Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: procdrone on May 07, 2015, 10:57:20 am

Title: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 07, 2015, 10:57:20 am
BASK IN THE GLORY OF A MIGHTY FREDER THEHOUND....
uhm.
I mean, don't be too hard on me! :)

I present to you.... Venice Mirror: Act 1!
http://www.mediafire.com/download/az71rrc0z2nt1ll/VeniceMirror.7z (http://www.mediafire.com/download/az71rrc0z2nt1ll/VeniceMirror.7z) ((PLS MIRROR THIS ASAP))
Fix of a fix of a fix of a fix, because I'm a trash: MediaFire (http://www.mediafire.com/download/z48jwrdq57ay2pn/VM-Core.vp) ((overwrite if prompted))

OPTIONAL VP FILES:
Cell Shading (http://www.mediafire.com/download/7ct9b9yw4g4fdm6/cellshading.vp)
Warpflash (http://www.mediafire.com/download/a4rhi6bwgh7kreb/warpflash.vp)

PLEASE KEEP IN MIND THAT OPTIONALS, ARE OPTIONALS. USE AT YOUR OWN RISK.
Disclaimer: I will be not held responsible for any bugs using optionals.

I uhm, would like to thank you all:
Betreyal
Lepanto
JSNerdo

-and all patient people on the #freespace IRC providing me with help, pointers, and advices.
Even if this did taken ages to complete, nevertheless - its on!

REQUIRES:
-MediaVPS 2014
-Freespace Open build of 3.7.2 Stable! No older builds will work!


....... now let the avalanche of bug reports fall down on me...
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Gee1337 on May 07, 2015, 12:40:04 pm
I just bruised my willy when i saw this!
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: woutersmits on May 07, 2015, 01:26:42 pm
please highlight this
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: woutersmits on May 07, 2015, 01:36:47 pm
http://www.twitch.tv/woutersmits/
i going to launch stream
from this launch
link above
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: woutersmits on May 07, 2015, 02:08:10 pm
i got trouble no weapons on all missions
main_hall_init() was passed a blank main hall name; loading first available main hall.
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! Warning + 421 bytes
fs2_open_3_7_2-DEBUG.exe! main_hall_init + 201 bytes
fs2_open_3_7_2-DEBUG.exe! game_enter_state + 350 bytes
fs2_open_3_7_2-DEBUG.exe! gameseq_set_state + 310 bytes
fs2_open_3_7_2-DEBUG.exe! game_process_event + 134 bytes
fs2_open_3_7_2-DEBUG.exe! gameseq_process_events + 152 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! RtlGetDaclSecurityDescriptor + 180 bytes
ntdll.dll! RtlGetDaclSecurityDescriptor + 127 bytes


Invalid SEXP syntax: SEXPs must be surrounded by parentheses.  For backwards compatibility, the string has been enclosed in parentheses.  This may not be correct in all use cases.
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! Warning + 421 bytes
fs2_open_3_7_2-DEBUG.exe! l_Mission_runSEXP_f + 176 bytes
fs2_open_3_7_2-DEBUG.exe! luaD_precall + 785 bytes
fs2_open_3_7_2-DEBUG.exe! luaV_execute + 5766 bytes
fs2_open_3_7_2-DEBUG.exe! luaD_call + 161 bytes
fs2_open_3_7_2-DEBUG.exe! f_call + 58 bytes
fs2_open_3_7_2-DEBUG.exe! luaD_rawrunprotected + 86 bytes
fs2_open_3_7_2-DEBUG.exe! luaD_pcall + 100 bytes
fs2_open_3_7_2-DEBUG.exe! lua_pcall + 134 bytes
fs2_open_3_7_2-DEBUG.exe! script_state::RunBytecodeSub + 317 bytes
fs2_open_3_7_2-DEBUG.exe! script_state::RunBytecode + 66 bytes
fs2_open_3_7_2-DEBUG.exe! ConditionedHook::Run + 169 bytes
fs2_open_3_7_2-DEBUG.exe! script_state::RunCondition + 167 bytes
fs2_open_3_7_2-DEBUG.exe! game_enter_state + 2255 bytes
fs2_open_3_7_2-DEBUG.exe! gameseq_set_state + 310 bytes
fs2_open_3_7_2-DEBUG.exe! game_process_event + 459 bytes
fs2_open_3_7_2-DEBUG.exe! gameseq_process_events + 152 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! RtlGetDaclSecurityDescriptor + 180 bytes
ntdll.dll! RtlGetDaclSecurityDescriptor + 127 bytes

fs2open.log included

[attachment deleted by nobody]
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 07, 2015, 02:16:21 pm
Anyone else can confirm the error? Campaign editor playing tricks on me, he does.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 07, 2015, 02:25:32 pm
Updated the first post with a fix. Campaign file DOES play tricks on me.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: woutersmits on May 07, 2015, 02:33:08 pm
still asame see my stream
http://www.twitch.tv/woutersmits/
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 07, 2015, 02:36:33 pm
You can disregard the error about the mainhall. And im investigating the problem about weapons now.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Gee1337 on May 07, 2015, 02:37:33 pm
Downloading fix now! Not played it yet... but looking forward to it! :)
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: JSRNerdo on May 07, 2015, 02:39:56 pm
still asame see my stream
http://www.twitch.tv/woutersmits/
Something is terribly, terribly wrong with your stream audio.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 07, 2015, 02:42:02 pm
Regardless of the audio.

I've replaced a link of a fix, to a new one. Redownload please, and check it out.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Gee1337 on May 07, 2015, 02:56:12 pm
Cheers, TheHound! :)

I just realised as well that I did not have the latest 3.7.2 so getting that now as well.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: woutersmits on May 07, 2015, 03:00:55 pm
still asame i useing the lathest version you readed that on log
Invalid SEXP syntax: SEXPs must be surrounded by parentheses.  For backwards compatibility, the string has been enclosed in parentheses.  This may not be correct in all use cases.
KERNELBASE.dll! WaitForSingleObjectEx + 153 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! Warning + 421 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! l_Mission_runSEXP_f + 176 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! luaD_precall + 785 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! luaV_execute + 5683 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! luaD_call + 161 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! f_call + 58 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! luaD_rawrunprotected + 86 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! luaD_pcall + 100 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! lua_pcall + 134 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! script_state::RunBytecodeSub + 317 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! script_state::RunBytecode + 66 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! ConditionedHook::Run + 169 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! script_state::RunCondition + 167 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! game_enter_state + 2255 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! gameseq_set_state + 310 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! game_process_event + 459 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! gameseq_process_events + 152 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! game_main + 782 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2_NO-SSE-DEBUG.exe! WinMainCRTStartup + 15 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlGetDaclSecurityDescriptor + 180 bytes
ntdll.dll! RtlGetDaclSecurityDescriptor + 127 bytes


[attachment deleted by nobody]
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Gee1337 on May 07, 2015, 03:02:37 pm
Still no weapons :(
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 07, 2015, 03:03:27 pm
STAY CALM!

I just nailed what I did wrong. Kind of a moron of me - fix in the first post again... WORKING now.

Exactly what i did, when I updated the campaign file, it was saving to the different location i loaded it from, and therefore - didn't replace the broken one, so i did patched you the wrong file on and on
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Gee1337 on May 07, 2015, 03:10:11 pm
Which link is the fix? Fix 1 or the first download?

Or is it a case of re-downloading both ?
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 07, 2015, 03:10:37 pm
No, Redownload the fix only.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: woutersmits on May 07, 2015, 03:11:49 pm
still no weapons
Invalid SEXP syntax: SEXPs must be surrounded by parentheses.  For backwards compatibility, the string has been enclosed in parentheses.  This may not be correct in all use cases.
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2-DEBUG.exe! Warning + 421 bytes
fs2_open_3_7_2-DEBUG.exe! l_Mission_runSEXP_f + 176 bytes
fs2_open_3_7_2-DEBUG.exe! luaD_precall + 785 bytes
fs2_open_3_7_2-DEBUG.exe! luaV_execute + 5766 bytes
fs2_open_3_7_2-DEBUG.exe! luaD_call + 161 bytes
fs2_open_3_7_2-DEBUG.exe! f_call + 58 bytes
fs2_open_3_7_2-DEBUG.exe! luaD_rawrunprotected + 86 bytes
fs2_open_3_7_2-DEBUG.exe! luaD_pcall + 100 bytes
fs2_open_3_7_2-DEBUG.exe! lua_pcall + 134 bytes
fs2_open_3_7_2-DEBUG.exe! script_state::RunBytecodeSub + 317 bytes
fs2_open_3_7_2-DEBUG.exe! script_state::RunBytecode + 66 bytes
fs2_open_3_7_2-DEBUG.exe! ConditionedHook::Run + 169 bytes
fs2_open_3_7_2-DEBUG.exe! script_state::RunCondition + 167 bytes
fs2_open_3_7_2-DEBUG.exe! game_enter_state + 2255 bytes
fs2_open_3_7_2-DEBUG.exe! gameseq_set_state + 310 bytes
fs2_open_3_7_2-DEBUG.exe! game_process_event + 459 bytes
fs2_open_3_7_2-DEBUG.exe! gameseq_process_events + 152 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! RtlGetDaclSecurityDescriptor + 180 bytes
ntdll.dll! RtlGetDaclSecurityDescriptor + 127 bytes

log number 3

[attachment deleted by nobody]
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: CT27 on May 07, 2015, 03:12:40 pm
I tried downloading both the main link and the fix and when I started the first mission I had no weapons.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Gee1337 on May 07, 2015, 03:14:46 pm
What smits said!
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 07, 2015, 03:15:31 pm
To everyone involved in the weapons bug.

Try creating new pilot. Old campaign data might mess things.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: CT27 on May 07, 2015, 03:17:30 pm
I did that.  When I play a new campaign I always create a new pilot.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 07, 2015, 03:20:31 pm
Even with that? I have confirmed that two people have it working... so im clueless

[attachment deleted by nobody]
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Gee1337 on May 07, 2015, 03:36:28 pm
Yea it works for me now I have created a new pilot.

Was a bit of a so 'n' so though, as I had to re-map my buttons which is always a tedious thing!
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: woutersmits on May 07, 2015, 04:03:19 pm
hanks for fixing
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: woutersmits on May 07, 2015, 04:07:13 pm
and highlight this hw
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: CT27 on May 07, 2015, 04:48:26 pm
It works now, thanks.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: CT27 on May 07, 2015, 06:37:42 pm
I've run into a problem with the mission "Among Wolves".

No matter what happens, I can't seem to progress pass that mission.  I move into scan the Icarus' subsystems like I'm supposed to, but then  the Eris' group comes in and the GTVA ships become hostile.  After I close within 1km of the Eris like I'm ordered to I'm then ordered to jump out.

However, when I click next mission it won't let me proceed.  This happens even though the debriefing screen says "we have no recommendations for you." 
This all happens no matter what dialogue choices I pick in the mission.



Something I've noticed:  when I'm ordered to jump out and return to base the "Survive!" objective (after hitting F4) isn't filled red or green.  Maybe that has something to do with it?

Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: JSRNerdo on May 07, 2015, 06:50:51 pm
...yep, I see the problem, here's the fix: Drop https://www.dropbox.com/s/0zbdi3ob4uw6hfo/vm1.fc2 in your /data/missions/ folder(make it if it doesn't exist already) and it SHOULD work. Should. Hopefully.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: CT27 on May 07, 2015, 08:06:27 pm
It did work, thank you very much.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 07, 2015, 10:43:25 pm
Again, sorry for a a bad time with the campaign file, that thing i done on the run, untested, and without experience. Thanks JSNerdo for patching it up for me.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Lepanto on May 08, 2015, 08:24:51 am
Ahem, sorry for the technical difficulties, people. :o

I know it's no WoD or BP, but don't be shy, suit up and fly for Laramis's freedom! VM is a 15-mission campaign with some fun shooty gameplay (and your own lolawesome fighter-mounted beam cannon!)
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Jackho on May 08, 2015, 08:52:47 am
Hello,

Trying it right now... having fun like crazy!  :nod:
Fix 2's been removed from 1st post, does it mean one can delete fc2 file? (sry for noob question)
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Lepanto on May 08, 2015, 09:52:39 am
Don't delete the fc2 file - without it, the campaign won't work.

Good to know you're having fun!
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 08, 2015, 10:46:23 am
Hello,

Trying it right now... having fun like crazy!  :nod:
Fix 2's been removed from 1st post, does it mean one can delete fc2 file? (sry for noob question)

I just merged the fix with a VM-Core for people who didn't get the fix in the first place. -if you have it working, don't touch a thing :)

Quote
I know it's no WoD or BP

AAAAND its my first mod!
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: est1895 on May 08, 2015, 03:50:47 pm
So the patch isn't necessary, if you haven't downloaded yet? :confused:
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Vrets on May 08, 2015, 10:51:53 pm
Downloading now. I'm disentangling my flight goggles from a nearby tree.

Wow, Mediafire has gotten sketchy. My computer feels unclean.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 08, 2015, 10:56:36 pm
So the patch isn't necessary, if you haven't downloaded yet? :confused:

No. Fix isn't merged with the main release ((YET))
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Gee1337 on May 09, 2015, 05:24:11 am
...yep, I see the problem, here's the fix: Drop https://www.dropbox.com/s/0zbdi3ob4uw6hfo/vm1.fc2 in your /data/missions/ folder(make it if it doesn't exist already) and it SHOULD work. Should. Hopefully.

Can I just confirm the location on where to put this please?

Is the /data/missions/ folder in the root Freespace2 folder or in the VeniceMirror folder?
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: JSRNerdo on May 09, 2015, 05:53:57 am
...yep, I see the problem, here's the fix: Drop https://www.dropbox.com/s/0zbdi3ob4uw6hfo/vm1.fc2 in your /data/missions/ folder(make it if it doesn't exist already) and it SHOULD work. Should. Hopefully.

Can I just confirm the location on where to put this please?

Is the /data/missions/ folder in the root Freespace2 folder or in the VeniceMirror folder?
The VeniceMirror folder, so */freespace2/VeniceMirror/data/missions/vm1.fc2
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Gee1337 on May 09, 2015, 06:21:53 am
Thanks Nerdo... I had a feeling it would be but I wanted to be sure as it wasn't clear in the first post! :)
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Pacman110 on May 09, 2015, 09:31:03 am
I just played the first two missions and what I've seen so far is pretty impressive, great atmosphere and epic battles. Love it! So thanks a lot for doing this.

The only thing that didn't feel quite right were the immense glowing bubbles when charging the frontal beam cannons, a bit less of that could be better in this case.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: CT27 on May 09, 2015, 01:07:50 pm
I just beat chapter 1.  Congratulations on a great campaign.


I do hope that there's more about the Sol Gate ("Jump Gate" as it's called in this campaign) in future installments.  Returning to Earth is an exciting possibility.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 09, 2015, 01:55:51 pm
Well, Act 2 is already planned out... only all that pesky work needs to be done again.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Vrets on May 10, 2015, 10:41:09 am
Another glorious tour of duty underway for Vrets.

My thoughts having played the first two missions:

Spoiler:
The first mission was enjoyable, with highlights including the eye-burning POM POM cannons on my Herc and the flanking maneuver at the end. The second mission was mildly disappointing because my presence was unnecessary. I put my feet up on the dashboard and took a nap while the taskforce captured the station and won this crucial battle with no losses. The Laramis rebellion is doing better than it thinks! I also noticed that you used music from the Europa Universalis IV OST (it works fine in the context). :D
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Gee1337 on May 10, 2015, 12:25:39 pm
I think I have a problem...

Spoiler:
I just finished the mission "Early Burials" and it won't let me progress. I presume it is the final mission of Act I so it shouldn't matter too much. The only goal failed was a secondary about protecting LSR assets... which is pretty much impossible anyway!
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: CT27 on May 10, 2015, 10:30:13 pm
Well, Act 2 is already planned out... only all that pesky work needs to be done again.

Could there potentially be Jump Gate stuff in chapters after that (if there will be a story after act 2)?   :)   That was one of my favorite moments in chapter one...when the Laramis pilots stared at the gate for a while.


Anyways, a question about the current story if you don't mind:  What exactly is the "Star Alliance"?  Was this explained in the story somewhere?  I know Adhara had already split from the GTVA and Laramis is going for independence.

Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 11, 2015, 02:11:41 am
All of this questions will be answered in future acts.

^^ Im looking into the fix right now.

P.S. you guys have a strange jump gate syndrome :P
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: eragon2890 on May 11, 2015, 03:12:44 pm
the intro movie is really cool, but I start a new game (with new pilot, and the correct FSO version) and guess what, no weapons...
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: eragon2890 on May 11, 2015, 03:16:08 pm
Funny bug this is! I had no weapons with my new pilot, but that was my 4th in total. I deleted all pilots and made a new one, and with my now one-and-only pilot I started the campaign and loo and behold, weapons! TIme to game! :D
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 11, 2015, 03:44:02 pm
I think I have a problem...

Spoiler:
I just finished the mission "Early Burials" and it won't let me progress. I presume it is the final mission of Act I so it shouldn't matter too much. The only goal failed was a secondary about protecting LSR assets... which is pretty much impossible anyway!

http://scr.hu/1xi4/u9q17 (http://scr.hu/1xi4/u9q17) - the campaign editor is just a mean, ****ty...  Whatever, I admit, this thing defeated me.
I have no ideas why this doesn't allow players to end the campaign. Im out of clues.

the intro movie is really cool, but I start a new game (with new pilot, and the correct FSO version) and guess what, no weapons...

And like wise. I don't know what its so troublesome.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Thisisaverylongusername on May 11, 2015, 03:47:54 pm
Finished what the first chapter. Only one major gripe, the rest are minor issues. My major gripe is the GTVA's Ceres-Class fighter. You see the enemy use it a lot, and it seems great, yet you only get to fly it once, and what do you do with it? Run away!  :mad:

The minor issues are as follows:
There is a spelling error in the mod description. "Rouge" should be "rogue."
In "Home Doorstep," there is a GTSC Faustus "Nossae," that should be marked as unknown but is instead marked as friendly.
In "In the Storm's Wake," the directive for destroying the Asellius is marked as completed before the mission starts.

Other than that and a few others I may have missed, you did a fantastic job!  :yes:
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 11, 2015, 03:53:55 pm
Finished what the first chapter. Only one major gripe, the rest are minor issues. My major gripe is the GTVA's Ceres-Class fighter. You see the enemy use it a lot, and it seems great, yet you only get to fly it once, and what do you do with it? Run away!  :mad:

The minor issues are as follows:
There is a spelling error in the mod description. "Rouge" should be "rogue."
In "Home Doorstep," there is a GTSC Faustus "Nossae," that should be marked as unknown but is instead marked as friendly.
In "In the Storm's Wake," the directive for destroying the Asellius is marked as completed before the mission starts.

Other than that and a few others I may have missed, you did a fantastic job!  :yes:

Ceres is elite new-gen fighter for GTVA. They make sure to keep LSR hands off them.

And other issues... well... damn it. Slipped past. Ill make sure to fix them.

------ Did you have an ending debriefing?
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: eragon2890 on May 11, 2015, 04:24:32 pm
I am LOVING the campaign in terms of gameplay and graphics, but..... I just finished (I think) mission 3, but no matter how long I wait, I just won´t get a message that I can return to base or any other way to proceed... what to do? :O
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: eragon2890 on May 11, 2015, 04:36:06 pm
Aw. this one really helps! I tried again, failed the mission, but luckily it proceeds to mission 4 regardless (altough the debriefing says I will be stripped of my wings), so that´s good, it means I got past the previous bug. HOORAY!

It's a very cool fun campaign, but it really needs one or two dozen cans of insecticide :D
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 11, 2015, 04:56:39 pm
I am LOVING the campaign in terms of gameplay and graphics, but..... I just finished (I think) mission 3, but no matter how long I wait, I just won´t get a message that I can return to base or any other way to proceed... what to do? :O

I cant even imagine what did you do to break the mission, it was betatested many times, and so far, I got no report of anything like this happening...

...what did you do?

Aw. this one really helps! I tried again, failed the mission, but luckily it proceeds to mission 4 regardless (altough the debriefing says I will be stripped of my wings), so that´s good, it means I got past the previous bug. HOORAY!

It's a very cool fun campaign, but it really needs one or two dozen cans of insecticide :D

screw you, campaign editor, once more.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: eragon2890 on May 11, 2015, 05:08:56 pm
Well, I did use the accelerate time option a few times during mission 3. :D But nothing else out of the ordinary, only one pilot just created, correct FSO and mediaVPS version...
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 11, 2015, 05:13:18 pm
I have reuploaded the fix, some more fixes included - as well as the workaround for mission 3. Now objectives check if you shoot the shuttle out of the sky.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: eragon2890 on May 11, 2015, 05:24:49 pm
Shuttle? There was a shuttle? I am talking about the mission AFTER the one where you captured the station with the help of some onboard troops amd then the station want to negotiate surrender terms and sends a shuttle. The problem is the mission AFTER that one. the mission with the station went fine ^^;
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 11, 2015, 05:42:45 pm
For the love of god.

Read what you've written. Mission 3, mission 3, mission 3.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Spoon on May 11, 2015, 06:34:05 pm
(http://i1054.photobucket.com/albums/s490/kingspoon/screen0709_zpsnkucpzq5.jpg~original)

I have 'failed' this mission and cannot proceed. Send help.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 12, 2015, 03:09:40 am
Spoon,  saying what did you do to fail would help.
From fredwise point of view, im pretty clueless what problems you guys are facing.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Thisisaverylongusername on May 12, 2015, 07:44:22 am
OK, after replaying the mission, I know what went wrong. If you return to the Indigetes before the shuttle makes it, you fail the mission, even if you would have otherwise succeeded.

Oh, by the way, Murphy sends his regards.  :P
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Spoon on May 12, 2015, 10:14:20 am
Spoon,  saying what did you do to fail would help.
From fredwise point of view, im pretty clueless what problems you guys are facing.
I completed the mission without fail is all I did.

I'll have a look into your files in a bit, shouldn't be too hard to figure this one out.

OK, after replaying the mission, I know what went wrong. If you return to the Indigetes before the shuttle makes it, you fail the mission, even if you would have otherwise succeeded.

Oh, by the way, Murphy sends his regards.  :P
In my case, the shuttle made it way before I landed on the Indigetes.


Edit: So I'm looking at stuff and I'm super tired right now so take stuff I write right now with a grain of salt as I ramble on.
The BoardingNOOOPE mission objective has a redundant check in it. When you are checking if a ship has departed, you don't need the extra not is-destroyed-delay check. Because if the ship is destroyed before it can depart, freespace will automatically flag the has-departed-delay as false, since the ship is destroyed and can no longer depart.

And yeah, the shuttle has to dock (depart) before the goal becomes complete so you will fail if you enter the hangar bay before that.

The other reason why this mission result in a failure state despite the debriefing praising your efforts is that the BoardingNOPE checks if the RTB event is true, the RTB event is a distance check that immediately makes the mission end. So the goal doesn't have time to become true before the mission ends. Adding a simple extra event chained to the RTB with a 1 second delay and move the end-mission from RTB to the new event solves that.

Thankfully this mission was easy to check because it literally plays itself. No player input is required to achieve perfect victory. (You should definitely always check for these things for future fredding endeavors)
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 12, 2015, 03:39:51 pm
THe thing is, the mission fails when the shuttle is blown. But links in the campaing editor didn't have any coresponding values, so you could still pass while having the shuttle blown. BoardingNO goal is just an answer for that - If it is destroyed before you have chance to depart, its false, or if you land after it have departed.

On the other notes, i added this goal in latest fix. You played your first tries without it.

Continuing on, the main goal checks for Indigetes arrival. It only arrives when all hostile forces are destroyed, so... im trying to track down whats going on here, but im unable to see the problem.
And balance... yea. I know, i messed up.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Spoon on May 12, 2015, 04:46:09 pm
THe thing is, the mission fails when the shuttle is blown. But links in the campaing editor didn't have any coresponding values, so you could still pass while having the shuttle blown. BoardingNO goal is just an answer for that - If it is destroyed before you have chance to depart, its false, or if you land after it have departed.

On the other notes, i added this goal in latest fix. You played your first tries without it.

Continuing on, the main goal checks for Indigetes arrival. It only arrives when all hostile forces are destroyed, so... im trying to track down whats going on here, but im unable to see the problem.
And balance... yea. I know, i messed up.
I have only ever played your campaign with your latest patch. So no, my first tries were not without it.
I don't know why you are still trying to track down whats going on, when I literally just told you what is happening and how you can fix it. I sort of happen to know a thing or two about fredding, you can take my word for it  :p
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 12, 2015, 05:59:22 pm
reuploaded a fix on the first post again. If that doesn't answer the problem, then I am just a dump moron. Ban me from freding or someting, I just can't answer the problem here.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Thisisaverylongusername on May 12, 2015, 07:31:45 pm
The fix seems to have done its job. However, I forgot one other problem that I had found. In "Blinded Giants," there seems to be an event for the GTC Spaniard to jump out. If it does so, you cannot continue the mission, and you cannot jump out because of what happens later in the mission. I think you either need to fail the player immediately, or make it so the Spaniard can't jump out.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Lepanto on May 12, 2015, 09:14:17 pm
One of these days, people will actually be able to play our campaign from start to finish. I promise. :D

For those of you who are waiting for VM to fix its unfortunate technical issues, and those of you lucky enough to actually finish, anything you'd like to compliment (or constructively criticize) about the campaign itself?
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Gee1337 on May 13, 2015, 02:28:30 am
Overall I have enjoyed the campaign. It has been relatively simplistic in gameplay terms, but that is not a bad thing as that means good fun and sometimes easier immersion.

A few criticisms I have are the (these are in a spoiler):-
Spoiler:
1) The assault fighter you use. Whereas it is nice that you can sprint across the theatre that quickly with the burners, I felt that it did not handle that well, say compared to something like the Erinyes which is what I found myself going back too.
2) A couple more weapons and ships would be nice, but if you have something planned for Act II then ignore this!
3) The texturing of the Venice itself! I look at the Venice and to me it feels a little bit... cartoony (for lack of a better description) and when compared to the GTVA super destroyer (forgotten the name), it does not look as impressive as I presume the ship should be.
4) A couple of missions could do with some polish I felt. For instance, in the final mission it is basically impossible to protect the defender with the forces you have and the Ceres fighters take it out far too easily.
5) The Ceres are a bit too good and I found that once again the best fighter to take them down was a Erinyes loaded with Kayser Cannons.
6) The Judicator (beam weapon) I did not really like the feel of, especially for taking out beam cannons. I found myself using the Maxim cannon, more because of its range and power.
7) There was another mission where you take out a destroyer (again forgotten the name, but I believe it is the first destroyer that the Devestator takes out in the campaign) and in the first half of the mission, the only way you can stop the midgard cruiser (I think) being destroyed is to take out the beam cannons of the attacking corvette, which I think should be an objective rather than something just to work out.
8) There could be a small briefing in the missions where Daniel Vest is essentially the fleet commander rather than "There is no debriefing for this mission."

There are also a few spelling and grammar errors but these are relatively minor and is not something that bothers me too much!

Please don't be dis-heartened by the above. Overall, I really enjoyed this campaign and as a first effort, I look forward to you future stuff!  :yes:
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 13, 2015, 04:00:22 am
The fix seems to have done its job. However, I forgot one other problem that I had found. In "Blinded Giants," there seems to be an event for the GTC Spaniard to jump out. If it does so, you cannot continue the mission, and you cannot jump out because of what happens later in the mission. I think you either need to fail the player immediately, or make it so the Spaniard can't jump out.

fix reuploaded.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Spoon on May 13, 2015, 03:40:42 pm
Bestow upon me hints on how to get through the battle for ross 128

If I lob trebs from a distance I apparantly run out of time, if I get close I die to fighters that are an immense pain to take down in the craft that you are given (they all turn like pigs) and AAA beams are the single worse thing in Freespace. And there are a lot of them.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 13, 2015, 03:53:16 pm
Have you tried Judicator hit and run tactics? Phoenix is faster then any other GTVA craft, and Judicator is pretty good in taking down subsystems. You don't have debeam them all. Just take one turret out of each deimos, and LSR fleet should have an edge. SHOULD.

Icarus is your main problem tough.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Thisisaverylongusername on May 13, 2015, 05:59:12 pm
I recommend the SRF Pheonix with dogfight primary in the first bank, and Maxim in second bank. Secondaries don't matter. The rest of Bravo Wing should have default loadouts. Send Bravo wing to attack the Icarus. Since they are invincible, they shouldn't have any trouble overtaking it. Meanwhile, you should be focused on taking out other opponents. The GTC Spearcrow is a prime target, since it only has one beam. You should also take out two of the four beams on the other two corvettes on the right flank. The left flank manages itself. If it doesn't, order Bravo Wing to  blow up one of the corvettes. Easy peasy.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Spoon on May 13, 2015, 06:38:09 pm
I have succeeded, by doing the judicator beam runs. The judicator need some kind of impact effect though! It's hard to see if it's hitting anything.

Also, Andrew you stupid ****:
(http://i1054.photobucket.com/albums/s490/kingspoon/screen0710_zpsgw11lsyt.jpg~original)
Kindly stop shooting at important objectives.

I failed the mission because of this, but nothing actually happens when this objective gets failed.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Spoon on May 14, 2015, 10:42:39 am
Mission 12 is impossible, the bombers jump almost right ontop of the argus, even if you intercept all the bombs you simply cannot avoid it getting destroyed by gun fire. And when it gets destroyed it still plays messages (you can avoid this by having the message priority set to normal instead of the default high) and the primary objective gets completed regardless. But then immediately after a wing of ceres fighters jump right ontop of you. It's just not sanely possible to complete this mission.

Consider increasing the range the enemies jump in from by an additional 1000 range for this mission.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: JSRNerdo on May 14, 2015, 10:52:03 am
But then immediately after a wing of ceres fighters jump right ontop of you.
The Ceres fighters are basically the bad end here, if you lose the Argus you're supposed to get killed by Victor wing.

I'll take a look at the bomber balance, though personally I didn't really have much trouble with that myself and I don't think the mission changed between the final tests and release.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Thisisaverylongusername on May 14, 2015, 09:21:30 pm
Spoon, the AI is stupid. The only realistically possible way to win the mission is to go to the Argus slow enough for Jack to keep up, and then blast the bombers with his assistance.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: 5thAce on May 14, 2015, 11:15:36 pm
Very enjoyable campaign, can't wait for the next act. Before actually playing I went through the tech room to see any new ships, and after seeing the new GTVA ships I thought to myself "these rebels stand little to no chance" only to play the first mission and realize that I'm not a GTVA pilot  :jaw: (I didn't read any descriptions before hand so I had no idea what side I was on) but never before had I cheered on a Rebel group as much as the LSR.  Well done, any chance of anything act 2 related being released in 2015?
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 15, 2015, 01:17:50 am
Can't promise anything.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Thisisaverylongusername on May 17, 2015, 03:40:17 pm
Spoiler:
Sorry for the negativity, but I'm going to complain about the transition between Reaching the Zenith and Home's Doorstep. The SRF Phoenix does indeed have self-repair systems, but they cannot restore it to 100% hull integrity. The missile banks getting damaged during the crash-jump also screams lazy design, as does having the forced loadout. I think this is the only major flaw in the story. Now for some compliments. The SRF Phoenix is a fantastic fighter. I love how fast you can go on afterburner. Even if its missile banks are small, it is a fantastic interceptor. It isn't the best at dogfighting, but that is easily patched up with the Hera missile. The Hera being essentially a Tornado that does more damage while taking up the same space as a Hornet is just great. I do not like the tracker, however, because the main advantage of the Harpoon over the Tornado is that you had more shots with the Harpoon, and I feel like I get less mileage out of the Tracker. The Jupiter APC is also fun to use, and seeing all the trails flying about is hilarious. It's just a shame you never gave us a boosted Tempest. Overall, you did well with the weapons.
Title: Re: RELEASE: VeniceMirror, Act 1! Review
Post by: Spoon on May 18, 2015, 11:39:40 am
It took me a while to get through the campaign, I struggled a lot to get through a bunch of difficulty spikes.

I don't want to go all Gordon Ramsay on you (actually that's partly a lie, I wish I was as cool as Gordon Ramsay) and shout and scream at you. But there is definitely a certain amount of frustration that I'm not going to pretend to hide.

I absolutely understand that this is your first campaign and that's fine, great even, because without people taking up the noble art of fredding, this community will continue dying its slow death. However, while being a first time fredder excuses things on the technical end, it doesn't really excuse laziness. Because to me, it felt like you have just given up during the last bunch of missions. Dogfighting weapons in the weapon loadout, no debriefings, missing directives and so forth. Several missions just felt incomplete, like you had started fredding them, and half way through just moved onto the next mission. Completely unnecessary.

I must also urge you to think more clearly about mission balance... The last mission gives you the option to fly four different type of fighters but literally only the Phoenix is a viable option because none of the other fighters are remotely fast enough to get to the Sierra transports in time to prevent their demise. This should have been immediately clear after a single test play with a fighter other than the Phoenix. On the other hand, a lot of other missions play themselves, because of the high amount of BoE type mission and lack of good player direction in them. If the player doesn't need to actually do anything for a mission to meet it's end succesfully, you need to rethink and redo the mission. On the other other hand, some missions required too much player action and were excessively hard and felt really unfair in a lot of cases. Enemies jumping ontop of an objective that you need to defend... Please none of that anymore in act 2.

Polish your missions, test them, test them, test test test test them. Think them over, rethink them, polish them again. Refine, reiterate.
Is it a pain in the butt at times? Absolutely. But it is a necessary evil.

I liked the new weapons, I found both new missiles, the tracker and the hera to be solid choices and both felt pretty satisfying to use. Though again there is a lack of polish here. The loadout info to the right didn't actually contain any kind of info or anything about the weapon and were just clearly copypasted from another entry when the new table entry was made. If you are going through the effort of creating new weapons, why half ass it? Why not take the 5 extra minutes to do it properly? A lot of new weapons were lacking weapon impacts too, the judicator beam for example feels really meh to use because it just kind of 'stops' when it hits a target. (It's also excessively power hungry)

The story is decent but kind of suffers from lack of explaination. Who is the LSR? Who is Daniel Vest? Why does the LSR have white beams and such vastly superior electronic warfare? Who and what is the star alliance? Who are your wingmen? Generic named Jack sticks with you through out the whole campaign but by the end I don't know any more about him than I did at the start. Who is he? How old is he? Does he like pie or is he more of a cake guy?
It is fine if a story raises questions and then doesn't immediately answer them, it leaves the player wondering. But Venice mirror doesn't so much asks questions as presenting them as a fact of life and nobody seems to question them. There is this one instance where this GTI ship is raising the question of "have you guys ever wondered why a single system can sustain two fleets" but that's promptly shut down and nobody thinks or mentions anything about it again.

I absolutely want to encourage you to keep on fredding&modding and not let my venting get you down. I completely understand how ****awful it feels to release your campaign and then getting nothing but bug reports and hardly any feedback worth a damn. (But such is the current state of HLP, near dead community) And then the only review you get is from a grumpy old cynical veteran fredder who can only look at the negatives.

There is potential in Venice Mirror, but you need to put in the 110% effort to make it shine.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: CT27 on May 18, 2015, 01:26:25 pm
To address one part of one of your issues, he did say what the Star Alliance is would be addressed in a future installment.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Vrets on May 18, 2015, 04:11:32 pm
Spoon, your post was so wreathed in gloom that I lost motivation toward the end and flopped out of my chair onto the floor.

Fortunately, a colleague came by and kapton-taped me back into my chair.

(But such is the current state of HLP, near dead community)

That's the power of kapton tape!
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 19, 2015, 11:41:12 am
Quote
I don't want to go all Gordon Ramsay on you (actually that's partly a lie, I wish I was as cool as Gordon Ramsay) and shout and scream at you. But there is definitely a certain amount of frustration that I'm not going to pretend to hide.

I thought for a while how should I answer your post Spoon. While at one side, this is discouraging, but on the other... How should I see my mistakes if everyone goes "good job", and pats my back?

Quote
I must also urge you to think more clearly about mission balance...
I have problems with balance, that's true. No surprise here

Quote
Polish your missions, test them, test them, test test test test them. Think them over, rethink them, polish them again. Refine, reiterate.
Is it a pain in the butt at times? Absolutely. But it is a necessary evil.
Maybe that will surprise you, but these missions seen a lot of testing, but maybe that was not enough.

Quote
The loadout info to the right didn't actually contain any kind of info or anything about the weapon and were just clearly copypasted from another entry when the new table entry was made. If you are going through the effort of creating new weapons, why half ass it? Why not take the 5 extra minutes to do it properly?

At one point, I planned to make descriptions of these items as soon as they become available to the player in CB's. Lost those descriptions few times to FRED crashes, so they never made it to live version.

About the rest, like weapon impacts, and so forth... Technical side I guess. Either they never had them, or they were just lost in the sounds.tbl revamp.

Quote
The story is decent but kind of suffers from lack of explaination. Who is the LSR? Who is Daniel Vest? Why does the LSR have white beams and such vastly superior electronic warfare? Who and what is the star alliance? Who are your wingmen? Generic named Jack sticks with you through out the whole campaign but by the end I don't know any more about him than I did at the start. Who is he? How old is he? Does he like pie or is he more of a cake guy?

Ahhh, my favourite question out of this. Everyone dreams to make a hit on scale of BP, but then again - hard wall of reality strikes. After consulting my "story" with one of my team members, it appeared shallow, with many leaks and low ends to meet proper "FS2 Lore" without going crazy.
With my inability to create nice english fluff texts, somewhere on the road, I just dropped the idea of Heavy Story Driven campaign. Because it would never see the daylight.
There are actually answers for all these questions, but they never made it to the campaign.

Quote
I absolutely want to encourage you to keep on fredding&modding and not let my venting get you down. I completely understand how ****awful it feels to release your campaign and then getting nothing but bug reports and hardly any feedback worth a damn. (But such is the current state of HLP, near dead community) And then the only review you get is from a grumpy old cynical veteran fredder who can only look at the negatives.

True, that campaign file troubles somehow broke my spirit entirely, as I scrambled for a working fix. To tell the truth, Campaign file never underwent any tests. It was done as a last moment thing before the upload. Wanted to make it live as fast as possible, so no miracles here. I got what i earned.

Veterans/Freders surely see more then I ever did, or other members of the community.
And Spoon, I do not think that HLP is close to dying. I've seen and been in communities faring 10x worse.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: JSRNerdo on May 20, 2015, 09:15:40 am
Okay, so the release... was rushed. Most of this would likely have been the fault of some communication errors, which the language barrier probably didn't help. I will take full responsibility for these failings on my part.

Within the next week or so, I will be working on a vm1.1 patch, hopefully making the campaign what it should have been on release. It my hope that, with this patch, the campaign can be fully playable, and fun, from start to finish, with none of the original errors or failings. Within this I will attempt to address all the issues raised by the thread posters, and hopefully address all concerns satisfactorily.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Spoon on May 20, 2015, 12:46:00 pm
I thought for a while how should I answer your post Spoon. While at one side, this is discouraging, but on the other... How should I see my mistakes if everyone goes "good job", and pats my back?
Well, I think you are taking my feedback/critism like a champ. (Axem agreed)

I have problems with balance, that's true. No surprise here
Play other campaigns and look at them from a designer perspective instead of a player one. Identify how they get a player involved (or fail to do so) in the mission etc. etc.
Study up (It's fun, I promise!)

At one point, I planned to make descriptions of these items as soon as they become available to the player in CB's. Lost those descriptions few times to FRED crashes, so they never made it to live version.

About the rest, like weapon impacts, and so forth... Technical side I guess. Either they never had them, or they were just lost in the sounds.tbl revamp.
I'm talking about weapon descriptions for the weapon loadout screen +Description: XSTR()

Setting a weapon explosion impact is so incredibly simple: http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Impact_Explosion: just add that to your weapon entry, define an impact effect and presto.

Ahhh, my favourite question out of this. Everyone dreams to make a hit on scale of BP, but then again - hard wall of reality strikes. After consulting my "story" with one of my team members, it appeared shallow, with many leaks and low ends to meet proper "FS2 Lore" without going crazy.
With my inability to create nice english fluff texts, somewhere on the road, I just dropped the idea of Heavy Story Driven campaign. Because it would never see the daylight.
There are actually answers for all these questions, but they never made it to the campaign.
I thought the writting was pretty decent in venice mirror, the mod.ini description was probably the worse case in the whole campaign  :p Whoever did the spell/grammar checking/rewriting for you did well.
I don't really understand the attitude here though, nobody expects you to write 'the next bp' on your first campaign. But look at other 'classic' highly regarded campaigns, such as procyon insurgency, shrouding the light and derelict. Do those campaigns have super deep and engaging stories? Nah, no they don't. But here you are, basically telling me that venice mirror act 1 could have had a far more engaging story but you just choose not to do it. What a waste! Don't write yourself short like that.

Okay, so the release... was rushed.
Why was it rushed though? There shouldn't have been any pressure or any deadlines to meet. Just take it easy, take another 2 months to polish what needs polishing and release when it's done.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 20, 2015, 01:01:26 pm
Quote
Okay, so the release... was rushed.
Why was it rushed though? There shouldn't have been any pressure or any deadlines to meet. Just take it easy, take another 2 months to polish what needs polishing and release when it's done.

It was a motivation like - Or Ill do it to this day.... or it will just linger around forever. Well, I see it serves me right.

As for text and all. All credit goes to Lepanto, who did a complete overhaul. I written basic text while he added all the flavor.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Gee1337 on May 20, 2015, 07:15:47 pm
I gave my criticisms regarding the campaign, but in all fairness I think you do deserve a pat on the back. I couldn't dream to do anything like what you have created as I don't have the patience nor the time to put in to learning to FRED. Hell, I've started to write a book, but that came to a grinding halt after I began the third chapter and I just haven't got round to picking it up again.

Anyway, if you are looking to do a voice acted director's cut and you fancy some awful voice acting talent, then hit me up! (Yeah... I know I don't sell myself well on this but I would definitely give it a go! :) )
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Vrets on May 21, 2015, 12:16:26 am
Based on the first two missions, I think it's a strong first release and you should be proud.

Now that it's out, you can always make another pass and touch things up for VeniceMirror 2.0. :D
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: JSRNerdo on May 21, 2015, 03:40:13 am
https://www.dropbox.com/s/7s9x3pcisijf2vt/VM-Core.vp

Here's to hoping that this is the final patch that'll be needed, and the mod'll be completely playable from here on out.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Thisisaverylongusername on May 21, 2015, 10:19:40 am
I forgot there was one more change I really liked. It seems the LSR beams can't kill the player and other fighters. Awesome!
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Phantom Hoover on May 25, 2015, 08:12:59 am
I can definitely attest that your writing is completely serviceable. That's kind of why I gave you almost no feedback on the beta -- you said you wanted proofreading but I saw nothing to correct. It sounds like you could accomplish much more if you gave your own abilities a bit more credit.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on May 25, 2015, 03:46:40 pm
Phantom, really... its not my credit. Its all Lepanto work. All credit to him. He overhauled whole text in VM
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Phantom Hoover on May 25, 2015, 04:03:08 pm
I meant 'you' as in 'the team overall'. The point is, you don't need to worry that if you try to explore interesting concepts they'll just end up lost in translation.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: sgtinvictus on October 06, 2015, 11:15:35 pm
So, I just ran into a rather annoying problem after trying to start up this mod. First time I've seen this particular one, so I'm posting the log here in the hopes that someone might be able to help if the mod isn't already dead.

VM-mod.tbm(line 2):
Error: Missing required token: [#END]. Found [$Beams Use Damage Factors:YES] instead.

ntdll.dll! NtWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! Error + 229 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! error_display + 369 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! required_string + 106 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! parse_mod_table + 1831 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! parse_modular_table + 267 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! mod_table_init + 91 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! game_init + 397 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! game_main + 519 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! WinMainCRTStartup + 15 bytes
KERNEL32.DLL! BaseThreadInitThunk + 36 bytes
ntdll.dll! RtlSetCurrentTransaction + 212 bytes
ntdll.dll! RtlSetCurrentTransaction + 159 bytes

Edit: Nevermind, was using the wrong exe.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Lepanto on October 07, 2015, 10:52:56 am
Welcome to HLP! :D

Thanks for giving this mod a shot, and hope you have fun once you've sorted out your technical issues.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: sgtinvictus on October 10, 2015, 09:30:10 pm
Welcome to HLP! :D

Thanks for giving this mod a shot, and hope you have fun once you've sorted out your technical issues.

Well, the fix for the problem was quite simple. I use two different exe's as some mods don't work with the SSE/no SSE ones and some don't work with the exe that has neither of those. Venicemirror works with the no SSE exe. Great mod though, looking forward to further updates if there are any coming.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: AdmiralRalwood on October 10, 2015, 09:48:24 pm
I use two different exe's as some mods don't work with the SSE/no SSE ones and some don't work with the exe that has neither of those.
...What? SSE2/SSE/No-SSE should have zero impact on whether or not a mod works; if your CPU doesn't support those optimizations, the executable should simply fail to launch in the first place.

It sounds more like your executables are different versions entirely (3.7.2 RC3 is from halfway through 3.7.2's release-candidate phase, before "$Beams Use Damage Factors:" was added to the engine, so if your "other executable" doesn't choke on it, it's not because SSE2 builds don't like this mod).
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: sgtinvictus on October 25, 2015, 09:29:41 am
...What? SSE2/SSE/No-SSE should have zero impact on whether or not a mod works; if your CPU doesn't support those optimizations, the executable should simply fail to launch in the first place.

It sounds more like your executables are different versions entirely (3.7.2 RC3 is from halfway through 3.7.2's release-candidate phase, before "$Beams Use Damage Factors:" was added to the engine, so if your "other executable" doesn't choke on it, it's not because SSE2 builds don't like this mod).


No idea why it happens then. Some mods simply do not work with one exe while they work with another. A rather strange problem, but switching the exe is quite simple anyway.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on October 26, 2015, 08:12:13 am
Well, I have no idea at all. Maybe its some architecture issue, or something?
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: NeonShivan on October 26, 2015, 10:45:14 am
Happy Halloween TheHound,

So after [insert amount of time here] of procrastination I got around to playing your wonderful campaign, since it's your first campaign I'll give you the benefit of the doubt  :p

Now I haven't finished the campaign yet, I'll pick up on it perhaps sometime later this week (It'll give me something to do until I get Halo 5), so I'll give you essentially my first impressions. The review (in case there are people who are reading the forums still have yet to play your campaign) will be marked with a spoiler tag so read as you will.

Spoiler:
Alright so I got to the mission where you fight the Icarus over Ross 128 III. So far, for your first campaign, I'm rather impressed. Mechanics wise I like what you've done with the cutscenes, it gives campaigns a good cinematic feel and a break from regular ol' combat. The short, yet interesting choice of weapons given to the Lamaris rebels also gives them a unique feel as a rebellious teenager faction, although I feel an explanation somewhere (unless I missed it cause I tend to skim through briefings lol) as to what these weapons are and what they do would of been helpful instead of just trial and error.

Story wise, the campaign has promise. A bankrupt GTVA following the Second Shivan Incursion is to be expected, however I feel your portray of the rebels is slightly unrealistic. The cutscene where the Aquila and two corvettes arrived into Ross 128 and suddenly the GTVA was completely helpless felt, well, "godmoddish" lack of a better word. In modern society, you don't see rebel factions suddenly have top of the line equipment unless they are being spoon fed by a larger country (looking at you Ukraine and Syria). The dialogue displayed by the characters I feel also help give a sense that you are indeed a rebel. Someone fighting for the course of freedom and liberation from an oppressive regime.

Difficulty wise, and this might just me sucking at Freespace (despite playing this for X amount of years lol), so I can't really say much about it.

Overall, very nice work TheHound and others, I am mighty impress, this community needs a campaign to whitewash my trashy one  :lol:.

Next time I get to another point in the campaign I will post more of my thoughts, again excellent work, and hope to delve more into your campaign when the free time comes.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: eicca on October 29, 2015, 04:43:09 pm
Is there voice acting in this campaign?
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on October 30, 2015, 01:06:17 am
Is there voice acting in this campaign?

Unfortunately, but there is no voice acting in this Campaign. In case some brave people would want to create one - I would gladly mod it in, along with any other possible fixes/tweaks, and rerelease the thing.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Nohiki on January 04, 2016, 08:56:33 am
OK, I may be an overachieving jarhead, but:
Spoiler:
In Empty words!, i disabled the argo because I thought it might run with the VIP, and guess what, mission broke. Invulnerabling the engine subsystem on it should do it, or if you don't want it to be so obvious, restoring it to some % before triggering the undock and jump.

Never plan on the player doing exactly and only what you tell them to do. Some want to hunt points and bonus objectives wherever they think might be some.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on January 05, 2016, 10:36:51 am
OK, I may be an overachieving jarhead, but:
Spoiler:
In Empty words!, i disabled the argo because I thought it might run with the VIP, and guess what, mission broke. Invulnerabling the engine subsystem on it should do it, or if you don't want it to be so obvious, restoring it to some % before triggering the undock and jump.

Never plan on the player doing exactly and only what you tell them to do. Some want to hunt points and bonus objectives wherever they think might be some.

It went down some time since I released this campaign, would need to remake it for more polish, but yeah, sometimes the little things like the engine protects etc are not in place.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: mmm99 on January 08, 2016, 04:45:00 am
Hi guys just downloaded and tried loading it up but ran into this bug:

VM-mod.tbm(line 2):
Error: Missing required token: [#END]. Found [$Beams Use Damage Factors:YES] instead.

ntdll.dll! ZwWaitForSingleObject + 12 bytes
KERNELBASE.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_RC3.exe! <no symbol>
fs2_open_3_7_2_RC3.exe! <no symbol>


I think some one has all ready reported this. Im running the 3.7.2 rc3 sse2 build I think. If more info is needed just say.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: tomimaki on January 08, 2016, 05:40:43 am
Use 3.7.2 final (http://www.hard-light.net/forums/index.php?topic=89597.0).
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: mmm99 on January 08, 2016, 10:41:29 pm
Just loaded with 3.7.2 final no problems thanks tomimaki.

Haven't played anything but the opening cut scenes...so sick :)
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: mmm99 on January 08, 2016, 11:38:17 pm
ok just playing through now loving it so far, a bug to report: the second mission I got the opening dialogue from the corvette but got nothing else the whole mission that was it, it was like the grey speech box just froze and wouldn't move on, that opening dialogue stayed for the whole mission.

 I have something else to mention but I think it needs a spoiler cover how do I do that?
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: tomimaki on January 09, 2016, 06:14:52 am
Code: [Select]
[spoiler] [/spoiler] ;)
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: mmm99 on January 09, 2016, 04:44:22 pm
Thanks Tomimaki!

A little thought, maybe didn't need a spoiler but:

Spoiler:
For the first 3 missions you cant change fighter or weapons before you start a mission (which is fine nothing wrong with that) but then the 4th mission "the Cavalry" the briefing says scramble! like its a surprise attack but you can then change fighters and weapons at the selection screens. I just think it a little odd that the previous missions you cant do anything and then on the first mission that it seems like you really don't have time to be fussing about how your fighters loaded out you then get that option.

I like it though I am stuck on a bombing mission:)
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on January 10, 2016, 04:13:18 am
maybe the flags on the mission are messed up. Ill poke around it when ill get a moment of spare time
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: badpenguin on January 22, 2016, 10:23:38 am
Is it just 2 missions? On 2nd mission after docking onto the GTD destroyer at the end screen there is no option to continue next.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on January 22, 2016, 07:22:45 pm
Is it just 2 missions? On 2nd mission after docking onto the GTD destroyer at the end screen there is no option to continue next.

Hell no. Mission 2 seems to have broken end conditionals. I hardly have any time to open the mod up and fix this, so I might give it an ride, but do not expect it anytime soon.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: procdrone on June 11, 2016, 01:57:07 pm
Alright, at this point, we can safely assume I will not be fixing this mod any time soon. If anyone wishes to make a remake, fix it up, use its resources or anything, feel free at it.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: Novachen on February 16, 2018, 09:57:06 am
Alright, at this point, we can safely assume I will not be fixing this mod any time soon. If anyone wishes to make a remake, fix it up, use its resources or anything, feel free at it.

I used that statement to create a fixed version of this campaign, that i uploaded on Knossos a few weeks ago. :)

In this process i played through this campaign of course.

So time for a review of this campaign.

First of all, what i actually disliked here:
I think that the new weapons are next to useless :D. Actually i was never sure, why i should use the Beam cannon for attacks on subsystems, if i can use the Maxim instead, which is a much better and more powerful toy for this kind of work, especially because the Beam drains nearly a third of the weapon energy per shot. Also the machine gun seems only useful on the Phoenix... because it was the only weapon next to the beam that was faster than this ship, but other weapons have better DPS rates. I have to admit, most missions are much easier if i simply stick to the default FS2 stuff, that is already at least 15 years old here.
Especially on Insane, where the small Hitpoints of the Phoenix are much more dangerous for yourself.

The story itself was also hardly believeable... nothing against an army that fights for independence of Laramis. But this one was actually a little over the top with all the new technologies even the GTVA do not have ^^.
Spoiler:
And with them, it was too obvious that there have to be much more behind this rebellion. Actually i am not sure if i really like the "terran superpower in the shadows" stuff. Especially because they seemed to be able to create a big fleet with cutting-edge technology unnoticed by the GTVA.

But what i actually liked?
Actually i liked, that the LSR used customized versions of GTVA crafts that have slighty different stats than their GTVA counterpart. Actually i think, that this is more realistic that they are different versions of the same ships available, for different purposes. It looks much easier for me to build in some more hullplates for less speed (or acceleration) on the GTF Perseus instead to create a whole new fighter design for that purpose. Also it make sense, that this version of a fighter is used in only one specific system for example... because of much more Asteroids or something like that. Also it is known that there were at least two different GTF Apollos variants in service during the Terran-Vasudan War, even the fighter variant was the only one, that was available in Freespace: The Great War in the end.

Even i think, that they are too less new fighter types and even weapons in general, at least in capship technologies the GTVA had enough additions, so that you can believe, that this one plays a whole decade after FS2. Also these technologies did not look too different from the established GTA/PVN/GTVA design.
Spoiler:
Except for the Venice itself, which looked more like a ship from Wing Commander III or IV.

Also i liked many of the missions. The transition from cutscenes to gameplay was very good. Some of the missions were very special in design, i think "Patriots and Tyrants" was my favorite mission in the end, because in the first part you watch the fight from distance and have your own escort duty and in the second part you are jumping right to that battle you observed in the distance before. But i have to admit, that there were also one or two missions, that could be much better. My low in this campaign was "Battle for Ross 128" for example which i felt very boring with the right loadout.

The backgrounds in the mission were always very good and atmospheric.


Well, i do not expect, that Chapter 2 will be ever released, but atleast the whole independence story got some ending here, even it is revealed as a part of a bigger story. But this campaign is standing alone enough to entertain, what is a good thing.
Title: Re: RELEASE: VeniceMirror, Act 1!
Post by: TrashMan on November 18, 2018, 04:02:12 pm
Ok, the first few mission didn't sit well with me. The GTVA is utterly incompetent and the Laramis side is full of flawless geniuses. You fail if you loose a single ship, while the GTVA loses entire battlegroups to sheer stupidity and plot powers.

I mean, you have:
- pilots that can hack an entire enemy battelgroup from the cockpit in 30 seconds
- technological superiority of the Laramis that has all kinds of fancy toys
- The GVA cannot do nano-jumps effectively
- The GVA uses retarded tactics and doesn't attack with it's warships even when jamming the Laramis targeting??? Instead they just sit and wait for you to destroy the jammer ships, then sit and wait more while the Laramis overcharge their beams and murder them from long-range  - a tactic the GVA never thinks of using.

From a tachnical standpoint it looks great, but this just leaves s sour taste in my mouth.