Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: ShadowWolf_IH on November 03, 2006, 06:47:07 pm

Title: RELEASE: CASUALTIES OF WAR 2
Post by: ShadowWolf_IH on November 03, 2006, 06:47:07 pm
It's finally finished.  In the downloads section of the site you will find 2 versions....one voiced...one not.

Have fun.

CoW2 (http://game-warden.com/mercs/CoW2/)

Link fixed // G5K
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Polpolion on November 03, 2006, 07:14:19 pm
cool


I should really play the first one :nervous:
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Cobra on November 03, 2006, 08:27:40 pm
I played a little bit of the first one, but it kind of bored me. :nervous:
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Depth_Charge on November 04, 2006, 07:37:20 am
ok i dl the voice verion.  and i can't even get to the campaign room when i put cow2 on.   it kicks me out.

here my debug.

==========================================================================
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.
==========================================================================
Passed cmdline options:
  -2d_poof
  -jpgtga
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -dualscanlines
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod CoW2
  -d3d_bad_tsys
  -noibx
  -safeloading
  -noparseerrors
Building file index...
Searching root 'C:\games\freespace2\CoW2\'
Searching root 'C:\games\freespace2\'
Searching root pack 'C:\games\freespace2\a_subspace.vp'
Searching root pack 'C:\games\freespace2\ls_neb.vp'
Searching root pack 'C:\games\freespace2\mv_advalphapatch.vp'
Searching root pack 'C:\games\freespace2\mv_alphapatch.vp'
Searching root pack 'C:\games\freespace2\mv_core.vp'
Searching root pack 'C:\games\freespace2\mv_effects.vp'
Searching root pack 'C:\games\freespace2\mv_models.vp'
Searching root pack 'C:\games\freespace2\mv_music.vp'
Searching root pack 'C:\games\freespace2\mv_textures.vp'
Searching root pack 'C:\games\freespace2\root_fs2.vp'
Searching root pack 'C:\games\freespace2\smarty_fs2.vp'
Searching root pack 'C:\games\freespace2\sparky_fs2.vp'
Searching root pack 'C:\games\freespace2\sparky_hi_fs2.vp'
Searching root pack 'C:\games\freespace2\stu_fs2.vp'
Searching root pack 'C:\games\freespace2\tango1_fs2.vp'
Searching root pack 'C:\games\freespace2\tango2_fs2.vp'
Searching root pack 'C:\games\freespace2\tango3_fs2.vp'
Searching root pack 'C:\games\freespace2\warble_fs2.vp'
Found 20 roots and 11157 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : RADEON X300/X550 Series x86/SSE2
  OpenGL Version    : 2.0.5819 WinXP Release

  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".
  Unable to find extension "GL_NV_fog_distance".
  Using extension "GL_EXT_secondary_color".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_ARB_transpose_matrix".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Unable to find extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Unable to find extension "GL_ARB_pixel_buffer_object".
  Unable to find extension "GL_APPLE_client_storage".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_EXT_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8
  Max elements vertices: 2147483647
  Max elements indices: 65535
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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: Performing global function/(library/object) name repeat check...
LUA: Performing library/object name repeat check...
LUA: Performing object/object name repeat check...
LUA: Performing library/library name repeat check...
LUA: Initializing library functions...
LUA: Initializing object functions...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
Unable to parse scripting.tbl!  Code = 5.
SCRIPTING: Inititialization complete.
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
Unable to parse interface.tbl!
cf_get_file_list_preallocated looking for type=7, filter="*-sdf.tbm"
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
ANI 2_radar1 with size 170x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
cf_get_file_list_preallocated looking for type=7, filter="*-mus.tbm"
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
cf_get_file_list_preallocated looking for type=7, filter="*-mfl.tbm"
Wokka!  Error opening file (armor.tbl)!
Unable to parse armor.tbl!
cf_get_file_list_preallocated looking for type=7, filter="*-amr.tbm"
cf_get_file_list_preallocated looking for type=7, filter="*-wxp.tbm"
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
couldn't find pcx for Banshee X
couldn't find ani for Banshee X
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Depth_Charge on November 04, 2006, 07:39:50 am
ok i dl the voice verion.  and i can't even get to the campaign room when i put cow2 on.   it kicks me out.

here my debug.


[Edit]  ok nevermind.  i wasted my time, did not think.  i create a new character and it works now.


Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Knarfe1000 on November 04, 2006, 11:56:00 am
The voiced version has 324 MB, what is really much. How many missions does the campiagn have??
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: ShadowWolf_IH on November 04, 2006, 05:50:15 pm
11
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: BlueSmoke on November 05, 2006, 04:51:03 am
Having problem playing the campaign.
I've created a new pilot and was able to start the campaign and listern to the very first command breifing. But I'm unable to start the first mission. I got the following error message:

Quote
Error: Can't open model file <none>
File:C:\temp\fs2_open_3_6_9.rc5\code\Model\ModelRead.cpp
Line: 1856
[This filename points to the location of a file on the computer that built this executable]

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

I'm running ver 3.6.9 RC5 and playing the voice acted version.
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: ShadowWolf_IH on November 05, 2006, 07:20:28 am
try running 3.6
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: TrashMan on November 05, 2006, 03:46:26 pm
Uuu..I've been waiting for this.

Definately on my download list :D
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: ShadowWolf_IH on November 05, 2006, 04:10:03 pm
NOOOOOO....i didn't give you credit for your model and textures.....lol
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: neoterran on November 05, 2006, 04:42:48 pm
you used wav files for the voice ? why not compress them to ogg ? it would have saved alot of size.
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: NGTM-1R on November 05, 2006, 09:54:45 pm
No listing of testers on staff. Booo. :p
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Dan1 on November 06, 2006, 12:18:07 pm
Will download when I get home, been waiting for this!
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: TrashMan on November 11, 2006, 04:38:22 am
I get the same error as Blue Smoke..


Error: Can't open model file <none>
File:C:\temp\fs2_open_3_6_9.t\code\Model\ModelRead.cpp
Line: 1870
[This filename points to the location of a file on the computer that built this executable]

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



Hmmm...switching to older builds is the only way to fix this?
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Knarfe1000 on November 11, 2006, 05:20:29 am
I got the same error...
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Spicious on November 11, 2006, 06:45:48 am
The actual problem behind that error message is that bansheeGlow and gaussGlow aren't included. You can find the missing files here (http://the158th.hard-light.net/spicious/missing_effects.rar). Extract them to the effects directory.

Now, some other issues I've noticed so far:
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Depth_Charge on November 11, 2006, 02:56:56 pm
Question, how you pass that mission, when your going against that huge station, and the raynor class destoryer?   i got my ass kick on that mission so many times.   any suggestions?
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: NGTM-1R on November 12, 2006, 01:57:16 am
Praying helps. So does keeping your wingmen away from the Raynor.
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: FOX2PRO on November 12, 2006, 12:57:36 pm
Umm...on the mission when I need to capture the Mystic Explorer...I can't. I get two objectives for disabling it, but I can only do one of them.
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: TrashMan on November 13, 2006, 03:35:48 pm
Issues:

* the mission where you lose the Hurricane it WAY to hard. You're suppose to protect 5 escape pods with paper-thing hull against multiple enemy fighters. That wouldn't be too bad if the same pods didn't pass right below the hostile Raynor that kept shredding them and me to pieces.
After several attempts I finaly managed to pass it by significantly increasing the hull and shield of the pods.

* last mission - The raynor is too damn powerfull . I managed to pass it but the conversation I get makes little sense since all friendly ships excpet for the invulnerable Ironclad (or Ironfist..or something like that). FYI, I targeted the Raynors beam cannons from the begining and only stopped to destroy a irritating fighter or two

* In a few mission you start with a predetermined loadout that is totaly wrong for the mission you're flying. Who equippes a interceptor with Railguns (morningstars) on a escort mission? 
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Knarfe1000 on November 14, 2006, 03:54:34 am
The actual problem behind that error message is that bansheeGlow and gaussGlow aren't included. You can find the missing files here (http://the158th.hard-light.net/spicious/missing_effects.rar). Extract them to the effects directory.
Thanks!  :)
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Tahna Los on November 15, 2006, 11:12:14 pm
Where can I find the first Casualties of War and is it also voice acted?
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Spicious on November 16, 2006, 01:11:07 am
Here (http://casofwar.hard-light.net/main.htm), but you'll need to use the Agamemnon model from Casualties of War 2 or it won't work with non-inferno scp builds and no voice acting.
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Depth_Charge on November 26, 2006, 10:30:13 pm
yeah i got the same problem.  figure when the warlock goes down, the node should go down as well.
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: silverwolf on December 03, 2006, 04:32:33 pm
i downloaded it and I can't seem to complete the first mission. because whenever the iron heart warps in half of the RBC's disappear both on radar and visually...same with the wingmen and gemini wing. ANy clues on how to fix this?
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: falcon2105 on December 03, 2006, 06:44:38 pm
I've run into a slight problem. After the Warlock goes down in subspace, the Argo never docks with the ironheart, and the entire set of ships sent to help eventually dies, leaving only the iron heart versus the Tribulation, which never ends. Any ideas?
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: TrashMan on December 04, 2006, 06:17:10 am
Do what I did - extract the ships.tbl file and set the HP of the escape pod or transport or any other ship classes you want to survive to some redicolously high number :D
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: falcon2105 on December 04, 2006, 04:35:03 pm
Thanks, that worked and the Hermes no longer dies. BUT the mission still never ends. The Hermes seems to dock with Defense 1, after which the orders of Defense 1 say Undock Escape 1, but its already undocked, and they just sit there for eternity. I even sat there and took out the Raynor, but still nothing happens. Any more ideas :confused:?
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: McCall on May 14, 2008, 04:38:45 pm
Is anyone still around who can support this mod? Trying to run it on totally up-to-date SCP (3.6.9) with fsport installed doesn't work.

On the ship selection it only lets you have a Ulysses with no guns. In mission, every object is another Ulysses.

I've got all the Lightspeed nebula stuff etc etc in mediavps, and I've tried creating a mod file in the COW2 directory that points to that and fsport.

I know it's an old campaign  :nervous:, but I love finding the nicely voice acted ones so it would be a shame if this one can't be kept up and running.

Any suggestions out there?   :confused:
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Jeff Vader on May 14, 2008, 04:48:29 pm
I've got all the Lightspeed nebula stuff etc etc in mediavps, and I've tried creating a mod file in the COW2 directory that points to that and fsport.
Hmm. Did this actually require FSPort?
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Hero_Swe on May 14, 2008, 04:53:12 pm
Gunnery control, open fire all beams!
:necro:
:necro:
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Macfie on May 14, 2008, 09:09:05 pm
This does not require FSPort. 
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: McCall on May 15, 2008, 07:14:44 am
Thanks for the responses.

I think I tried running it without FSPORT, mediaVPs and all the various combos, but found I needed FSPORT to avoid getting the parsing errors.

I'll give it a look again when I get home tonight and let you know what I find in a bit more detail.

Is anyone playing this on a current SCP build right now?
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: Goober5000 on May 15, 2008, 08:46:10 am
I think I tried running it without FSPORT, mediaVPs and all the various combos, but found I needed FSPORT to avoid getting the parsing errors.
That's probably because FSPort has error-checked tables, whereas COW2 does not. :lol:

You only need the FSPort if COW2 says, specifically, that it requires the FSPort.
Title: Re: RELEASE: CASUALTIES OF WAR 2
Post by: McCall on May 15, 2008, 01:04:46 pm
Gotcha.

Taking that advice, rather than using its own folder with a mod.ini I wrote myself, I dropped all the CoW2 data files into Freespace2\data and ran it as both a retail version and a mediavps version. Both work for the most part, except for:


Error: Can't open model file <none>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]

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


Which we all hate seeing!

The missions load up alright if I'm willing to keep OK-ing the debugger window, except...

It goes completely nuts on the Weapon Selection. So I either go with the defaults and hope for the best or try to find a fix.

Is this just a case of a campaign that depends on much older SCP builds so won't work anymore? Anyone playing it right now? I wouldn't normally spend too much time on one that errors at me, but I kinda feel like I owe it to the fully voiced-up ones.