unless you don't have them already - I managed to obtain some of Reciprocitys original design docs in case you're interested.
-
Found a bit of a problem. In the mission "Through the Back Door," the checkpoints are basically useless, as they disable afterburners. My guess is that since you start the mission with pilot control disabled, it doesn't adequately return control when loading the checkpoint. As far as I can tell, it's only afterburners that don't work. If you wait until the mission gives you pilot control, the 15 second window for loading a checkpoint is passed, so that's not an option either.
Good campaign though, really enjoying it so far.
Ok, thanks for noticing. We don't have a plan for a patch in the nearest future, still working on Exile 1.2, but we'll keep this in mind.
[/quote]Played the campaign 3 or 4 times since it came out... awesome work!
One thing that I noticed...
Basicly the last message Jadhav leaves to Miles is: "STAY AWAY FROM THE SOC!!". Miles ignores that, with the consequence of almost becoming assasinated by them. He survives due to being an ace fighter pilot and having help from his friends. What does he do next? He leaves his friends and goes aboard an SOC ship where they have infinite opportunities to get rid of him.
He's taking a great risk, that's for sure. But keep in mind that when he decides to join the SOC, he knows much more about the plot, factions and conflict within the special forces than Jadhav did when he sent the message. Beyond the Shivan Gate Miles eliminates some of the conspirators and learns Sinclair is on the "good side" in the Nightmare research project, but after losing Jadhav's squadron the admiral lacks men he can trust.
Another thing that influenced his decision was witnessing Ovadiah taking control over the Nightmares - now Miles knows GTVA's survival may depend on ability to get Nightmares on their side so he is more willing to take the risks if it can help achieve that.
-
Question, I started to play SG through wxlauncher but now play all my mods through Knossos. I can't seem to transfer my save games over. I've tried to copy pilot files from the default C:\Freespace 2\data\players to multiple places in the C:\FreespaceOpen directory. Any suggestions?
-
Got any errors or similar stuff?
-
Maybe you played with portable mode in wxlauncher. That means, that all Pilot files are saved in the game directory. In data\players.
Default setting in Knossos is system mode, so you have to copy the pilot files into the C:\Users\UserName\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players folder.
AFAIK Portable Mode is not very usable in Knossos atm, because it generates a working game folder only with the start of the game.
Maybe it could work, if you create a data\player folder in the SG-2.1-2017-A Folder and so make your pilot part of the mod itself... but i am not sure. The AppData path is a much better solution in this case.
-
It worked thank you!!!!!! I didn't know where Knossos stored its save games until now. Apparently wxlauncher was installed in portable mode but I don't remember selecting that option.
Appreciate it!
One other thing. The mod seems to have the E key assigned to zoom. I use that key to roll right. Anyway to change it?
Maybe you played with portable mode in wxlauncher. That means, that all Pilot files are saved in the game directory. In data\players.
Default setting in Knossos is system mode, so you have to copy the pilot files into the C:\Users\UserName\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\players folder.
AFAIK Portable Mode is not very usable in Knossos atm, because it generates a working game folder only with the start of the game.
Maybe it could work, if you create a data\player folder in the SG-2.1-2017-A Folder and so make your pilot part of the mod itself... but i am not sure. The AppData path is a much better solution in this case.
-
Extract zoom_config.cfg, than make data -> scripts folders in your SG2017 folder. Put etracted file here, and change whatever you want. SG uses D key for zoom by default.
-
Mhh.. in mission 8 "Ambushers from the shadow" there are two achivements.
Actually i am asking if it is possible to get the first one and also the keep the Meleager beams intact? :confused:
I am only able to get it, if i am waiting for the Infiltrators at their entry point and blast them out before their missiles knock out the main beams.
Actually i was never able to keep the Meleager beams intact, because the Infiltrator are starting their fire even before their warp effect disappeared.
Should the player not have a few additional seconds to destroy them before they start to fire?
So there is a strategy to get the Achivement, but not to keep the beams intact in the same time. So that feels more like a exploit for me.
Ah btw... what i kind of dislike in this campaign is, that there seems to be a mission specific arrival message for most of the enemies in the missions... but that is always played simultaneously with the general voiced arrival messages from FS2... that is very weird, because it is also a matter of luck which of the two arrival messages is shown in the center of the HUD...
-
Hey Nyctaeus... did you know that it is possible to save the Neya on "Burning Skies over Aeon XII"?
Only cap ship I lost in this mission was the Aephea. :D
-
Hey Nyctaeus... did you know that it is possible to save the Neya on "Burning Skies over Aeon XII"?
Only cap ship I lost in this mission was the Aephea. :D
It should not be. Sexp-wise, Neya is self-destructing in this mission. Without her being destroyed, you would be unable to continue the campaign o___O
-
Well I was able to continue all the way to the destruction of Hiven and achieve 32/32 of the goals. I'm just going to do the final part this evening.
What I did was to assign all fighters to protect the Neya, apart from Gamma (who I assigned the Aephea) and Alpha who I stuck on the Duke.
They key part was when the three Darkhorns arrived. I told Alpha to disarm one, Nighthound Alpha another and Nighthound Beta the third. I took out the main beams on all three destroyers. My load out for this mission was HyPacs in the Vampire's dual bank and the Excalibur in the Vampire's quad bank. All my secondaries were Penetrator IIs. Don't know if any of this will help...
Even though I saved the Neya, the debrief still read like it had been destroyed and the game continued as normal.
-
Extract zoom_config.cfg, than make data -> scripts folders in your SG2017 folder. Put etracted file here, and change whatever you want. SG uses D key for zoom by default.
I extracted the config file from the SG2017_Core.vp file and did what you said, but it doesn't work.
-
Mhh.. in mission 8 "Ambushers from the shadow" there are two achivements.
Actually i am asking if it is possible to get the first one and also the keep the Meleager beams intact? :confused:
I am only able to get it, if i am waiting for the Infiltrators at their entry point and blast them out before their missiles knock out the main beams.
Actually i was never able to keep the Meleager beams intact, because the Infiltrator are starting their fire even before their warp effect disappeared.
Should the player not have a few additional seconds to destroy them before they start to fire?
So there is a strategy to get the Achivement, but not to keep the beams intact in the same time. So that feels more like a exploit for me.
Ah btw... what i kind of dislike in this campaign is, that there seems to be a mission specific arrival message for most of the enemies in the missions... but that is always played simultaneously with the general voiced arrival messages from FS2... that is very weird, because it is also a matter of luck which of the two arrival messages is shown in the center of the HUD...
Nyctaeus, I would echo the first part of this post. I was barely able to get the achievement by being in the exact right place and able to take down that wing. However, is it actually possible to save the Meleager's beams?
-
I'm having a hell of a time trying to use Penetrator missiles effectively. Most of the time they either don't hit the target or hit it dead-on and do either no damage or very little damage. Maybe 10% of the time, they do what I presume they're supposed to do. They also appear to have almost no maneuverability. If I launch when I'm pointed straight at the main beam of one of those frigates that looks like a Zerg Guardian and it makes even a minor turn while the missiles are in flight, they'll miss the beam completely. There's not much point to giving the missile a really long range if it can't compensate for even minor movements of slow-moving targets. It's making things really frustrating. I think I'm near the end of the campaign, and it seems like just about all of these missions depend on me being able to take out beam cannons from extreme range with Penetrators, which means it's practically dumb luck whether or not I can win.
-
This can actually be adjusted (not fix) in the weapons tbm or tbl
My Widowmaker missiles can destroy a fast moving Dragon fighter at 6 kilometers with 95% accuracy.
Unless this was intended as an added game difficulty factor. A challenge.
-
Nyctaeus gave me permission to post this text from a PM he sent me. Basically SG was planned to be four releases but he doesn't want to do SG anymore (I hope that means there's more of a chance for Exile 2/3 someday :) ). Anyways, there won't be anymore SG releases...but here's what he said the plot of the unreleased future three chapters would be:
"SG2: The Silent Eyes was supposed to tell the story of Mariposa Cell - Other cell of Cerberus Legacy [Ovadiah's Cell is named Fulcrum Cell in SG2]. We operate from sistership of Argus - The Auriga, and we fight zods. 15-ish mission act was supposed to tell the story of our SOc operative and our partner under supervision of Snipes. We do lots of stuff to mess up in GTVA command structures only to open another Shivan Gate beyond Altair and open the path for Shivan Armada... And Bosch. Cerberus has three heads. First is Ovadiah, Second is rogue Admiral of Argus - Anya d'Angouleme, third is so called Phantom - Bosch himself, communicating with Cerberus inside GTVA space with ETAK.
Cerberus' plan was reaching Shivans' ancient enemies - the Nightmares. First they wanted to unleash Shivan upon GTVA space to cripple them, than wanted to use Nightmares to defeat shivans, and finally gain control over terran and vasudan systems with Nightmare fleet under their control. Ovadiah has his own agenda. He gained control over remaining Nightmares forces [Adraelon's Fleet. About 1/4 of his fleet was shown in Shadow Genesis]. Ovadiah wanted to defeat the Shivans, GTVA and Bosch too. He wanted to be the one ultiamtely in charge.
Nightmares are not just Ancients in the bodies of organic warships. Ancient Nightmates are in war with Shivans from millions of years. This part is the same as Aldo's original plot. In fact, Ancient Nightmares taught Ancients how to create ship-bodies for them.
SG3 was supposed to be about Herschel Supremacy and dual point of view campaign. As Miles, we open Shivan Gate in Spica to reach the My'Av - The Great Mother and Hiven-class juggernaut. We convince her to aid us, crush Ovadiah and his controlled Nightmares. Third Hiven - Neario'us [known as The Great Sage] also decided to fight on our side. Second point of view was Grizzly and HS incursion against Shivans in GTVA space by artifical subspace node in Spica. Eventually GTVA almost lost, but HS and My'Av and Neario'us' Nightmares turned the tide, defeated Bosch and pushed shivans back to their space.
SG4 was supposed to be GTVA and Nightmare's incursion on Shivantown [network of installations orbiting Sagittarius A*]. I don't have anything more than that."
-
Would SG have the Shivans being defeated at the end? Any details on le grande finale?
-
SG was awesome. It's sad that it's over, but this was a good read that provided closure. I have one question though.
Who did that mystery ship discovered beyond Spica belong to?
-
Silent Eyes was supposed to be in fact a huge interlude, a story that would fill in the missing parts in SG1's storyline, deepen Cerberus as an organization as well as the post-Capella GTVA. Our protagonist (I can't remember his name) is an SOC operative who defects and joins Cerberus while in secret he remains loyal to the GTVA. He wears an organic chip within his brain that would use quantum entanglement to undetectably report his progress to his direct superior - Captain Snipes. Our hero gets promoted higher and higher within Cerberus ranks to find out the organization's plan, why they cut off the Wolf's Group and most importantly - to locate the third Cerberus leader, the Phantom. In our missions for Cerberus we would meet numerous groups of interests, mercenary groups, gangs and our old friend dr Mina Hargroove who now owns a large corporation and cooperates with Cerberus. Our main antagonist would be Admiral Sain - a ruthless GTVA commander known from the SG1 prolog who now leads his own crusade against Cerberus for killing his son, colliding with SOC plans to infiltrate the organization.
Piece by piece we uncover what's going on in Cerberus - about the mysterious species they planned to use both to overtake the GTVA and defeat the Shivans. Kaimler Ovadiah was responsible for finding the Nightmares and waiting until Phantom finds the Shivans, but he betrayed the rest of Cerberus by cutting off the Wolf's Group. Phantom (Bosch) was also playing his own game - he wasn't going to defeat the Shivans using the Nightmares, but to open the way for his return to the GTVA and use ETAK to form his beloved Terran-Shivan alliance.
Final missions take place in new Vasudan colonies beyond Altair where we locate the second Shivan Gate. We fight Vasudan colonial militias, mercenaries and later GTVA reinforcements too. When Phantom's ship (at this moment we still think he is on board) finally shows up to open the portal, we reveal ourselves and together with SOC we try to capture him, but we are betrayed by one of ours, SOC forces are defeated and Cerberus opens the Shivan Gate, Shivans start pouring into GTVA space. In final mission we join forces with GTVA reinforcements and attempt to re-capture and close the portal (Andante-style) but we fail and Shivan invasion begins.
Later, in SG3, as Grizzly we join forces with Snipes and our Silent Eyes' protagonist and attempt to capture Phantom once again - he is then revealed to be Bosch and that we was not in the GTVA before the Shivan invasion and all our attempts from Silent Eyes were for nothing.
Who did that mystery ship discovered beyond Spica belong to?
It was a destroyer of Glantedoross Enclave, a post-Terran faction formed by Capellan refugees who found the Nightmares earlier. They were somehow altered by the Nightmares too, but I can't remember the details. Anyway when Adrealon was destroyed by the Wolf's Fleet and Ovadiah took over the Nightmare armada, the Enclave went into hiding. As Miles we return to Nightmare space with SOC task force and attempt to wake up the other Hivens who would take the armada back from Ovadiah's control and help us fight the Shivans. Glantedoross reveals themselves then and helps us.
-
Would SG have the Shivans being defeated at the end? Any details on le grande finale?
And: was Glantedoross play a significant role in the other parts of the story?
-
Would SG have the Shivans being defeated at the end? Any details on le grande finale?
And: was Glantedoross play a significant role in the other parts of the story?
They fight Ovadiah's Nightmares in Act III, and contributed to eventual alliance between Herschel Supremacy and non-Andraelon Nightmare forces.
-
So the main part of the story would've been over after SG III and IV with "attacking Shivan homeworld" was more of a bonus than a chapter needed to bring the plot to a conclusion?
-
Probably yes. Perhaps we could have even joined it with episode 3 and make SG a trylogy. It depends how much we'd want to explore Shivantown and Bosch's story.
-
So Bosch took the bus to Shivantown? :D
Does he have any power over the Shivans besides being some sort of ambassador, making it possible to negotiate with the bugs, or does GTVNA (I really like this name!) wipe them out?
-
Mhh.. in mission 8 "Ambushers from the shadow" there are two achivements.
Actually i am asking if it is possible to get the first one and also the keep the Meleager beams intact? :confused:
I am only able to get it, if i am waiting for the Infiltrators at their entry point and blast them out before their missiles knock out the main beams.
Actually i was never able to keep the Meleager beams intact, because the Infiltrator are starting their fire even before their warp effect disappeared.
Should the player not have a few additional seconds to destroy them before they start to fire?
So there is a strategy to get the Achivement, but not to keep the beams intact in the same time. So that feels more like a exploit for me.
Nyctaeus, I would echo the first part of this post. I was barely able to get the achievement by being in the exact right place and able to take down that wing. However, is it actually possible to save the Meleager's beams?
Well, would like to get an answer to this question finally... because i never finished this campaign due to this. :D
-
Sounds like the story would have gotten pretty crazy later on. I thought the Nightmares were just Ancients transformed, interesting that the Nightmares themselves were an even older race that approached the Ancients and transformed them.
Well, I'm glad we got closure on the plot, at least. I wonder what that Terran/Nightmare alliance would have looked like. I think the Shivans might have actually felt fear for once. :P
-
A pity this was not continued. It had potential.
-
Sounds like the story would have gotten pretty crazy later on. I thought the Nightmares were just Ancients transformed, interesting that the Nightmares themselves were an even older race that approached the Ancients and transformed them.
SG is partitially based on Reciprocity, and the team made some quite similar decisions if you compare it with Aldos long dead campaign.
-
Hi all.
Not sure if this is the best place to put this but when I try loading Shadow Genesis up I get several error message pop ups. The game still appears to run, but i'm wondering if it may cause problems further along the campaign.
Any ideas?
Cheers :-)
[attachment eaten by a Shivan]
-
Probably it's configured to use either the wrong builts or the wrong MVPs.
-
Mhh.. in mission 8 "Ambushers from the shadow" there are two achivements.
Actually i am asking if it is possible to get the first one and also the keep the Meleager beams intact? :confused:
I am only able to get it, if i am waiting for the Infiltrators at their entry point and blast them out before their missiles knock out the main beams.
Actually i was never able to keep the Meleager beams intact, because the Infiltrator are starting their fire even before their warp effect disappeared.
Should the player not have a few additional seconds to destroy them before they start to fire?
So there is a strategy to get the Achivement, but not to keep the beams intact in the same time. So that feels more like a exploit for me.
Nyctaeus, I would echo the first part of this post. I was barely able to get the achievement by being in the exact right place and able to take down that wing. However, is it actually possible to save the Meleager's beams?
Well, would like to get an answer to this question finally... because i never finished this campaign due to this. :D
Yep, it's possible, but it requires perfect timing. Perhaps it will be rebalanced... some day. You must defend at least one beam to have the achievement. You can either be close enough to kill the infiltrators conventionally or use Angels to snipe them (that is the intended way to do this). You can also give orders to your wingmen, as far as I remember they use long range missiles quite effectively.
So Bosch took the bus to Shivantown? :D
Does he have any power over the Shivans besides being some sort of ambassador, making it possible to negotiate with the bugs, or does GTVNA (I really like this name!) wipe them out?
We didn't decide exactly on what Bosch's abilities should be. For sure his communication with the Shivans would be far more advanced than in FS2. He could point them targets by sending simple signals through the Shivan network, a bit like Psi Emitters in Starcraft. However, at this moment he is totally obsessed with Shivans and unwilling to share ETAK with the GTVA. During the invasion Cerberus tries to isolate groups of survivors and bring them to Bosch so that they can join his Terran-Shivan enclave. After the Nightmares and HS came to the rescue, under their pressure GTVA officially ceased any further attempt to communicate with the Shivans and focused on eradicating the threat. However in Act IV part of the GTVA would see the Nightmares as not better than Shivans and still try to retrieve ETAK and use it as contingency plan.
Hi all.
Not sure if this is the best place to put this but when I try loading Shadow Genesis up I get several error message pop ups. The game still appears to run, but i'm wondering if it may cause problems further along the campaign.
Any ideas?
Cheers :-)
Make sure you use build and mediaVPs version mentioned in release post, that is: Freespace Open 3.7.4 Official and MediaVPs 2014.
-
Hi all.
Not sure if this is the best place to put this but when I try loading Shadow Genesis up I get several error message pop ups. The game still appears to run, but i'm wondering if it may cause problems further along the campaign.
Any ideas?
Cheers :-)
If you're using knossos I believe the earliest build you can get is 3.8.0-2, which has never given me any problems in SG. I'd switch to that.
Unrelated: is there any way to make the SG zoom script portable for easy use in other mods (preferably a plug n play, similar to wookiejedi's wingman hud script)?
-
The zoom script is available somewhere (Scripting release board) but it is probably broken on recent builts (it ignores to which ships/weapons it is limited), and on the most recent nightlies it generates errors when you close the game.
-
I know SG4 wasn't fully planned out, but could you say in general how it would have ended? Would the Shivans have been defeated fully?
-
Pls awnser this question... ;7
and those too: https://www.hard-light.net/forums/index.php?topic=95548.msg1882888#new
-
Yes, I think they would be eradicated, at least in our galaxy. The final act would be a huge invasion involving the Nightmare armada, GTVA, HS and GE that finally bring the war to the Shivans, each with different motives - survival, revenge, will to purify the space from them. In most missions Nightmares would engage primary Shivan forces while their allies would be responsible for support, precision strikes, retrieval operations, exploring Shivan lairs, nests or whatever they have and discovering their secrets.
-
Beautiful. Shivans receive the Shivanocalypse, get all their secrets stolen (and their clothes too!) while their offspring is being offed~ :D
-
In the recent answer (thank you for that BTW), GTVA and HS were mentioned as separate entities. After getting separated in SG1, wasn't it the intention of HS to reunify with the GTVA once connection with the GTVA was re-established or was that plan changed?
-
They planned to reunify, but during the five long years of separation Herschel Supremacy formed their own quasi-national identity. HS would be more authoritarian and militarized than the GTVA, with Supreme Admiral Peters holding most executive powers and society mobilizing by fear of both Nightmare and Shivan threat. It would also be far less corrupted and better organized, as Peters carried out lots of reforms and successfully cleared the Wolf's Group of Cerberus' influence. It would not be a bloody dictatorship, rather something like Martian Congressional Republic in Expanse, with its society proud, disciplined and eager to serve their motherland.
When contact with the GTVA is re-established, the Alliance would be in the middle of Shivan invasion, so both factions must closely cooperate putting their differences aside. But still GTVA would be very unhappy to see their former colonies so independent, united and having their own agenda. Further in the campaign they would also have different view on the Nightmares - Sinclair has convinced Peters to cooperate with them while most GTVA officials still see them as no less threat than the Shivans. So there would be tensions between both factions, close encounters, provocations, perhaps some special operations, but Shivan threat (and our heroes' actions) would prevent them from escalating into an open war. It's possible that war between GTVA and HS would broke out after the Shivans are defeated, but it was never planned to be in the campaign.
-
The MCR becomes a fascist empire and carries out a genocide unprecedented in human history, though.
Never trust an authoritarian, militaristic state.
-
One thing worth to be noted here is the fact that the Enclave and Nightmares decided to ally only with HS, maintaining neutral relationship on the surface, but in reallity their relations with GTVA would be rather ambivalent. Nightmares are not trustful towards anybody at all, while GE originated from NTF remnants and capella survivors, so they remember Second Shivan Incursion. I planned to combine three powers into allied but non-unified political body called The Trinity Covenant. I have nothing more. This plot dates back my beginning on HLP and we never developed it any further.
Anyway, R.I.P SG
-
On request aswell together with Nyctaeus i created an Update for Shadow Genesis.
There were quite a few errors in the original release. Version 2.2 offers the following things:
• Fixed tables.
• Fixed models.
• Added previously missed textures.
• Compatibility to MediaVPs 3.8.X.
• Updates for Zoom Script and Message Box.
The Zoom script was wrong packed in 2017. And i updated the files with the Zoom Script that is present in the HLP wiki, which should be the most recent one.
But as i did not playtest this campaign so far, i can not tell if the Zoom script is working at all, now.
Due to the missing playtest, this version is Knossos exclusive (https://fsnebula.org/mod/SG) for the time being.
If i did a playtest on my own and also resolved all bugs that may got reported by players who play it before me, i will also offer a manual downloadable/installer version of it as part of Nova Upgrade (https://www.moddb.com/mods/nova-upgrade) later.
-
AFAIK, the Zoom script still ignores whatever you write as per-ship or per-weapon limitation into the config file.
-
Okay... but in the original campaign there was no given limitation anyway... even this one would work... i could not even tell if this was intended to be only used for specific weapons.
The configuration is identical to that file that is in SG2017... the only difference is, that it is working now, because it is no longer in the wrong folder :D
Aswell the actual script was updated and fixed a post-game error message in this process.
-- Setting ship class options
Allowed Ship Class: **all**
-- Setting weapon class options
Allowed Weapon Class: **all**
-
Ah ok, thought it had been limited to certain weapons, probably memory was wrong. :warp:
-
oooh, thats good timing, I'm playing SG at the mo. I'll let youk now how I get on :)
-
Ran into a problem with the new update...when I get to the end of mission 1 it will not end. I try to go into subspace but nothing happens. The HUD is also missing
[attachment eaten by a Shivan]
-
When exactly? Civilian liner blew up?
-
When exactly? Civilian liner blew up?
Right after it blew up and SOC comes in and mops up the enemy fighters
-
That's strange. We never encountered it before. It will be checked out.
-
Mh no idea, what is causing this all of the sudden. And i was ensured that the original releases were playtested numerous times, so that there should be only minor bugs :nervous:
I did not changed anything at the missions. I only resaved some of them, as Debug FRED2 went wild about invalid player orders. With a re-save they simple got deleted from the mission file. That should not have such effects however :confused:
-
Same problem here, downloaded via Knossos, went to play and first mission gets stuck after cruiser blows up. No HUD, can't warp out
-
Had same problem. You need to be right next to the cruiser when it blows up. Then it should work :)
-
Had same problem. You need to be right next to the cruiser when it blows up. Then it should work :)
Tried that twice but no cigar
-
That is weird, it helped me. Try enabling immortality cheat perhaps? No idea why it should help, however I remember having cheats enabled and using them after x-th trial to pass the mission (to quicken atomic bomb event by instakilling all the hostiles)
-
Well, because it is end of the year and i do not want to have any unfinished business left, i uploaded a bunch of updates for my releases (mostly non-FS related, as all MVP 4.0 compatibilty versions were released weeks ago) during the last couple of days.
I actually waited for any more information from Nyctaeus about this reported bug during the whole time... and also for maybe any other critical bug report.
Well, i got nothing.
And after two months i think i have waited long enough.
So i made a small update that fixes the mentioned bugs in "Intro" and "Embraces of chaos". Both missions should work now like intended.
Additionally i activated MediaVPs 4.0.X by default and also changed some tables for additional translation support.
Changelog:
Version 2019.1.1
• Fixed a bug in "Intro" that caused a faulty cutscene camera sometimes.
• Fixed a bug in "Embraces of chaos" that prevented mission continue after the destruction of the Istanbul.
• Added MediaVPs 4.0.X compatibility.
• Added additional translation support.
-
Are you planning to translate this one as well?
-
Are you planning to translate this one as well?
Not so soon.
Priority in translations are still VA campaigns. After that, i plan to translate all campaigns that are based upon the story of VA campaigns. (Like Vassago Dirge for BP, Into the Halls of Valhalla for Derelict etc.) and only after that it is time for all the other original unvoiced work.
So Shadow Genesis will not be translated anytime soon by me. But i can still prepare it for that matter, if not for me, maybe for other-language communites... or maybe even another german player.
-
Just as an NB, Vassago’s Dirge isn’t based on BP. BP just likes it and pays homage.
-
there is a bug in the mission devil plain.
the aequitas getting bumped into the station,after the checkpoint.
-
there is a bug in the mission devil plain.
the aequitas getting bumped into the station,after the checkpoint.
The new update fixes that.
I am looking forward to any other bug you encounter :).
Next to that mentioned mission, i also fixed a small model bug, that prevented that one of the turrets is shooting. A slightly repositioned turret fixed that however.
Also i enhanced the localization capabilities once again, so that much more can be translated for the own preference.
Changelog:
Version 2020.1.0
• Fixed a bug in "Devil's plain" that caused a collision between the GTCv Aequitas and Selfridge Installation.
• Fixed a turret in the GTI Aeglos model that did not work.
• Added additional translateable alternative subsystem names for better localization capabilities.
-
Great news :-)
Can I ask a small favour please? Could you tell me the name of the AI profile for S.G please? I need it for my auto-aim table.
Secondly, I think I bound a key which the campaign uses (oops) and so couldn't complete the 'Art of Negotiation' - when I pressed the key to plant the tracking device on the pirate ship nothing happened. Problem is I can't remember what it needs to put back to to work. Any ideas? PS - are there any other keys bound to specific events I should know about so I know not to re-bined them too ;-)
Cheers :-)
-
You can just open FRED, go to Editors, "Mission Specs" and you can see which AI profiles are available.
-
Great news :-)
Can I ask a small favour please? Could you tell me the name of the AI profile for S.G please? I need it for my auto-aim table.
It is called SG.
Mh what is the thing with the auto-aim table? I mean, to shoot more precise on bigger distances this mod uses the Zoom Script after all.
are there any other keys bound to specific events I should know about so I know not to re-bined them too ;-)
As far as i know:
ALT-D & D for the Zoom Script
K and X during the course of missions.
Also some time the multiplayer message keys 1 through 4 are needed as well.
-
Does the zoom script work as intended now? IIRC it was supposed to work only on certain weapons but ended up working for all.
-
Does the zoom script work as intended now? IIRC it was supposed to work only on certain weapons but ended up working for all.
You asked me that before :lol:.
I do not know. I only used a more current one to fix some crashes i had.
But i do not know if this one is working for specific weapons, now... as it doesn't matter for SG, as it is applied to all weapons by default. The config file from original SG was always empty on this matter. :nervous:
The only mod i have ever played with some kind of Zoom on one specific weapon, was with the Trash Sniper in the Trash Sniping bonus mission from BtA. But iirc this was a different script.
-
Hah, that was last decade. :p
Would be kinda neat to have though, too bad nobody's maintaining it.
-
Great news :-)
Can I ask a small favour please? Could you tell me the name of the AI profile for S.G please? I need it for my auto-aim table.
It is called SG.
Mh what is the thing with the auto-aim table? I mean, to shoot more precise on bigger distances this mod uses the Zoom Script after all.
are there any other keys bound to specific events I should know about so I know not to re-bined them too ;-)
As far as i know:
ALT-D & D for the Zoom Script
K and X during the course of missions.
Also some time the multiplayer message keys 1 through 4 are needed as well.
I need the auto-aim due to using a Thrustmaster T-Flight Hotas X.
The HOTAS makes the games more immersive and allows for faster and tighter turning than using a mouse - essential for Bem Cavalgar, but since it is an 'el cheapo' stick it has a bit of a deadzone problem. This makes precise aiming difficult. I tried using Joystick curves and setting the deadzone in FS to its minimum etc. but they didn't help much.
So I figured 'Just do what console FPS games do to overcome how $h1tty joypads are for precise aiming - aim assist'. So far it appears to be working great, and I'm looking forward to trying out campaigns on Insane :cool:
Re the Zoom in SG. As far as I can tell it is independent of what weapon you are using - unless I just happened to have the right weapon/s equipped when using it.
Thanks for the heads up re the keybindings. It was the K which did it, I had that bound to targeting subsystem in reticle. If I just set another key to that and leave K unbound would that fix the problem?
Many thanks in advance :)
-
You can just open FRED, go to Editors, "Mission Specs" and you can see which AI profiles are available.
Ah, very handy, thank you. I can stop annoying people now :lol:
-
SG uses standard Fury AI. AI files are modified BP ones. As for zoom script, it was always working for all weapons. In fact it's not working because weapons, but it is independent feature implemented via scripts. We added it for HyPaCS sniper rifle, but it will work great with Titan and other long-range armaments. I doubt if it's working with newer builds tho.
-
I doubt if it's working with newer builds tho.
I tested it, it actually works. Interestingly it is the only working script you can find on the wiki (last updated 2019).
-
So I'm on Westerplatte and no matter what I do, I get a Mission Failure cutscene as soon as the Neva jumps out (after a successful escape). This time I made sure to knock out all the Main Beams on all three Not-Shadow-From-Babylon-5-ships (apart from the one that goes after the artillery frigates near the end) and made sure the Aeolus survived (it seems to be the first to go after the Pennsylvania). Each time the station is fully evacuated but the Mission Debriefing says the Evac was a failure (despite also saying it's a success earlier on in the briefing). Do I really need to keep every allied warship alive? Is there a sneaky "lolnope" third convoy out of the station that's destroyed every time unless you have the foresight to know when they die...er deploy in the middle of battle? Is this a Kobayashi Maru?
(Please pardon my vague saltiness; this post is in part my rage-quit therapy :D )
EDIT: Forgot to say; yes, running the latest and greatest FSO and MediaVPs; Knossos is updated; Verified the Campaign twice and made sure it was the latest update. Log upon request (if I can remember how to do that....)
-
Ah, before i forget this.
I got a report, that Version 2020.1.0 vanished from Knossos.
Have to say, that both i and Nyctaeus have no idea, what happened to this version. Or when this version got Nightmares that forced it to escape.
I know, that i uploaded it back then, when the update was finished. As well it was available.
Even one of the bugs is caused by the NuDeimos, i plan to reupload 2020.1.0 during the next couple of days. Most likely between christmas and new year's eve.
Will look in the report above in this process, to. So maybe it will be even 2020.1.1.
-
The most recent version I see on Knossos is 2019.1.1. and I have no idea how an update can literally vanish that way without its authors' will. :wtf:
-
The only thing I can think of is that it somehow got uploaded at just the right time between the transition from the old Knossos server to the new one.
-
So I'm on Westerplatte and no matter what I do, I get a Mission Failure cutscene as soon as the Neva jumps out (after a successful escape). Each time the station is fully evacuated but the Mission Debriefing says the Evac was a failure (despite also saying it's a success earlier on in the briefing)
Played this mission several times. Unfortunately i was not able to reproduce any kind of debriefing issue.
Worked fine on my end. This mission should end in a cutscene right after the Neva starts to jump out.
Do I really need to keep every allied warship alive?
Only if you want to get an Achievement ;)
Whatever happened to 2020.1.0... i reuploaded it. It should be available again on Knossos again (it was available the whole time in FSOInstaller :o)
The changelog again:
2019.1.1 -> 2020.1.0
• Fixed a bug in "Devil's plain" that caused a collision between the GTCv Aequitas and Selfridge Installation.
• Fixed a turret in the GTI Aeglos model that did not work.
• Added additional translateable alternative subsystem names for better localization capabilities.
Interestingly i get much more debug errors with current builds than before. After it was requested to prepare a rerelease of this modification, i checked all missions for debug build errors... well, now i get completely new ones.
But right now i do not have the time for this to address and to resolve them. I will do that at a later date however.
-
I am so much waiting for playing this again after so many years. i was already stunned in 2013...
-
I am so much waiting for playing this again after so many years. i was already stunned in 2013...
Still very mediocre, as it was in 2013 :P
-
Well, I played dozens of mods but the first mission of SG makes me real mad. Tried it on medium (my preferred difficulty level in most mods) - no chance of saving the transport. Easy doesn´t seem to change anything. Sad but I won´t be able to continue...
-
Like many other missions, the first mission is based heavily on luck. This mod is hard to the point of being painful
-
What about rebalancing the mod? Many missions based on luck - a nogo for me.
-
Every mission I have played here was playable without any luck.
Some Achievements are tricky, so luck CAN help for them, but they are reachable with good strategies as well.
-
Rebalancing an entire campaign, especially one as long as SG, is quite an effort. A lot of time and dedication needed.
It was some time ago that I read through this thread, and I also remember someone else mentioning some missions basically required cheats to beat. I wonder: Is there some player consensus here that these difficulty issues are real, or is it that someone found the balance lacking and a few others posted an "I agree" comment simply because it feels good to reinforce something someone else previously stated, and they wouldn't have mentioned it had it not been brought up by said Commenter #1? (Even before I started donwloading it, I had already decided to use cheats and play on Very Easy, which I've been doing since I played Derelict. - So I cannot comment on difficulty.)
-
Hey, can I know the name of the music called the GreenAbyss (GreenAbyss_Btl1.ogg) in the music files?
-
Looks like after one of recent updates (I played SG like 2 years ago) Penetrator and Penetrator II missiles lost their range (PII, albeit havin ~14km in tech database, actually has less than 6.5km).
-
I'm now playing through SG as it's been in my "to do" list for quite some time. Without considering a few CTDs in the first missions of the campaign (which I couldn't replicate anyway, so I still managed to progress), the mod is stable and quite enjoyable on 23.0.0. In fact, I believe it deserves more attention and recognition. :yes:
So far, the only potentially gamebreaking issue I found is the checkpoint in "Through the back door", whose activation causes a) afterburners to be unavailable and b) at least two Omega transports to show up some 120 kilometers away from our position.