Hard Light Productions Forums

Hosted Projects - FS2 Required => Dimensional Eclipse => Topic started by: Droid803 on April 22, 2012, 11:04:17 pm

Title: Dimensional Eclipse Discussion Thread (original release thread)
Post by: Droid803 on April 22, 2012, 11:04:17 pm
NOTE: This is the original version, updated version can be found HERE (http://www.hard-light.net/forums/index.php?topic=87664.0).

(http://img.photobucket.com/albums/v423/kc1991/DElogo.png)

OP 1: http://www.youtube.com/watch?v=G94gC7h02sQ
OP 2: http://www.youtube.com/watch?v=Yo0tLm7PzWo (spoilers ahoy!)

Alright, I guess I should first offer an apology for the whole bait&switch tactic I pulled with Ashen Wings. If you haven't figured out by now, it's not real. It never was. If you were looking forward to it, I must offer my deepest apologies, but I guess nothing I do now will every make it up, maybe short of actually making Ashen Wings, but you're going to have to wait on that if it ever happens. What I've actually released, for those of you who didn't get to download it (and thus missing out on being gloriously trolled), this is something else entirely. The entire idea of releasing it under a different name was AndrewofDoom's, and being a significant contributor to asset development for this mod, I let him have his fun.

???????? - Dimensional Eclipse is what I describe as high-maneuverability mod, where all fighters have glide/sidethrust/reverse AB, and can move around at around 300m/s. Capital warships move at over 100m/s. This provides a flavour of combat completely different from that of traditional FreeSpace 2 campaigns, taking place over larger distances, and being much faster in general. It is set in a universe entirely unrelated to FreeSpace 2's in order to have more freedom for the new mechanics. The universe does, however, draw quite a bit of inspiration from Wings of Dawn, and Anime in general, so if you're allergic to such things, you might not like how the universe is layed out, though I hope its not too intrusive as to detract from the gameplay. I do admit, the campaign is rather verbose at times, perhaps overly so, though I hope that does not take away from the entertainment value of the missions themselves. I've had some testers say that this is a difficult campaign, but I feel most of its difficulty arises from unfamiliarity with the new style of combat, and how the strategies that work well in traditional FreeSpace fall short when given more options. It is for this reason why I've included a training mission.

In all, I'm still rather proud of my work (except for perhaps one of the routes of chapter two, which is rather dumb I must admit), having created a set of rather unique approaches to mission and modpack design, wrapped together in a 21-mission campaign. There has also been considerable effort put into completing tech room entries in order to flesh out the universe.
Being, for all intents and purposes, a total conversion except for the first mission, the filesize is naturally rather large, due to hi-poly models and all. It can't be helped.

If you would rather forget the bait and switch that I did, here (http://dl.dropbox.com/u/126554/FS2/alternate_selector.rar) are the proper mod.ini and mod image for Dimensional Eclipse! Otherwise, feel free to keep that Ashen Wings logo/mod.ini as a souvenir.

***Much apologies if my translation skills are not up to par and my japanese ended up gratuitous***

Screenshots! (slightly outdated lol)
(1) (http://img.photobucket.com/albums/v423/kc1991/supido.jpg), (2) (http://img.photobucket.com/albums/v423/kc1991/fastercsc.jpg), (3) (http://img.photobucket.com/albums/v423/kc1991/screen0067.jpg)

Requirements: (read this, guys!)
At least 3.6.13 r8627+ build one can be found here: (MediaFire) (r8670) (http://www.mediafire.com/?l2i2gvcp69g88bv) or (Mediafire) (r8688) (http://www.mediafire.com/?kj4c6otqjboeebj) Pick one HERE (http://www.hard-light.net/forums/index.php?board=173.0) (tested on r9292)
MediaVPs 3.6.12
A Decent Computer

Download:
Single Package
Main (FSMods) (http://www.freespacemods.net/download.php?view.837) MD5: D1BB9C04037AAD4C11B3717682A76894
*Currently points to version 1.1 which is BROKEN, do not download.

Separately Packed
Core (Sendspace) (http://www.sendspace.com/file/w27ian)
Interface & Effects (Sendspace) (http://www.sendspace.com/file/83csnq)
Sound & Music (Sendspace) (http://www.sendspace.com/file/5zqqh6)
Visuals 1 (Sendspace) (http://www.sendspace.com/file/g0r5ps)
Visuals 2 (Sendspace) (http://www.sendspace.com/file/26m2ap)
Visuals 3 (Sendspace) (http://www.sendspace.com/file/gvayrp)

Patches, etc:
1. Patch For Two Missing Textures!
(Dropbox) (http://dl.dropbox.com/u/17350885/AW_Patch1.7z)
Installation: Extract the vp file in the archive into the directory with everything else, pretend it's just another one of the main VPs, essentially.

2. Patch for EFF HeadAni usage CTD fix!
(Mediafire) (http://www.mediafire.com/?yoqnu9o18xgpvri) OUTDATED
(Dropbox) (https://dl.dropboxusercontent.com/u/126554/FS2/BuildsDesu/HUD.rar)
Extract into your <DE folder>/data. This package contains upated EFF headanis.

3. Stealth Mission Too Hard? Stronghold Too Hard?
(Dropbox) (http://dl.dropbox.com/u/126554/FS2/DE_Patch1_1.rar)
Installation: Replace AW_Core.vp with the one in this package.

If you're experiencing a CTD, try one of these builds in this package instead of r8670!
(Mediafire) (r8688) (http://www.mediafire.com/?kj4c6otqjboeebj)
Try the SSE2 build, then go down to SSE, and no SSE if the problem persists, report if it still doesn't work or stats working at a certain point.



INSTALLATION INSTRUCTIONS

Important: This mod WILL NOT run on 3.6.12 nor on 3.6.14! You should try to play this mod on a recent nightly!

Please ensure that 'Ashen Wings: The Shadow Ops campaign in the campaign room before clicking 'Start' in the main menu. The main freespace2 campaign is NOT playable with the mod files.

Note that the Tech Room is initially empty. This is perfectly normal, entires will be added upon completion of the first few missions, this is because I cannot remove entries from the tech room by any way other than clearing them all, then re-adding all the ones I don't want removed. Take this up with the SCP guys if you don't like it.



Old Post
Quote from: Fake Post
(http://img.photobucket.com/albums/v423/kc1991/ashwinglogo.jpg)

Hello again, after the horrendous debacle that was my previous released campaign (I'd prefer not to talk about that one), I've taken some time to rethink my approach to campaign and mission design, and decided to go and do something different.

As I've announced in my announcement of an announcement, Ashen Wings: The Shadow Operations is best described a collection of short (one-mission) stories revolving around the important sorties of the modified Hecate-class destroyer Tyndareus operating for Special Operations Command (SOC), rather than a true classical "campaign". The time frame ranges from just before the Capella incident to many years after. This project is meant to show not the story of an event, but to show the highlights of a ship and a squadrons long career over an extended period of time. Through this method, all the "filler" is cut out and you only get to see glimpses of what is really going on in each event. You won't get to see, or necessarily even hear of the beginning and ending of specific happenings in the universe, but you will get to see a bunch of middles, and through them, piece together a bigger picture. The challenge is to present a coherent product, and to develop the characters and setting through all of this, something that I truly believe is possible, and leads to a unique flavour of campaign unlike any other. Every mission is a "climax" so to speak, and much care has been given to continously present new and interesting mission content. The missions in this campaign aren't even necessarily presented in chronological order, but are stringed together thematically through related events. You will sometimes be thrown into the action without any background, but playing through all the missions should make things clear.

In all, it was an ambitious part of a more ambitious project, done in a style unlike any other, and I am proud to present you a completed product, a fifteen mission package.
I'd like to thank the creators of all the custom assets I used in this mod to create the image of a civilization that is developing and changing, and thus the filesize is rather large for the amount of missions, nearing that of a total conversion. For a complete list, please consult the credits section in the techroom after you've completed the campaign, it is impossible to list all the numerous contributors here.
Please don't look before you've played at least the first few missions though, since there are some really bad spoilers in there, and it'll probably completely ruin your experience. This work is a fairly delicate thing.

I assure you that this has been extensively tested and that tester reviews have been nothing but positive. I hope you enjoy!


Screenshots:
(1) (http://img.photobucket.com/albums/v423/kc1991/capella.jpg), (2) (http://img.photobucket.com/albums/v423/kc1991/excelsior.jpg), (3) (http://img.photobucket.com/albums/v423/kc1991/ipcvvictory.jpg)
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: bigchunk1 on April 22, 2012, 11:08:51 pm
I tested it. It's good. Play it.
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: AndrewofDoom on April 22, 2012, 11:09:08 pm
Oh god just started playing this.

Best. mod. EVER.
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: Legate Damar on April 22, 2012, 11:16:06 pm
I will play this later, currently I am too busy doing stuff
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: Alex Heartnet on April 22, 2012, 11:41:39 pm
...And, I forgot how much Realtek HD Audio Manager hates the new sound code.  Not the mission designer's fault, but since I can't play this with 3.6.12 I will either have to wait or figure out how to fix the problem.
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: Rodo on April 22, 2012, 11:42:29 pm
Downloading, will give it a spin tomorrow.
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: jr2 on April 23, 2012, 03:09:59 am
FYI, Sendspace doesn't allow you to download multiple files at once, which is ok I guess.  However, downloads also tend to get corrupt when downloading heavily from elsewhere at the same time.  (FSMods in my case -- I was downloading the max allowed, I think that's four or five files from FSMods and all the files from FSMods tested ok in 7-zip, however, two of the files from Sendspace were corrupt and had to be re-downloaded).
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: General Battuta on April 23, 2012, 10:04:42 am
This looks super duper awesome.
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: EternalRuin on April 23, 2012, 10:12:50 am
Looks fun =D
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: aeon48m on April 23, 2012, 10:20:00 am
Woot, waking up to find this released! Dlling, will play ASAP
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: Alan Bolte on April 23, 2012, 11:33:34 am
...And, I forgot how much Realtek HD Audio Manager hates the new sound code.  Not the mission designer's fault, but since I can't play this with 3.6.12 I will either have to wait or figure out how to fix the problem.
Realtek  :blah:
I've had bad clicks and stutters with the new sound code in the past, but that first mission is doing something I've never seen before: The sound plays fine in the lobby, plays for a split second in the first mission, then cuts out, and doesn't come back if you quit the mission and go back to the lobby.
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: crizza on April 23, 2012, 11:57:49 am
Wait...is it right that this campaign starts like an...anime?^^
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: Admiral MS on April 23, 2012, 12:59:10 pm
Something... is broken.

strings.tbl is corrupt
ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13r_INF_SSE2_r8670.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2_r8670.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2_r8670.exe! <no symbol>

Well found another strings.tbl somewhere else and copied it into the mod folder to get it working  :cool:
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: Droid803 on April 23, 2012, 01:05:48 pm
...uh ok, non-english version?
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: Admiral MS on April 23, 2012, 01:08:54 pm
Correct, I have the German version. Already guessed that it may have something to do with it...
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: Droid803 on April 23, 2012, 01:15:55 pm
mm yeah, non-english versions don't play well with edited strings.tbl.
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: Dragon on April 23, 2012, 01:39:27 pm
It doesn't look like I'll be able to play this anytime soon, but I've taken quick look through the assets. So far, they're amazing, my only complaint is that you forgot Longsword's hull textures for some reason. Expect more feedback in the future.
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: Admiral MS on April 23, 2012, 01:48:32 pm
mm yeah, non-english versions don't play well with edited strings.tbl.
I hope the different strings.tbl doesn't break anything.

Besides these little problems, this is great:
What did Bosch tell helm the engage? Beer Dispensers!!!

And these fighters are fast - without auto-aim I wouldn't hit anything.

I wonder if (and when) I'll get to choose one of the girls...
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: Droid803 on April 23, 2012, 01:57:41 pm
and that
armor.tbl(line 495:
Error: Required token = [#End] or [$Name:], found [+Difficulty Scale Type: Last] .

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13r_INF-20111215_r8095.exe! <no symbol>
fs2_open_3_6_13r_INF-20111215_r8095.exe! <no symbol>
fs2_open_3_6_13r_INF-20111215_r8095.exe! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
fs2_open_3_6_13r_INF-20111215_r8095.exe! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>


Your build's out of date, get the latest RC.

The latest RC won't work.

You're using an old build, before the armor.tbl change merge. 8095 < 8670.
Technically, r8627 should work, but the testing took place on r8670.
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: AndrewofDoom on April 23, 2012, 02:00:45 pm
I hope the different strings.tbl doesn't break anything.

Spoiler:
You didn't miss much. More or less just changes to lines to make it fit more in with the real setting.

That and the difficulty goes "Trainee, Rookie, Hotshot, Ace, Insane" instead of the default scale.
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: crizza on April 23, 2012, 02:21:46 pm
I also had this issue when launching, but since I've the german version to, it's allright and damn...addictive to play, well done Droid :)
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: Alex Heartnet on April 23, 2012, 02:44:43 pm
Okay, the fighters are way too fast for my tastes.  IMHO this kind of fast paced, inertia-heavy dogfighting might be better suited for pocket corvettes that won't die from 2 seconds worth of piloting error.
Despite what your companions tell you, the huge difference in handling really does result in poor piloting and low situational awareness for fighter jocks used to slower ships.
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: Droid803 on April 23, 2012, 02:53:44 pm
Mmm yes, it does take a bit of getting used to the faster flight model. Maybe it might actually would have been a good idea to forgo the "normal ships to start with" thing, and stick you in a super-fighter to start with :sigh:
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: EternalRuin on April 23, 2012, 03:10:14 pm
I love the faster paced firefights myself; I've actually felt that if I were to ever actually create a mod, the combat would be much faster. Also, I have yet to die from enemy fighters (granted, I'm not very far in, and I've been an idiot at time and charged 4+ cap-ship flak pockets and died very quickly, but that has nothing to do with faster flight)

On a completely different note, half the time freespace crashes when I use 3.6.13, and the other half of the time it works fine. I don't know if I'm having a problem with the mod or the .exe... should I post a debug?
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: crizza on April 23, 2012, 03:19:40 pm
Spoiler:
Honestly...that mission against the squadron of enemies... I don't quite get it^^
Nevermind...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 23, 2012, 03:36:55 pm
Ok, I guess I should stop with the bait&switch thing. Lying is bad, kids!
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: [Wolf]Maverick on April 23, 2012, 03:38:09 pm
Hi,
i have no sound during the missions. In the Main Menu or if i die inside the mission, the sound works. But not during the mission. If i hit "Pause" i get a glimpse of the sound an then its gone again.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 23, 2012, 03:40:19 pm
Hmm...might be another case of the new sound code not playing well with audio drivers? I don't think I've ever encountered anything like that.
Does that happen when you select retail FS2 or the mediaVPs as a mod? Or is it just with this (in which case I have a bug to hunt!)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: crizza on April 23, 2012, 03:43:57 pm
I knew there was something off, but I like this campaign realy, so it was a good prank you played.
But realy...fast dogfight allright...but it happens very often, that I crash into another fighter and my sensors are gone...then try to dogfight^^
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: Alex Heartnet on April 23, 2012, 03:44:27 pm
I love the faster paced firefights myself; I've actually felt that if I were to ever actually create a mod, the combat would be much faster. Also, I have yet to die from enemy fighters (granted, I'm not very far in, and I've been an idiot at time and charged 4+ cap-ship flak pockets and died very quickly, but that has nothing to do with faster flight)

Same here, expect I think dying to capship flak pockets has a lot to do with the extra speed.  Like I said, the faster pacing means that you are less aware of your surroundings then you would be when flying a vanilla-style fighter, and you can easily find yourself far closer to a capital ship then you thought you were.  Either capship flak needs to be toned down a bit, or the player needs to be given something sturdy enough to survive a few seconds in a flak pocket.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 23, 2012, 03:53:58 pm
For the first part there are only like, one or two classes of ships that actually mount effective point defences.
Later you will get more durable fighters, enemy fighters get better weapons, and enemy capships mount more effective weapons like AAA beams~
If you need a bit more durability, lower the difficulty a bit. :P I made it so that the AI should technically behave the same across all difficulties, and the only advantages you get at lower difficulties is AutoMagic damage reduction.

I tried to keep a manageable difficulty curve, but it's going to be hit or miss depending on the person. Can't make it perfect for everyone! (though if you find it too easy, turn up the difficulty, and if it is too hard turn it down!) That is my best advice.
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: praseodym on April 23, 2012, 03:57:37 pm
In Ubuntu 32bit compile it on your own (8688):
Code: [Select]
sudo apt-get install build-essential
svn checkout svn://svn.icculus.org/fs2open/trunk/fs2_open/
cd fs2_open
./autogen.sh
./configure --enable-inferno
make
After that copy the file fs2_open_INF_r from fs2_open/code/ to your FS2 directory. Build the debug build via
Code: [Select]
make clean
./configure --enable-inferno --enable-debug
make
after that.

Works flawlessly. Great MOD so far  :yes:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 23, 2012, 04:32:57 pm
The entire idea of releasing it under a different name was AndrewofDoom's, and being a significant contributor to asset development for this mod, I let him have his fun.

Ok, I guess I should stop with the bait&switch thing. Lying is bad, kids!

(http://dl.dropbox.com/u/17350885/EvilLol.jpg)
OHOHOHOOHHOHOHOHOHO!

It was glorious! It was great! My evilness has just risen 50 pts for just this! Except I was expect people to get out the torches and pitchforks, but that never happened. :(

...I enjoy goading people too much. Time for me to see a doctor!

(except for perhaps one of the routes of chapter two, which is rather dumb I must admit)

Nothing wrong with going down the bizarre, twisted road! I do it all the time!

Spoiler:
So yes this is Loliquest guys...at least until yesterday afternoon anyway.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: General Battuta on April 23, 2012, 04:59:00 pm
Uh was this supposed to be a surprise, it looked a lot like a cool fast anime mod from day 1
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: The E on April 23, 2012, 05:03:21 pm
The original post certainly fooled me. Plus, Droid is a trusted poster of legit stuff.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: -Norbert- on April 23, 2012, 05:04:09 pm
Since I'm still downloading quite slowly, I had enough time to wonder about the title:
Did you write eclipse in katakana for the looks? (If not: 日食 = Solar eclipse - nisshoku; 月食 = lunar eclipse - gesshoku)

And why did you end it with a "su" ス instead of a "se" セ ?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Cobra on April 23, 2012, 05:19:59 pm
Okay, the fighters are way too fast for my tastes.  IMHO this kind of fast paced, inertia-heavy dogfighting might be better suited for pocket corvettes that won't die from 2 seconds worth of piloting error.
Despite what your companions tell you, the huge difference in handling really does result in poor piloting and low situational awareness for fighter jocks used to slower ships.

Learn to fly your ****, Alex. I don't have a problem. :P
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MetalDestroyer on April 23, 2012, 05:32:37 pm
I don't know why, but all your ships looks too tiny !! :) And with the provided build, when you go in your first real mission, the ship you must protect is too dark. :(
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: qwadtep on April 23, 2012, 06:40:41 pm
Is that Eonia's girlfriend from Galaxy Angel in the third screenshot? I hope she doesn't die and then never get mentioned again this time.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: mralexs on April 23, 2012, 07:20:51 pm
For some reason on the first mission i just spawn in the middle of a huge firefight between shivans and the SOC, with an anime chick talking  :confused:

Is that supposed to happen?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Cobra on April 23, 2012, 07:21:29 pm
:blah:

Yes.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Mongoose on April 23, 2012, 07:29:10 pm
Man I don't even know what's going on with all of these announcements of announcements and fake-outs and such, but yay new campaign!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Legate Damar on April 23, 2012, 08:09:13 pm
The name has changed? Now I might not play it. I feel apprehensive about playing a campaign that I cannot read the name of. What are these strange runes, some kind of obscure Terran dialect? I will have to consult the Obsidian Order for more information.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 23, 2012, 09:00:04 pm
Since I'm still downloading quite slowly, I had enough time to wonder about the title:
Did you write eclipse in katakana for the looks? (If not: 日食 = Solar eclipse - nisshoku; 月食 = lunar eclipse - gesshoku)

And why did you end it with a "su" ス instead of a "se" セ ?

Because it refers to an eclipse of the dimensional variety, not a solar or lunar. Plus, it is a thing to put ENGLISH in titles, you know that! :P (so yes I guess it is for the looks)
Also, the terminal e is silent, thus I write as as I would write 'eclips', thus the "su" ス. Using "se" セ, would be right if it was pronounced "eclipseh". I certainly don't pronounce it that way.  :confused: do you?
Rikaichan agrees with me!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Rodo on April 23, 2012, 09:14:02 pm
what the hell man! I downloaded the some of the stuff on ashen wings thread.

can I still use those ashen wings files and combine them with the new ones?...

wait, I'll try.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 23, 2012, 09:18:53 pm
The name has changed? Now I might not play it. I feel apprehensive about playing a campaign that I cannot read the name of. What are these strange runes, some kind of obscure Terran dialect? I will have to consult the Obsidian Order for more information.

What are you talking about? The name didn't change. There are four lights.  Heh, heh..
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Cobra on April 23, 2012, 09:19:33 pm
Lies. There are five.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Legate Damar on April 23, 2012, 09:25:11 pm
How are you aware of our secret interrogation methods? Is this the work of Section 31?  :nervous:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 23, 2012, 09:34:13 pm
Actually, having just done some research on that type of stuff, I can even give you a colloquial term for the method here on Terra:

Gaslighting (http://en.wikipedia.org/wiki/Gaslighting):

Quote
Gaslighting is a form of psychological abuse in which false information is presented with the intent of making a victim doubt his or her own memory and perception. It may simply be the denial by an abuser that previous abusive incidents ever occurred, or it could be the staging of bizarre events by the abuser with the intention of disorienting the victim.
The term "gaslighting" comes from the play Gas Light and its film adaptations. In those works a character uses a variety of tricks to convince his spouse that she is crazy, so that she won't be believed when she reports strange things that are genuinely occurring, including the dimming of the gas lamps in the house (which happens when her husband turns on the normally unused gas lamps in the attic to conduct clandestine activities there). Since then, it has become a colloquial expression that is now also used in clinical and research literature.[1][2]

Etymology

The term derives from the 1938 stage play Gas Light (originally known as Angel Street in the United States), and the 1940 and 1944 film adaptations. The plot concerns a husband who attempts to convince his wife and others that she is insane by manipulating small elements of their environment, and insisting that she is mistaken or misremembering when she points out these changes. The title stems from the husband's subtle dimming of the house's gas lights, which she accurately notices and which the husband insists she's imagining.
The term "gaslighting" has been used colloquially since at least the late 1970s to describe efforts to manipulate someone's sense of reality. In a 1980 book on child sex abuse, Florence Rush summarized George Cukor's 1944 film version of Gas Light, and writes, "even today the word [gaslight] is used to describe an attempt to destroy another's perception of reality".[3]
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Legate Damar on April 23, 2012, 09:40:19 pm
Ah, fascinating. Your culture had such potential before the advent of the feeble Federation.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Alex Heartnet on April 23, 2012, 09:47:18 pm
Spoiler:
Okay, I have to admit, that last mission was awesome.  Who came up with the idea for the star wars-style trench run?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 23, 2012, 09:51:36 pm
Ah, fascinating. Your culture had such potential before the advent of the feeble Federation.

(http://img.photobucket.com/albums/v423/kc1991/angry1.gif)

Please take your role playing...elsewhere.  ;)
maybe like here (http://www.hard-light.net/forums/index.php?topic=80506.0)



Spoiler:
Okay, I have to admit, that last mission was awesome.  Who came up with the idea for the star wars-style trench run?

Spoiler:
I have to give mad props to Esarai for building the model like that. Even though he said it doesn't have trench run syndrome, it does, and it's awesome for it. Couldn't have done it without those subtleties he built into the model, with the lower turret density at the front, and the hangar tunnels and all.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Cobra on April 23, 2012, 09:54:23 pm
Ah, fascinating. Your culture had such potential before the advent of the feeble Federation.

Holy crap, dude. You're a Trekkie. We get it. Shut up with the Cardassian BS and type out normal ****.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 23, 2012, 09:57:19 pm
I found it amusing.  :nervous:  Of course, if it were up to me, newbies would still be getting the welcome speech + beam every time.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Rampage on April 23, 2012, 10:02:18 pm
Ah, fascinating. Your culture had such potential before the advent of the feeble Federation.

You and WoulterSmits and HAZARDLEADER should start a club. :nod:

And I would pay real money just to see these derps interact.

R
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Legate Damar on April 23, 2012, 10:18:39 pm
I am unfamiliar with that third name
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Woolie Wool on April 23, 2012, 10:30:54 pm
Droid803 told me that if I aced the test in the beginning I would get an alternate campaign path that was "kind of stupid". So I did.

...what the **** is this ****?!

I can't even begin to describe it.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 23, 2012, 10:33:31 pm
I couldn't figure out how to associate the blocks I was blowing up with the answers, so I just shot random ones.  :D
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Cobra on April 23, 2012, 10:35:15 pm
The questions on that exam were what are these I don't even
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 23, 2012, 10:36:43 pm
BTW, I keep crashing on the mission where you are going to the station to pick up your pay and get jumped by the Emperor-class carrier.  It's not the mission, it crashes in random spots (sometimes when the carrier jumps in, sometimes before) and it's crashed several times before this and I just restarted.  Except now it's not even giving me the error messages like everyone else was getting, it's just saying FS Open stopped working.

Are there any other builds I could use?  Where are the directions for compiling a nightly; I might try that instead.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 23, 2012, 10:42:31 pm
You're going to need Microsoft Visual Studio Express (free, last I checked) to compile your own build.
There has been this phantom crashing bug that's been showing up during testing one week, and then totally gone the next after I updated builds so I *thought* it was gone...it better not be back. D:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Alex Heartnet on April 23, 2012, 10:43:32 pm
Well, I found the easter egg in the mission folder.  So much for the Loliquest rumor.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 23, 2012, 10:49:38 pm
 :nervous:

I thought I ninja'd that out.

Spoiler:
It's an old leftover mission. It's not complete in any respect.
Title: Re: RELEASE: Ashen Wings - The Shadow Ops
Post by: Rodo on April 23, 2012, 10:49:55 pm
Hi,
i have no sound during the missions. In the Main Menu or if i die inside the mission, the sound works. But not during the mission. If i hit "Pause" i get a glimpse of the sound an then its gone again.

Go to the launcher -> Audio/Joystick tab and uncheck the Enable EFX box. That did it for me.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Alex Heartnet on April 23, 2012, 10:53:21 pm
:nervous:

I thought I ninja'd that out.

Spoiler:
It's an old leftover mission. It's not complete in any respect.

Actually, it looks 99% complete to me.  All that's needed is a few lines of dialogue at the end and a return-to-base order.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 23, 2012, 10:55:07 pm
OK, here's the crash: (it happened slo-mo this time)

My lock indicator stopped showing (enemy was still well within range, still selected as target, but I no longer had missile lock) -- friendlies were still shooting and chasing my target like normal.  Then, screen froze (music kept playing {EDIT: however, no battle sounds so either the game froze with the screen like I think, or the SFX stopped playing}).  HUD elements were displayed as outlines (Auto-Target and Auto-Match boxes had no text, neither did any other box, but you could see the box where there was supposed to be text).  Some HUD elements were missing (left side of the reticule bracket.. how do I explain.. The afterburner (left) side was missing, but the right side was still there.

I'm going to install FRAPS; hopefully I can get a screenshot.

This crash occurred further into the mission than I'd ever been (about a minute after Emeror carrier jumped in).

If you could supply a debug build of the r8670 I will give you a debug log as well.

EDIT2: The ship status displays (for self and target) are still populated, however (just crashed again, having disabled EFX on a hunch which was apparently incorrect).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 23, 2012, 11:04:38 pm
If you could supply a debug build of the r8670 I will give you a debug log as well.

http://tinyurl.com/cpywf5x
It does say [LQver], but its should be r8670, jsut because I made that tinyurl link back when we were still using a working title (until about two hours before release, lol). Didn't bother changing it.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 23, 2012, 11:15:27 pm
FWIW, Google Chrome freaked out about the server hosting the debug build.  I scanned it and it's clean, but IDK what's up with that.  :rolleyes:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 23, 2012, 11:20:13 pm
O_o my dropbox?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 23, 2012, 11:37:45 pm
Droid803 told me that if I aced the test in the beginning I would get an alternate campaign path that was "kind of stupid". So I did.

...what the **** is this ****?!

I can't even begin to describe it.

Well that side has one really good thing going for it...

Spoiler:
the boss.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 23, 2012, 11:50:21 pm
OK, debug build:

-Load mission-

Code: [Select]
Couldn't open texture 'anihull03'
referenced by model 'Typhoon_Half.pof'

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

<No to continue, mission continues loading>

Code: [Select]
Couldn't open texture 'wep_longinus'
referenced by model 'wep_longinus.pof'

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
fs2_open_3_6_13d_INF_SSE2[LQver].exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

SIDE NOTE:
The regular r8670 has no problems with FPS (flipped on FPS counter to check; I get 20-30 in opening cutscene on that mission, 15-20 while Afterburning toward station), but the debug version slideshows @9 FPS in cutscene and 4.0 FPS after.  :wtf: ??  I tried disabling vsync, I tried low resolutions (down to 640x480!), I tried running in a window at low resolutions, and I get the exact same FPS.

It's gonna be a pain to troubleshoot @ 4 FPS, is there a work-around?
I exited the mission in the hopes that this is a known debug problem that can be addressed somehow.

My options:
disable motion debris
apply lighting to missiles
enable 3d shockwaves
another pair of scanning lines
3d radar
use 3d models for ship selection
use 3d models for weapon selection
enable 3d warp
enable flash upon warp
preload mission game sounds

Another side note
When I dropped to 640x480, I got the Vasudan Main Hall, complete with Vasudan SFX.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 23, 2012, 11:53:37 pm
Oh ****. I did kill some textures that were necessary. **** **** ****. One sec gonna get up a patch.
That should not be causing that kind of crashing/slowdown though.

And it's never a good idea to play at 640x480. Some other mods would just CTD due to missing mainhall files etc.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: [Wolf]Maverick on April 23, 2012, 11:54:07 pm
Hi,
i have no sound during the missions. In the Main Menu or if i die inside the mission, the sound works. But not during the mission. If i hit "Pause" i get a glimpse of the sound an then its gone again.
Go to the launcher -> Audio/Joystick tab and uncheck the Enable EFX box. That did it for me.

Thx, that worked!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 23, 2012, 11:55:39 pm
And it's never a good idea to play at 640x480. Some other mods would just CTD due to missing mainhall files etc.

Umm, that was last resort after dropping to several other resolutions didn't help.

EDIT: See my EDIT in my post above for my options; are one of those messing with the debug build?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 24, 2012, 12:00:07 am
I seem to be running the same things...

Here's a patch for those two missing textures btw. http://dl.dropbox.com/u/17350885/AW_Patch1.7z

...maybe there's just way too much going on that mission for debug to handle. ungh.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Rodo on April 24, 2012, 12:19:17 am
I'm in, currently trying to get past the training exams... not doing so well some bright stuff is popping up everywhere making it harder to spot the drones.

It's a shame I've gotta stop now and go to bed, but I'll definitely try it again tomorrow.

Thx, that worked!

:yes:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 24, 2012, 12:45:06 am
Did -pofspew and 'load all weapons, even those not used', got more errors, here's what I've got so far:

greysky_front,top,right,back,left,bottom
in aodbox_gen.pof

beamblue1
in bliplaser.pof

longsword_sf, longswordtr, swordturretuv
in longsword_sfbak.pof

lqsky_back,right,top,front,left,bottom
in lqsky_box.pof

anihull01,02 (02 comes up twice)
in minstallation2-b.pof

I think that's it.  Not sure if these are actually errors that need fixing, I'll let you judge that.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 24, 2012, 12:51:04 am
those...should be unused things that didn't get cleaned out, shouldn't matter...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 24, 2012, 12:52:28 am
I can confirm that all of those you listed are not used in the campaign or the tables at all, just me being terrible at cleaning up. :P
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 24, 2012, 01:06:15 am
After the Emporer carrier shows up, FPS clears up to about 10... so, OK, debug log - note that I didn't get a crash this time, so I just played until I died.  Not sure if our mothership is supposed to be lost, but it was (Really hard to play at 10 FPS with these high speeds.)

http://pastebin.com/9sx47Pb9



[attachment deleted by ninja]
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 24, 2012, 01:12:02 am
Mmmmh yeah, ok, I got a similar bug on another mission a while back... From what I gathered it had something to do with Hyperspace and floating point math, which Debug is more careful with (?) and thus doesn't crash in...
Or something.

Consequently I've never managed to hunt it down and it disappeared (for me at least) after that hyperspace update so I thought it got fixed...but now its back? :hopping:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 24, 2012, 01:15:32 am
So, it can occur when ships warp in?  Or perhaps shortly thereafter?  EDIT: BTW, tried normal build again, and you're right, the patch doesn't fix the crashing.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Kolgena on April 24, 2012, 02:29:43 am
Wow. I don't know how I've been able to play freespace without glide. It is so liberating!

So far, barely into the game, but like it quite a bit already. How do you go about getting 100% on the test? It'd be nice to have the answers listed out or something.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: -Norbert- on April 24, 2012, 02:36:31 am
I couldn't figure out how to associate the blocks I was blowing up with the answers, so I just shot random ones.  :D
Target them and look at their name.

Because it refers to an eclipse of the dimensional variety, not a solar or lunar. Plus, it is a thing to put ENGLISH in titles, you know that! :P (so yes I guess it is for the looks)
Also, the terminal e is silent, thus I write as as I would write 'eclips', thus the "su" ス. Using "se" セ, would be right if it was pronounced "eclipseh". I certainly don't pronounce it that way.  :confused: do you?
Rikaichan agrees with me!
I usually pronounce it "Sonnenfinsterniss", though that doesn't exactly fit the context :p
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Colonol Dekker on April 24, 2012, 02:52:45 am
I'm away with army atm. Very little downtimee, soooo, i'm wondering if i wasted a massive chunk of my mobile phone broadbamd allowance fooorrr?? What's the original ashen wings thing?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 24, 2012, 03:20:28 am
I couldn't figure out how to associate the blocks I was blowing up with the answers, so I just shot random ones.  :D
Target them and look at their name.

Ah, that explains it.  I didn't bother targetting them as they were really easy to hit.  :lol:

@Dekker: Ashen Wings contains Dimensional Eclipse.  You didn't waste it.  Oh, and perhaps you may want to make a small investment and get PDANet (http://junefabrics.com/) for your mobile device.  ;)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: starlord on April 24, 2012, 08:30:14 am
droid! what of the devscreens shown with ashen wings? did you actually fred missions for this project? where are they coming from?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: General Battuta on April 24, 2012, 08:49:21 am
jesus christ

The project is and always has been Dimensional Eclipse. Droid just had the bad luck to suffer one of Andrew's ****tier ideas. You don't need to redownload it or delete it because it's a joke mod or remove it from the campaign list.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: crizza on April 24, 2012, 09:32:21 am
Although I was quite confused at the beginning, this is real fun to play.
So...is there another stuff like that or do I have to play WoD?^^
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: General Battuta on April 24, 2012, 09:36:12 am
Although I was quite confused at the beginning, this is real fun to play.
So...is there another stuff like that or do I have to play WoD?^^

Play WoD if you haven't, it's really good
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: crizza on April 24, 2012, 11:00:30 am
Spoiler:
That's it,. I'm just too dumb...I'm flying around in the trench, I can blast the reactors...but I'm unable to actually locate the generators like I have to...so what?^^
Oh my god...never mind...I should've read that briefing...and not just started to pound the fleet into dust^^

Edit: Well, no ending sequence or debriefing or something like that?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Sushi on April 24, 2012, 11:53:34 am
Wow. I don't know how I've been able to play freespace without glide. It is so liberating!

Seriously. I almost can't stand vanilla Freespace flight mechanics anymore.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: -Norbert- on April 24, 2012, 12:04:44 pm
One thing that bothered me so far is, that the mainhall music (at least up to chapter 2, I havn't gotten any further yet) is so much louder than the briefing and in-mission music.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 24, 2012, 12:52:43 pm
droid! what of the devscreens shown with ashen wings? did you actually fred missions for this project? where are they coming from?

They come from some abandoned projects I did that never got very far.

jesus christ

The project is and always has been Dimensional Eclipse. Droid just had the bad luck to suffer one of Andrew's ****tier ideas. You don't need to redownload it or delete it because it's a joke mod or remove it from the campaign list.

Erm yeah... sorry about that.  :ick:

One thing that bothered me so far is, that the mainhall music (at least up to chapter 2, I havn't gotten any further yet) is so much louder than the briefing and in-mission music.

I didn't do the best job normalizing the sound effects/music.
In fact, I may have forgotten to do it at all.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Admiral MS on April 24, 2012, 01:01:11 pm
One thing that bothered me so far is, that the mainhall music (at least up to chapter 2, I havn't gotten any further yet) is so much louder than the briefing and in-mission music.

I didn't do the best job normalizing the sound effects/music.
In fact, I may have forgotten to do it at all.

For me this happens with every music played in the mainhall, briefing or in-mission. I'm not exactly sure why but if I go into the options and change the music volume it suddenly gets much quieter (even if I set it back to what it was before) for the remaining mission. Going to the next mission and it's loud again. The effects volume is loud in the beginning and usually gets quiet after starting the mission.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Jellyfish on April 24, 2012, 01:02:55 pm
Well, I'm enjoying this a lot. Only problem I've found is the crashing in mission 5. It happens at random points, sometimes before the carrier arrive, sometimes after.
No error, no warning, no nothing. Only a 'stopped responding' and an unnerving one second loop of whatever sound was playing during the crash.

I jumped the mission with ctrl+shift+s in the Tech Room (which I don't advice, as things... lost sense), and it happens again when
Spoiler:
controlling the captured cruiser, during the fight with the Tranquil WC

Other that that, is there any relation with the girls and their respective VNs?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 24, 2012, 01:08:16 pm
Ungh, that crashing error.  :mad:
It appears to be happening on missions where there is a lot going on...and only to some people (?)
...and it doesn't happen in debug.

Wonderful...gotta try and get it sorted out.



And no, there's not much relation with their respective VNs at all.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Kolgena on April 24, 2012, 01:50:10 pm
I get weird shield management behavior. When I hit up arrow, it boosts forward shields, but down, left, right boost the wrong shield quadrants. Any idea why?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 24, 2012, 01:51:44 pm
I think that might be a graphical glitch with "generate icon". Because I didn't touch that.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Kolgena on April 24, 2012, 01:59:30 pm
I think that might be a graphical glitch with "generate icon". Because I didn't touch that.

Weird. Come to think of it, I think it happened to me in WoD as well, but I didn't think much of it since I just rebound all my arrow keys. to the proper quadrants. It'd be nice to know if anyone else had the problem tho.

Anyways,

I talked with Droid and decided to clean up the HUD a bit for widscreen users. 16:9 only for now. Let me know if you want 16:10 or triple head configs or if there are any problems with this configuration. Also let me know if you prefer larger sized HUD elements (like in this table) or smaller elements that don't fill up the screen as much. It's fairly trivial for me to customize those settings.

Put it in a text file, rename to fsq-hdg.tbm and put it into the 'freespace\Ashenwings\data\tables' folder. Make the folder yourself, since it probably doesn't exist.

Code: [Select]
$Load Retail Configuration: No ; If set to Yes, FSO will load any missing gauges necessary to

complete the FS1/FS2 retail configuration.
; If field is not present, FSO will

default this to Yes.
;$Max Escort Ships:

;$Length Unit Multiplier:

;$Wireframe Targetbox:

;$Lock Wireframe Mode:

$Reticle Style: FS2

; The following is a widescreen example HUD. If the user does not select a resolution matching the below

parameters, FSO will not use this HUD and move on to the next configuration
#Gauge Config
$Base: (1366,768)
$Required Aspect: Wide Screen ; Can be "Wide Screen" or "Full Screen" ATM
$Min: (1280, 720) ; These Min and Max fields are Inclusive
$Max: (1920, 1200)
$Gauges:
$Load Retail Configuration: NO
$Max directives: 8
$Max escort ships: 8
+Messages:
Position: (5,5)
+Training Messages:
Position: (550,125)
+Multiplayer Messages:
Position: (179,240)
+Support:
Position: (630,534)
+Damage:
Position: (611,61)
+Wingman Status:
Position: (1274,144)
+Auto Speed:
Position: (1302,672)
+Auto Target:
Position: (1302,648)
+Countermeasures:
Position: (1222,602)
+Talking Head:
Position: (5,59)
+Directives:
Position: (5,278)
+Weapons:
Position: (1222,525)
+Objective Notify:
Position: (607,184)
+Squad Message:
Position: (1169,5)
+Escort View:
Position: (1207,330)
+ETS Weapons:
Position: (1222,648)
+ETS Shields:
Position: (1240,648)
+ETS Engines:
Position: (1258,648)
+Target Monitor:
Position: (5,590)
+Extra Target Data:
Position: (5,552)
+Target Shields:
Position: (429,670)
+Radar:
Position: (582,590)
+Player Shields:
Position: (839,670)
+Afterburner Energy:
Position: (445,424)
+Weapon Energy:
Position: (837,424)
+Text Warnings:
Position: (683,275)
+Center Reticle:
Position: (664,370)
+Mini Target Shields:
Position: (668,470)
+Throttle:
Position: (517,269)
+Threat Indicator:
Position: (745,269)
+Voice Status:
Position: (5,165)
+Ping:
Position: (1067,5)
+Lag:
Position: (798,529)
+Supernova:
Position: (170,179)
+Hostile Triangle:
Position: (683,384)
+Target Triangle:
Position: (683,384)
+Missile Triangles:
Position: (683,384)
+Orientation Tee:
Position: (683,384)
+Target Brackets:
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
Position: (683,384)
+Mission Time:
Position: (1311,716)
+Kills:
Position: (1222,624)
+Custom:
Position: (1187,250)
Name: FSQAutoload
Text: Weapon Autoloader
X Offset: 3
Y Offset: 2
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives1
+Custom:
Position: (1187,262)
Name: FSQAutoloadA
Text: On Hold (Nothing)
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,271)
Name: FSQAutoloadB
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,280)
Name: FSQAutoloadC
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,289)
Name: FSQAutoloadD
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,298)
Name: FSQAutoloadE
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (1187,289)
Name: FSQAutoloadD2
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (776,265)
Name: FSQMinesGraphic
Text: Charges Left
X Offset: 7
Y Offset: 4
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: minegauge
+Custom:
Position: (776,265)
Name: FSQMinesNumber
Text: 0
X Offset: 86
Y Offset: 17
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: emptyhud
+Custom:
Position: (608,430)
Name: CredCountA
Text: FUNDS
X Offset: 5
Y Offset: 3
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: objective1
+Custom:
Position: (437,441)
Name: CredCountB
Text: 10000 c-tr
X Offset: 5
Y Offset: 0
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: emptyhud
; FS1 specific gauge
;+Weapon Linking:
;Position: (841, 453)
;Slew: yes
;Arc Filename: 2_rightarc1_fs1
;Single Primary Filename: 2_rightarc2_fs1
;Double Primary Filename: 2_rightarc3_fs1
;Single Secondary Filename: 2_rightarc4_fs1
;Double Secondary Filename: 2_rightarc5_fs1
;Triple Secondary Filename 2_rightarc6_fs1
;Single Primary Offsets: (52, 18)
;Double Primary Offsets: (52, 18)
;Single Secondary Offsets: (28, 55)
;Double Secondary Offsets: (28, 55)
;Triple Secondary Offsets: (28, 55)

; Komet's lead sight. Looks for "leadsight.ani"
;+Lead Sight: (700, 438)
;Filename: leadsight

; Custom gauge syntax
;+Custom:
;Position:
;Name:
;Text:
;Gauge Type:
; (Possible values for Gauge Type include LEAD_INDICATOR, ORIENTATION_TEE,

HOSTILE_TRIANGLE, TARGET_TRIANGLE, MISSION_TIME, RETICLE_CIRCLE, THROTTLE_GAUGE,
; RADAR, TARGET_MONITOR, CENTER_RETICLE, TARGET_MONITOR_EXTRA_DATA,

TARGET_SHIELD_ICON, PLAYER_SHIELD_ICON, ETS_GAUGE, AUTO_TARGET, AUTO_SPEED,
; WEAPONS_GAUGE, ESCORT_VIEW, DIRECTIVES_VIEW, THREAT_GAUGE, AFTERBURNER_ENERGY,

WEAPONS_ENERGY, WEAPON_LINKING_GAUGE, TARGER_MINI_ICON,
; OFFSCREEN_INDICATOR, TALKING_HEAD, DAMAGE_GAUGE, MESSAGE_LINES,

MISSILE_WARNING_ARROW, CMEASURE_GAUGE, OBJECTIVES_NOTIFY_GAUGE, WINGMEN_STATUS,
; OFFSCREEN RANGE, KILLS GAUGE", ATTACKING TARGET COUNT, TEXT FLASH, MESSAGE BOX,

SUPPORT GUAGE, LAG GUAGE)
; Slew:
; Filename:
$End Gauges
#End

; Any wide screen resolutions not between 1280x720 and 1920x1080 will get a blank HUD since the bottom config

will only apply to any Full Screen resolutions

#Gauge Config
$Base: (1024, 768)
$Required Aspect: Full Screen
;$Min: (640, 480)
$Gauges:
+Custom:
Position:

(845, 250)
Name:

FSQAutoload
Text:

Weapon Autoloader
X Offset:

3
Y Offset:

2
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives1
+Custom:
Position:

(845, 262)
Name:

FSQAutoloadA
Text:

On Hold (Nothing)
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 271)
Name:

FSQAutoloadB
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 280)
Name:

FSQAutoloadC
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 289)
Name:

FSQAutoloadD
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 298)
Name:

FSQAutoloadE
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives3
+Custom:
Position:

(845, 289)
Name:

FSQAutoloadD2
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives3
+Custom:
Position: (605, 280)
Name: FSQMinesGraphic
Text: Charges Left
X Offset: 7
Y Offset: 4
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: minegauge
+Custom:
Position: (605, 280)
Name: FSQMinesNumber
Text: 00
X Offset: 86
Y Offset: 17
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: emptyhud
+Custom:
Position:

(437, 430)
Name:

CredCountA
Text:

Funds
X Offset:

5
Y Offset:

3
Gauge Type: RADAR
Slew:

NO
Active by default: NO
Filename:

objective1
+Custom:
Position:

(437, 441)
Name:

CredCountB
Text:

10000 c-tr
X Offset:

5
Y Offset:

0
Gauge Type: RADAR
Slew:

NO
Active by default: NO
Filename:

emptyhud
+Messages:
Position: (5, 5)
+Training Messages:
Position: (379, 125)
+Multiplayer Messages:
Position: (8, 240)
+Support:
Position: (459, 534)
+Damage:
Position: (440, 61)
+Wingman Status:
Position: (932, 144)
+Auto Speed:
Position: (960, 672)
+Auto Target:
Position: (960, 648)
+Countermeasures:
Position: (880, 602)
+Talking Head:
Position: (5, 56)
+Directives:
Position: (5, 278)
+Weapons:
Position: (880, 525)
+Objective Notify:
Position: (436, 184)
+Squad Message:
Position: (827, 5)
+Player Shields:
Position: (634, 670)
+Target Shields:
Position: (292, 670)
+Escort View:
Position: (865, 330)
+ETS Weapons:
Position: (880, 648)
+ETS Shields:
Position: (898, 648)
+ETS Engines:
Position: (916, 648)
+Target Monitor:
Position: (5, 590)
+Extra Target Data:
Position: (5, 552)
+Radar:
Position: (411, 590)
+Afterburner Energy:
Position: (274, 424)
+Text Warnings:
Position: (512, 275)
+Center Reticle:
Position: (493, 370)
+Mini Target Shields:
Position: (497, 470)
+Throttle:
Position: (346, 269)
+Threat Indicator:
Position: (574, 269)
+Voice Status:
position: (5, 165)
+Ping:
Position: (896, 5)
+Lag:
Position: (627, 529)
+Supernova:
Position: (170, 170)
+Target Brackets: ; Target Brackets, Lock Indicator, Lead Indicator, and

Offscreen Indicator don't need a "Position:" field.
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
+Hostile Triangle:
Position: (512, 387)
+Target Triangle:
Position: (512, 387)
+Missile Triangles:
Position: (512, 387)
+Orientation Tee:
Position: (512, 387)
+Weapon Energy:
Position: (666, 424)
+Mission Time:
Position: (969, 716)
+Kills:
Position: (880, 624)
$End Gauges
#End

Droid said that M12 and M14 are the ones to test to see if HUD gauges work properly, and those were the ones I tried. Weapon names in primaries often go off the screen, but that's just because the names are too long. This behavior is the same as the provided table with the mod vp.

Screenshot attached for new HUD. Hopefully it's not considered spoilers.

[attachment deleted by ninja]
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Admiral MS on April 24, 2012, 03:43:16 pm
In mission C3:06 The Defense somewhere in the middle of the mission everything besides the HUD blacked out and I couldn't do anything but end the mission via esc menu.
During the all attempts to play the mission the ambient light (or whatever made these reflections) was doing strange things, it changed pretty fast between red, blue and green and I was feeling like sitting in a disco. No one was shooting anything at that point.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 24, 2012, 03:47:56 pm
Could I get a screenshot or video of that? :wtf:
Why am I plagued with mysterious engine bugs  :sigh:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 24, 2012, 04:01:14 pm
So, right, I've got this up on the wiki now. You can dump all your love, joy, anger, or rage about what Droid and I did here (http://www.hard-light.net/wiki/index.php/Dimensional_Eclipse).

I've also publicized all my videos that I took during development. See if you can spot all the differences! (http://www.youtube.com/playlist?list=PL983157CC5341CB0C&feature=plcp)



Could I get a screenshot or video of that? :wtf:
Why am I plagued with mysterious engine bugs  :sigh:

Especially when I've never encountered it in the million of times I've played that mission.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: General Battuta on April 24, 2012, 04:04:21 pm
So, right, I've got this up on the wiki now. You can dump all your love, joy, anger, or rage about what Droid and I did here (http://www.hard-light.net/wiki/index.php/Dimensional_Eclipse).

Let me make sure I've got the division of labor straight: Droid did the entire awesome campaign, you convinced people it was a joke campaign they shouldn't play?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: qwadtep on April 24, 2012, 04:13:59 pm
Ugh, are the optional missions in chapter 2 supposed to be impossible? Where's the "exit loop" button? I can't even tell if it's a Karuna or a Narayana I'm supposed to be disarming in the half second it takes for its point defenses to kill me through full shields on the lowest difficulty, much less disarm it!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MetalDestroyer on April 24, 2012, 04:18:48 pm
Hey, I got something for you guys and you can use them in whatever mods:
- Cockpit view (http://www.mediafire.com/?an8948m88vwjw51) only for Dimensional Eclipse
- my Next Gen Render package (shader, explosion effects, nebulas, etc...) (http://www.mediafire.com/?0zf5z2pbv70f7cr) (need at least a build which support sunshaft & shadows)

Edit: well, I'm not the author of those content (shockwave, nebulas and so on). Credits goes to their respective owner. :)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 24, 2012, 04:22:01 pm
Ok, I'm going to compile a new SSE2 and some other versions (SSE, non-SSE) of the latest nightly version (r8688) to see if the problem persists...
Additional options are always nice anyway...right?

I'll get those all packed up and if you've been having problems try some of these latest builds...
(watch this space or the next post depending if anyone posts after me lol)



So, right, I've got this up on the wiki now. You can dump all your love, joy, anger, or rage about what Droid and I did here (http://www.hard-light.net/wiki/index.php/Dimensional_Eclipse).

Let me make sure I've got the division of labor straight: Droid did the entire awesome campaign, you convinced people it was a joke campaign they shouldn't play?

And uh, Andrew helped make models/textures, and test too (look at all those videos)! So he didn't just try and convince people it was a joke campaign they shouldn't play. :P

Ugh, are the optional missions in chapter 2 supposed to be impossible? Where's the "exit loop" button? I can't even tell if it's a Karuna or a Narayana I'm supposed to be disarming in the half second it takes for its point defenses to kill me through full shields on the lowest difficulty, much less disarm it!

The exit loop option should be in the minihub mission if you're on one branch (secondary objective not passed on the "test" mission). The other one doesn't have a skip option.

Are you on the mission with the enemy starbase, or the one where the allied carrier is being attacked by a "pirate" ship?

Hey, I got something for you guys and you can use them in whatever mods:
- Cockpit view (http://www.mediafire.com/?an8948m88vwjw51)
- my Next Gen Render package (shader, explosion effects, nebulas, etc...) (http://www.mediafire.com/?0zf5z2pbv70f7cr) (need at least a build which support sunshaft & shadows)


Wait what there's a sunshaft&shadows build which supports the armor.tbl changes?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MetalDestroyer on April 24, 2012, 04:26:14 pm
Hey, I got something for you guys and you can use them in whatever mods:
- Cockpit view (http://www.mediafire.com/?an8948m88vwjw51)
- my Next Gen Render package (shader, explosion effects, nebulas, etc...) (http://www.mediafire.com/?0zf5z2pbv70f7cr) (need at least a build which support sunshaft & shadows)


Wait what there's a sunshaft&shadows build which supports the armor.tbl changes?

Hmm, the build you provided in your first message (the 3.6.13 r8670) seems to support sunshaft and shadows (or just sunshaft).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 24, 2012, 04:27:48 pm
HI!

If you've been experiencing crashes/weird lighting etc, could I get you to try these newer builds?
(all -R builds, debug builds at request, though it seems that nothing happens on debug anyway short of running really sluggishly).

http://dl.dropbox.com/u/126554/FS2/fs2_open_3_6_13_r8688.rar

maybe something got fixed in the interim, one can always hope!
try SSE2 first then go down if it keeps happening.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 24, 2012, 04:28:28 pm
Hmm, the build you provided in your first message (the 3.6.13 r8670) seems to support sunshaft and shadows (or just sunshaft).

Hmmm, you still having problems with playing with black ships? I'm starting to believe it's because of the shaders not matching up now. Because I've had that before when you use shaders that use shadows with builds that don't support shadows.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MetalDestroyer on April 24, 2012, 04:31:29 pm
Hmm, the build you provided in your first message (the 3.6.13 r8670) seems to support sunshaft and shadows (or just sunshaft).

Hmmm, you still having problems with playing with black ships? I'm starting to believe it's because of the shaders not matching up now. Because I've had that before when you use shaders that use shadows with builds that don't support shadows.

Not all ships are black. And that's totally weird. So I thought the ambient lightning in the mission was too low for a reason.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: qwadtep on April 24, 2012, 04:32:24 pm
The exit loop option should be in the minihub mission if you're on one branch (secondary objective not passed on the "test" mission). The other one doesn't have a skip option.

Are you on the mission with the enemy starbase, or the one where the allied carrier is being attacked by a "pirate" ship?
Starbase. The hub mission doesn't work as an exit since once you've made a choice and seen what you're up against there's no way back to the hub mission to opt out anymore.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 24, 2012, 04:33:27 pm
The exit loop option should be in the minihub mission if you're on one branch (secondary objective not passed on the "test" mission). The other one doesn't have a skip option.

Are you on the mission with the enemy starbase, or the one where the allied carrier is being attacked by a "pirate" ship?
Starbase. The hub mission doesn't work as an exit since once you've made a choice and seen what you're up against there's no way back to the hub mission to opt out anymore.

Mercy skip will take you to the hub.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: qwadtep on April 24, 2012, 04:40:49 pm
The exit loop option should be in the minihub mission if you're on one branch (secondary objective not passed on the "test" mission). The other one doesn't have a skip option.

Are you on the mission with the enemy starbase, or the one where the allied carrier is being attacked by a "pirate" ship?
Starbase. The hub mission doesn't work as an exit since once you've made a choice and seen what you're up against there's no way back to the hub mission to opt out anymore.

Mercy skip will take you to the hub.
Well yeah, but I could also just turn on cheats and finish the mission like that and go back to the hub, too. That's not the point.

Is the mission supposed to be this hard? Am I missing something?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 24, 2012, 04:46:59 pm
It...shouldn't. Its a Karuna model, which has most of its point defences actually neutered.
Should be easy to approach from straight ahead?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Admiral MS on April 24, 2012, 05:00:55 pm
HI!

If you've been experiencing crashes/weird lighting etc, could I get you to try these newer builds?
(all -R builds, debug builds at request, though it seems that nothing happens on debug anyway short of running really sluggishly).

http://dl.dropbox.com/u/126554/FS2/fs2_open_3_6_13_r8688.rar

Edit:

Build seems to use standard -ambient_factor, -ogl_spec,... no matter what's in the settings. Together with alle the lights from weapons this looks plain stupid in a few missions where ships with really good relfection are present. A fighter can be shooting some asteroids some clicks away and the ship lights up in pretty red for a few seconds but then it gets darker while the fighter is still shooting :wtf:
How can I get the the settings right again with these builds?

Other than that the music is still too loud and I wasn't able to reproduce the black screen thing with any of the two builds.

Blacked out ships only happened with the older build but this was pretty random and may appear again.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: crizza on April 24, 2012, 05:29:49 pm
So, right, I've got this up on the wiki now. You can dump all your love, joy, anger, or rage about what Droid and I did here (http://www.hard-light.net/wiki/index.php/Dimensional_Eclipse).

Wait, what?!
Spoiler:
Is there a way to not having earth being scorched?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 24, 2012, 05:40:36 pm
No, events diverge then converge for the final arc.
Maybe I'll put up a poll kind of like how WiH and WoD did :P

Right now I'm ab it more concerned those dang release-build-only not-in-debug crashes.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: crizza on April 24, 2012, 06:26:03 pm
Don't know if its helpfull, but apart of this language bug, I'm using 3_6_14_RC" and all works just fine :)

But since the missions are that fast paced, I had to reread everything and was getting killed very often...^^
Once again, great campaign.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 24, 2012, 06:30:10 pm
...Wait what? It's not giving you an error about armor.tbl? lewut. Okay, if it works for you~
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Jellyfish on April 24, 2012, 07:02:49 pm
OK, good news first.
That newest build solved the crash in mission 5. The loading time tripled, but the mission itself ran smooth.

Yup, that's it. So far, so good.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: crizza on April 24, 2012, 07:16:30 pm
...Wait what? It's not giving you an error about armor.tbl? lewut. Okay, if it works for you~
Ups, the armour.tbl bug is there, but since I hit ok like a maniac to play, I don't considerated it...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 24, 2012, 07:19:45 pm
...Wait what? It's not giving you an error about armor.tbl? lewut. Okay, if it works for you~
Ups, the armour.tbl bug is there, but since I hit ok like a maniac to play, I don't considerated it...

Spoiler:
And in doing so you made the Phoenix invincible in any difficulty lower than Insane
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: qwadtep on April 24, 2012, 08:02:58 pm
It...shouldn't. Its a Karuna model, which has most of its point defences actually neutered.
Should be easy to approach from straight ahead?
It's an easy approach using normal mechanics. Not so much when dealing with glide mechanics. It's a deceptively narrow safe zone and any misjudged movement or kinetic damage will knock you out of it and into the instakill turrets.

Don't take this the wrong way, but were these missions even playtested? You've got that, and then in the next one Yaris are arbitrarily disabled even though they're the only non-suicidal way to handle the mission, and then in the one after that your cluster missile is arbitrarily disabled AND you're up a fighter that kills you in two hits with a beam AND you're told to repair in a hangar that's too small so you get stuck.

There's a fine line between difficulty and insanity and I somehow feel like it's been crossed.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 24, 2012, 08:23:02 pm
They have been tested. These specific ones slightly less, but they're intended to have a high tactics dependence from the design, thus why the long-range missiles are disabled (this is by design), and I guess, turn out to be rather punishing for an incorrect strategy because of it. Identifying the correct strategy should make it simple (if not trivial)... I let my testers play it a few times and they figured it out relatively quickly (one or two re-tries) once they noticed what were the threats and how to address them with the tools presented/options available.

However, I will address this with a patch to make it easier if you so desire.
or I'll just take the easy way out and let people take long range missiles and go whee there is no need to even think let's just spam trebs yaris.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: qwadtep on April 24, 2012, 10:22:52 pm
Oh no, don't do that just because I'm complaining. I complain all the time.

The strategy bit is fine. They're mostly obvious. The problem I see is that the amount of incoming damage in those few missions is completely disproportionate--losing a quarter of your hull through shields to a missile would be brutal in any campaign, but here it happens on the lowest difficulty setting and there are ten more missiles like it bearing down on you.

They're good missions, in a hardcore SOC sort of way. They're just... the rest of the campaign is fine, and you go into them like "why would I skip a perfectly good mission?" and then it's like "Oh. Shiiiiiiiiit."

(The lack of trebs mostly bugged me because of what you're supposed to have been doing in that mission. Why wouldn't I bring trebs for that? It's not like I'm requesting an Ursa to kill a Cain.)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Kolgena on April 24, 2012, 11:03:03 pm
I think that might be a graphical glitch with "generate icon". Because I didn't touch that.

What do you mean? What is "generate icon"?
Further investigation reveals that it's actually the shield icons that are mapped wrong. Hitting a fighter's rear quadrant gets the right quadrant flashing, etc. How would I go about fixing this/is this an isolated issue on my end only?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 24, 2012, 11:17:12 pm
I think that might be a graphical glitch with "generate icon". Because I didn't touch that.

What do you mean? What is "generate icon"?
Further investigation reveals that it's actually the shield icons that are mapped wrong. Hitting a fighter's rear quadrant gets the right quadrant flashing, etc. How would I go about fixing this/is this an isolated issue on my end only?

I don't actually have ani shield anis.
The icons are generated by the engine, which is activated by a flag "generate icon" in ships.tbl
So, this is an engine glitch. So mantis it. :)

Oh no, don't do that just because I'm complaining. I complain all the time.

The strategy bit is fine. They're mostly obvious. The problem I see is that the amount of incoming damage in those few missions is completely disproportionate--losing a quarter of your hull through shields to a missile would be brutal in any campaign, but here it happens on the lowest difficulty setting and there are ten more missiles like it bearing down on you.

They're good missions, in a hardcore SOC sort of way. They're just... the rest of the campaign is fine, and you go into them like "why would I skip a perfectly good mission?" and then it's like "Oh. Shiiiiiiiiit."

(The lack of trebs mostly bugged me because of what you're supposed to have been doing in that mission. Why wouldn't I bring trebs for that? It's not like I'm requesting an Ursa to kill a Cain.)

Ah, alright then. Makes perfect sense. I'll put out a patch to address the difficulty spike...like allowing for Yaris in those two missions.
I have my minions assistants on the task as we speak.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Kolgena on April 24, 2012, 11:26:01 pm

I don't actually have ani shield anis.
The icons are generated by the engine, which is activated by a flag "generate icon" in ships.tbl
So, this is an engine glitch. So mantis it. :)


Thanks for the clarification!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 25, 2012, 12:26:07 am
Enjoy your loli yaris. (http://dl.dropbox.com/u/17350885/AW_Core.7z) (AKA I went in and made the Stronghold mission a little easier. Also fixed the fact there were two missions titled C3:06. We derped hard there).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Kolgena on April 25, 2012, 01:32:02 am
Quick question:

When the briefing says "more" in red, I can't actually scroll all the way to the bottom.

When I get the
Spoiler:
new ship and Miki
, there's a dialogue with Mike and the Technician. There are parts where their names are shown on the last line, but I can't scroll down to see the lines that person actually says.

Engine bug as well? Seems to happen on both 1366x768 and 1080p.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Eratharon on April 25, 2012, 01:43:26 am
Really good campaign, I enjoyed it greatly. The glide feature took some getting use to but in the end it was awesome.

The only issue I ecountered were what Kolgena ecountered when the screen tells me to scroll down for more text but I can't. I am also playing on 1366x768. Other than that I haven't had any real problems.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MatthTheGeek on April 25, 2012, 04:02:58 am
The only issue I ecountered were what Kolgena ecountered when the screen tells me to scroll down for more text but I can't. I am also playing on 1366x768. Other than that I haven't had any real problems.
I confirm it on 1920*1080. Nothing I can't work around by just reading the original text in the mission files though.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: crizza on April 25, 2012, 05:00:22 am
...Wait what? It's not giving you an error about armor.tbl? lewut. Okay, if it works for you~
Ups, the armour.tbl bug is there, but since I hit ok like a maniac to play, I don't considerated it...

Spoiler:
And in doing so you made the Phoenix invincible in any difficulty lower than Insane

Spoiler:
The Phoenix is this carrier thing, the...Phoenix Rising carrier...hm...but I'm sure I killed it, in the last mission I defenetly did...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 25, 2012, 06:42:10 am
...Wait what? It's not giving you an error about armor.tbl? lewut. Okay, if it works for you~
Ups, the armour.tbl bug is there, but since I hit ok like a maniac to play, I don't considerated it...

Spoiler:
And in doing so you made the Phoenix invincible in any difficulty lower than Insane

Spoiler:
The Phoenix is this carrier thing, the...Phoenix Rising carrier...hm...but I'm sure I killed it, in the last mission I defenetly did...

Spoiler:
There is an HAF Phoenix as well
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: achtung on April 25, 2012, 10:28:29 am
http://www.freespacemods.net/download.php?view.837

It is in the database now.

I had to go back and change the title and description because you decided to be silly droid. :(
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Androgeos Exeunt on April 25, 2012, 10:35:50 am
Reposted on the Facebook Wall. I kept it short because I can't think of a summary.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 25, 2012, 11:41:22 am
I get weird shield management behavior. When I hit up arrow, it boosts forward shields, but down, left, right boost the wrong shield quadrants. Any idea why?

I've got that too.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 25, 2012, 02:35:03 pm
@ text issue
Another engine thing...the briefing scroll detection has been partially broken ever since the new font thing came in, possibly longer than that. Again, I thought they fixed it at some point but apparently not...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MetalDestroyer on April 25, 2012, 03:59:26 pm
Dam, you with the reconnaissance mission. ^^
Spoiler:
I don't manage to scan the sensor of the first ship. I freeze the first probe, but the second one doesn't want to go a little farther so I could scan the last subsystem of the ship. And I don't wanna skip this mission. How do you finish this mission ?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Admiral MS on April 25, 2012, 04:12:29 pm
Dam, you with the reconnaissance mission. ^^
Spoiler:
I don't manage to scan the sensor of the first ship. I freeze the first probe, but the second one doesn't want to go a little farther so I could scan the last subsystem of the ship. And I don't wanna skip this mission. How do you finish this mission ?

Spoiler:
As far as I remember I freezed the second probe (B) for two of the subsystems (sensors was one of them) cause probe B's distance to them is too low. Probe A gets far enough for a short time to complete a scan, but it felt like the error margin for the player is really low to get these scans. Died trying it at least two times...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 25, 2012, 04:56:42 pm
Spoiler:
Basically you want to freeze Detector B for subsystems closer to the rear end of the Anthracene and A for those who are closer to the front.

If you're having trouble understanding what I'm trying to say, here's a video to help you out. (http://youtu.be/3z55I2zaAIc)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: qwadtep on April 25, 2012, 05:18:06 pm
The recon mission could use some fine-tuning, I think.

Spoiler:
There's no checkpoint after the Amaterasu's engines, no distance indicator for the probe in stasis so you don't release it while still in detection range by mistake, escaping to restealth after detection is almost impossible due to point defense turrets and doesn't seem to work even if you do. The LODs for the Amaterasu's Engine04 are bugged and cause it to lose detail at close i.e. scanning range. Personally I think that the sensors are waaay too close together, there's nowhere that I can really just stasis and scan and enjoy the satisfaction of HA HA I'M IN A STEALTH FIGHTER YOU CAN'T SEE ME.

Final mission just crashed the same way M05 did. Time to check the new build.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 25, 2012, 05:22:41 pm
The recon mission could use some fine-tuning, I think.

Spoiler:
there's nowhere that I can really just stasis and scan and enjoy the satisfaction of HA HA I'M IN A STEALTH FIGHTER YOU CAN'T SEE ME.

Spoiler:
You think you can have it that easy so close to the end of the campaign? :p
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: qwadtep on April 25, 2012, 05:29:33 pm
Spoiler:
I'm in a stealth fighter! Let me have fun with my stealth ;_; Well, it's still leagues better than any other scanning mission I can think of, so kudos.

Also,

Other than that the music is still too loud and I wasn't able to reproduce the black screen thing with any of the two builds.

I think I just accidentally the whole universe

[attachment deleted by ninja]
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 25, 2012, 05:35:12 pm
Oh hey, there's the Transcendent doing his thing. I've run into that issue before, but I have no idea what's causing it (besides that it's HYPERSPACE doing it). It's an engine issue, something out of my controll. :(
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: qwadtep on April 25, 2012, 06:16:30 pm
Probably an obscure NaN or something like what happened with Ken. Oh well.

Because of the bait and switch finishing the campaign returns you to the FS2 mainhall, I guess.

Just to be sure, the GNXR weapons are supposed to be specific to... that one interceptor that looks kind of like a Loki, right?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 25, 2012, 06:32:32 pm
Just to be sure, the GNXR weapons are supposed to be specific to... that one interceptor that looks kind of like a Loki, right?

The Selkie? The particle cannon and rifle are compatible with a few other ships, namely the Rynex and the Ray IV.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Jellyfish on April 25, 2012, 07:07:31 pm
Well, I finally finished. Say, was
Spoiler:
killing off Erika, Chisa, Melissa and Sora
really necessary?
Other than that, it was spectacular. More campaigns should feature Demetori, BTW.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 25, 2012, 08:25:31 pm
Well, I finally finished. Say, was
Spoiler:
killing off Erika, Chisa, Melissa and Sora
really necessary?
Other than that, it was spectacular. More campaigns should feature Demetori, BTW.

No, it wasn't.
I have no excuses. Except that I possibly still have plans for them.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Jellyfish on April 25, 2012, 09:08:35 pm
So they aren't?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: SpardaSon21 on April 25, 2012, 09:43:47 pm
Did we ever find bodies? :P
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: qwadtep on April 25, 2012, 11:01:41 pm
Well, I finally finished. Say, was
Spoiler:
killing off Erika, Chisa, Melissa and Sora
really necessary?
Other than that, it was spectacular. More campaigns should feature Demetori, BTW.

No, it wasn't.
I have no excuses. Except that I possibly still have plans for them.
Oh god.

Spoiler:
This is where you were going with the Askaeldians' techroom entry, isn't it? And Erika's?
:shaking:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 26, 2012, 03:03:42 am
OK, tried r8688.  No HUD... ok, that's weird.  So I went back to r8670.  Still no HUD.

Then I remembered that I put in fsq-hdg.tbm.  I'm running 1600x900 resolution, so I am 16:9 ... disabled the file by renaming it with a .disabled extension.

Now I have my HUD back.

Opened the file.

Apparently, some comments had a carriage return included, so that the comment was split (part comment and part not comment).

Quote
$Load Retail Configuration: No      ; If set to Yes, FSO will load any missing gauges necessary to

complete the FS1/FS2 retail configuration.
                           ; If field is not present, FSO will

default this to Yes.
;$Max Escort Ships:

;$Length Unit Multiplier:

;$Wireframe Targetbox:

;$Lock Wireframe Mode:

$Reticle Style: FS2

; The following is a widescreen example HUD. If the user does not select a resolution matching the below

parameters, FSO will not use this HUD and move on to the next configuration
#Gauge Config
   $Base:   (1366,768)               
<snip>      
      ; Custom gauge syntax
      ;+Custom:
         ;Position:
         ;Name:
         ;Text:
         ;Gauge Type:
         ; (Possible values for Gauge Type include LEAD_INDICATOR, ORIENTATION_TEE,

HOSTILE_TRIANGLE, TARGET_TRIANGLE, MISSION_TIME, RETICLE_CIRCLE, THROTTLE_GAUGE,
         ; RADAR, TARGET_MONITOR, CENTER_RETICLE, TARGET_MONITOR_EXTRA_DATA,

TARGET_SHIELD_ICON, PLAYER_SHIELD_ICON, ETS_GAUGE, AUTO_TARGET, AUTO_SPEED,
         ; WEAPONS_GAUGE, ESCORT_VIEW, DIRECTIVES_VIEW, THREAT_GAUGE, AFTERBURNER_ENERGY,

WEAPONS_ENERGY, WEAPON_LINKING_GAUGE, TARGER_MINI_ICON,
         ; OFFSCREEN_INDICATOR, TALKING_HEAD, DAMAGE_GAUGE, MESSAGE_LINES,

MISSILE_WARNING_ARROW, CMEASURE_GAUGE, OBJECTIVES_NOTIFY_GAUGE, WINGMEN_STATUS,
         ; OFFSCREEN RANGE, KILLS GAUGE", ATTACKING TARGET COUNT, TEXT FLASH, MESSAGE BOX,

SUPPORT GUAGE, LAG GUAGE)
         ; Slew:
         ; Filename:
   $End Gauges
#End

; Any wide screen resolutions not between 1280x720 and 1920x1080 will get a blank HUD since the bottom config

will only apply to any Full Screen resolutions

#Gauge Config
   $Base: (1024, 768)               
<snip>
      +Supernova:
         Position: (170, 170)
      +Target Brackets:          ; Target Brackets, Lock Indicator, Lead Indicator, and

Offscreen Indicator don't need a "Position:" field.
      +Lead Indicator:
      +Lock Indicator:
      +Offscreen Indicator:
      +Hostile Triangle:
         Position: (512, 387)
<snip>
   $End Gauges
#End
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Jellyfish on April 26, 2012, 10:55:07 am
Spoiler:
This is where you were going with the Askaeldians' techroom entry, isn't it? And Erika's?
:shaking:

Do I hear 'more catgirls'? Because I'm in.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 26, 2012, 11:51:26 am
OK, tried r8688.  No HUD... ok, that's weird.  So I went back to r8670.  Still no HUD.

Then I remembered that I put in fsq-hdg.tbm.  I'm running 1600x900 resolution, so I am 16:9 ... disabled the file by renaming it with a .disabled extension.

Now I have my HUD back.

Opened the file.

Apparently, some comments had a carriage return included, so that the comment was split (part comment and part not comment).

<...>

Is this in Kolgena's HUD table he posted a few pages back?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 26, 2012, 12:29:40 pm
Took a good look at the hud gauges table that was part of release, and I don't see anything that would show error, else I would have gotten something when I ran it quickly through the debug build before I shipped it to Droid for release.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: SpardaSon21 on April 26, 2012, 12:31:45 pm
Spoiler:
This is where you were going with the Askaeldians' techroom entry, isn't it? And Erika's?
:shaking:

Do I hear 'more catgirls'? Because I'm in.
According to a chat with Andrew and Droid on IRC, they pulled Erika's sprite off the Internet or something, which is why she's in beachwear.  If you want more catgirls in the sequel, ask Spoon if he'll draw some.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Sombre on April 26, 2012, 12:43:46 pm
I don't mean to be rude but the way this was released and the general 'ANNOUNCEMENT: ANNOUNCEMENT' thing was a really stupid idea. To sum up what happened:

1. A clearly silly april 1st thread announcing an announcement is made
2. The actual announcement is then made, right after this, with almost exactly the same topic name
3. Part of that announcement is revealed to be fake (a lot of people already assumed all of it was fake)
4. The loliquest derailment (which I admit involvement in, my bad) in the thread causes it to be split off as /another/ joke topic
5. Ashen Wings, one of the campaigns in the announcement thread, goes up
6. Ashen Wings turns out to be a bait and switch and the topic is changed to be about the actual campaign, Dimensional Eclipse, which was never mentioned in the original announcement shenanigans

Clearly a lot of work was put into Dimensional Eclipse. Presumably you would like people to play and enjoy it. Maybe there are other campaigns in the announcement announcement announcement stuff that actually exist and you would like people to anticipate and eventually play.

So all the confusion and weirdness is actually a fairly major barrier. Until just recently I assumed this whole thing was also fake and that thought was strengthened by the people who were hit by the bait and switch.

I know it's fun to mess around with people and it being your content you can choose to release it however you want. But the way you've gone about it seems pretty counterproductive from my admittedly insignificant point of view.


PS. How near is loliquest to completion?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 26, 2012, 12:46:24 pm
Spoiler:
This is where you were going with the Askaeldians' techroom entry, isn't it? And Erika's?
:shaking:

Do I hear 'more catgirls'? Because I'm in.
According to a chat with Andrew and Droid on IRC, they pulled Erika's sprite off the Internet or something, which is why she's in beachwear.  If you want more catgirls in the sequel, ask Spoon if he'll draw some.

ALL character art is pulled from elsewhere, because neither me nor Droid have the talents in the drawn side of art, especially of the organic side of things. Where the art comes from is all stated in the credits table.


EDIT:
I know it's fun to mess around with people and it being your content you can choose to release it however you want. But the way you've gone about it seems pretty counterproductive from my admittedly insignificant point of view.

Well, you can blame Axem me for all that. Promise I won't do it again, since I'm betting on people not falling for a trick like that again. :P

PS. How near is loliquest to completion?

Spoiler:
This IS Loliquest. The name was changed literally hours before release because of a suggestion from a tester.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Kolgena on April 26, 2012, 01:57:01 pm
OK, tried r8688.  No HUD... ok, that's weird.  So I went back to r8670.  Still no HUD.

Then I remembered that I put in fsq-hdg.tbm.  I'm running 1600x900 resolution, so I am 16:9 ... disabled the file by renaming it with a .disabled extension.

Now I have my HUD back.

Opened the file.

Apparently, some comments had a carriage return included, so that the comment was split (part comment and part not comment).

<...>

Is this in Kolgena's HUD table he posted a few pages back?

If it is, let me know. I'll fix it to avoid future troubles. (I've been using the table on my own end without issues, so it might be a copy paste error?)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Jellyfish on April 26, 2012, 02:10:35 pm
If you want more catgirls in the sequel, ask Spoon if he'll draw some.
Oh boy!

Also, you can always shoop some cat ears onto the
Spoiler:
apparently not dead but missing girls
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: SpardaSon21 on April 26, 2012, 02:29:31 pm
Note: I am not part of the mod team and am not privy to their internal discussions so my talk of a sequel was just hopeful speculation on my part.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 26, 2012, 07:36:51 pm
Looks like it's in there to me.  I don't know, maybe Windows clipboard doesn't copy over the carriage returns - I use the Ditto clipboard manager.  Can someone try copying this and see if it keeps the CRs?

I think that might be a graphical glitch with "generate icon". Because I didn't touch that.

Weird. Come to think of it, I think it happened to me in WoD as well, but I didn't think much of it since I just rebound all my arrow keys. to the proper quadrants. It'd be nice to know if anyone else had the problem tho.

Anyways,

I talked with Droid and decided to clean up the HUD a bit for widscreen users. 16:9 only for now. Let me know if you want 16:10 or triple head configs or if there are any problems with this configuration. Also let me know if you prefer larger sized HUD elements (like in this table) or smaller elements that don't fill up the screen as much. It's fairly trivial for me to customize those settings.

Put it in a text file, rename to fsq-hdg.tbm and put it into the 'freespace\Ashenwings\data\tables' folder. Make the folder yourself, since it probably doesn't exist.

Code: [Select]
$Load Retail Configuration: No ; If set to Yes, FSO will load any missing gauges necessary to

complete the FS1/FS2 retail configuration.
; If field is not present, FSO will

default this to Yes.
;$Max Escort Ships:

;$Length Unit Multiplier:

;$Wireframe Targetbox:

;$Lock Wireframe Mode:

$Reticle Style: FS2

; The following is a widescreen example HUD. If the user does not select a resolution matching the below

parameters, FSO will not use this HUD and move on to the next configuration
#Gauge Config
$Base: (1366,768)
$Required Aspect: Wide Screen ; Can be "Wide Screen" or "Full Screen" ATM
$Min: (1280, 720) ; These Min and Max fields are Inclusive
$Max: (1920, 1200)
$Gauges:
$Load Retail Configuration: NO
$Max directives: 8
$Max escort ships: 8
+Messages:
Position: (5,5)
+Training Messages:
Position: (550,125)
+Multiplayer Messages:
Position: (179,240)
+Support:
Position: (630,534)
+Damage:
Position: (611,61)
+Wingman Status:
Position: (1274,144)
+Auto Speed:
Position: (1302,672)
+Auto Target:
Position: (1302,648)
+Countermeasures:
Position: (1222,602)
+Talking Head:
Position: (5,59)
+Directives:
Position: (5,278)
+Weapons:
Position: (1222,525)
+Objective Notify:
Position: (607,184)
+Squad Message:
Position: (1169,5)
+Escort View:
Position: (1207,330)
+ETS Weapons:
Position: (1222,648)
+ETS Shields:
Position: (1240,648)
+ETS Engines:
Position: (1258,648)
+Target Monitor:
Position: (5,590)
+Extra Target Data:
Position: (5,552)
+Target Shields:
Position: (429,670)
+Radar:
Position: (582,590)
+Player Shields:
Position: (839,670)
+Afterburner Energy:
Position: (445,424)
+Weapon Energy:
Position: (837,424)
+Text Warnings:
Position: (683,275)
+Center Reticle:
Position: (664,370)
+Mini Target Shields:
Position: (668,470)
+Throttle:
Position: (517,269)
+Threat Indicator:
Position: (745,269)
+Voice Status:
Position: (5,165)
+Ping:
Position: (1067,5)
+Lag:
Position: (798,529)
+Supernova:
Position: (170,179)
+Hostile Triangle:
Position: (683,384)
+Target Triangle:
Position: (683,384)
+Missile Triangles:
Position: (683,384)
+Orientation Tee:
Position: (683,384)
+Target Brackets:
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
Position: (683,384)
+Mission Time:
Position: (1311,716)
+Kills:
Position: (1222,624)
+Custom:
Position: (1187,250)
Name: FSQAutoload
Text: Weapon Autoloader
X Offset: 3
Y Offset: 2
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives1
+Custom:
Position: (1187,262)
Name: FSQAutoloadA
Text: On Hold (Nothing)
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,271)
Name: FSQAutoloadB
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,280)
Name: FSQAutoloadC
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,289)
Name: FSQAutoloadD
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,298)
Name: FSQAutoloadE
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (1187,289)
Name: FSQAutoloadD2
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (776,265)
Name: FSQMinesGraphic
Text: Charges Left
X Offset: 7
Y Offset: 4
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: minegauge
+Custom:
Position: (776,265)
Name: FSQMinesNumber
Text: 0
X Offset: 86
Y Offset: 17
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: emptyhud
+Custom:
Position: (608,430)
Name: CredCountA
Text: FUNDS
X Offset: 5
Y Offset: 3
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: objective1
+Custom:
Position: (437,441)
Name: CredCountB
Text: 10000 c-tr
X Offset: 5
Y Offset: 0
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: emptyhud
; FS1 specific gauge
;+Weapon Linking:
;Position: (841, 453)
;Slew: yes
;Arc Filename: 2_rightarc1_fs1
;Single Primary Filename: 2_rightarc2_fs1
;Double Primary Filename: 2_rightarc3_fs1
;Single Secondary Filename: 2_rightarc4_fs1
;Double Secondary Filename: 2_rightarc5_fs1
;Triple Secondary Filename 2_rightarc6_fs1
;Single Primary Offsets: (52, 18)
;Double Primary Offsets: (52, 18)
;Single Secondary Offsets: (28, 55)
;Double Secondary Offsets: (28, 55)
;Triple Secondary Offsets: (28, 55)

; Komet's lead sight. Looks for "leadsight.ani"
;+Lead Sight: (700, 438)
;Filename: leadsight

; Custom gauge syntax
;+Custom:
;Position:
;Name:
;Text:
;Gauge Type:
; (Possible values for Gauge Type include LEAD_INDICATOR, ORIENTATION_TEE,

HOSTILE_TRIANGLE, TARGET_TRIANGLE, MISSION_TIME, RETICLE_CIRCLE, THROTTLE_GAUGE,
; RADAR, TARGET_MONITOR, CENTER_RETICLE, TARGET_MONITOR_EXTRA_DATA,

TARGET_SHIELD_ICON, PLAYER_SHIELD_ICON, ETS_GAUGE, AUTO_TARGET, AUTO_SPEED,
; WEAPONS_GAUGE, ESCORT_VIEW, DIRECTIVES_VIEW, THREAT_GAUGE, AFTERBURNER_ENERGY,

WEAPONS_ENERGY, WEAPON_LINKING_GAUGE, TARGER_MINI_ICON,
; OFFSCREEN_INDICATOR, TALKING_HEAD, DAMAGE_GAUGE, MESSAGE_LINES,

MISSILE_WARNING_ARROW, CMEASURE_GAUGE, OBJECTIVES_NOTIFY_GAUGE, WINGMEN_STATUS,
; OFFSCREEN RANGE, KILLS GAUGE", ATTACKING TARGET COUNT, TEXT FLASH, MESSAGE BOX,

SUPPORT GUAGE, LAG GUAGE)
; Slew:
; Filename:
$End Gauges
#End

; Any wide screen resolutions not between 1280x720 and 1920x1080 will get a blank HUD since the bottom config

will only apply to any Full Screen resolutions

#Gauge Config
$Base: (1024, 768)
$Required Aspect: Full Screen
;$Min: (640, 480)
$Gauges:
+Custom:
Position:

(845, 250)
Name:

FSQAutoload
Text:

Weapon Autoloader
X Offset:

3
Y Offset:

2
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives1
+Custom:
Position:

(845, 262)
Name:

FSQAutoloadA
Text:

On Hold (Nothing)
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 271)
Name:

FSQAutoloadB
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 280)
Name:

FSQAutoloadC
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 289)
Name:

FSQAutoloadD
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 298)
Name:

FSQAutoloadE
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives3
+Custom:
Position:

(845, 289)
Name:

FSQAutoloadD2
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives3
+Custom:
Position: (605, 280)
Name: FSQMinesGraphic
Text: Charges Left
X Offset: 7
Y Offset: 4
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: minegauge
+Custom:
Position: (605, 280)
Name: FSQMinesNumber
Text: 00
X Offset: 86
Y Offset: 17
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: emptyhud
+Custom:
Position:

(437, 430)
Name:

CredCountA
Text:

Funds
X Offset:

5
Y Offset:

3
Gauge Type: RADAR
Slew:

NO
Active by default: NO
Filename:

objective1
+Custom:
Position:

(437, 441)
Name:

CredCountB
Text:

10000 c-tr
X Offset:

5
Y Offset:

0
Gauge Type: RADAR
Slew:

NO
Active by default: NO
Filename:

emptyhud
+Messages:
Position: (5, 5)
+Training Messages:
Position: (379, 125)
+Multiplayer Messages:
Position: (8, 240)
+Support:
Position: (459, 534)
+Damage:
Position: (440, 61)
+Wingman Status:
Position: (932, 144)
+Auto Speed:
Position: (960, 672)
+Auto Target:
Position: (960, 648)
+Countermeasures:
Position: (880, 602)
+Talking Head:
Position: (5, 56)
+Directives:
Position: (5, 278)
+Weapons:
Position: (880, 525)
+Objective Notify:
Position: (436, 184)
+Squad Message:
Position: (827, 5)
+Player Shields:
Position: (634, 670)
+Target Shields:
Position: (292, 670)
+Escort View:
Position: (865, 330)
+ETS Weapons:
Position: (880, 648)
+ETS Shields:
Position: (898, 648)
+ETS Engines:
Position: (916, 648)
+Target Monitor:
Position: (5, 590)
+Extra Target Data:
Position: (5, 552)
+Radar:
Position: (411, 590)
+Afterburner Energy:
Position: (274, 424)
+Text Warnings:
Position: (512, 275)
+Center Reticle:
Position: (493, 370)
+Mini Target Shields:
Position: (497, 470)
+Throttle:
Position: (346, 269)
+Threat Indicator:
Position: (574, 269)
+Voice Status:
position: (5, 165)
+Ping:
Position: (896, 5)
+Lag:
Position: (627, 529)
+Supernova:
Position: (170, 170)
+Target Brackets: ; Target Brackets, Lock Indicator, Lead Indicator, and

Offscreen Indicator don't need a "Position:" field.
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
+Hostile Triangle:
Position: (512, 387)
+Target Triangle:
Position: (512, 387)
+Missile Triangles:
Position: (512, 387)
+Orientation Tee:
Position: (512, 387)
+Weapon Energy:
Position: (666, 424)
+Mission Time:
Position: (969, 716)
+Kills:
Position: (880, 624)
$End Gauges
#End

Droid said that M12 and M14 are the ones to test to see if HUD gauges work properly, and those were the ones I tried. Weapon names in primaries often go off the screen, but that's just because the names are too long. This behavior is the same as the provided table with the mod vp.

Screenshot attached for new HUD. Hopefully it's not considered spoilers.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: General Battuta on April 26, 2012, 07:53:43 pm
Do you have word wrap turned on in Notepad or WordPad or whatever you used
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 26, 2012, 07:59:16 pm
Me?  I used Notepad++, I'm not sure.  Trying to find the setting for that.  Actually, no, no I don't have word wrap turned on, because when I re-opened it to fix it, and I deleted the carriage returns, the lines went off the screen (you had to scroll right to see them).  So, word wrap was off.

That shouldn't matter, right?  I had word wrap off, but AFAIK word wrap should only affect the display, not how the file is saved; i.e. it should not add carriage returns to a document, only cause a document to display as if carriage returns were present if the line goes off the screen.

EDIT: As a test, opened Windows Notepad, took the HUD table and pasted it, turned word wrap on, closed window down to like 75 pixels wide, and saved.

Results were exactly the same as original (the carriage returns are in the same place, if notepad had modified them, they would be right about where the word "Retail" is in the first line):

Code: [Select]
$Load Retail Configuration: No ; If set to Yes, FSO will load any missing gauges necessary to

complete the FS1/FS2 retail configuration.
; If field is not present, FSO will

default this to Yes.
;$Max Escort Ships:

;$Length Unit Multiplier:

;$Wireframe Targetbox:

;$Lock Wireframe Mode:

$Reticle Style: FS2

; The following is a widescreen example HUD. If the user does not select a resolution matching the below

parameters, FSO will not use this HUD and move on to the next configuration
#Gauge Config
$Base: (1366,768)
$Required Aspect: Wide Screen ; Can be "Wide Screen" or "Full Screen" ATM
$Min: (1280, 720) ; These Min and Max fields are Inclusive
$Max: (1920, 1200)
$Gauges:
$Load Retail Configuration: NO
$Max directives: 8
$Max escort ships: 8
+Messages:
Position: (5,5)
+Training Messages:
Position: (550,125)
+Multiplayer Messages:
Position: (179,240)
+Support:
Position: (630,534)
+Damage:
Position: (611,61)
+Wingman Status:
Position: (1274,144)
+Auto Speed:
Position: (1302,672)
+Auto Target:
Position: (1302,648)
+Countermeasures:
Position: (1222,602)
+Talking Head:
Position: (5,59)
+Directives:
Position: (5,278)
+Weapons:
Position: (1222,525)
+Objective Notify:
Position: (607,184)
+Squad Message:
Position: (1169,5)
+Escort View:
Position: (1207,330)
+ETS Weapons:
Position: (1222,648)
+ETS Shields:
Position: (1240,648)
+ETS Engines:
Position: (1258,648)
+Target Monitor:
Position: (5,590)
+Extra Target Data:
Position: (5,552)
+Target Shields:
Position: (429,670)
+Radar:
Position: (582,590)
+Player Shields:
Position: (839,670)
+Afterburner Energy:
Position: (445,424)
+Weapon Energy:
Position: (837,424)
+Text Warnings:
Position: (683,275)
+Center Reticle:
Position: (664,370)
+Mini Target Shields:
Position: (668,470)
+Throttle:
Position: (517,269)
+Threat Indicator:
Position: (745,269)
+Voice Status:
Position: (5,165)
+Ping:
Position: (1067,5)
+Lag:
Position: (798,529)
+Supernova:
Position: (170,179)
+Hostile Triangle:
Position: (683,384)
+Target Triangle:
Position: (683,384)
+Missile Triangles:
Position: (683,384)
+Orientation Tee:
Position: (683,384)
+Target Brackets:
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
Position: (683,384)
+Mission Time:
Position: (1311,716)
+Kills:
Position: (1222,624)
+Custom:
Position: (1187,250)
Name: FSQAutoload
Text: Weapon Autoloader
X Offset: 3
Y Offset: 2
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives1
+Custom:
Position: (1187,262)
Name: FSQAutoloadA
Text: On Hold (Nothing)
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,271)
Name: FSQAutoloadB
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,280)
Name: FSQAutoloadC
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,289)
Name: FSQAutoloadD
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,298)
Name: FSQAutoloadE
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (1187,289)
Name: FSQAutoloadD2
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (776,265)
Name: FSQMinesGraphic
Text: Charges Left
X Offset: 7
Y Offset: 4
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: minegauge
+Custom:
Position: (776,265)
Name: FSQMinesNumber
Text: 0
X Offset: 86
Y Offset: 17
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: emptyhud
+Custom:
Position: (608,430)
Name: CredCountA
Text: FUNDS
X Offset: 5
Y Offset: 3
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: objective1
+Custom:
Position: (437,441)
Name: CredCountB
Text: 10000 c-tr
X Offset: 5
Y Offset: 0
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: emptyhud
; FS1 specific gauge
;+Weapon Linking:
;Position: (841, 453)
;Slew: yes
;Arc Filename: 2_rightarc1_fs1
;Single Primary Filename: 2_rightarc2_fs1
;Double Primary Filename: 2_rightarc3_fs1
;Single Secondary Filename: 2_rightarc4_fs1
;Double Secondary Filename: 2_rightarc5_fs1
;Triple Secondary Filename 2_rightarc6_fs1
;Single Primary Offsets: (52, 18)
;Double Primary Offsets: (52, 18)
;Single Secondary Offsets: (28, 55)
;Double Secondary Offsets: (28, 55)
;Triple Secondary Offsets: (28, 55)

; Komet's lead sight. Looks for "leadsight.ani"
;+Lead Sight: (700, 438)
;Filename: leadsight

; Custom gauge syntax
;+Custom:
;Position:
;Name:
;Text:
;Gauge Type:
; (Possible values for Gauge Type include LEAD_INDICATOR, ORIENTATION_TEE,

HOSTILE_TRIANGLE, TARGET_TRIANGLE, MISSION_TIME, RETICLE_CIRCLE, THROTTLE_GAUGE,
; RADAR, TARGET_MONITOR, CENTER_RETICLE, TARGET_MONITOR_EXTRA_DATA,

TARGET_SHIELD_ICON, PLAYER_SHIELD_ICON, ETS_GAUGE, AUTO_TARGET, AUTO_SPEED,
; WEAPONS_GAUGE, ESCORT_VIEW, DIRECTIVES_VIEW, THREAT_GAUGE, AFTERBURNER_ENERGY,

WEAPONS_ENERGY, WEAPON_LINKING_GAUGE, TARGER_MINI_ICON,
; OFFSCREEN_INDICATOR, TALKING_HEAD, DAMAGE_GAUGE, MESSAGE_LINES,

MISSILE_WARNING_ARROW, CMEASURE_GAUGE, OBJECTIVES_NOTIFY_GAUGE, WINGMEN_STATUS,
; OFFSCREEN RANGE, KILLS GAUGE", ATTACKING TARGET COUNT, TEXT FLASH, MESSAGE BOX,

SUPPORT GUAGE, LAG GUAGE)
; Slew:
; Filename:
$End Gauges
#End

; Any wide screen resolutions not between 1280x720 and 1920x1080 will get a blank HUD since the bottom config

will only apply to any Full Screen resolutions

#Gauge Config
$Base: (1024, 768)
$Required Aspect: Full Screen
;$Min: (640, 480)
$Gauges:
+Custom:
Position:

(845, 250)
Name:

FSQAutoload
Text:

Weapon Autoloader
X Offset:

3
Y Offset:

2
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives1
+Custom:
Position:

(845, 262)
Name:

FSQAutoloadA
Text:

On Hold (Nothing)
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 271)
Name:

FSQAutoloadB
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 280)
Name:

FSQAutoloadC
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 289)
Name:

FSQAutoloadD
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 298)
Name:

FSQAutoloadE
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives3
+Custom:
Position:

(845, 289)
Name:

FSQAutoloadD2
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives3
+Custom:
Position: (605, 280)
Name: FSQMinesGraphic
Text: Charges Left
X Offset: 7
Y Offset: 4
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: minegauge
+Custom:
Position: (605, 280)
Name: FSQMinesNumber
Text: 00
X Offset: 86
Y Offset: 17
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: emptyhud
+Custom:
Position:

(437, 430)
Name:

CredCountA
Text:

Funds
X Offset:

5
Y Offset:

3
Gauge Type: RADAR
Slew:

NO
Active by default: NO
Filename:

objective1
+Custom:
Position:

(437, 441)
Name:

CredCountB
Text:

10000 c-tr
X Offset:

5
Y Offset:

0
Gauge Type: RADAR
Slew:

NO
Active by default: NO
Filename:

emptyhud
+Messages:
Position: (5, 5)
+Training Messages:
Position: (379, 125)
+Multiplayer Messages:
Position: (8, 240)
+Support:
Position: (459, 534)
+Damage:
Position: (440, 61)
+Wingman Status:
Position: (932, 144)
+Auto Speed:
Position: (960, 672)
+Auto Target:
Position: (960, 648)
+Countermeasures:
Position: (880, 602)
+Talking Head:
Position: (5, 56)
+Directives:
Position: (5, 278)
+Weapons:
Position: (880, 525)
+Objective Notify:
Position: (436, 184)
+Squad Message:
Position: (827, 5)
+Player Shields:
Position: (634, 670)
+Target Shields:
Position: (292, 670)
+Escort View:
Position: (865, 330)
+ETS Weapons:
Position: (880, 648)
+ETS Shields:
Position: (898, 648)
+ETS Engines:
Position: (916, 648)
+Target Monitor:
Position: (5, 590)
+Extra Target Data:
Position: (5, 552)
+Radar:
Position: (411, 590)
+Afterburner Energy:
Position: (274, 424)
+Text Warnings:
Position: (512, 275)
+Center Reticle:
Position: (493, 370)
+Mini Target Shields:
Position: (497, 470)
+Throttle:
Position: (346, 269)
+Threat Indicator:
Position: (574, 269)
+Voice Status:
position: (5, 165)
+Ping:
Position: (896, 5)
+Lag:
Position: (627, 529)
+Supernova:
Position: (170, 170)
+Target Brackets: ; Target Brackets, Lock Indicator, Lead Indicator, and

Offscreen Indicator don't need a "Position:" field.
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
+Hostile Triangle:
Position: (512, 387)
+Target Triangle:
Position: (512, 387)
+Missile Triangles:
Position: (512, 387)
+Orientation Tee:
Position: (512, 387)
+Weapon Energy:
Position: (666, 424)
+Mission Time:
Position: (969, 716)
+Kills:
Position: (880, 624)
$End Gauges
#End

[attachment deleted by a ninja]
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: qwadtep on April 26, 2012, 09:13:28 pm
Blitzed through the second route today. Paid more attention to detail this time.

Spoiler:
In Passed Judgment, the "disarm thermal lances" objective should probably be updated to include the lower forward beam, as it can rather easily kill the Tethys even if all the other beams have been disarmed.

In Steel Rain, the wrong weapon is listed as being held/loaded.

The Defense really needs a checkpoint. It's hard to target the bombers through the Silence of Mourning's dakka and all too easy to get stuck in a spinning battle you don't have the firepower to resolve before Eonia's girlfriend gets blown to bits. Also, for some reason the Nightmare ships in this mission seem exceedingly prone to hyperspace bugs.

I'm repeating myself, but capship weapons should really be locked in Dancing with Shadows. I turned on invincibility and there's all kinds of stuff like threat levels and dialogue and even a failure event where the fleet jumps away if you're detected too many times, but you will never see any of it during normal play because being detected even once is an instant death.

To be honest I wouldn't have even noticed that Erica etc. are missing and presumed dead after Scattered Embers. Too low key. There's like one line in the debriefing to explain that a recovery op is impossible but no names are given and I don't think many of us are in the habit of checking who got shot down during a mission before we RTB.

Speaking of characters, there are two girls in OP2 that never appear ingame, as well as one Gundam colony and an entire race's worth of ships. (And while we're at it, I don't think the smaller Core ships or the pirate superdestroyer ever appeared in the techroom...)

This time around the game didn't even wait for the Amaterasu to explode and kicked me back to the mainhall as soon as the last reactor was destroyed. There really should be a credits mission or something to avoid whiplash.

I agree with the good captain of the CRYSTALXMISUZU that the universe needs more girl-on-girl love and felt kind of bad blowing him up.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 26, 2012, 09:25:11 pm
I was going to lock those turrets but Andrew was like "noooo give them a reason not to get detected", so I settled for turning the AI level on the capships to Coward...
Apparently, when there are like 30 plasma flaks, lowering the fire rate doesn't do much.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Kolgena on April 26, 2012, 10:14:51 pm
Me?  I used Notepad++, I'm not sure.  Trying to find the setting for that.  Actually, no, no I don't have word wrap turned on, because when I re-opened it to fix it, and I deleted the carriage returns, the lines went off the screen (you had to scroll right to see them).  So, word wrap was off.

That shouldn't matter, right?  I had word wrap off, but AFAIK word wrap should only affect the display, not how the file is saved; i.e. it should not add carriage returns to a document, only cause a document to display as if carriage returns were present if the line goes off the screen.

EDIT: As a test, opened Windows Notepad, took the HUD table and pasted it, turned word wrap on, closed window down to like 75 pixels wide, and saved.

Results were exactly the same as original (the carriage returns are in the same place, if notepad had modified them, they would be right about where the word "Retail" is in the first line):

Code: [Select]
$Load Retail Configuration: No ; If set to Yes, FSO will load any missing gauges necessary to

complete the FS1/FS2 retail configuration.
; If field is not present, FSO will

default this to Yes.
;$Max Escort Ships:

;$Length Unit Multiplier:

;$Wireframe Targetbox:

;$Lock Wireframe Mode:

$Reticle Style: FS2

; The following is a widescreen example HUD. If the user does not select a resolution matching the below

parameters, FSO will not use this HUD and move on to the next configuration
#Gauge Config
$Base: (1366,768)
$Required Aspect: Wide Screen ; Can be "Wide Screen" or "Full Screen" ATM
$Min: (1280, 720) ; These Min and Max fields are Inclusive
$Max: (1920, 1200)
$Gauges:
$Load Retail Configuration: NO
$Max directives: 8
$Max escort ships: 8
+Messages:
Position: (5,5)
+Training Messages:
Position: (550,125)
+Multiplayer Messages:
Position: (179,240)
+Support:
Position: (630,534)
+Damage:
Position: (611,61)
+Wingman Status:
Position: (1274,144)
+Auto Speed:
Position: (1302,672)
+Auto Target:
Position: (1302,648)
+Countermeasures:
Position: (1222,602)
+Talking Head:
Position: (5,59)
+Directives:
Position: (5,278)
+Weapons:
Position: (1222,525)
+Objective Notify:
Position: (607,184)
+Squad Message:
Position: (1169,5)
+Escort View:
Position: (1207,330)
+ETS Weapons:
Position: (1222,648)
+ETS Shields:
Position: (1240,648)
+ETS Engines:
Position: (1258,648)
+Target Monitor:
Position: (5,590)
+Extra Target Data:
Position: (5,552)
+Target Shields:
Position: (429,670)
+Radar:
Position: (582,590)
+Player Shields:
Position: (839,670)
+Afterburner Energy:
Position: (445,424)
+Weapon Energy:
Position: (837,424)
+Text Warnings:
Position: (683,275)
+Center Reticle:
Position: (664,370)
+Mini Target Shields:
Position: (668,470)
+Throttle:
Position: (517,269)
+Threat Indicator:
Position: (745,269)
+Voice Status:
Position: (5,165)
+Ping:
Position: (1067,5)
+Lag:
Position: (798,529)
+Supernova:
Position: (170,179)
+Hostile Triangle:
Position: (683,384)
+Target Triangle:
Position: (683,384)
+Missile Triangles:
Position: (683,384)
+Orientation Tee:
Position: (683,384)
+Target Brackets:
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
Position: (683,384)
+Mission Time:
Position: (1311,716)
+Kills:
Position: (1222,624)
+Custom:
Position: (1187,250)
Name: FSQAutoload
Text: Weapon Autoloader
X Offset: 3
Y Offset: 2
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives1
+Custom:
Position: (1187,262)
Name: FSQAutoloadA
Text: On Hold (Nothing)
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,271)
Name: FSQAutoloadB
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,280)
Name: FSQAutoloadC
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,289)
Name: FSQAutoloadD
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,298)
Name: FSQAutoloadE
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (1187,289)
Name: FSQAutoloadD2
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (776,265)
Name: FSQMinesGraphic
Text: Charges Left
X Offset: 7
Y Offset: 4
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: minegauge
+Custom:
Position: (776,265)
Name: FSQMinesNumber
Text: 0
X Offset: 86
Y Offset: 17
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: emptyhud
+Custom:
Position: (608,430)
Name: CredCountA
Text: FUNDS
X Offset: 5
Y Offset: 3
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: objective1
+Custom:
Position: (437,441)
Name: CredCountB
Text: 10000 c-tr
X Offset: 5
Y Offset: 0
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: emptyhud
; FS1 specific gauge
;+Weapon Linking:
;Position: (841, 453)
;Slew: yes
;Arc Filename: 2_rightarc1_fs1
;Single Primary Filename: 2_rightarc2_fs1
;Double Primary Filename: 2_rightarc3_fs1
;Single Secondary Filename: 2_rightarc4_fs1
;Double Secondary Filename: 2_rightarc5_fs1
;Triple Secondary Filename 2_rightarc6_fs1
;Single Primary Offsets: (52, 18)
;Double Primary Offsets: (52, 18)
;Single Secondary Offsets: (28, 55)
;Double Secondary Offsets: (28, 55)
;Triple Secondary Offsets: (28, 55)

; Komet's lead sight. Looks for "leadsight.ani"
;+Lead Sight: (700, 438)
;Filename: leadsight

; Custom gauge syntax
;+Custom:
;Position:
;Name:
;Text:
;Gauge Type:
; (Possible values for Gauge Type include LEAD_INDICATOR, ORIENTATION_TEE,

HOSTILE_TRIANGLE, TARGET_TRIANGLE, MISSION_TIME, RETICLE_CIRCLE, THROTTLE_GAUGE,
; RADAR, TARGET_MONITOR, CENTER_RETICLE, TARGET_MONITOR_EXTRA_DATA,

TARGET_SHIELD_ICON, PLAYER_SHIELD_ICON, ETS_GAUGE, AUTO_TARGET, AUTO_SPEED,
; WEAPONS_GAUGE, ESCORT_VIEW, DIRECTIVES_VIEW, THREAT_GAUGE, AFTERBURNER_ENERGY,

WEAPONS_ENERGY, WEAPON_LINKING_GAUGE, TARGER_MINI_ICON,
; OFFSCREEN_INDICATOR, TALKING_HEAD, DAMAGE_GAUGE, MESSAGE_LINES,

MISSILE_WARNING_ARROW, CMEASURE_GAUGE, OBJECTIVES_NOTIFY_GAUGE, WINGMEN_STATUS,
; OFFSCREEN RANGE, KILLS GAUGE", ATTACKING TARGET COUNT, TEXT FLASH, MESSAGE BOX,

SUPPORT GUAGE, LAG GUAGE)
; Slew:
; Filename:
$End Gauges
#End

; Any wide screen resolutions not between 1280x720 and 1920x1080 will get a blank HUD since the bottom config

will only apply to any Full Screen resolutions

#Gauge Config
$Base: (1024, 768)
$Required Aspect: Full Screen
;$Min: (640, 480)
$Gauges:
+Custom:
Position:

(845, 250)
Name:

FSQAutoload
Text:

Weapon Autoloader
X Offset:

3
Y Offset:

2
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives1
+Custom:
Position:

(845, 262)
Name:

FSQAutoloadA
Text:

On Hold (Nothing)
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 271)
Name:

FSQAutoloadB
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 280)
Name:

FSQAutoloadC
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 289)
Name:

FSQAutoloadD
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives2
+Custom:
Position:

(845, 298)
Name:

FSQAutoloadE
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives3
+Custom:
Position:

(845, 289)
Name:

FSQAutoloadD2
Text:
X Offset:

5
Gauge Type:

WINGMEN_STATUS
Slew:

NO
Active by default: NO
Filename:

directives3
+Custom:
Position: (605, 280)
Name: FSQMinesGraphic
Text: Charges Left
X Offset: 7
Y Offset: 4
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: minegauge
+Custom:
Position: (605, 280)
Name: FSQMinesNumber
Text: 00
X Offset: 86
Y Offset: 17
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: emptyhud
+Custom:
Position:

(437, 430)
Name:

CredCountA
Text:

Funds
X Offset:

5
Y Offset:

3
Gauge Type: RADAR
Slew:

NO
Active by default: NO
Filename:

objective1
+Custom:
Position:

(437, 441)
Name:

CredCountB
Text:

10000 c-tr
X Offset:

5
Y Offset:

0
Gauge Type: RADAR
Slew:

NO
Active by default: NO
Filename:

emptyhud
+Messages:
Position: (5, 5)
+Training Messages:
Position: (379, 125)
+Multiplayer Messages:
Position: (8, 240)
+Support:
Position: (459, 534)
+Damage:
Position: (440, 61)
+Wingman Status:
Position: (932, 144)
+Auto Speed:
Position: (960, 672)
+Auto Target:
Position: (960, 648)
+Countermeasures:
Position: (880, 602)
+Talking Head:
Position: (5, 56)
+Directives:
Position: (5, 278)
+Weapons:
Position: (880, 525)
+Objective Notify:
Position: (436, 184)
+Squad Message:
Position: (827, 5)
+Player Shields:
Position: (634, 670)
+Target Shields:
Position: (292, 670)
+Escort View:
Position: (865, 330)
+ETS Weapons:
Position: (880, 648)
+ETS Shields:
Position: (898, 648)
+ETS Engines:
Position: (916, 648)
+Target Monitor:
Position: (5, 590)
+Extra Target Data:
Position: (5, 552)
+Radar:
Position: (411, 590)
+Afterburner Energy:
Position: (274, 424)
+Text Warnings:
Position: (512, 275)
+Center Reticle:
Position: (493, 370)
+Mini Target Shields:
Position: (497, 470)
+Throttle:
Position: (346, 269)
+Threat Indicator:
Position: (574, 269)
+Voice Status:
position: (5, 165)
+Ping:
Position: (896, 5)
+Lag:
Position: (627, 529)
+Supernova:
Position: (170, 170)
+Target Brackets: ; Target Brackets, Lock Indicator, Lead Indicator, and

Offscreen Indicator don't need a "Position:" field.
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
+Hostile Triangle:
Position: (512, 387)
+Target Triangle:
Position: (512, 387)
+Missile Triangles:
Position: (512, 387)
+Orientation Tee:
Position: (512, 387)
+Weapon Energy:
Position: (666, 424)
+Mission Time:
Position: (969, 716)
+Kills:
Position: (880, 624)
$End Gauges
#End

Code: [Select]
$Load Retail Configuration: NO
$Max directives: 8
$Max escort ships: 8

#Gauge Config
$Base: (1366,768)
$Min: (1024,768)
$Max: (1920,1200)
$Gauges:
+Messages:
Position: (5,5)
+Training Messages:
Position: (550,125)
+Multiplayer Messages:
Position: (179,240)
+Support:
Position: (630,534)
+Damage:
Position: (611,61)
+Wingman Status:
Position: (1274,144)
+Auto Speed:
Position: (1302,672)
+Auto Target:
Position: (1302,648)
+Countermeasures:
Position: (1222,602)
+Talking Head:
Position: (5,59)
+Directives:
Position: (5,278)
+Weapons:
Position: (1222,525)
+Objective Notify:
Position: (607,184)
+Squad Message:
Position: (1169,5)
+Escort View:
Position: (1207,330)
+ETS Weapons:
Position: (1222,648)
+ETS Shields:
Position: (1240,648)
+ETS Engines:
Position: (1258,648)
+Target Monitor:
Position: (5,590)
+Extra Target Data:
Position: (5,552)
+Target Shields:
Position: (429,670)
+Radar:
Position: (582,590)
+Player Shields:
Position: (839,670)
+Afterburner Energy:
Position: (445,424)
+Weapon Energy:
Position: (837,424)
+Text Warnings:
Position: (683,275)
+Center Reticle:
Position: (664,370)
+Mini Target Shields:
Position: (668,470)
+Throttle:
Position: (517,269)
+Threat Indicator:
Position: (745,269)
+Voice Status:
Position: (5,165)
+Ping:
Position: (1067,5)
+Lag:
Position: (798,529)
+Supernova:
Position: (170,179)
+Hostile Triangle:
Position: (683,384)
+Target Triangle:
Position: (683,384)
+Missile Triangles:
Position: (683,384)
+Orientation Tee:
Position: (683,384)
+Target Brackets:
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
Position: (683,384)
+Mission Time:
Position: (1311,716)
+Kills:
Position: (1222,624)
+Custom:
Position: (1187,250)
Name: FSQAutoload
Text: Weapon Autoloader
X Offset: 3
Y Offset: 2
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives1
+Custom:
Position: (1187,262)
Name: FSQAutoloadA
Text: On Hold (Nothing)
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,271)
Name: FSQAutoloadB
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,280)
Name: FSQAutoloadC
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,289)
Name: FSQAutoloadD
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1187,298)
Name: FSQAutoloadE
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (1187,289)
Name: FSQAutoloadD2
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (776,265)
Name: FSQMinesGraphic
Text: Charges Left
X Offset: 7
Y Offset: 4
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: minegauge
+Custom:
Position: (776,265)
Name: FSQMinesNumber
Text: 0
X Offset: 86
Y Offset: 17
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: emptyhud
+Custom:
Position: (608,430)
Name: CredCountA
Text: FUNDS
X Offset: 5
Y Offset: 3
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: objective1
+Custom:
Position: (437,441)
Name: CredCountB
Text: 10000 c-tr
X Offset: 5
Y Offset: 0
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: emptyhud
$End Gauges
#End

This is direct from the excel file. If it doesn't work, then I dunno. (The text file I copied from for the first table had word wrap turned on. I don't know if that's significant. I didn't think that notepad would turn word wrap into actual returns)



And I guess, might as well throw a 16:10 on here. Hopefully it's not broken like the first 16:9 table posted.
Code: [Select]
#Gauge Config
$Base: (1280,800)
$Min: (1024,768)
$Max: (1920,1200)
$Gauges:
+Messages:
Position: (5,5)
+Training Messages:
Position: (507,141)
+Multiplayer Messages:
Position: (136,256)
+Support:
Position: (587,550)
+Damage:
Position: (568,77)
+Wingman Status:
Position: (1188,160)
+Auto Speed:
Position: (1216,704)
+Auto Target:
Position: (1216,680)
+Countermeasures:
Position: (1136,634)
+Talking Head:
Position: (5,59)
+Directives:
Position: (5,294)
+Weapons:
Position: (1136,557)
+Objective Notify:
Position: (564,216)
+Squad Message:
Position: (1083,5)
+Escort View:
Position: (1121,362)
+ETS Weapons:
Position: (1136,680)
+ETS Shields:
Position: (1154,680)
+ETS Engines:
Position: (1172,680)
+Target Monitor:
Position: (5,622)
+Extra Target Data:
Position: (5,584)
+Target Shields:
Position: (394,702)
+Radar:
Position: (539,622)
+Player Shields:
Position: (788,702)
+Afterburner Energy:
Position: (402,440)
+Weapon Energy:
Position: (794,440)
+Text Warnings:
Position: (640,291)
+Center Reticle:
Position: (621,386)
+Mini Target Shields:
Position: (625,486)
+Throttle:
Position: (474,285)
+Threat Indicator:
Position: (702,285)
+Voice Status:
Position: (5,181)
+Ping:
Position: (1024,5)
+Lag:
Position: (755,545)
+Supernova:
Position: (170,179)
+Hostile Triangle:
Position: (640,400)
+Target Triangle:
Position: (640,400)
+Missile Triangles:
Position: (640,400)
+Orientation Tee:
Position: (640,400)
+Target Brackets:
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
Position: (640,400)
+Mission Time:
Position: (1225,748)
+Kills:
Position: (1136,656)
+Custom:
Position: (1101,266)
Name: FSQAutoload
Text: Weapon Autoloader
X Offset: 3
Y Offset: 2
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives1
+Custom:
Position: (1101,278)
Name: FSQAutoloadA
Text: On Hold (Nothing)
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1101,287)
Name: FSQAutoloadB
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1101,296)
Name: FSQAutoloadC
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1101,305)
Name: FSQAutoloadD
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (1101,314)
Name: FSQAutoloadE
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (1101,305)
Name: FSQAutoloadD2
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (733,281)
Name: FSQMinesGraphic
Text: Charges Left
X Offset: 7
Y Offset: 4
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: minegauge
+Custom:
Position: (733,281)
Name: FSQMinesNumber
Text: 0
X Offset: 86
Y Offset: 17
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: emptyhud
+Custom:
Position: (565,446)
Name: CredCountA
Text: FUNDS
X Offset: 5
Y Offset: 3
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: objective1
+Custom:
Position: (437,457)
Name: CredCountB
Text: 10000 c-tr
X Offset: 5
Y Offset: 0
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: emptyhud
$End Gauges
#End




16:10 triple head. Should work unless the engine has been changed in the way it handles triple head set-ups.
Code: [Select]
$Load Retail Configuration: NO
$Max directives: 8
$Max escort ships: 8

#Gauge Config
$Base: (3840,800)
$Min: (1024,768)
$Max: (5760,1200)
$Gauges:
+Messages:
Position: (1285,5)
+Training Messages:
Position: (1787,141)
+Multiplayer Messages:
Position: (1416,256)
+Support:
Position: (1867,550)
+Damage:
Position: (1848,77)
+Wingman Status:
Position: (2468,160)
+Auto Speed:
Position: (2496,704)
+Auto Target:
Position: (2496,680)
+Countermeasures:
Position: (2416,634)
+Talking Head:
Position: (1285,59)
+Directives:
Position: (1285,294)
+Weapons:
Position: (2416,557)
+Objective Notify:
Position: (1844,216)
+Squad Message:
Position: (2363,5)
+Escort View:
Position: (2401,362)
+ETS Weapons:
Position: (2416,680)
+ETS Shields:
Position: (2434,680)
+ETS Engines:
Position: (2452,680)
+Target Monitor:
Position: (1285,622)
+Extra Target Data:
Position: (1285,584)
+Target Shields:
Position: (1674,702)
+Radar:
Position: (1819,622)
+Player Shields:
Position: (2068,702)
+Afterburner Energy:
Position: (1682,440)
+Weapon Energy:
Position: (2074,440)
+Text Warnings:
Position: (1920,291)
+Center Reticle:
Position: (1901,386)
+Mini Target Shields:
Position: (1905,486)
+Throttle:
Position: (1754,285)
+Threat Indicator:
Position: (1982,285)
+Voice Status:
Position: (1285,181)
+Ping:
Position: (2304,5)
+Lag:
Position: (2035,545)
+Supernova:
Position: (1450,179)
+Hostile Triangle:
Position: (1920,400)
+Target Triangle:
Position: (1920,400)
+Missile Triangles:
Position: (1920,400)
+Orientation Tee:
Position: (1920,400)
+Target Brackets:
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
Position: (1920,400)
+Mission Time:
Position: (2505,748)
+Kills:
Position: (2416,656)
+Custom:
Position: (2381,266)
Name: FSQAutoload
Text: Weapon Autoloader
X Offset: 3
Y Offset: 2
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives1
+Custom:
Position: (2381,278)
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16:9 triple head
Code: [Select]
$Load Retail Configuration: NO
$Max directives: 8
$Max escort ships: 8

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Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 26, 2012, 10:25:28 pm
What OS are you using?  Just curious, as Notepad in 7 doesn't translate word wrap to returns.  You could always use Notepad++
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Kolgena on April 26, 2012, 10:31:13 pm
I use Win7 vanilla notepad.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 26, 2012, 10:41:45 pm
Hmm.  Odd.  Mine doesn't seem to make CRs when using Word Wrap...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Kolgena on April 26, 2012, 10:44:23 pm
Well, as long as the new tables work, I guess we really shouldn't be troubleshooting notepad here, lol.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 26, 2012, 11:08:39 pm
Yeah, I already fixed the CRs in the old table, so I've been fine, just wanted to pass it along.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Infamus on April 27, 2012, 01:02:09 am
>Machine Gun
I seriously love the throwback/reference to the ol' GTW-15. It an automatic fav (heh. I said automatic).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Master_of_the_blade on April 27, 2012, 11:19:35 am
Code: [Select]
armor.tbl(line 495:
Error: Required token = [#End] or [$Name:], found [+Difficulty Scale Type: Last] .

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC5.exe! <no symbol>
fs2_open_3_6_14_RC5.exe! <no symbol>
fs2_open_3_6_14_RC5.exe! <no symbol>




armor.tbl(line 496:
Error: Required token = [#End] or [$Name:], found [$Damage Type: StrikeCap] .

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC5.exe! <no symbol>
fs2_open_3_6_14_RC5.exe! <no symbol>
fs2_open_3_6_14_RC5.exe! <no symbol>


armor.tbl(line 497:
Error: Required token = [#End] or [$Name:], found [+Calculation: Cutoff] .

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC5.exe! <no symbol>
fs2_open_3_6_14_RC5.exe! <no symbol>
fs2_open_3_6_14_RC5.exe! <no symbol>


armor.tbl(line 498:
Error: Required token = [#End] or [$Name:], found [+Value:50] .

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC5.exe! <no symbol>
fs2_open_3_6_14_RC5.exe! <no symbol>
fs2_open_3_6_14_RC5.exe! <no symbol>


armor.tbl(line 499:
Error: Required token = [#End] or [$Name:], found [+Calculation: Multiplicative] .

ntdll.dll! ZwWaitForSingleObject + 24 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_14_RC5.exe! <no symbol>
fs2_open_3_6_14_RC5.exe! <no symbol>
fs2_open_3_6_14_RC5.exe! <no symbol>
(http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/code.png)

Happens as soon as i launch.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: General Battuta on April 27, 2012, 11:20:54 am
Are you using the special build required for this mod?

Also, post a debug log.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Spoon on April 27, 2012, 11:45:37 am
Are you using the special build required for this mod?

Also, post a debug log.
Considering he is getting the missing armor features, he is very clearly not using the build required for this mod
Because reading instructions is bloody hard.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Master_of_the_blade on April 27, 2012, 12:07:23 pm
Im using 3.6.14 RC 5.
Since it seemed to be a .13 nightly build, i thought the higher build should have no problems.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Spoon on April 27, 2012, 12:15:18 pm
Ah yes.
Well  I can't really blame you for thinking that. SCP is being dumb and at fault here.  :blah:
The RC cycle is labeled as .14 while builds newer than outdated as **** RC5 in the mean time are still labeled as .13. 

In any case, you need one of the builds linked in the first post because it has an addition to the armor.tbl that is throwing errors at you right now.

Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Master_of_the_blade on April 27, 2012, 12:27:10 pm
Alrigtht. Thx.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Jellyfish on April 27, 2012, 03:19:25 pm
Say, can I have the solutions to the test? I can answer the physics and FS2 questions just fine, but the last two ('favorite -dere' and 'ideal number of dimensions') are tricky.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 27, 2012, 03:49:05 pm
"correct" answers for the last two questions of the test:
Spoiler:
Yandere, 2

DISCLAIMER: THIS DOES NOT REFLECT WHAT ANYONE ACTUALLY BELIEVES
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: NGTM-1R on April 27, 2012, 03:54:35 pm
Remember, if the mod asks you if you want to be a Magical Girl...

Say no. And shoot it.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Spoon on April 27, 2012, 04:00:54 pm
Remember, if the mod asks you if you want to be a Magical Girl...

Say no. And shoot it.
Whats wrong with you man? Why don't you wanna do your part to prevent entropy?!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Deadly in a Shadow on April 27, 2012, 04:11:57 pm
Remember, if the mod asks you if you want to be a Magical Girl...

Say no. And shoot it.
Whats wrong with you man? Why don't you wanna do your part to prevent entropy?!
What about preventing heat death of the universe by blowing up stuff?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: NGTM-1R on April 27, 2012, 04:20:25 pm
Whats wrong with you man? Why don't you wanna do your part to prevent entropy?!

And get caught in an endless time loop or turn into a homicidal monster becoming exactly what you hunt!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Jellyfish on April 27, 2012, 06:54:37 pm
Turns out molybdenum armor is extremely resistant to wishes. Isn't that awesome?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 27, 2012, 07:30:32 pm
Curses, foiled by collapsed core molybdenum once again!
Wait what did I miss something.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Yarn on April 27, 2012, 08:17:05 pm
How exactly are you supposed to beat Stronghold? As far as I can tell, that mission is impossible.

EDIT:
Spoiler:
Also, in the second mission, the answer to the first question (What is 2 x 2?) is 2. Shouldn't it be 4?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 27, 2012, 09:11:18 pm
Umm, FYI, when using latest compiled nightly (not sure which one that is, but the one used on 4/27/2012 ~7 PM EST), when you hit the escape button during a mission, the quit query takes a while to come up, and when it does, the game doesn't know where everything is -- it snaps back and forth between two positions.

e.g., I had an enemy fighter targetted, and it shows a speed of 348+ in both positions, and I am at a speed of about 180 (can't tell cause the quit window is in the way; however, that's about what it was when I hit "no" to check) -- the distance to the enemy fighter fluctuated between 622+ in one frame and 625+ in the next, back and forth.

Also, exiting took longer than normal.

Not sure if this is cause for concern, or if it's even related to this mod (perhaps this belongs in SCP board?)  Anyways, I'm going to try clearing my cache, who knows, maybe that's it.  :ick:  I dunno.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: General Battuta on April 27, 2012, 09:16:10 pm
Umm, FYI, when using latest compiled nightly (not sure which one that is, but the one used on 4/27/2012 ~7 PM EST), when you hit the escape button during a mission, the quit query takes a while to come up, and when it does, the game doesn't know where everything is -- it snaps back and forth between two positions.

e.g., I had an enemy fighter targetted, and it shows a speed of 348+ in both positions, and I am at a speed of about 180 (can't tell cause the quit window is in the way; however, that's about what it was when I hit "no" to check) -- the distance to the enemy fighter fluctuated between 622+ in one frame and 625+ in the next, back and forth.

Also, exiting took longer than normal.

Not sure if this is cause for concern, or if it's even related to this mod (perhaps this belongs in SCP board?)  Anyways, I'm going to try clearing my cache, who knows, maybe that's it.  :ick:  I dunno.

This is a characteristic of the build, not the mod.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: qwadtep on April 27, 2012, 11:35:53 pm
How exactly are you supposed to beat Stronghold? As far as I can tell, that mission is impossible.

EDIT:
Spoiler:
Also, in the second mission, the answer to the first question (What is 2 x 2?) is 2. Shouldn't it be 4?

Don't rush in, let your wingmen draw fire while you take out the beams immediately facing you on the sensor station. Kill the Ions. Hide and let friendly flak take care of the missile-spamming Tornadoes. Be really, really, really careful to stay precisely in front of the cruiser where its point defenses can't get you. Don't bother with the other sensor stations, you don't have time. Consider the Yari patch posted by andrew a few pages back.

Stupidly difficult, but not impossible.

As far as I'm aware 4 is the correct answer. I mean, I aced the test with 4.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 28, 2012, 12:02:14 am
Spoiler:
Also, in the second mission, the answer to the first question (What is 2 x 2?) is 2. Shouldn't it be 4?

Spoiler:
2x2 is clearly 2.
Oops. Fixed. Gonna put out a patch for AW_Core.vp that should address a bunch of difficulty issues and fix some "oops" moments like this one.



EDIT: http://dl.dropbox.com/u/126554/FS2/DE_Patch1_1.rar
Okay this has the Yari thing, also ended up disabling most of the turrets on the Belphegor, the approach shouldn't be as important even if you don't bring Yaris for M10A (Stronghold).
All turrets on the Amaterasu are disabled in the stealth mission, should make escaping...a bit more possible. The fighters will still be on you though and they don't really like obeying the STOP FOLLOWING ME orders...
Corrected the correct answer to the first question of the quiz mission (that was a derp).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Yarn on April 28, 2012, 12:45:03 am
As far as I'm aware 4 is the correct answer. I mean, I aced the test with 4.

Spoiler:
You only need to answer 8 of the 10 questions correctly to ace the test.

Also, thanks for the patch. Stronghold (and maybe the stealth mission) is simply unfair without it.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Destiny on April 28, 2012, 04:26:56 am
What difficulty do you guys play on...?








You've never even seen the earlier incarnations of the missions in DE...and no, this is not the time to say anything, Droid and Andrew!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Yarn on April 28, 2012, 11:19:05 am
What difficulty do you guys play on...?

I play on Normal (Hotshot). Are we supposed to play on a lower difficulty?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 28, 2012, 11:44:21 am
No, play it on any level you like. I completed the whole campaign on both routes on Hotshot. I do know that Destiny completed all this on Insane too. <_<
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Yarn on April 28, 2012, 02:25:38 pm
For some reason, when Psi 1 is destroyed in Cornered Beasts, my framerate goes down to 10 fps and stays there for the rest of the mission. Does anyone else get this problem?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 28, 2012, 02:28:03 pm
For some reason, when Psi 1 is destroyed in Cornered Beasts, my framerate goes down to 10 fps and stays there for the rest of the mission. Does anyone else get this problem?

Yeah I looked around and saw nothing unusual with the model.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 28, 2012, 10:15:01 pm
Does anyone else have the destroyed model for some ships actually turn out to be a regular model that just "splits" away from the old model?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 28, 2012, 10:22:08 pm
The entire ship? So it undergoes like fission and splits into complete (but dead) copies of itself? :wtf:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 28, 2012, 10:26:52 pm
Yeah but one explodes, and one just sits there sparking until it eventually explodes, too.  You can blow that one up too.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 28, 2012, 11:01:41 pm
wat. never heard of it until now, but according to battuta it's a FSO bug, possibly hardware specific? Been around for a while apparently.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on April 28, 2012, 11:12:33 pm
Ah.  GT 540M, also there's the Intel i7 Sandy Bridge, I guess that's got a GPU built in; hopefully that doesn't affect it.  I've finally installed FRAPS again, so if video or anything is helpful, I can oblige, but it looks like this is already known, and is SCP territory anyways.  :)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: -Norbert- on April 30, 2012, 04:11:36 am
I wouldn't mind seeing that bug, if only for the laugh, much like an Arcadia getting stuck in a rotating subsystem and being whirled around.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Rodo on April 30, 2012, 09:05:56 am
Just finished yesterday, overall the campaign is a really nice product, now for the details:

I had a ton of problems with difficulty/gameplay, got jumped a lot of times right before the end of every mission and kept dying to massing amounts of incoming fire from which I had no way to escape, the prime reason why I kept dying was probably because of the fast paced nature of the battles.. I'm just too rusted in FS gameplay :P . Still even if I found this kind of annoying at times, I never stopped playing and eventually got the hand on it.

I liked the story, was fun to follow through and the extensive briefings did a lot to keep me interested in the story (despite what some might say about extensive "things to read", I find it to be one of the best means to tell the story).
The characters where nice, but as always when there's so much of them around I never really got to remmember them all, not a bad thing but maybe something to remember on the future.
On the not so bright side, I had so much trouble following the dialogue during mission, lines where thrown at me at the speed of light and I had to go to the messages window more than once because of fast disappearing text (not the ones thrown at you during battle... those are always lost, but the ones that take place during calm moments, they seemed too fast).

The scanning mission, ahh yes...this is right now one of the best fredded and planned missions I've seen so far on FS.
I can tell you spent quite some time thinking this one through, and for that this mission is an example of well planned fredding, good story telling and clever use of new features in FSO, something that is really difficult to achieve. (despite the fact that I lost the mission like 12 times in a row, I really enjoyed it and kept me glued to the sit.. kudos!).

I think that's all, the campaign is quite good and I really enjoyed it overall so :yes: :yes:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 30, 2012, 01:40:11 pm
Thanks for the review!
Yeah, the new flight mechanics takes a bit of getting used to, its always jarring for me when I switch back and forth :P
As for the text, I could extend the time they're on screen but this problem is something that plagues anything relatively text-heavy without voice acting in general.

Yeah, that stealth mission...took a long time to get right. It was SEXP nightmare when I first started it...

Thanks again~!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: CKid on April 30, 2012, 09:30:46 pm
Well, I have played this mod a lot over the weekend (dare not say how many times I replayed it) and it is quite interesting to say the least. Sometimes it can get very frustrating and the difficulty is a challenge. Here are some thoughts of mine:

Spoiler:
- AA defense is a *****! I have not been this scared of beaning near capital ships since probably getting up close and personal with Serkr team in Blue Planet. Really makes you respect the huge bull-eyes. A perfect example is the sentry gun in stronghold (I hate that gun so much)

- Always keep on the move, If enemy fighters get a lock on you while your at zero thrust, your screwed cause you will not able to react quickly enough to save yourself.

- MOAR Catapults, If your going to make a squeal, please add them in again. Getting Launched into space and actually passing the mass driver weapons fire on your way to your destination in the mission "Forewarning" was awesome. Just makes me want scream "CAN WE DO AGAIN!"

- Loving the rapid fire primary weapons. Loving even more the auto-aim, helps us pilots that are more used to slower, less nimble targets.

- Just like Rodo, I had to hit F4 a lot to read the messages due to having to focus more in combat. I enjoyed the speed of the craft and didn't take to long to get a handle of the flight mechanics. (Gliding is so much fun!)

- Missiles, many different kinds of warheads to choose from and all are pretty effective. Expect for maybe the Virula, only really works on slow bombers and does not seem to work well on cap-ships. One of my favorite parts of fighter combat is when you and wing mates go head to head against a enemy squadron and everyone unloads their missiles at the same time, all the different coloured (that colored with a u cause I am Canadian) missile trails taking over the screen, combining and resulting in explosions. What can only be described as carpet bombing space puts a smile on my face. That reminds me, dual fire of Diamondbacks do a good job of that to.  :yes:

- All fighters were enjoyable to fly, kind of wanted to be able to pick the Blizzard for more sorties. The Yukikaze Maze and Super Sylph are sexy machines, really want to fly them if their respected pilots will let you.

- Duke bombers, Pain in the ass! enough said.

- In the mission "The Defense" I had a hell of a time trying to save that Tempest Cruiser. Sometimes the darn thing gets wasted before I can even reach it. Had to restart the mission many times and try and get lucky.

- The Phoenix fighter, when should I be using which shield type? Cant wrap my head around the description in the Tech room.

- You sneaky bastard. Boy was I in for a surprise when I got a different version of chapter 2 with all new missions after I all ready beat the game several times before. (The new version where pirates steal your stuff) I am assuming you get this version if you ace the test at the beginning?

- Flying the Typhoon took a lot a trail and error, not being able to regenerate heath like the Altan Orde in Blue Planet makes you have to be mindful of what your plan of attack is. No charging in to only be ripped a part. Slowly but surely I was successful in commanding the ship, basically mashing the 4 Key for the megacrash.(awesome perk) Does putting more power to weapons increase the fire rate for all weapons or just the AA defenses?

- The Boss battle, OH MY GOD. It took forever for me to figure out what I suppose to do. It is not easy to maneuver a craft capable of over 200m/s in a area of about 500 meters in diameter with crazy ass weapons fire coming from every which direction. At one point I had the core down to 25% when the boss jumped out and this the first time I got that far, I was not happy to say the least.  :banghead: Not satisfied with ended the mission with the boss getting away after losing count of how many times I died, I restarted the mission and got the SOB, VICTORY WILL BE MINE!

- On my latest play through, I was shocked to find that in the last mission, what was suppose to be my RE-LS Assault was replaced with a Vic Viper. I'm assuming this is because I took the HAF Phoenix instead of the GTF RE-LS when returning to Sol. Does this mean if I take the HAF Selkie next time I get another completely different super fighter?

- The music, I love it. It like the cherry on the top, flying at insane speeds, guns blazing, missiles everywhere and I truly mean everywhere with the music blaring blowin **** up! Its like a high your don't want to come down from. Favorite song is hard to choose but I will have go with the final mainhall, I can rock on with it all day and night! (I actually just converted all the songs from .ogg to .mp3 and put them on my IPod)

In the end, I die lots but kept coming back for more. Awesome mod, awesome FREDing, funny jokes in chapter 2 version B. Please make a sequel.

PS. may come back with more questions.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on April 30, 2012, 09:52:15 pm
Spoiler:
- The Boss battle, OH MY GOD. It took forever for me to figure out what I suppose to do. It is not easy to maneuver a craft capable of over 200m/s in a area of about 500 meters in diameter with crazy ass weapons fire coming from every which direction. At one point I had the core down to 25% when the boss jumped out and this the first time I got that far, I was not happy to say the least.  :banghead: Not satisfied with ended the mission with the boss getting away after losing count of how many times I died, I restarted the mission and got the SOB, VICTORY WILL BE MINE!

- On my latest play through, I was shocked to find that in the last mission, what was suppose to be my RE-LS Assault was replaced with a Vic Viper. I'm assuming this is because I took the HAF Phoenix instead of the GTF RE-LS when returning to Sol. Does this mean if I take the HAF Selkie next time I get another completely different super fighter?

Spoiler:
Thank you for enjoying the boss fight. I wonder if anyone notices where I shamelessly took it from?  :nervous:

Taking the Selkie DOES get you a different fighter. You get the Fire LEO-04 Rynex. Glass Cannon at its finest, but capships are really scared of this thing.

There's still one more fighter you missed. You can get the Ray Mark IV from finding all the forks in sillier chapter 2, all of them are hiding in transports. There's three of them in all and two are blink-and-you-miss-it ships.

At least someone found the silly chapter 2 funny. As for a sequel, we're...considering it. I myself am waiting for more reviews before I really commit myself to any sort of continuaiton.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 30, 2012, 10:00:48 pm
I put a lot of work into it. I wonder if anyone notices where I shamelessly took it from?

Yes Andrew, changing the axis on which it rotates is a lot of work.

I on the other hand, made all the weapons and wrote the entire SEXP sequence for the fight. And figured out how it would work in 3 dimensions with the force-field and additional arm...
I wonder if anyone notices where I shamelessly took it from?

EDIT: Ninja'd out  :mad2:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Yarn on April 30, 2012, 10:17:25 pm
Could someone please compile FRED from the latest trunk revision for me? I want to find out what exactly is causing my problem in Cornered Beasts. I need a Windows binary, preferably SSE2.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 30, 2012, 10:20:25 pm
I wish I had an up to date version of FRED, I've been using a version from back like, at the beginning of the RC period.
Nobody can compile FRED, and they don't come with nightlies due to this stupid RC that nobody even gives a damn about because no mod will actually use it :mad:

So if someone compiles FRED, could I kindly have a copy as well?  :)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: General Battuta on April 30, 2012, 10:20:53 pm
I have a recent FRED build but it's a BP build so I'm not sure how much use it'd be. :(
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Yarn on April 30, 2012, 10:33:35 pm
I have a recent FRED build but it's a BP build so I'm not sure how much use it'd be. :(
I don't really care what version it is, as long as it's a Windows binary that works with Dimensional Eclipse. I just want to create a very simple test mission with a Blizzard CE that I can destroy with a key press.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on April 30, 2012, 10:46:35 pm
If it has r8627 in it it will work.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: polnarG on May 01, 2012, 07:07:54 am
Hi

I can't have the campaign working : when I enter the first mission, all I have is a loading screen with a working progress bar. When the loading is finished, I have the sound of what could be a reactor and then nothing : I am stuck with the loading screen. :(

I am using r8670. Graphic card is ATI and I have atioglxx.dll

has someone experienced this before ?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: CKid on May 01, 2012, 07:14:35 pm
Spoiler:
Thank you for enjoying the boss fight. I wonder if anyone notices where I shamelessly took it from?  :nervous:

Taking the Selkie DOES get you a different fighter. You get the Fire LEO-04 Rynex. Glass Cannon at its finest, but capships are really scared of this thing.

There's still one more fighter you missed. You can get the Ray Mark IV from finding all the forks in sillier chapter 2, all of them are hiding in transports. There's three of them in all and two are blink-and-you-miss-it ships.

Spoiler:
Awesome, this just adds to the replay value of the mod. I had found 2 of the 3 forks in my last play through and just thought they were thrown in for fun like the spoons in Vassago's Dirge.

I think I may have also come across a little bug in the mission "Dissonance". I found that sometimes the drones will score a lucky hit on the Stargazer and disable the engines, which prevents the cruiser from engaging the pirate cap-ships. I find that it's next to impossible to complete the mission without the fire-support to assist you.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 01, 2012, 08:31:01 pm
Oh snap. Gotta guardian those engiens!!!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 02, 2012, 03:35:01 pm
Well, I played it, and I'd say it's OK, but there are a few things:
1). The entire mod wasn't tested enough on high difficulties, and definitely not on weaker computers.
2). The Mora missile. TBH, the gameplay could be a lot better if it was simply removed. Here's a tip: AI doesn't need to lock their missiles, so it's a poor balancing device. The result is a missile which is nigh useless for the player because of long lock time for it's range and AI spams it indiscriminately. Add to it the little fact it's not a swarm missile, which means that every single Mora has to be decoyed individually. Oh, and it's too agile to outfly. Result: a frustrating, deafening (due to alert spamming), useless weapon that is overpowered when AI uses it. In general, either tone down the missile spam against the player or find a better (read: easier on ears) alert sound. I almost went deaf.
3). Lack of a good "snapshot" missile. The AI can use that blasted Mora in this role, but the player can't. Since dumbfires (usually candidates for such weapons) wouldn't be too useful in such high-speed gameplay model, I'd suggest something akin to Dart from WiH. A fast-tracking, strong missile which you shove down the enemy's tailpipe when your launch window is down to about 1-2s and you need to quickly reduce the number of hostiles.
4). Diamondback doesn't seem to have any effect, regardless of what I'm launching it at. It's either underpowered or I don't know how it use it.
5). Most capship comm trafic has the "decoding transmission" picture fade into static as if the sender was destroyed. I don't think it's intentional.

I'm not too far into the campaign, so that's it for now, but expect more feedback in the future.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MatthTheGeek on May 02, 2012, 03:47:46 pm
1). The entire mod wasn't tested enough on high difficulties, and definitely not on weaker computers.
There's a point where we can't and shouldn't expect mod makers to keep making stuff for smoopid intelgrateds. This is 2012, for f*ck's sake. Go buy some hardware.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 02, 2012, 03:52:56 pm
It's not like I can't run it. It's just the fact that if I didn't had a cutting-edge computer, I couldn't run it past Hotshot. The missile spam on high difficulties is is way too excessive. And yes, the Mora amounts for most of this spam (the rest are capship-based launchers, which aren't that bad if you know what you're doing). Really, replacing this missile with something more manageable would go a long way to improve this mod (and spare the players' ears).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: CKid on May 02, 2012, 04:36:10 pm

3). Lack of a good "snapshot" missile. The AI can use that blasted Mora in this role, but the player can't. Since dumbfires (usually candidates for such weapons) wouldn't be too useful in such high-speed gameplay model, I'd suggest something akin to Dart from WiH. A fast-tracking, strong missile which you shove down the enemy's tailpipe when your launch window is down to about 1-2s and you need to quickly reduce the number of hostiles.
4). Diamondback doesn't seem to have any effect, regardless of what I'm launching it at. It's either underpowered or I don't know how it use it.

Spoiler:
They got that missile role covered, just keep playing and you will find a missile that makes the Dart look like a crappy hornet. As for the Diamondback, I found its most effective to launch it at around 1000 meters to target for maximum damage. Also annihilates light Cap-ships(and their subsystems) when their shields are down.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 02, 2012, 04:55:04 pm
Good to know, though TBH, an in-game explanation of your tactic could come in handy. It's good to know there's a snapshot missile, but some form of it should be available earlier, preferably from the start (or just give the Mora a heat seeker and $Burst Shots , that should do it). You fly about half of the campaign with your starting selection.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 02, 2012, 05:37:13 pm
1). The entire mod wasn't tested enough on high difficulties, and definitely not on weaker computers.

Destiny plays on Insane. I donno how good his computer is, but he beats everything on insane. That said, he plays a lot and is probably better than I am at it...
That said, I did put that you do need a decent computer on the requirements. I know this mod is resource-heavy, with all the hi-poly ships and completely-intentional missile spamming.

2). The Mora missile. TBH, the gameplay could be a lot better if it was simply removed. Here's a tip: AI doesn't need to lock their missiles, so it's a poor balancing device. The result is a missile which is nigh useless for the player because of long lock time for it's range and AI spams it indiscriminately. Add to it the little fact it's not a swarm missile, which means that every single Mora has to be decoyed individually. Oh, and it's too agile to outfly. Result: a frustrating, deafening (due to alert spamming), useless weapon that is overpowered when AI uses it. In general, either tone down the missile spam against the player or find a better (read: easier on ears) alert sound. I almost went deaf.

I've hear some people say that they really like using the Mora. Yes, the AI spams it a lot, but I made sure that most AI use a nerfed version that has much reduced damage compared to the ones available to the player.

5). Most capship comm trafic has the "decoding transmission" picture fade into static as if the sender was destroyed. I don't think it's intentional.
Didn't make that one, just took it from WoD. Didn't hear anyone complaining about it there...

3 and 4 have been answered already :P
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 02, 2012, 05:58:25 pm
Ah, so the AI version of Mora has lower damage. Doesn't stop it from making the RWR blare an ear-piercing warning tune right into my ears. Also, it doesn't stop AI from blatantly cheating with it (since it they need to lock on with it, they dump 10 of them as a snapshot). The AI version of Mora should have it's ROF nerfed, IMHO. Or have $Burst Shots set in order to somehow simulate lock-on time. It also wouldn't hurt if you looked for a better RWR warning tone. The current one is loud and rather frustrating.
The comm animation originally comes from WCS prologue (and has it's origins in WCP). And I'm pretty sure that WoD has the correct version too. It's just a nitpick though.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 02, 2012, 07:33:06 pm
AFAIK, the current one is the default FS2 one.
As for the starship one, **** it. It doesn't matter, I don't see how you get that the ship is being destroyed.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Alex Heartnet on May 02, 2012, 09:52:29 pm
Spoiler:
Could anyone share a cheat sheet with me that includes all the answers for the test?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on May 02, 2012, 10:22:12 pm
Spoiler:
The answer key:

1. 4

2. 2000

3. Subspace Drives

4. Subspace Nodes

5.  7.8E14

6.  4

7. Meson

8. Frenquency Spectrum

9. Yandere

10. 2D

All I have to say is have a nice day~
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Alex Heartnet on May 02, 2012, 11:35:05 pm
I just know I heard the training simulator music somewhere before, but I cannot for the life of me figure out where.  Anyone care to enlighten me?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 02, 2012, 11:54:48 pm
It's from Battleships Forever, perhaps you've played it? :P
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Alex Heartnet on May 03, 2012, 01:30:04 am
Oh.  Now I remember.  Briefing music, ships blowing up bit by bit, my ancient computer lagging horribly...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 03, 2012, 03:25:34 am
AFAIK, the current one is the default FS2 one.
As for the starship one, **** it. It doesn't matter, I don't see how you get that the ship is being destroyed.
The comm ani starts normally, but fades into static after a while. In WCS Prologue, this is the sign that the sender is going down. It's a little bit jarring.
As for RWR tone, the fact it's default doesn't make it any better. You've got a lot of new sounds, so it shouldn't be difficult to find something.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MatthTheGeek on May 03, 2012, 06:05:49 am
I am sorry to say this Dragon, but you definitely sound like you're making mountains out of molehills, like we say in French. These are all insignificant minute details, but you've drawn the discussion about it for more than half a page. Just do like literally everyone else and deal with it.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 03, 2012, 08:09:49 am
The comm ani thing is something that could easily be corrected. I feel it's jarring and I'm pointing out where to get the correct one.
As for RWR tone, I found it very frustrating and very unpleasant to hear. It's The Most Annoying Sound of this mod, especially combined with Mora. I don't know what level you play on, but on Insane, it borders on unbearable, drowning out music and other important sounds. And you hear it pretty much constantly.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Spoon on May 03, 2012, 08:21:27 am
Holy ****, how many times are you going to repeat this? Shut up, Dragon.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: NGTM-1R on May 03, 2012, 08:29:52 am
Dragon, they do not most make update. Your concerns are noted. Stop presenting them.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 03, 2012, 09:57:36 am
I'm not repeating. I'm elaborating. Everyone tells me those things are not important, I'm arguing that they are.

Anyway, I've found another couple of problems, in the last mission of the 2nd chapter. This time they're quite severe.

FSO has a weapon limit of 700 at the time and 300 polygon models at the time. In this mission, once the furball began, you managed to hit one (or both) of those limits. Apparently, making a swarm missile that spawns swarm missiles, then giving it to every AI in the mission seemed like a good idea. Not exactly. Not to mention the initial furball is terribly unbalanced and very luck-based. I've noticed very few differences between Instane and Hotshot, barring how many hits I could take (yes, you're hitting those limits on Hotshot as well). Not to mention Megan's beam weapon sometimes took out my weapons subsystem, on other occasions I almost couldn't fire weapons because of object limits. On Insane, both cases were death sentence.

After the furball is over, I've noticed a strange slowdown (despite only 3 ships on screen), which disappears after one of the hostile frigates is destroyed. Another problem is, the friendly cruiser doesn't resupply you as advertised, it only repairs your hull. Meaning you might well be out of Yaris at a crucial moment, and going against a Hyperion with your guns is not a good idea. Also, I've frequently got knocked into the cruiser's bays by a shockwave and got stuck in there. They're just too small for the Blizzard. It should be possible to FRED a failsafe for such situations.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Rodo on May 03, 2012, 10:01:37 am
Hey Droid, are you thinking in maybe making a sequel in the future some time?

EDIT: LOL Dragon, drop it XD
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 03, 2012, 12:00:11 pm
You are correct, Dragon. There are basically no difference between difficulties except for player damage reduction. This is by design. All AI behave like insane AI even on "Very Easy" (or whatever it's been renamed to). I don't like dumb AI.

It is not luck based in the slightest if you know what to do, and it isn't every AI in the mission, it is 4 ships all belonging to a single wing armed with such missiles, present specifically for missile saturation support. The key is to identify and eliminate (they're flying fighters which basically are missile platforms and nothing else, should be easy kills). They're what splash your unshielded wingmen to death. Without them, the enemy Blizzard CMD wing gets swarmed easily by friendlies and go down without much fuss.

I don't think I've ever advertised rearming, simply repairing...if I did then oops. Well I could put rearming back in to make it less SOCHARD.

... Knocked into the fighterbay by shockwaves...really? :wtf:

The slowdown is due to the debris from Psi 1 (megan's fighter), but I have no idea why as I just imported debris from the regular blizzard. Go figure.

Hey Droid, are you thinking in maybe making a sequel in the future some time?

Iunno.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: CKid on May 03, 2012, 12:47:18 pm
Hey Droid, are you thinking in maybe making a sequel in the future some time?

Iunno.

Pretty Please?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 03, 2012, 05:37:16 pm
You are correct, Dragon. There are basically no difference between difficulties except for player damage reduction. This is by design. All AI behave like insane AI even on "Very Easy" (or whatever it's been renamed to). I don't like dumb AI.

It is not luck based in the slightest if you know what to do, and it isn't every AI in the mission, it is 4 ships all belonging to a single wing armed with such missiles, present specifically for missile saturation support. The key is to identify and eliminate (they're flying fighters which basically are missile platforms and nothing else, should be easy kills). They're what splash your unshielded wingmen to death. Without them, the enemy Blizzard CMD wing gets swarmed easily by friendlies and go down without much fuss.
Hmm, that's good to know. Some hint in-mission would be nice (like "Get those missile boats on they'll shred us!"). I suppose the "luck based" part came from me not realizing that and attacking targets at random, sometimes taking the missile boats out. Also, it doesn't help the Shriekir missile (the one responsible for both dying and limit overload) has an identical trail to Mora (which, I suspect, is what the Blizzards are armed with) and doesn't look all that different from it. Also it's good to know that both Hotshot and Insane AI have the same ROF (meaning that projectile limit problems at least aren't going to get worse).

The cruiser clearly says "Fly into our bays to resupply." I think that it'd be nice if it actually rearmed the player, since Yari is a very useful missile which gets depleted rather easily (plus it actually makes sense to restock the fighter while repairing it).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Kolgena on May 03, 2012, 11:50:18 pm
You are correct, Dragon. There are basically no difference between difficulties except for player damage reduction. This is by design. All AI behave like insane AI even on "Very Easy" (or whatever it's been renamed to). I don't like dumb AI.

Hang on, is this built into the VP somehow or is it somehow in the executable you gave us?

Also, the small fighter bays are kind of hard to fly into for repairs. I end up pinballing around inside and hope that the health regen is greater than collision damage, but I've yet to die from it so far.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 04, 2012, 12:19:05 am
Its an AI profiles/AI.tbl thing.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: ZekeSulastin on May 04, 2012, 05:58:44 am
Of all the things to waste a first post on; damn you [REDACTED] for making me look at these forums and see all the mods I haven't played.

I haven't gotten far enough in to really make a judgement about the campaign, but I just wanted to note how fitting it is that the main menu theme is the OP from Starship Operators - nice one :p
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Destiny on May 04, 2012, 06:11:19 am
Ha ha ha, all's good with DE. Watching others complain about insurmountable challenges is pretty fun too.

Spoiler:
Seriously, unable to dodge MORAS?! Nyahaha~


and my PC's pretty old too. 9500GT...and old stuff.



And yes, Radiance is awesome.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on May 04, 2012, 07:17:24 am
Of all the things to waste a first post on; damn you [REDACTED] for making me look at these forums and see all the mods I haven't played.

I don't quite think that's a waste of a first post, in fact I like that you made your first post here! :P
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 04, 2012, 06:31:47 pm
Spoiler:
Seriously, unable to dodge MORAS?! Nyahaha~
What I thought to be Moras might actually have been Shriekirs. I've initially confused the two due to them having very similar trails. In fact, some missions could be a lot easier if I had noticed the difference before. And it seems that I'll have a lot less problems with the 3rd chapter due to arrival of new weapons, better suited to my flying style.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 05, 2012, 01:14:39 pm
Double post because nobody notices edits, and the bug is important.

I'm at Talos station and got stuck on a bug.
Spoiler:
After the Assault Carrier arrives and fires at the station, nothing more happens. It's left with about 4% HP and all ships are just sitting there. Evacuation doesn't finish and Exarchy doesn't even launch more fighters.
I didn't reproduce it yet (it's a rather hectic escort mission which I don't even like), but it's a rather serious issue. There must be something that didn't trigger right.
Also, the ships are very poorly lit, which makes docking a chore.
Also, some general complaints:
AI seems to crash into you more on this mission. A really bad thing, since the Cyclone has a habit of exploding when something as much as looks at it funny, especially without it's shield. A collision at combat speeds is instakill. Tornado's loadout is a bit limited for a dedicated missile boat. Being stuck with Mora isn't very good due to it's absurd lock time.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 05, 2012, 01:58:27 pm
Well its supposed to blow up. Seeing as the station shouldn't survive that volley even at 100% HP I don't know what you did, or the engine done flubbed and something missed or hit some debris in the way. I swore I had a second beam volley and a self-destruct set up. It never failed when I tested it, or when anyone else did, sounds like a freak accident to me. There are plenty of those, and I can't do a thing about them because I can't reproduce them consistently, and they don't even show up in debug, etc... This one looks far less serious than some of the more show-stopping ones like the ships-not-actually-arriving thing and the black-screen-transcendant-visit one...



EDIT: I do have a second volley set up. There is no way the station should live.



I don't understand why lighting can be a complaint. Edit your lighting settings if you can't see well. It's not my fault some people like to go uberdark with their lighting settings... All hangars either have glowmaps or glowpoints anyway, to assist.

Uh, you do realize that the AI hasn't changed at all, and why do they crash into you more? I'm not going to improve the Cyclone in any way seeing as they appear as enemy craft as well and would throw a lot of balance work.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 05, 2012, 02:14:01 pm
I know, maybe it's just the Cyclone being prone to crashing. Or maybe I'm just noticing it more. For some reason, the Ambrosioum seems very eager to crash into you.
It's good to know that the station is supposed to blow. I don't know why all those failsafes didn't work, but you know that a one in a million chance will succeed nine times out of ten. :)
Well, let's hope it doesn't happen again (doesn't change the fact I need to beat this mission once again, which isn't easy).
As for lighting, it's much darker than in all other missions, on all ships. I don't know why. I have rather dark lighting settings, but this mission stands out. It almost seems like it's missing a sun (I don't play with shadows, before you ask).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 05, 2012, 02:23:53 pm
It does appear that there is no sun. Wtf...how did that happen. Even if there's no sun there should be the "default" one...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Yarn on May 05, 2012, 05:29:07 pm
It does appear that there is no sun. Wtf...how did that happen. Even if there's no sun there should be the "default" one...
It's a bug in the code. I posted this on Mantis here: http://scp.indiegames.us/mantis/view.php?id=2646 (http://scp.indiegames.us/mantis/view.php?id=2646)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 05, 2012, 06:24:48 pm
Well easy fix, I'll actually put a sun there now...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: -Norbert- on May 06, 2012, 04:06:07 am
Does the new RC6 contain the features DE needs, or should we stick to the build from the first post?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on May 06, 2012, 06:31:39 am
Compile your own build (http://www.hard-light.net/forums/index.php?topic=74840.msg1479356#msg1479356) (It's really pretty easy, just follow the steps)

Then you can get whatever build you want, whenever you want.  Mine compiles in about 5 minutes max.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: CommanderDJ on May 06, 2012, 06:39:38 am
It does appear that there is no sun. Wtf...how did that happen. Even if there's no sun there should be the "default" one...
It's a bug in the code. I posted this on Mantis here: http://scp.indiegames.us/mantis/view.php?id=2646 (http://scp.indiegames.us/mantis/view.php?id=2646)

The sun bug has been fixed in trunk, just by the way, so current trunk builds should work fine. Courtesy of yours truly.

Does the new RC6 contain the features DE needs, or should we stick to the build from the first post?

I think DE requires a trunk build, and they contain several things not in the RC branch. That's just off the top of my head though, so I could be wrong.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: -Norbert- on May 06, 2012, 09:51:10 am
Compile your own build (http://www.hard-light.net/forums/index.php?topic=74840.msg1479356#msg1479356) (It's really pretty easy, just follow the steps)

Then you can get whatever build you want, whenever you want.  Mine compiles in about 5 minutes max.
Yes, really easy, provided you have the necessary programs.
Apart from that, it's easier to get help if you have problems, if you use a standardized build.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 06, 2012, 11:44:36 am
Won't work with RC6, just tested it.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on May 06, 2012, 12:03:07 pm
Then you can get whatever build you want, whenever you want.  Mine compiles in about 5 minutes max.
Yes, really easy, provided you have the necessary (http://www.microsoft.com/express/Downloads/#2010-Visual-CPP) programs (http://tortoisesvn.net/downloads.html).

Linkified that for you.  As long as you don't mind downloading ~1GB of data, it should be no problem (That is for MSVC++2010Express, Windows Updates for MSVC, and Tortoise SVN).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 06, 2012, 04:09:15 pm
OK, I've ran into a new, rather serious bug, also at Talos station.
When you exit the mission via the pause menu and enter it again, the game crashes upon proceeding to ship loadout. If you skip it, it mostly works, up to the point after friendly reinforcements arrive. Then, when targeting the enemy superbombers, the screen goes black except for the HUD, which gets messed up (elements missing or moved). The mission seems to continue running. And yes, it's reproducable on release build (didn't try on debug yet).
Note, the first part happened to me sometimes with my experimental mods, but these were rare, and I thought that it was due to bugs in those (poorly debuged) modpacks. I've didn't had a black screen problem in them though. I do remember something like that happening , but I can't remember where (maybe in BP? A long time ago, that's for sure).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 06, 2012, 04:34:32 pm
Were you matching speeds? :P (Yes, It happened in BP once due to a divide by zero error caused by matching speeds.)
This is probably a divide by zero error, but what is being divided by zero, the hell if I know.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: General Battuta on May 06, 2012, 04:39:06 pm
Were you matching speeds? :P (Yes, It happened in BP once due to a divide by zero error caused by matching speeds.)
This is probably a divide by zero error, but what is being divided by zero, the hell if I know.

It happened in BP due to a number of other things, including weird asset stuff related to the Vishnan Keeper. It's a devil of a bug (or a symptom of multiple bugs).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 06, 2012, 04:45:53 pm
Were you matching speeds? :P (Yes, It happened in BP once due to a divide by zero error caused by matching speeds.)
This is probably a divide by zero error, but what is being divided by zero, the hell if I know.
I've got a comfortable throttle, so I'm not using automated speed matching. Also, that one was fixed.
I strongly suspect it's related the the first bug I mentioned (crash upon entering the ship or weapon loadout after manually exiting the mission). It didn't happen before, so it might be another symptom of this bug.
Another possibility is, Stheno is bugged in a similar way to the Keeper. Both are Esarai's models, so this maybe that's the cause. Also, Stheno has yet to be extensively tested, DE is the first campaign to feature it so often.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: achtung on May 06, 2012, 04:48:49 pm
Would you like me to include the texture patch with the package on fsmods Droid?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 06, 2012, 06:24:35 pm
Yes, as well as the mission patched core VP. thanks~

Esarai's Keeper is not bugged. The INFR1 one is. IIRC. The HTL Akrotiri was converted by FSF anyway...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 06, 2012, 07:46:31 pm
IIRC, the bug happened with the HTL Keeper (it also used to disappear in the middle of the mission, with no apparent explanation). Though I may be wrong, this was a long time ago.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: -Norbert- on May 07, 2012, 07:44:59 am
Then you can get whatever build you want, whenever you want.  Mine compiles in about 5 minutes max.
Yes, really easy, provided you have the necessary (http://www.microsoft.com/express/Downloads/#2010-Visual-CPP) programs (http://tortoisesvn.net/downloads.html).

Linkified that for you.  As long as you don't mind downloading ~1GB of data, it should be no problem (That is for MSVC++2010Express, Windows Updates for MSVC, and Tortoise SVN).
The last time I downloaded Visual Studio Express it was a 30 day trial (which already expired for me).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Thaeris on May 07, 2012, 12:44:29 pm
You need to have a Windows Live account for it, and register within 30 days. Then it's free and should work just fine.

:yes:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 07, 2012, 03:04:47 pm
OK, I've tried to run the mission through debug (on Trainee, for testing purposes) and got a handful of small errors (Longinus is missing a texture, Tornado is missing a glowpoint, and there's some minor SNAFU with Turret08 on the asteroid base).
Then, shortly after the Nightmare Crusier arrived, this popped up:
Code: [Select]
Assert: theta_goal >=0
File: vecmat.cpp
Line: 1798

ntdll.dll! KiFastSystemCallRet
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
fs2_open_3_6_13d_SSE2_BP.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Log attached.
Also, I've confirmed the crash on proceeding to ship selection as a manifestation of a more general engine bug. I've posted about it on SCP board.

[attachment deleted by a ninja]
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 07, 2012, 04:04:27 pm
This...is some vector based thing. And seeing goals, I am led to remember something to do with Hyperspace, and positions changing too fast for pathfinding. May or may not be this.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: mobcdmoc3 on May 07, 2012, 05:08:56 pm
Alright, I'm a few missions in, and so far, I'm liking how it's going. The music, new ships, and different combat mechanics are a nice change from general retail combat.  :yes:

My only only complaint is how easy it is to get instantly dropped, for example against sentry guns. I'd like to say that maybe I'm doing something wrong, but it takes pretty careful execution to get rid of them from what I've experienced.  :banghead:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 07, 2012, 05:39:43 pm
Don't get TAGed. The post does it with it's beams, if you kill it's turrets, the platform won't fire at all. They tell you about about that, actually.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: mobcdmoc3 on May 07, 2012, 05:55:15 pm
Problem is, those beams are already firing upon me when the mission starts, so I've got almost no chance of not getting tagged. Is that supposed to happen? >_>
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 07, 2012, 05:58:41 pm
You should have a fair bit of distance and allied wings should be drawing most of the fire if you don't bumrush in.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: mobcdmoc3 on May 07, 2012, 06:05:37 pm
0_o That's definitely not what I'm getting. I press commit, and I'm already getting bombarded by the post before I even have the chance to move.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 07, 2012, 06:16:09 pm
There should be a cutscene, are you on full throttle during it? Don't set your throttle to max during the intro.
I thought it wouldn't matter if I didn't freeze the player in place and just set initial throttle to 0, its not a very long sequence and initial placement is far out of range. :/

Even if you get TAG'd you should still be out of turret range, just wait for it to wear off.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: mobcdmoc3 on May 07, 2012, 08:58:31 pm
I wasn't putting myself at full throttle at the beginning of the mission, but it turns out that that's how I start out, which explains why I always seemed to get nailed after finishing the cutscene. I have the auto-target on, despite my first target usually being the outpost, which I don't think my auto-match speed should catch. Looks like the fix was just to hit throttle to zero at the beginning of the cutscene. All better  :D
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 07, 2012, 09:51:38 pm
I'll fix that by locking player position during the cutscene then, for whenever enough things come together to warrant another patch, or 1.1 or something
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 08, 2012, 04:31:28 pm
This...is some vector based thing. And seeing goals, I am led to remember something to do with Hyperspace, and positions changing too fast for pathfinding. May or may not be this.
Any chance of fixing that one? It definitely seems to be mission related, unlike my previous report (which was a code bug).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 08, 2012, 04:41:23 pm
How do you get that it is mission related. I think its code related. It's an assert, it tells me nothing. Absolutely no chance of fixing it.

Get me a callstack and a team of coders to help interpret it...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 08, 2012, 05:05:13 pm
Well, then, I'll do some more testing. Are you sure there's nothing in the log?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 08, 2012, 05:32:38 pm
I don't need more testing all I need is a call stack, take it to #SCP.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 09, 2012, 12:14:48 pm
Hmm, weird. I don't know what I did, but I can't reproduce any of the bugs but one (the one I've reported to SCP). That's puzzling, because they appeared consistently before.
Anyway, I'm past that mission. The scanning mission was great, and I don't have any bugs to report so far. However, there's a very important moment in the Amaterasu attack mission, which could really use a checkpoint (it's also a perfect moment for it, and I expected a checkpoint there). It's rather easy to get killed just after it, and it's after a rather difficult marathon.
Spoiler:
The moment in question is just after you plow through the entire Exarchy fleet.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on May 09, 2012, 12:21:29 pm
Really? That's the part where I can go on mental autopilot since it becomes real easy to complete once you reach that. :P
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 09, 2012, 12:25:54 pm
Yes, if you do it right. If you slip up (especially on insane) or some random thing goes wrong, you have to redo the mission. Not to mention it's a really good place for a checkpoint, since you know the exact state of things at this moment. I've got my mission messed up by a random collision, and this capship killing marathon isn't exactly short.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 09, 2012, 12:26:41 pm
That is one mission where I will not add a checkpoint in, because it would require saving the position of the player AND the entire fleet which are both moving. There is no good place to put a checkpoint, as I don't require anyone to actually destroy any of the secondary targets, I can't simply make them all disappear either. There is no point in the mission where the location of everything is known - it is all relative, it depends how quickly you clear things! It is far from a perfect moment for it, and if you follow the command briefing you shouldn't even be shot at from that point on.

Also, the mission has three (or was it four?) versions rolled into one, each with a different set of enemy ships, so adding a checkpoint to that just exponentiates the amount to testing required... I found it wasn't worth it, just take it slow and careful!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: General Battuta on May 09, 2012, 12:28:07 pm
Can you just approximate the positions of the fleet, or is it totally unpredictable?

Also devs are the worst judges of a mission's difficulty
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 09, 2012, 12:29:32 pm
Well you're flying towards the fleet and they're flying towards you, so the absolute positions aren't known.
Putting in relative/approximate positions could put you into the range of ship you may or may not have destroyed, etc...

Also, first report of anyone having trouble on this mission at all (none of the testers did either!). Page 15. I would say I did a pretty good job judging the difficulty. :P
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MatthTheGeek on May 09, 2012, 12:30:50 pm
I finished that mission today. If you have trouble doing it, then you're playing it wrong. It's that simple. You're flying a superfighter that can down gunships in one shot, so what the f*ck are you complaining about ?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 09, 2012, 12:35:41 pm
Well you're flying towards the fleet and they're flying towards you, so the absolute positions aren't known.
Putting in relative/approximate positions could put you into the range of ship you may or may not have destroyed, etc...
Ah, I didn't know that. The fleet moves via waypoints, so if you measure the time, you know their position (FRED has enough math operators for calculating this). I forgot that blowing the fleet up isn't mandatory though (I guess there isn't an easy way of saving a list of strings to one variable), and the fact there are three versions of the mission certainly complicates the matter.
I got shot down, because I scraped the Amaterasu's hull and bounced around. On insane, collisions are pretty dangerous, not to mention it threw me into the turrets. Ships in FS have a tendency to bounce around like a superball in tight spaces, and DE's physics amplify the problem.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: General Battuta on May 09, 2012, 12:45:50 pm
Well you're flying towards the fleet and they're flying towards you, so the absolute positions aren't known.

Putting in relative/approximate positions could put you into the range of ship you may or may not have destroyed, etc...

I'm not totally following the problem with a checkpoint here (not that I have any idea if it's necessary or not). Are the ships going to be in the same place each time?

Storing destroyed states for all the ships should only take one var using bitwise.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: qwadtep on May 09, 2012, 01:09:40 pm
Yeah, I'm not seeing the technical issue. You store the position of the player and stick them there, and store the position of the Amaterasu and offset the fleet accordingly.

Since you can just fly over the fleet I don't think it's very high priority, though.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 09, 2012, 02:00:28 pm
It's not even a long or particularly hard mission, why does it even need a checkpoint.
It ruins the "awesomeness" if you don't blow through the fleet and just HIT 1.
I added a bunch of checkpoints in the last testing run, none of my missions even breaks 10 minutes except the scanning one which has TWO checkpoints. I feel adding anymore would be like babying people. If you want to be babied don't play on insane! There is NO AI DIFFERENCE between difficulty levels, just how much damage you can take, so if you need a checkpoint, try lowering the difficulty...

Either way you get minus manly points.

Until someone explains to me how to actually do bitwise, don't tell me to use it, because AFAIK its some obscure thing buried in FRED. I use a really simplified checkpoint system that only stores mission states, not states for any ship at all. Did it for every other mission with a checkpoint. Even storing the position of one ship is more complex than what I feel necessary! It is best to keep things simple.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: General Battuta on May 09, 2012, 02:11:06 pm
You're probably right about not using a checkpoint.

Bitwise is really simple except for one stupid (but still really simple) thing you have to get your head around. I can hit you up on IRC.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 09, 2012, 03:05:12 pm
OK, you're right about this mission being easy. I've took a break, then changed an ingress vector and got in. The only difficult part after fighting the fleet is the egress, which I've got wrong on my first try (though maybe on lower difficulties, briefly flying into Amaterasu's flak pocket and is more survivable). Other than that, my leading cause of death were spontanous explosions, which I suspect to be debris collisions. I might've just been really unlucky regarding that, but those were rather annoying. Also, it seems that if you skip the fleet, it'll get destroyed anyway. Those cannons do an impressive job at killing everything that comes into range.

Also, it disappointed me a bit that the campaign simply ended after that. I kind of expected that there'll be a wacky Gradius homage (yes, I've looked through the assets), some (more) time travel, a wacky Thunder Force homage and an unexpected twist ending. The modpack contains about twice as many assets as the campaign, and plenty of things are left hanging. A sequel would really be appereciated.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: CKid on May 09, 2012, 04:15:12 pm
Spoiler:
Um... All assets are used. Did you play the 2nd version of chapter 2?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 09, 2012, 04:16:28 pm
Nope, how do you get it?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: CKid on May 09, 2012, 04:17:30 pm
Ace the test in the Quiz Mission.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 09, 2012, 04:22:03 pm
Gonna try that someday.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Pahkwa-thanh on May 10, 2012, 09:39:47 am
love this campaign! :-) enjoyed it very much

just out of curiousity... that's a pretty damn good cover of T.M.Revolution's Invoke you used for the second opening cutscene. where'd you get it? more importantly... where can i download it :-P
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: fierceeffect on May 10, 2012, 12:18:22 pm
what a great campaign, I really enjoyed it thanks a lot for making it!
If I wanted to replay it though what I should I do differently, just ace the quiz?  If so what are the answers :)

Also Im having a big framerate drop when there are a lot of capships (from the war in heaven ships i think), any suggestions on a feature I should disable in launcher that could improve this?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 10, 2012, 12:53:18 pm
what a great campaign, I really enjoyed it thanks a lot for making it!
If I wanted to replay it though what I should I do differently, just ace the quiz?  If so what are the answers :)

Also Im having a big framerate drop when there are a lot of capships (from the war in heaven ships i think), any suggestions on a feature I should disable in launcher that could improve this?

Andrew posted all the answers back on page 12 (http://www.hard-light.net/forums/index.php?topic=80655.msg1605271#msg1605271). This will unlock an alternate Chapter 2, with the option to unlock a different bonus fighter, by scanning cargo and finding Forks.

I'm not sure on what features to disable, but probably something like...normal maps?

just out of curiousity... that's a pretty damn good cover of T.M.Revolution's Invoke you used for the second opening cutscene. where'd you get it? more importantly... where can i download it :-P

This Album (http://www.souwer.net/discography/0009/index.html). As for where to get it...  ;7
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: -Norbert- on May 10, 2012, 02:52:22 pm
Actually I found that version of the song pretty atrocious compared to the original from Gundam SEED...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 10, 2012, 04:44:49 pm
Eh, I've heard responses either way. I only really liked the original because of nostalgia value (got sick as **** of it because SEED was like the first anime I watched after rediscovering it, and it was the english dub that used the same 30 second clip of it FOR FIFTY GODDAMN EPISODES, so the twist on it was welcome.

It wasn't part of the initial plans to have a second opening theme, I just happened across it one day and went welp why not.

I will agree that objectively speaking in terms of musical composition the original is better, but I still really can't stand listen to it and it kind of makes me want to PUNCH SOMEONE IN THE FACE every time I hear it because WHO THE HELL thought that using the same clip for 50 episodes was a good idea?!? It's not like there weren't others available, but no, lazy as ****. thus I conclude that DUBS SUCK.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Spoon on May 10, 2012, 05:21:13 pm
No doubt has to do with licensing fees for the songs and what not

but I agree with you
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: -Norbert- on May 11, 2012, 04:02:27 am
Yeah, SEED did have great music, but the majority of openings weren't really among them.... especially the first one left me with nervous twichings if I listened to it too long and don't even get me started on SEED Destiny.
Gundam 00 on the other hand has some really great opening songs (Ashe like snow, daybreaks bell,...) and of course one of my favourite songs "Prototype boy", though that one is played in the closing sequence.

But there is one things about SEEDs translations that is out of the ordinary. Usually the english translation is ... tollerable and the german bad. In SEED it was actually the other way round (though Gundam 00 really hit the jackpot in terms of terrible german synchro... worst one I ever heard). Either way japanese with subtitles FTW.  Untill my nihon-go is good enough to no long need them anyway... though it's already good enough to spot how much nonsense and wrong transations some subs contain.

One opening theme that had me laughing so hard it made my stomach muscles cramp and brought tears to my eyes (literally), was the first opening of the original Gundam series (which I only saw after wing, SEED and 00) FLY! GUNDAMU! (http://www.youtube.com/watch?v=Yn27jQAuoWw) :lol:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Spoon on May 11, 2012, 12:29:45 pm
So I was attempting a playthrough (on very easy modo even) but then
http://imagebin.org/212018
The Ishtar just blew the **** up outta nowhere. From 100% to Zero.  :confused:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Deadly in a Shadow on May 11, 2012, 01:10:05 pm
So I was attempting a playthrough (on very easy modo even) but then
http://imagebin.org/212018
The Ishtar just blew the **** up outta nowhere. From 100% to Zero.  :confused:
Hah. Yeah. I knew it. No one was listening to me when I said that the Killers are too powerful.

Well, the Killers obviously do a lot of damage. But they are bad at damaging shields. The Baltraadan bombers instead are armed with shield breakers. Blow them up fast and this part of the mission should be far more easier.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 11, 2012, 01:36:29 pm
Swarmers you mean. Killers can't hurt capships.
I don't know what happened to that mission, but it somehow got *harder* right before release without me having touched any of the ships/weapons/mission itself. I don't know okay.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 11, 2012, 01:36:56 pm
So I was attempting a playthrough (on very easy modo even) but then
http://imagebin.org/212018
The Ishtar just blew the **** up outta nowhere. From 100% to Zero.  :confused:
Even the swarmers can't do this. But there's one thing that can. Flying debris.
They've been a bane of me in a few missions, especially the last one. There must be some way to nerf their collision damage.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: General Battuta on May 11, 2012, 01:44:05 pm
You can make armor that's invulnerable to them
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 11, 2012, 03:25:25 pm
The Ishtar is immune to debris damage (in that one mission only).
If it didn't it would die when plowing through the first 3 Adamantiums.

Now, fighters dying on collision with debris, I am totally fine with. A wee little fighter smacking into a massive piece of debris at high speed? Why wouldn't it blow up. Don't cite FreeSpace damage calcs w/ gigatons and stuff, because that doesn't apply here!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 11, 2012, 04:27:42 pm
You could use the debris protection in the last mission. I died from debris collisions with an annoying frequency (due to how Aeskeldian warships are built, it's common to get smacked by the bow section). Not to mention colliding with the ship when it's alive is much less harmful than crashing into it's debris.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MatthTheGeek on May 11, 2012, 04:29:57 pm
Avoid the debris and you won't get hit, pilot !

Seriously Dragon, do you realize you are the ONLY person complaining about THAT many ridiculously minute stuff ?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 11, 2012, 04:48:17 pm
Many people just accept that a campaign may have it's flaws. I'm attempting to help in ironing them out, in a patch or a next release. I may be a bit of a perfectionist, but I'm just noting flaws that I noticed. Getting accidentally killed by debris is not fun and doesn't contribute to the experience, but it's not a game-breaker. It could be easily fixed (takes one SEXP), so why not fix it? Besides, this campaign doesn't have other flaws than such minute stuff.
Besides, you haven't seen complaining if you haven't been on a Polish FS forum. So this might be a national thing. :)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 11, 2012, 05:20:46 pm
TBH I've never actually hit debris in that mission, and its not like I remember where the debris pieces fly so I can avoid them better than anyone else.
I don't think there's any "creator bias" when saying this but I don't see hitting debris as a problem at all.

If I had my way, flying into something "living" at full speed would kill you too... However, the engine doesn't exactly want to cooperate with my ideal model of collision damage. AT ALL.

Only mission where it might be is the capship command one, as, well, your ship is fat and big and its hard to avoid debris.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 11, 2012, 07:31:58 pm
Maybe I'm just unlucky then. Or my flying style increases my chances of crashing into debris (lots of sliding, almost always in glide and frequently flying backwards).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 11, 2012, 09:00:27 pm
The flying backwards too often would do it. Look where you're going!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Destiny on May 12, 2012, 12:13:56 am
Maybe he lacks situational awareness. :P Well...for me, I don't have any problems with accidentally into debris or capships in DE.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 12, 2012, 06:35:29 am
Flying backwards or sideways is quite important to my tactics (especially for nailing Illiriums), and I don't have TrackIR to easily look around (my finger is often on something else rather than the POV HAT).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: qwadtep on May 12, 2012, 11:07:11 am
I reassigned my POV hat to lateral thrusters and never once got hit by debris. I do think it's a situational awareness thing.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: ZekeSulastin on May 12, 2012, 11:47:48 am
I assigned my POV hat to shield distribution o_o ... and my other hat to targeting ... and my throttle hat to lateral thrusting (yay hotas in FS2, because overkill is the best kill!  Too bad it's utter hackery to get it to work right if not in Windows); I guess I'm just lucky I haven't flown into debris >.>

Speaking of shield distribution, I noticed something ... odd: the little shield quadrants on the HUD don't correspond with the actual shield quadrants of the ship (using build 8688 anyways).  For instance, the right quadrant on the HUD actually shows the status of the AFT shield quadrant.  I rebound the shield distro buttons so the direction to press matches the side taking damage, but it's still odd :/

(p.s. is it possible in the FS engine to have a little marker/arrow/something corresponding with your ship's velocity vector, like the indicator in Allegiance?  I imagine that would help people adapt to gliding/sidethrusting everywhere ...)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Destiny on May 12, 2012, 01:41:03 pm
The shield thingy is how the engine renders shield for 3D models or something...WoD suffers from this too.

Well, enjoy all your non-H4X fancy laterals and gliding with Blizzards and other not-so-slow fighters :P
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: CommanderDJ on May 12, 2012, 10:01:32 pm
Speaking of shield distribution, I noticed something ... odd: the little shield quadrants on the HUD don't correspond with the actual shield quadrants of the ship (using build 8688 anyways).  For instance, the right quadrant on the HUD actually shows the status of the AFT shield quadrant.  I rebound the shield distro buttons so the direction to press matches the side taking damage, but it's still odd :/

This is a known bug. The SCP is working on it.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Pahkwa-thanh on May 14, 2012, 05:57:21 pm
thanks for the link mate :-)

although i am rather dissapointed that they don't seem to sell MP3 versions online or something :-(

i ain't got no way of ordering the CD XD can't read japanese and google translator can only do so much...

ah well, anyways

superb mod, really enjoyed it... say, i am curious... are you planning on making a sequel? i mean the exarchy threat is far from being over and all...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 14, 2012, 06:03:12 pm
Planning? Yes. What will become of it, remains to be seen. Don't hold your breath. :P
I'm going to wait a bit for a bunch of cool new SCP features and stuff to abuse before starting working on anything, at the very least.

Right now I just want to enjoy my summer~
(and catch up on a ton of anime I didn't watch because of homework!!)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Legate Damar on May 15, 2012, 02:01:33 pm
I finally got around to playing this.

Spoiler:
I really don't have much to say about the plot... (to be honest I didn't really understand it that well... I was at least able to figure out what I was supposed to shoot at though). However the FREDding and other modding work are commendable. You have given me many ideas in regards to technical implementation for my projects, and I think I will be using the missions in this campaign as guidelines for examples of how to make the engine achieve certain things. So thank you for that.

Hmm... what else to say.

Oh yes, I liked how you used many released assets/models by the community and repurposed them to make them fit naturally into a new setting. At first I didn't even realize those were Karunas/Narayanas. Of course that could simply be due to my being unobservant.

The difficulty was rather steep, but manageable. However in several missions I encountered a bug where the music would start to stutter, the screen would go blank, and a "rearming and repairing" message would constantly repeat, forcing me to restart the mission. After playing it over several times I would get past it, though.

The music was decent, but I have to say inferior compared to the music of BP and WoD. I'm sorry.

Overall this campaign was an enjoyable experience. The technical skill put into it was very impressive. In that area I can tell you are an expert.
Title: Dimensional Eclipse Review
Post by: Spoon on May 17, 2012, 07:45:15 pm
What I didn't liked:
I'll start with something that has already been said before by others. It's a shame that it was decided to go along with andrew's dumb idea to have a bait and switch initial approach. Especially combined with the earlier "gold star worthy" mess of april fool day announcements. This just resulted in unnecessary confusion that helped nobody.
What was also puzzling to me is that you decided to just randomly throw this campaign out in the public, not informing me and asking me to beta test/test play before hand. Alas, it is what it is.

I'm personally not big on the semi newtonian, high speed and autoaim approach. Because it results mostly in aiming in the general direction of the target and just spray and pray. A lot of the basic Freespace aiming skills are instantly thrown out of the window because of it. You'll also rarely actually see what enemy fighter you are gunning for because the distances tend to be a lot higher. Hyperspace is something I have even less love for. Aside from it being a buggy nightmare, it also results in ships and fighters seemingly just appearing and disappearing in a blink of an eye. There's hardly any visual effect (aside from fighter trails) to indicate a ship has departed or arrived. In a game where situational awareness is often key (and not always easy to maintain) I simply dislike having fighters joining the fight in a snap, with no sound or visual effect.

My last point of criticism is that loliquest instantly throws such a boatload of different type of ships and weapons at you, that its kinda hard to grasp what does what, who goes where, and who serves what. There's a nice amount of well written :words: available in the techroom but it's not immediately clear whats going on if you're just playing through the campaign.

What I liked:
There's a lot to like about loliquest 次元のエクリプス. It has fun mission design with you getting catapulted into a battlefield, or jumping around on a large scale engagement and calling in long range subspace missiles on targets that matter. An 'autoloader' system which allows you to swap a secondary weapon bank with something that the mission requires on the fly. And overall the player is an important part of every mission. You'll get to fly super fighters and rip and tear through enemy fighter waves and capital ships. DE often fills your screen with explosions, gun&laser fire and missile trails, making an average mission pretty intense in the visual department. Fun stuff. I also liked the 'mini hub', in which you could decide to fly some missions for the commonwealth or to just skip the whole chapter completely and get on with the main story. Definitely a better choice than that whiplash of bad comedy that is the wacky alternative path of chapter 2.
I thought that using the command briefings as a visual novel kind of experience was rather clever too. And I really liked the music choice, the music all played at the right time, setting the right mood for the occasion.

Overal DE is a good example of what one can do with a good sense of game design, FRED knoweldge and using existing assets (and a few that were handmade for the campaign). A campaign I could recommend to everyone (though with the sidenote that its heavy on the animu, which I know from experience is not everyone's cup of tea)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 17, 2012, 09:35:19 pm
Thanks for the reviews~!

Yeah, in hindsight that PR mess wasn't really worth the roughly forty seven and a half seconds of mad chuckling followed by rather intense side pains. It was fun (on my end), but I'm never doing it again.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: fierceeffect on May 21, 2012, 11:13:30 pm
Hey I'm considering a replay of the campaign, my original playthrough probably had me missing about half the questions on the test in the beginning so what kind of things should I look out for if I was to replay through with a perfect test score?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Legate Damar on May 22, 2012, 12:03:32 am
Hey I'm considering a replay of the campaign, my original playthrough probably had me missing about half the questions on the test in the beginning so what kind of things should I look out for if I was to replay through with a perfect test score?

Confusion and difficult battles
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 22, 2012, 01:01:31 am
Hey I'm considering a replay of the campaign, my original playthrough probably had me missing about half the questions on the test in the beginning so what kind of things should I look out for if I was to replay through with a perfect test score?

Confusion and difficult battles

I don't see which mission in the alternate arc that applies to. Confusion, only if you can't take a joke, I guess.
Difficult? The missions either straightforward or self-playing, actually. That applies more to the regular arc, if anything at all. Stuff there is actually difficult...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Legate Damar on May 22, 2012, 01:01:34 pm
It took me several tries to defeat the enclosure ring weapon.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: fierceeffect on May 22, 2012, 04:45:18 pm
It took me several tries to defeat the enclosure ring weapon.

how do I defeat this?  I instantly die 1-2 seconds once it spawns around me everytime
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Legate Damar on May 22, 2012, 04:50:10 pm
Use lateral thrust and maneuver to dodge the side projectiles and don't get in the way of the main guns. Fire towards the reactor in the center when its guns are on a cooldown cycle.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Shivan Hunter on May 27, 2012, 02:27:30 am
So, I've been playing through this tha past few days, and it's pretty awesome. My initial reactions:

YAY someone used my ships in a campaign! :D :D :D

Spoiler:
What the hell happened to Earth? Are we even AT Earth?

OH GOD I CAN'T PWN THE GENERATORS ON THE AMATERASUUUUUUUUUU~~~~~~~ (apparently tildes are Japanese, whodathunkit)

The reason I'm posting now, and not later with many :words:, is actually the aforementioned problem. I'm going through the trench run and into the hangar bays, right up to the generators, and I can't damage them at all. I KNOW my missiles are hitting them, since I checked their radii in PCS2. I'll look into it a bit more tomorrow if I get the chance.

Anyway, the campaign's awesome, and I absolutely love some of the unique gameplay. (I hypothesize that the 'Summer 2010 trinity' as battutattutattuta calls it, of WiH, WoD and VD, has ushered in a new era of awesome and creative mission design... I've seen their influence in both the Antagonist and Loliquest so far)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Destiny on May 27, 2012, 02:38:29 am
Well, keep on firing then. :P
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: qwadtep on May 27, 2012, 03:52:53 am
The generators are... weird. Missiles seem to go off-course for some reason. Hit them with primaries.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 27, 2012, 04:53:46 am
Also, be sure to target the actual models, not subsystems on Amaterasu. They're represented as separate "ships", for technical reasons.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Shivan Hunter on May 27, 2012, 11:46:41 am
Quote
Also, be sure to target the actual models, not subsystems on Amaterasu. They're represented as separate "ships", for technical reasons.

That explains that. I was firing on where the subsystem was, which was on the floor of the hangar. I'll move the subsystems in the POF to the far wall and reupload it for anyone else who wants the fix.

EDIT: modelolololol Download (https://www.box.com/s/008d520fa0f845a2c788) - I haven't tested this, but I can't see any reason why it wouldn't work.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 27, 2012, 12:48:16 pm
Hmmm guess I derped there when center-ing those subobjects, haha. Thought that the big glowing pink/blue thing staring at you would prompt you to shoot at it :P
Anyhow this is a cool fix, for if I ever maek big patch!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: RVR72G on May 28, 2012, 01:59:22 am
A stupid question: How to complete the 'investigate signal' objective at The Pursuit/Earth goes Boom mission? I traversed all over the map only to find nothing :V
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MatthTheGeek on May 28, 2012, 02:34:36 am
Someone has pressed the "cycle radar range" button and didn't realize it...

Default 'R', IIRC.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: RVR72G on May 28, 2012, 02:47:30 am
Got it. It's been several months since the last time I played FS2.

Thanks for the tips, though.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on May 28, 2012, 04:11:15 am
Someone has pressed the "cycle radar range" button and didn't realize it...

Default 'R', IIRC.
Nope, "R" is for targeting the nearest attacker. Cycle radar range is, IIRC, ' .
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Shivan Hunter on May 28, 2012, 02:30:20 pm
the 'investigate signal' objective

go go gadget WiH reference ;7
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on May 28, 2012, 02:42:49 pm
the 'investigate signal' objective

go go gadget WiH reference ;7

AoA, rather.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Shivan Hunter on May 28, 2012, 02:50:55 pm
Herp derp, I'm a dumbass :P
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: azile0 on June 02, 2012, 10:06:09 pm
Damn it. Looks like I need to re-install Freespace. Damn you, Droid.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on June 15, 2012, 11:57:31 pm
For those who don't look that far down on the boards list, we've made a hosting request (http://www.hard-light.net/forums/index.php?topic=81109.0)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: CKid on June 17, 2012, 02:38:29 am
Congratulation on getting your own board. Looking forward to see what you guys have in store. Got a quick question while I am here. Is there any way to take down the cruiser "Fortitude of Souls" in the mission Passed Judgement or is it suppose to escape?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MatthTheGeek on June 17, 2012, 03:16:49 am
Oh look, Ashen Wings got its own board. They misspelled it though, you might want to fix that.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Legate Damar on June 17, 2012, 05:17:05 am
Wondering if there will be an ask characters thread like WoD.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on June 17, 2012, 05:25:33 am
This.  :yes: That's one of the best ideas posted on this board. :)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: SpardaSon21 on June 17, 2012, 11:51:22 am
I tried that on IRC with Droid and Andrew.  They didn't bite.  For some reason they're worried about a repeat of WoD's Ask a Character thread.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on June 17, 2012, 11:55:58 am
Isn't this what we all want? :)
He was asking for it with his choice of wing(wo)men.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Legate Damar on June 17, 2012, 12:14:44 pm
I was just going to ask the High Prelate why he used such badly - designed ships.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on June 17, 2012, 12:35:52 pm
He might be difficult to reach right now, though maybe you can find the pieces if you look carefully enough... :)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: NGTM-1R on June 17, 2012, 07:00:39 pm
Isn't this what we all want?

Considering it dissolved into discussions of how to sleep with the characters by trickery or force, no, not really.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on June 17, 2012, 07:10:27 pm
Isn't this what we all want?

Considering it dissolved into discussions of how to sleep with the characters by trickery or force, no, not really.

Exactly why I don't want it.

REMEMBER GUYS, RAPE IS BAD
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: The E on June 18, 2012, 03:03:54 pm
Since it was utterly irrelephant, I have split, moved, and locked the episode of "Keeping up with the Cardassians, presented by Legate Damar" that was originally here. We now return you to your regular scheduled programming of non-Star Trek anime things.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on June 18, 2012, 04:01:32 pm
While I agree with a split, I don't think locking it was necessary. It was actually pretty funny (though I doubt it'd go on for much longer. There's only so many jokes you can make in this style).
Isn't this what we all want?

Considering it dissolved into discussions of how to sleep with the characters by trickery or force, no, not really.
Joking aside, while WoD thread at one point had this problem, it was only after 50 or so pages. Besides, I'd wager that considering how DE characters look, if somebody tried to derail the DE thread in a similar way, FBI (or a similar agency in his country) might suddenly become very interested in him...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on June 18, 2012, 04:21:32 pm
While I agree with a split, I don't think locking it was necessary. It was actually pretty funny (though I doubt it'd go on for much longer. There's only so many jokes you can make in this style).
Isn't this what we all want?

Considering it dissolved into discussions of how to sleep with the characters by trickery or force, no, not really.
Joking aside, while WoD thread at one point had this problem, it was only after 50 or so pages. Besides, I'd wager that considering how DE characters look, if somebody tried to derail the DE thread in a similar way, FBI (or a similar agency in his country) might suddenly become very interested in him...
I don't know if that is a good thing or a bad thing, and I would prefer to not have to consider that situation...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on June 18, 2012, 05:06:00 pm
What I'm trying to say is that anybody trying to hit on girls from DE will (rightfully) get called a pervert and a creep, and not as a joke this time. WoD characters look much more... mature, so to speak. Also, under the new order moderation standards, I doubt any derail in style of WoD thread would be able to go on very long without being splitlocked.

I think that because of that, most questions in your "ask a character" thread would be wacky and outlandish, but at least sane. Just like first 50 or so pages of WoD "ask a character" thread, which are full of genuine fun and have some really interesting questions.
It would also give you a place to adress any possible plotholes and expand on the universe, which is rather interesting.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: SpardaSon21 on June 18, 2012, 05:36:51 pm
As I've said on IRC with Andrew and Droid, most DE characters are pretty flat and boring, lacking the development of WoD's characters.  They're unwilling to generate as much arousal excitement interest as WoD's cast of emotional lookers.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on June 18, 2012, 05:49:32 pm
Well, they're indeed less developed (so to speak), but they do have potential.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on June 18, 2012, 06:11:07 pm
I'm just going to pipe in and say that DE was never intended to have any significant character-driven nature. IMO, the charas are there to give voice to the plot and gameplay, make the universe feel a bit more alive.

I'm not adamantly opposed to starting such a thread (if you so desire one), but I probably won't be writing all that many responses, responding all that often, or even answering all the questions. I'd rather do a developer Q/A where I will answer your questions, and it'd probably be more meaningful.

Tell me which you would like more...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on June 18, 2012, 06:23:35 pm
Dev Q/A sounds better to me. Doylian answer >>>>>>> Watsonian answer.

...Then I may be a bit biased. :p
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Legate Damar on June 18, 2012, 07:03:16 pm
You should consider yourself lucky that people are even requesting such a thread.

Even if my mod one day gets its own subforum (unlikely) I don't think anyone would be interested in asking any of my characters anything (partially because 90% of their responses would be some variation of "I'm going to kill you, puny humans.")
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on June 18, 2012, 07:06:49 pm
It's not that I have some stuck-up thing about denying people what they want or anything, it's that I don't believe I'll be able to live up to people's expectations...

I'll put something up once I get home from work.

EDIT: http://www.hard-light.net/forums/index.php?topic=81157.0
There you go.
Abuse it and it will go away (obviously)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: NGTM-1R on June 21, 2012, 03:06:17 pm
Haven't done one of these in a long time. My comprehensive review.

The Good:
The music is mostly good and sufficiently fast-paced for the sort of combat in the mod.

I'm actually pretty glad to see Ra's Lizard ships finally got used, since I wasn't sure anyone even remembered them anymore.

The catapult launch was a nice touch. (Which was never really used again! No, flying to Earth doesn't count!)

All these old assets nobody ever used, jesus. I half-expected to encounter my never-completed Akula model at any moment.

The Flyssa is hilarious, if not terribly useful. Actually I could say that about most of the missiles.

Silly Chapter 2 is a welcome change for a second playthrough, though not really any better than Serious Chapter 2.

The Bad:
I'm sure you've been sufficiently castigated over the various bait-and-switch bits, so I'll just wag my finger at you.

I got a “no debriefing” screen on Contact.

The lack of targetable markers, much less adding them to an escort list, for the side jobs/no side jobs in the Chapter 2 hub wasn't a wise decision. A player might not even notice them right away; I certainly didn't, and spent a few minutes wandering around.

Dissonance's messages at the start scroll too fast to read straight, and there's no way in hell anyone could speak them fast enough to actually say that.

The same problem occurs during most of Stronghold, doubled by the fact messages with explosions behind them are pretty much unreadable and a lot of dialogue pops up while you're probably making attack runs on the demonic-named cruiser.

Reversal appears to be entirely luck-based. It's far too possible to get caught in kinetic hell unable to move after downing an enemy and then get fried, even on the easiest difficulty. (It's the only time I dropped the difficulty from the Medium-equivalent on my first playthrough.)

Command briefing after the second cutscene has repeated problems with not scrolling as far as it needs to. I blame Random SCP Coder #57.

There is something very wrong with the Losna shield model, as it is bypassed by enemy fire often. This isn't the first time I've seen things like this happen, and I suspect a combination of high-velocity weapons and imperfect modeling, but I don't know for sure. Regardless, it's pretty bull**** to blow up without a shield breach and I've done just that several  times, and since nobody talks about it otherwise, I have to assume it's bug. This means there is no reason to ever fly the Losna.

Why does Talos Station care if their reactor melts down, so long as they're nowhere near it when it does? Seriously, just pull your **** and go, it'll be stable for the ten minutes or less that appears to have ultimately taken you.

Several times the screen blacked out and the Repair/Rearm got called for no reason; frequently I was over a thousand meters from the nearest capital craft at the time. This usually meant the mission was a bust as nothing could be done to get it out of this state.

Again with the too-rapid messages when I started the stealth mission.

The Ugly:
You really ought to collect the test answers an easier-to-access place than where they are, it took me quite some time to find Andrew's...actually I take it back, I didn't find that, I found your link to that post via search, eventually. That's how buried they are.

It would have been nice to have somebody ask why everyone look so young, or at least hang a lampshade on it. You didn't honestly think you'd sell us on them being late teens, did you?

The new ships (mostly fighters) you can spot in the two missions before Dissonance aren't added to the tech room after the missions they're visible in, which is a little disappointing considering the mod was good about that until then.

Text with explosions behind it, or indeed most of the effects here, isn't readable. All the pretty effects inhibit the ability to grasp the story or much of anything as to what's going on.

The autoaim feature is pretty much necessary to make the mod work, but much like my experience with it in Wing Commander 3, it's pretty much useless at high deflections or long ranges. It's kind of like having a primary battery of Hornets.

The main menu music is pretty much uniformly terrible and overly loud/fast-paced for when somebody's just trying to read the goddamn Tech Room. This goes some way towards counteracting all the effort you put into said Tech Room.

The anti-subsystem missiles seem to consume excessive bay space for their terminal effects.

The campaign in general appears to have been very poorly balanced for multiple levels of play, and on my second run through on the Very Easy equivalent I found all the missions pretty much exactly as challenging as they were on the Medium equivalent.

Ships in this mod have an extremely bad habit of continuing to fire upon targets which are already dead at 0HP and simply still in the process of blowing up, often in the case of capital ships firing on targets which have visibly broken up but aren't quite finished with their death animation. This looks dumb, and given the speeds of ships and weapons in the mod, can often make it unnecessarily more difficult when three seconds of fire for the PD on the ship you're defending gets completely wasted.

The last mission is laughably easy compared to the three or four that proceed it. Which is probably a good thing.

Summation
Dimensional Eclipse makes impressive use of a variety of mods from a variety of sources to tell its story. It has very good visual effects. It has unique gameplay and a variety of interesting, if not always effective, weapons. The missions are for the most part unique, with the last one (which is at least derivative of multiple sources) being the exception.

But the spit-and-polish stuff in the mod is really bad. From the poor timing of messages to the questionable balance a lot of the time to the low level of player agency in most missions. While the player's impact is arguably critical, the difference between victory and defeat is so minor as to make the missions luck-based most of the time; they may turn on the player's actions but certainly not on their skill. (It's interesting to compare the number of kills the player gets from mission to mission; it's often very, very low but enough to win, and this should be considered a bad sign in a mod so crowded with enemy wings.)

There is a story here. It's not very deep and honestly it's not very good. I was at first impressed by the attention to detail in the Tech Room and the like but that fell away rapidly as things happened and I wasn't given very much reason to care about it, as initially strong characterizations withered and died for lack of ever being reinforced or used. The further into the campaign you get, the less reason there is to care about any of the characters, the less any of them seem to be separate people, the less they even matter. Mars and Earth got glassed, somebody in your unit is FROM Mars, and we get exactly one blink-and-you'll-miss-it line on the subject. Command briefings previously used to convey characterization and interaction disappear, only for one to suddenly reappear before the final mission and even then come off remarkably flat.

I wanted to like this campaign, and at first I did, but Dimensional Eclipse ended up making promises regarding its providing a unique and colorful cast that it didn't keep. The novelty of everything else had worn off by the time it was clear those promises were not going to be kept in Chapter 3, the balance had gotten questionable sometime late in Chapter 2, and there was little or nothing left to hold my interest for the post-Earth sequence. Fortunately, it wasn't very long.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on June 21, 2012, 04:01:11 pm
Thanks for the review!
What you found seems to be entirely consistent with what I put my focus on, or rather, what I didn't. With the exception of balancing, where I've gotten a lot of different responses and can't seem to find a solid answer. The closest I got was that things are leaning on the "too hard" side of things. As for the non-skill based player interaction, I guess that is mostly true. However, I disagree with the luck-based statement, as with the correct strategy applied, there should be no luck involved in winning (though strategy selection will involve a good amount of that to start with, I presume). I don't think that having a low-but-just-enough-to-win kill count is bad design at all, if anything, I feel it is good. I means that instead of simply flying in and relying on "I AM A HUMAN, SUPERIOR PILOT TO THE FREESPACE AI", you need to think of your approach and order your wingmen to do things like draw fire for you, or whatnot. I will admit that I am not the best pilot, and much prefer to use a tactics-based approach to solving problems than simply shooting everything, which is partially the aim of the design of the modpack, which I understand will not sit well with everyone...

I will also admit I didn't try very hard at the story or the characters. I figured it wasn't worth finding someone else to go over and rewrite everything for me, but to rather just get it done. I don't know how much of this I can attribute to having to convey a ton of information (which people still have told me is insufficient, and you already said that text scrolls too fast to read) and do characterization/development, I just don't feel there's much of a possibility to expand on any of that, short of inserting walls-of-text low-action speaking missions or fiction viewer entries (which I didn't want to do as it would take away from the core concept of the campaign). As far as I'm concerned, there's not much to be done about this, given the design choices leading up to the current outcome.

As for some of the miscellaneous polish stuff I missed...I blame Andrew. For a) not testing it, and b) insisting that he did and telling me to release it already. :P Not much I can say about that, except that I'll see to it that they're remedied when the time comes for an updated version...

Quote
Ships in this mod have an extremely bad habit of continuing to fire upon targets which are already dead at 0HP and simply still in the process of blowing up, often in the case of capital ships firing on targets which have visibly broken up but aren't quite finished with their death animation. This looks dumb, and given the speeds of ships and weapons in the mod, can often make it unnecessarily more difficult when three seconds of fire for the PD on the ship you're defending gets completely wasted.

What, do you want me to ship-protect every single ship after it hits 0%? D:
Dammit, can I get a game_settings.tbl based fix for that?...sounds like the AI being stupid to me...

Quote
You really ought to collect the test answers an easier-to-access place than where they are, it took me quite some time to find Andrew's...actually I take it back, I didn't find that, I found your link to that post via search, eventually. That's how buried they are.
I had no place to put it before.
Now I do, so I could put them in a thread. Thanks for reminding me :D
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: NGTM-1R on June 21, 2012, 04:36:55 pm
However, I disagree with the luck-based statement, as with the correct strategy applied, there should be no luck involved in winning (though strategy selection will involve a good amount of that to start with, I presume). I don't think that having a low-but-just-enough-to-win kill count is bad design at all, if anything, I feel it is good. I means that instead of simply flying in and relying on "I AM A HUMAN, SUPERIOR PILOT TO THE FREESPACE AI", you need to think of your approach and order your wingmen to do things like draw fire for you, or whatnot. I will admit that I am not the best pilot, and much prefer to use a tactics-based approach to solving problems than simply shooting everything, which is partially the aim of the design of the modpack, which I understand will not sit well with everyone...

I actually came to the luck-based statement from watching things I was escorting blow up many, many times, and playing the mission over because of it. (I selected the "capital craft were too weak" option over in the other thread not because their defenses are poor, they aren't, but because they explode with surprising ease.) It had nothing to do with tactics and a lot to do with random orientation of my nose at the time a bomber wing arrived or whether I could manage to sprint over and slot into the line of fire of a bomb strike so I could pick off the bombs as they went past me.

A lot of the time whether a ship I was protecting from inbound bombers survived or was destroyed was pure chance based on my own position after the last wing or while defending myself, and whether or not my wing had just disposed of their current target so they'll go after incoming ordnance.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on June 21, 2012, 04:52:35 pm
Except that there are like, 4 missions maybe out of the entire 20+ mission campaign where you are actually defending a capital ship from bombers which have more than one wave...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: NGTM-1R on June 21, 2012, 05:01:42 pm
Except that there are like, 4 missions maybe out of the entire 20+ mission campaign where you are actually defending a capital ship from bombers which have more than one wave...

And how many times do you think I played them!? :p

Also that seems to underestimate the number of Oppressors in the campaign even if they're not with multiple waves.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on June 21, 2012, 05:23:02 pm
Oppressors? They are only in like, 3 missions (Nexus Station, Passed Judgement, The Defence).
I've tried to keep the campaign relatively enemy-bomber free...

I guess it may seem more to you if you had to replay those specific missions multiple times, though. (and there are quite a few of them in those 3)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Legate Damar on June 22, 2012, 02:16:38 am
I will also admit I didn't try very hard at the story or the characters. I figured it wasn't worth finding someone else to go over and rewrite everything for me

Next time you make something, call me. I can write.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on June 22, 2012, 11:49:05 am
Correction: I figured it wasn't worth finding someone else to go over and rewrite everything for me that I trust to meet my standards and time frame requirements.

I would not trust just anyone with this task, especially not someone who would blatantly just ask for it like this.

I'm not even convinced it is a problem...because I didn't even try with it. Figured time and effort would be better spent elsewhere. I just didn't bother aiming for "unique story" or "deep/developed/interesting characters". Note that I never actually advertised it as such, nor did I ever make any promises about it. It was never the centerpiece of the campaign. As I've said, DE was never intended to have any significant character-driven nature. IMO, the charas are there to give voice to move what little plot was necessary to provide a reason for gameplay forward. If you expected something like BP in terms of characters (or story), you came to the wrong place and I don't know where you got the impression that it was ever the aim of this project. The only reason I even have characters is for the novelty of it (at the beginning), and the fact that not having characters and leaving it as retail FreeSpace-esque style storytelling would not work. I guess in the end that left me with something that looks half-assed, but it should have been obvious that I never put a focus onto it.

Could it have been done better? Of course.
Would I have put some more effort into making it better if I were to go over this again? Possibly - another possibility would be that I remove as much of it as possible so that nobody gets any "wrong ideas".
Do I really think it is necessary, or worth acquiring extra help for? Not in the slightest.

Nothing is perfect, it's all about which corners to cut.

The beginning of the campaign had much better exposition and character portrayal/development, but also kind of SUCKED in terms of gameplay, where you basically didn't do anything. This was just so there was some introduction and context, which I felt was necessary.
Then you launch into gameplay-driven mission chains for the rest of the campaign, where character development is essentially forgotten, because it wasn't needed anymore.

If I wanted to have better character development and have more depth, I would have had to make more words during explosions (apparently bad), or more gaps in the action and gameplay purely for exposition. Apparently, I already have too many words during explosions, and I am entirely unwilling to insert anymore boring expository gaps, which leaves the only option as editing the existing lines (which must also provide the relevant information to complete a mission!) to provide more character development...which is basically impossible. Yes, everyone ends up sounding the same, because they're all tasked with telling you what you need to do (I've also recieved complaints that I don't tell people enough of what they need to do already).

You see the problem? Very limited amount of textspace available, tons of stuff to convey... Sure, it could be optimized better, but in the end it isn't going to get much better.

I hope this answers any further inquiries onto my design choices about character development/exposition. Perhaps my choice is different from what people expected, but the way it turned out is largely intentional (or at least constrained by intentional choices).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Legate Damar on June 22, 2012, 11:57:49 am
I was simply offering my assistance because I wanted to be helpful.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on June 22, 2012, 12:08:51 pm
I've edited my post with more of my reasoning, nothing against you - I just feel the whole venture isn't necessary, and doesn't really fit my concept.


Oh, also:

Quote
The campaign in general appears to have been very poorly balanced for multiple levels of play, and on my second run through on the Very Easy equivalent I found all the missions pretty much exactly as challenging as they were on the Medium equivalent.

I guess this is the byproduct of homogenizing the AI classes across difficulty levels to prevent side effects. Honestly, I hate all of the difficulty-based scaling stuff in the game 'cause it breaks so many things, so I kind of gutted as much of them as possible. They are not coming back, as more things would break again.

Of course, now that I know that it results in little differentiation between difficulty levels, I have other ideas as to how to introduced highly controllable difficulty level adjustments.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Legate Damar on June 22, 2012, 12:24:58 pm
Okay. Are you going to answer in the questions thread?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on June 22, 2012, 01:39:45 pm
Okay. Are you going to answer in the questions thread?

When I get home tonight, or tomorrow...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Spoon on June 24, 2012, 01:10:08 pm
I for one find posts like these from the creator very insightful and interesting.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MrTealTwo on June 28, 2012, 09:48:25 am
A quick review, in spoiler tags...

Spoiler:
Holy Shizels, such a great mod. The fast-paced high-speed combat really makes it feel all fresh, and the campaign is pretty hard, considering it managed to give me a decent challenge even on the Easy difficulty. Death comes in seconds if you don't pay attention. Most of the stuff looks cool and up-to-date and ridiculously flashy, even when compared to other new mods. Loved the style, humor, WoD references and so, tho it gets pretty absurd at times :D All in all, just awesome job, and props for Droid803 for making this happen. Dawn of Sol, for example, was an excellent campaign from Droid, but this almost manages to roflstomp over that ;) Also, I'm in a complete vacuum regarding the development, and dialogue surrounding this project, so no external crap affecting my opinions here.

A couple of issues, tho:

1. In the mission "Cornered Beasts", I managed to let some of the fighters get away. The Belphegor was still around, so I destroyed it. Never got a directive to return to the docking bay or anything. Jumped out. "Failure. Did not have authorization to leave." Played the mission again, making sure no fighters escaped, getting the proper directive, and thus negating this problem.

2. In the final mission, I had destroyed the reactors, the Amaterasu was blowing up, and I was going "yay!". And just as the explosions were about to cease, um, well, the Exarchy made clear that they had run out of patience, and like 10 or so beam weapons appeared somewhat out of nowhere, and blew up the ship I was supposed to land on. Somewhat anticlimactic, huh? :nod: This could be fixed by making sure the beam barrage does not happen if the Amaterasu's reactors are destroyed, or so.

That's all. Magnificent work, I had a ton of fun with this ^)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: TerraMimic on July 08, 2012, 01:58:11 pm
Just found this campaign a couple days ago.  So far, it seems to be pretty good.  A refreshing change from the normal style of gameplay, and the high speed really works on improving reaction times.  And that bait-and-switch at the start kinda ticked me off... and then I got over it, and it's kinda funny now.

But, I seem to have lost music once a mission starts.  If I exit FS and come back in, I'll get music in the lobby, and for the opening theme sequence, but then all the music cuts out.  I even tried replaying the mission with the theme song, but there's no audio for the vid sequence unless I exit first.  I know I've seen this posted earlier in the thread, but I haven't seen any solution for it.  It's possible that I may have missed it in the 20 pages I went through.

I even tried disabling the EFX in the sound options, but this looks like another problem with the realtek cards.  So, any ideas?

Thanks
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on July 08, 2012, 07:34:20 pm
Hmm...all sound is cutting out? I don't even recall it having been posted in the thread before, though I might just be being forgetful...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: TerraMimic on July 08, 2012, 11:40:54 pm
No, not all the sound.  Just the Music.  When I start the campaign, I can hear music during that first battle sequence.

Then I lose it after
Spoiler:
the self-preservation mode engages.

It comes back again for the debrief screen.  Goes away for the storyline sequences and briefings.  Had it for the first "real" flight to the ship.  Lose it for debrief.  Comes back for opening theme.  Silence for story and training briefing (sound effects only, no music).  Up to this point, I even have music if I go back to the lobby screen.

Then I have music for the training simulator right up until
Spoiler:
Gold 1 appears.
  After that, it's gone.  Even going back to the lobby screen does not bring it back.  Running the mission again gets me the opening them, but the video sequence does not have any sound.  And no music during the training mission.

All missions after that are the same, sound effects are there, but no music.  Even after exiting and coming back in.  All I get for exiting and relaunching is that there is music in the lobby until I enter the campaign.



Hmmm... odd.  I was doing some testing to confirm what was going on, and now I'm sometimes getting music during missions.  It seems to be sporadic and whenever an even occurs that would probably cause the music to change, it seems to cut out the music entirely.

I've even run other campaigns and mods on the same version of of FSO that I'm using for this one, and they don't seem to have any problem.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Legate Damar on July 09, 2012, 12:37:52 am
What build are you using? Maybe try updating your sound drivers?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on July 09, 2012, 12:43:23 am
It might be related to pecenipicek's Music Script (http://www.hard-light.net/forums/index.php?topic=78475) which I am using instead of play-sound-from-file because I occasionally use that for something else, since I think this is the only (released) mod that has used it so far. That would explain it not appearing in any other mods.

Though I do not believe that all those cases are from no music. During some Briefing and Command Briefing sequences, the BGM is purposely set to "Silence" (this is actually the case for most a lot of the text-heavy parts).

But if the MainHall music is gone then that is definitely a bug to look into. I recall having a music dissapearing bug back when I was playing BP:WiH, but SCP claims that had been fixed (and I never encountered it since) so I don't know...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: TerraMimic on July 09, 2012, 12:34:26 pm
I'm using build r8688 SSE2 from the link that was provided in the first post.

And I could have sworn I was using updated drivers, but after I checked, it seems that they are 5+ years old!  I'll install the new drivers when I get home and try it again.  Hopefully that fixes the problem.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on July 12, 2012, 05:59:07 pm
Sorry for the late reply, but has updating drivers solved the problem? Or should I contact a CodeWizard?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: z64555 on July 12, 2012, 07:50:47 pm
I'm getting occasional errors in DE, where first the skybox and models go black, and then the hud. I think it may be related to music/state changes, because it usually happens when it's time to go after the "big-bad boss."  If I restart the mission and take out enough AI controlled craft, then it doesn't happen...

Other than that, good stuff. :yes:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: TerraMimic on July 14, 2012, 02:05:46 am
Sorry about taking so long, RL got in the way, like always.  I put the new drivers in, and now the problem seems to be worse.  The music cuts during the training mission, and doesn't come back. 

I also lost it for the opening theme this time.  I had to exit and restart the mission to make it work.

Also, as a side note, I don't get the TTS voice reading in mission text.  But I don't think that's your mod as it seems to be spotty for other mods and campaigns as well.  Not sure if it is related, but considering it's also a sound issue...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on July 14, 2012, 11:43:50 am
I specify the "beep" noise for in-mission text, so tts is disabled. Intentional. Or rather, an unavoidable byproduct. I figured having a beep for the people that don't use TTS was more important.

...the other thing is worrying though... could I get a fs2_open.log file? (pastebin it or something)
Wait, I need to provide a debug build, one sec.

Try this latest nightly (9012)
Release (https://dl.dropbox.com/u/126554/FS2/BuildsDesu/fs2_open_3_6_13r_INF_SSE2%5B9012%5D.exe)
Debug (https://dl.dropbox.com/u/126554/FS2/BuildsDesu/fs2_open_3_6_13d_INF_SSE2%5B9012%5D.exe)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: TerraMimic on July 14, 2012, 05:02:07 pm
Ok, here's the log file.  And the errors that debug popped up while I was running it (well, some of them anyway, they started repeating for the same error and there were just to many, although I think it's all in the log file too).  Apparently debug doesn't like gun drones and missile drones.  It crashed on me while running the training mission before the music could cut out.  Something about ani frames being to long I think.

Just to clarify, to make sure I'm getting the details correctly.  When I say exit and restart, I mean that I have to completely quit FS2 and restart the program from the launcher.

Yeah, I figured as much about the comms audio.  From what little I've seen so far, this is one of those mods/campaigns that just begs for voice acting.  It would add so much to the immersion and feel of it.

[attachment deleted by ninja]

[attachment deleted by a ninja]
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on July 14, 2012, 07:30:26 pm
The drone thing shouldn't be the issue.
Argh, why did whoever made the UV/texture edit delete the subsystems off of the drones? GAH.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: TerraMimic on July 15, 2012, 04:45:50 pm
Here's a new log file.  I tried restarting the campaign and could not even complete the bait-and-switch mission before CTD.  The log is now showing a bunch of openAL errors.  I guess maybe this one should be more relevent to the problem?

http://pastebin.com/hT3sJ5Kh (http://pastebin.com/hT3sJ5Kh)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on July 15, 2012, 05:34:49 pm
Did you mess with your ETS prior to the Supenova (like putting energy into engines from guns or something)?
I think that's what is happening is a case where the change-ship-class to the nerfed version without shields, when the ets adjusts it's "overfilling" one of the energy things...

Which would be an engine bug...
I'm trying to get some people from SCP to come look at this but they're busy/not willing at the moment...
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: TerraMimic on July 15, 2012, 06:50:22 pm
Did you mess with your ETS prior to the Supenova (like putting energy into engines from guns or something)?

Heh, oops.   Yeah, I did that this time.  And a couple other times with the release versions, but I guess the debug version is the only one that has a problem with it.

Umm... actually, I messed with it after the Supernova, and noticed that it behaves a bit weird.  Putting power to engines DECREASES speed.  I had already set it back to normal before the CTD.  What I was doing when it crashed was messing around with the cannon.  I was firing off rounds to see how often the gun would fail to fire due to damage to the system.

-------------------------------------------------------------------------------------------------------

Reran the campaign from the start.  I kept my hands off the ETS controls this time.  Made it up till Gold 1 shows up in training before the music cut out.  Completed the mission and successfully exited the program.  Hopefully this log file will help a little more.

http://pastebin.com/rRqVp4Fz (http://pastebin.com/rRqVp4Fz)

Also, I got this from the debugger during the test questions.

Code: [Select]
FT CG TNK-24Rk (TCT-Fuel.pof) has a null moment of inertia!
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes

Is there any way to put the debugger into "silent" mode or something?  So it just logs the errors to the file, but doesn't halt processing?  With the number of errors on various models, it makes it very tedious to run it this way.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on July 15, 2012, 07:46:09 pm
Code: [Select]
[17:42] <Droid803> does anyone know what "SOUND: c:\games\freespace 2\fs2_open\code\sound\ds.cpp:1428 - OpenAL error = 'Invalid Value'" means?
[17:43] <IssMneur> Droid803: It means you OpenAL is being weird, unless you have sound problems don't worry about it
[17:43] <Droid803> they are having sound problems
[17:43] <Droid803> music stops playing.
[17:43] <IssMneur> if you are having sound problems install the latest OpenAL
[17:43] <IssMneur> 1.14 IIRC

Try updating your OAL?

Could you also try with a debug_filte.cfg file that contains
http://pastebin.com/bLahwhU0

if updating didn't work?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on July 15, 2012, 11:48:35 pm
I doubt this remains relevant for any current systems, but:

...2) Your OpenAL install is corrupt (Windows users check Windows\System32 for either ct_oal.dll or nvopenal.dll. These are the OpenAL 1.0 .dlls and they are causing the screwup. Delete them and run the OpenAL installer again). If that doesn't work try deleting OpenAL32.dll and wrap_oal.dll and then running the OpenAL installer again.  NOTE: Re-installing drivers for your sound card, or installing drivers for a different sound card might install OpenAL 1.0 over your current OpenAL.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: TerraMimic on July 16, 2012, 12:01:45 pm
I have openAL version 2.0.7.0 which appears to be from 2009.  Somehow I don't think this is the version I should be running.  Also, what should I have my sound settings be:

Options (currently using *)
   Generic Hardware
* Generic Hardware on Realtek HD Audio Output
   Generic Software on Realtek HD Audio Output

If anyone has a link for the version of openAL I should be using, I would appreciate it.  The version I am using came in the install for WCS.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MatthTheGeek on July 16, 2012, 12:22:21 pm
This (http://connect.creativelabs.com/openal/Downloads/oalinst.zip) is the currently recommended download link, directly from the FSO release thread (http://www.hard-light.net/forums/index.php?topic=80754.0).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Colonol Dekker on August 21, 2012, 05:24:10 pm
Took me a while to give this a go. (There appeared to be a rush download of everything from This to Shmup to The ashes one......etc etc)

I Like it :D


Maya.................... :nervous:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: seraphim1138 on September 07, 2012, 02:21:56 pm
Where excactly are all the ship models? I can't find them in any of the VPs.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MatthTheGeek on September 07, 2012, 03:15:53 pm
AW_Visual6.vp
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: seraphim1138 on September 07, 2012, 03:36:13 pm
Thanks very much!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: NGTM-1R on September 10, 2012, 11:40:31 am
Serious question: How much of the story for the Ashen Wings campaign did you bother to come up with?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: AndrewofDoom on September 10, 2012, 11:58:38 am
Serious question: How much of the story for the Ashen Wings campaign did you bother to come up with?

Zero. It all was just a front for the troll of "Oh god what am I playing now?! Why are there lolis EVERYWHERE!!!?!"
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Spoon on September 10, 2012, 05:45:47 pm
As far as I know, it was freespace quest. With the idea of 'create your own story'. Droid would create one mission, post it on hlp and then by majority vote it would be decided what the next course of action would be. This first mission was actually exactly that, the start of freespace quest. Then somewhere along the lines Droid decided "**** that, let's create something completely different!". Ashen wings being the working title.

Correct me if I'm wrong.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on September 10, 2012, 06:28:06 pm
As far as I know, it was freespace quest. With the idea of 'create your own story'. Droid would create one mission, post it on hlp and then by majority vote it would be decided what the next course of action would be. This first mission was actually exactly that, the start of freespace quest. Then somewhere along the lines Droid decided "**** that, let's create something completely different!". Ashen wings being the working title.

Correct me if I'm wrong.

That is essentially correct, except Ashen Wings wasn't ever the working title, the name itself was something I randomly came up with close to release.

The screenshots for Ashen Wings, however, do come from existing missions, mostly a selection of One-Shots that I made when I was very bored, with a heavily modified version ShadowGorrath's SOC campaign base that he sent to me ages ago (Notably, the addition of some ED ships for screwing around). The missions aren't good at all, not tested, and they don't even run properly on more recent builds, and actually has nothing to do with the first mission of DE even except that I'm a lazy bastard and I resused the Hecate's name and figured it would be a good troll screenshot or something, I don't know. I had a huge collection of random one-shot or mini-campaigns which I never bothered finishing and figured it would be a good place to give them their two seconds in the spotlight before deleting them off the face of the earth.

As for the actual "story" hedged out for freespace quest? It didn't go past more than one or two potential choices.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Nyctaeus on September 11, 2012, 08:22:53 am
As far as I know, it was freespace quest. With the idea of 'create your own story'. Droid would create one mission, post it on hlp and then by majority vote it would be decided what the next course of action would be. This first mission was actually exactly that, the start of freespace quest. Then somewhere along the lines Droid decided "**** that, let's create something completely different!". Ashen wings being the working title.

Correct me if I'm wrong.

That is essentially correct, except Ashen Wings wasn't ever the working title, the name itself was something I randomly came up with close to release.

The screenshots for Ashen Wings, however, do come from existing missions, mostly a selection of One-Shots that I made when I was very bored, with a heavily modified version ShadowGorrath's SOC campaign base that he sent to me ages ago (Notably, the addition of some ED ships for screwing around). The missions aren't good at all, not tested, and they don't even run properly on more recent builds, and actually has nothing to do with the first mission of DE even except that I'm a lazy bastard and I resused the Hecate's name and figured it would be a good troll screenshot or something, I don't know. I had a huge collection of random one-shot or mini-campaigns which I never bothered finishing and figured it would be a good place to give them their two seconds in the spotlight before deleting them off the face of the earth.

As for the actual "story" hedged out for freespace quest? It didn't go past more than one or two potential choices.
Stealing stuff? Huh... o_O
Anyway, have you deleted everything? You could release it even as a incomplete modeldump like Project Outreach. More random stuff is always welcome.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: swamper123 on September 20, 2012, 09:43:45 pm
Having some problems with the game in the last released R.C. Posting log

[attachment removed and sold on the black market]
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: niffiwan on September 20, 2012, 10:02:10 pm
DE isn't supported on 3.6.14, you need a recent trunk build.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on September 20, 2012, 11:39:12 pm
Having some problems with the game in the last released R.C. Posting log

Important: This mod WILL NOT run on 3.6.12 nor on 3.6.14 RCs! You should try to play this mod on a recent nightly, which are not produced during RC period, so you need to compile one yourself, or use the one I've linked!

It's even in the OP!
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: HeliosRX on September 21, 2012, 07:15:14 am
Well, hi forums.

I currently use a Mac OSX computer, so I'm unable to use the 8688 or 8670 builds posted on the OP. Could somebody please help by compiling an OSX version?

I want this awesome mod!  ;)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: SpardaSon21 on September 21, 2012, 01:50:54 pm
There's an easy and affordable solution to that: when it comes time to upgrade your PC, buy Windows.  It will be much, much cheaper than buying a system from Apple at massively inflated hardware prices.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on September 21, 2012, 01:53:24 pm
Yeah, but it doesn't help him now.  >.>  He needs help now, and, if he prefers Mac OS, well...

Anyone who knows how to compile on a Mac can has help him out here?

Wait... actually, Helios, Macs can usually dual-boot with Boot Camp.  Do you have a Windows 7 license from somewhere?  EDIT: Like another laptop or desktop you own that has Windows or something?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: General Battuta on September 21, 2012, 01:54:21 pm
There's an easy and affordable solution to that: when it comes time to upgrade your PC, buy Windows.  It will be much, much cheaper than buying a system from Apple at massively inflated hardware prices.

Places I've been there's a special subforum where all the OS and hardware and phone OS and Steam vs. GoG and console warrior arguments are consigned to devour each other so they don't derail things like mod release threads.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on September 21, 2012, 05:07:02 pm
Well, hi forums.

I currently use a Mac OSX computer, so I'm unable to use the 8688 or 8670 builds posted on the OP. Could somebody please help by compiling an OSX version?

I want this awesome mod!  ;)

I'm not entirely familiar with how to compile non-windows builds, unfortunately, so I can't really help.
Best I could do is go to #scp on irc.esper.net and beg for someone to compile one for me. You could probably do the same and it'd save a step of waiting for me to get to it. :P

Unfortunately there is not much I can do - a critical armor.tbl upgrade that is required for the mod didn't make it into the 3.6.14 RCs. So, it's either that, or just to wait for this thrice-damned RC cycle to finally finish (it's been going on for way too long now) so I can just point to a nightly build. >.>
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: z64555 on September 21, 2012, 05:36:30 pm
Well, hi forums.

I currently use a Mac OSX computer, so I'm unable to use the 8688 or 8670 builds posted on the OP. Could somebody please help by compiling an OSX version?

I want this awesome mod!  ;)

I'm not entirely familiar with how to compile non-windows builds, unfortunately, so I can't really help.
Best I could do is go to #scp on irc.esper.net and beg for someone to compile one for me. You could probably do the same and it'd save a step of waiting for me to get to it. :P

Unfortunately there is not much I can do - a critical armor.tbl upgrade that is required for the mod didn't make it into the 3.6.14 RCs. So, it's either that, or just to wait for this thrice-damned RC cycle to finally finish (it's been going on for way too long now) so I can just point to a nightly build. >.>

Non-windows builds are easily done by compiling source code on the appropriate OS... I think some IDE's such as code::blocks allows you to compile a build for different OS's, but I'm not sure.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on September 22, 2012, 12:53:10 am
Well, hi forums.

I currently use a Mac OSX computer, so I'm unable to use the 8688 or 8670 builds posted on the OP. Could somebody please help by compiling an OSX version?

I want this awesome mod!  ;)

I'm not entirely familiar with how to compile non-windows builds, unfortunately, so I can't really help.
Best I could do is go to #scp on irc.esper.net and beg for someone to compile one for me. You could probably do the same and it'd save a step of waiting for me to get to it. :P

Unfortunately there is not much I can do - a critical armor.tbl upgrade that is required for the mod didn't make it into the 3.6.14 RCs. So, it's either that, or just to wait for this thrice-damned RC cycle to finally finish (it's been going on for way too long now) so I can just point to a nightly build. >.>

Non-windows builds are easily done by compiling source code on the appropriate OS... I think some IDE's such as code::blocks allows you to compile a build for different OS's, but I'm not sure.

Oh well, then uh, I can't compile non-windows builds (unless visual c++ 2010 express can do that but I doubt it since its by Microsoft - why would they? :P).
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: HeliosRX on September 22, 2012, 05:53:16 am
I do in fact have a Windows computer, but FS2 is on my mac because I can't use my windows for gaming. That is, I don't have permission because it's not really mine. Also, that suggestion about upgrading to my own windows computer... grapp that maulk. That's never a valid suggestion, especially not for a game. Unlike SOME people I like Mac OSX.

I have no idea how to compile a build, and I have no idea what source code to use as the nightly builds forum ends at 8090 or something. I can't bootcamp because I don't have the memory space for it and then I would have to install FS2 again... double the memory usage. On the other hand, I DO have a copy of Crossover Games; can I take the windows build and port to mac with that, or is that just not possible?

Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: niffiwan on September 22, 2012, 08:11:03 am
I think using crossover to run the windows build has a decent chance of working.  I've used wine to run WCS:DD on Linux.

Another idea would be to grab the Diaspora OSX build, it *may* work with DE as it's a recent (mostly) trunk build. 
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: z64555 on September 22, 2012, 09:50:26 am
Well, hi forums.

I currently use a Mac OSX computer, so I'm unable to use the 8688 or 8670 builds posted on the OP. Could somebody please help by compiling an OSX version?

I want this awesome mod!  ;)

I'm not entirely familiar with how to compile non-windows builds, unfortunately, so I can't really help.
Best I could do is go to #scp on irc.esper.net and beg for someone to compile one for me. You could probably do the same and it'd save a step of waiting for me to get to it. :P

Unfortunately there is not much I can do - a critical armor.tbl upgrade that is required for the mod didn't make it into the 3.6.14 RCs. So, it's either that, or just to wait for this thrice-damned RC cycle to finally finish (it's been going on for way too long now) so I can just point to a nightly build. >.>

Non-windows builds are easily done by compiling source code on the appropriate OS... I think some IDE's such as code::blocks allows you to compile a build for different OS's, but I'm not sure.

Oh well, then uh, I can't compile non-windows builds (unless visual c++ 2010 express can do that but I doubt it since its by Microsoft - why would they? :P).

There's numerous freeware IDE's out there that use the GNU C/C++ compiler, code::blocks is only one of them. Additionally, you can "go pro" and use the compilers directly, but I seriously wouldn't recommend that to anybody who's never used the command prompt/DOS console ever before.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: jr2 on September 22, 2012, 08:39:16 pm
I can't bootcamp because I don't have the memory space for it and then I would have to install FS2 again... double the memory usage.

Le what??

You mean hard disk space, right?  Boot Camp is dual-booting, your system memory (RAM) is either used 100% for Mac OSX, or, if you choose to boot into Windows for that session, 100% for Windows. 

OK, basic memory lesson time:

Memory can be described as a desk with filing cabinet drawers in it.  There are two types of memory.  One is RAM, Random Access Memory.  This would be like the top of the desk.  The more memory you have, the bigger the size of the table, the more pieces of paper (programs, documents, OS running all this) you can have on the desk at once.  Got that?

Now, there's a problem: 1) desk top memory (RAM) is expensive.  Also, it has the nasty habit of not holding information without power (you could say, your teacher makes you clear your desk before leaving, and if you don't, she throws everything on your desk in the shredder)

So: There's a second type of memory: your hard disk drive.  This could be compared to the drawers in your desk.  You can put many more pieces of paper (programs, documents, OS) in the drawers.  They also have the benefit of not erasing when there is no power.  It's also cheaper than RAM.  However, the downfall is, it's too slow to read from and write to paper that is stored in the drawers (can you imagine trying that?) so, you take the paper out and put it on the desk top to modify.

If you run out of room on the desk top, you can even use a swap space / pagefile, which would be like an empty drawer that is reserved for if you run out of room on the desk top, then you can start putting pages that you're not working on at the moment into that drawer temporarily, where they can be accessed more quickly than if you filed them away in their proper place.

With Boot Camp, if you choose to load Windows, Windows gets control of the desk top and Windows' section of the drawers (your hard disk).  If you choose to load Mac OSX, Mac OSX gets control of the desk top and it's section of the hard disk.

What you are thinking of (shared memory access by two OSes) would be if you were running the software Parallels, which lets you have both Mac OSX and Windows running at the same time.  Boot Camp does not do that, and is simply a method whereby you may dual boot either Windows OR Mac OSX at start.

Additionally, you can "go pro" and use the compilers directly, but I seriously wouldn't recommend that to anybody who's never used the command prompt/DOS console ever before.

It's called Terminal on *nix-based OSes, you heathen!  :mad:  Ah well, I guess if you wish for a cross-platform name, you may use the term "CLI / Command Line Interface".  :P  :lol:
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: z64555 on September 22, 2012, 11:33:49 pm

Additionally, you can "go pro" and use the compilers directly, but I seriously wouldn't recommend that to anybody who's never used the command prompt/DOS console ever before.

It's called Terminal on *nix-based OSes, you heathen!  :mad:  Ah well, I guess if you wish for a cross-platform name, you may use the term "CLI / Command Line Interface".  :P  :lol:

Yes that's exactly what I meant (I don't have a *nix-based system yet)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: HeliosRX on September 23, 2012, 08:21:31 am
Ah, thanks for the info on bootcamping. Unfortunately I do not have a copy of Windows 7, and yeah, my hard disk storage is something like 5 GB right now.

The idea of using the Diaspora Mac build is a good one, but unfortunately it gives me 14 errors when opening, and won't load S_hornet.pof when starting the first mission.

I've attached a debug log; is this the problem of mod download or the build?

[attachment removed and sold on the black market]
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: z64555 on September 23, 2012, 10:14:51 am
It's failing an assertion for Exarchy shield ship hits, and there's a lot of things it's listing as "deprecated"... so I'm guessing it might be a media_vps issue or file corruption somewhere.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MatthTheGeek on September 23, 2012, 10:21:47 am
Well DUH. His log shows he doesn't have the MVPs installed at all. What the derp.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: z64555 on September 23, 2012, 10:34:49 am
Well DUH. His log shows he doesn't have the MVPs installed at all. What the derp.

Ah yes, that could be the problem. Silly me  :p
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on September 23, 2012, 02:03:16 pm
The DEPRECATED stuff is submodel animations and someone stealthily deciding to change how they were named (why in the name of god was that necessary I have no idea) without telling anyone except the debugger.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: HeliosRX on September 23, 2012, 09:01:38 pm
Uh, my wxlauncher settings say that I have MediaVPs 3.6.12 installed. Should I be using something else? Or is a file corruption issue with the Dimensional Eclipse mod files?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on September 24, 2012, 01:10:07 am
Check the path you installed it in. DE's mod.ini looks for it in mediavps_3612

Either edit the mod.ini or rename the folder your mediavps is in to that (recommended, so you don't have to edit others)
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: HeliosRX on September 24, 2012, 02:10:09 am
Huh.

The pathing of my folder is correct, and my mod extension looks like this: -mod DE,mediavps_3612
The mod.ini looks for it there, amirite?

What's going wrong?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: MatthTheGeek on September 24, 2012, 03:37:05 am
Make sure you don't have a typo in your mvps folder name.

Could you post a screenshot of your Freespace folder ?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: HeliosRX on September 24, 2012, 08:23:49 am
Okay
Shouldn't need to see much more.

[attachment removed and sold on the black market]
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Rodo on September 24, 2012, 01:50:22 pm
Why do you have the Diaspora exe's on the same folder as FS stuff?

Just to be sure, you should not install Diaspora on the same folder as FS, they go separated.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Dragon on September 24, 2012, 02:14:45 pm
Also, what's Zatharas and TBP doing in here?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on September 24, 2012, 05:05:17 pm
Why do you have the Diaspora exe's on the same folder as FS stuff?

Just to be sure, you should not install Diaspora on the same folder as FS, they go separated.

he's using the Diaspora exes as a substitute for the trunk builds required for DE, because HURP DURP SLOW RC CYCLE IS SLOW = no nightlies, and I can only compile for Windows.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Rodo on September 24, 2012, 06:00:03 pm
Oh, right.
Sorry, then I'm not sure what might be the problem.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: HeliosRX on September 24, 2012, 07:33:05 pm
*shrugs*
Why not?
Diaspora is there because I was using the build as a test; don't have the latest nightly. Zathras and TBP are there because it's a mod I like to play.

Edit: Ninja'd by horrible connection
So does anyone have a version of the latest nightly?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: SpardaSon21 on September 24, 2012, 07:58:52 pm
The latest nightly is ****-old since they stopped making them when they started the RC cycle for 3.6.14.  The only way right now to get the latest code is to download and compile it yourself.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Rodo on September 24, 2012, 08:39:16 pm
Edit: Ninja'd by horrible connection
So does anyone have a version of the latest nightly?

There's no need to, AFAIK Diaspora builds are not branched, so it means they have the same capabilities as a regular FSO nightly build, or at least most of them.

What I was going to with that is to make sure you're not placing the contents of Diaspora or any other TC's (like TBP or WCS) inside the FS2 folder, that might break things.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: HeliosRX on September 24, 2012, 09:44:53 pm
Yeah, I've got mods installed in separate folders inside the FS2Open folder, but I use wxlauncher which seems to call up only the ones that matter. What should I do?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: SpardaSon21 on September 24, 2012, 10:53:13 pm
TBP is its own game though, and should be in a completely separate folder with Zathras operating as a mod of TBP.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: HeliosRX on September 24, 2012, 11:43:43 pm
Eh, TBP still works

HOW DO I RUN DIMENSIONAL ECLIPSE?
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Droid803 on September 29, 2012, 02:17:35 pm
I guess it's just not possible at the moment?
I have no idea how different the mod.ini is for a mac because I've never used one but from the log it looks like ts searching the wrong directory for mediavps? (wtf?). I've also never used wxLauncher before and I don't know how its different from the regular launcher in terms of multimod (it shouldn't be right? unless whoever wrote it was a derp)

There's just too much about this problem I have no idea what the **** is going wrong even, and I can't even test on my own end, which really discourages me from trying anything to fix it - actually, I can't even physically try to fix this problem.

My only advice is to hop on to #freespace or #hard-light and to try to get some people who have experience with running FSO on mac to help you.
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: Meatball on November 01, 2012, 08:55:35 am
Is this a conversion of an actual Anime/Manga??????
Title: Re: RELEASE: 次元のエクリプス - Dimensional Eclipse
Post by: The E on November 01, 2012, 09:05:27 am
No.
Title: Re: RELEASE: ???????? - Dimensional Eclipse
Post by: EvidenceOfFault on November 09, 2012, 09:50:07 am
Hi, I've just tried out Dimensional Eclipse, seems really interesting. Unfortunately, I keep getting segfaults when playing it. I could complete C1:04 Contact by getting lucky and not crashing, but C1:05 Nexus Station is consistently crashing.

I am playing on Linux, with a self-compiled build from the most recent trunk. (rev9326?)
To find the error, I compiled with debug flag. On the debug build, the C1:05 crashes immediately after the cutscene-like introduction.
I've attached my fs2_open.log, because it's apparently too large for the forums.

[attachment deleted by a basterd]
Title: Re: RELEASE: ???????? - Dimensional Eclipse
Post by: Droid803 on November 09, 2012, 11:47:13 am
I haven't had this tested cross platform but in theory it should still work... I'll take a look at the log file when I get home, not fancying trying to bughunt on my phone. :P
Title: Re: RELEASE: ???????? - Dimensional Eclipse
Post by: Droid803 on November 09, 2012, 05:06:55 pm
Ah okay, I've pinpointed the issue.

This is due to me having included .EFF headanis, which the game now reads. I had a few missing frames because I couldn't test them...so that resulted in this error.

I'll have a patch out ASAP.

PATCH: http://www.mediafire.com/?yoqnu9o18xgpvri
Just dump the folder inside Ashen Wings/data (or whaveter you named the mod folder/data).
Title: RE:RELEASE: ???????? - Dimensional Eclipseclipse
Post by: AndrewofDoom on November 09, 2012, 06:57:02 pm
Yeah, Destiny noticed that now once he started doing random tests a week or so ago.
Title: Re: RELEASE: Dimensional Eclipse
Post by: EvidenceOfFault on November 10, 2012, 11:26:01 am
Sorry, the patch didn't work for me. I've tried putting the folder in the Patch ("HUD") into the modfolder, into modfolder/data and put it into modfolder after naming it "data". No dice. The fs2-log is attached. As I understand, the unpacked files should take precedence over vp-files, so I don't really understand why it doesn't work.

[attachment deleted by a basterd]
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on November 10, 2012, 12:19:38 pm
Just to be clear, the directory the files are in is AshenWings/data/HUD right?
Then indeed it is perplexing.
Title: Re: RELEASE: Dimensional Eclipse
Post by: EvidenceOfFault on November 10, 2012, 12:54:41 pm
Yes, the files (all 1288 of them) are in /AshenWings/data/HUD.
Could this have something to do with Linux being case-sensitive?
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on November 10, 2012, 02:39:17 pm
Argh, I'm drawing a blank then. You could try renaming the folder to hud but I doubt that will change anything...

The webcursor.ani thing is strange though...I don't think the headani error spat that one out.
Title: Re: RELEASE: Dimensional Eclipse
Post by: jr2 on November 10, 2012, 03:56:56 pm
Yeah if the game is looking for /hud and you have /HUD, not gonna work...
Title: Re: RELEASE: Dimensional Eclipse
Post by: EvidenceOfFault on November 10, 2012, 04:53:38 pm
Alright, renaming the folder to AshenWings/data/hud (no caps) didn't resolve the crash, but the fs2-log shows it finds the 1288 files now. I'm not going to try to iterate through all permutations of capitalisation for the individual files, if that is even the problem now. Can you tell me what the capitalisation should be? I'd like to help make this playable on Linux, so I'll keep testing if you can think of a way to resolve the crash.
Oh, new fs2_open.log, right

[attachment deleted by a basterd]
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on November 10, 2012, 07:26:08 pm
Alright, I'll try to get a list of correct folder capitalizations. Everything else is all lower-case though, and I think that that's what they "should" be.
The whole case-sensitive thing sounds like a nightmare, mainly because I can't even test it and I don't know the correct capitalizations.

Where exactly is it crashing? At this point I'm starting to doubt I have actually pinpointed the issue correctly. :nervous:
Title: Re: RELEASE: Dimensional Eclipse
Post by: niffiwan on November 10, 2012, 08:28:44 pm
IIRC on Linux the capitalizations you need are:

1) all folders/directories lower case
2) all extensions lower case (e.g. .tbm, not .TBM)

(although to be honest, it'd be simpler if everything was lowercase)

Yes, it's a pain and I'd like to fix it so that FSO no longer care about the case...
Title: Re: RELEASE: Dimensional Eclipse
Post by: EvidenceOfFault on November 11, 2012, 04:23:26 am
Well, I'll be damned. I tried the mission with the non-debug build, and it worked. The debug build crashes just before I get control over my fighter in C1:05.

Well, I'll see if I can play through the whole campaign now, might take me a bit though. Thanks for the help, I'll be back with feedback!
Title: Re: RELEASE: Dimensional Eclipse
Post by: cio on December 09, 2012, 02:57:18 pm
I have some problems with mission C1:04.
After about 15 seconds fs2_open just terminates. Tried it with a custom build from svn on linux and a 9292 nightly binary on windows. Same problem again. :(
I couldn't get the 9295 nightly to run on linux, since the elf is 32 bit and have an 64 bit system and thus missing libraries.

Does this ring a bell?

I don't have the debug log on this machine, it said something like:
array index out of bounds and right after that bitmap size error of some bitmap resource.
As a programmer I know this is not very helpful..

I have all the AshenWings vps and the patch.
I really want to play this  :(  :banghead:
Please  help me!
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on December 09, 2012, 03:19:34 pm
Presumably it's another capitalization "error" which is not an issue on windows where I (and all my testers) tested this on, or whatever error EvidenceofFault was having.

a debug log file please?
Title: Re: RELEASE: Dimensional Eclipse
Post by: Dark Hunter on December 10, 2012, 05:40:29 pm
Hello, just playing through this and loving it, though I'm also having to relearn how to dogfight...

Anyway, strange bug on Chapter 2, Mission 6: Cornered Beasts. Partway into the mission, when I kill Psi 1 (like clockwork, I'm certain this is the trigger), epic slowdown ensues, and I'm getting about 3-4 fps. About thirty seconds later everything returns to normal speed and the mission continues without problems. So, not a gamebreaker, but still very annoying.

I would post a debug log for this, but when I ran it in debugger mode, it began complaining about missing background textures and crashes. So, that debug log is posted instead.

Using Nightly Build INF-SSE-3.6.15_r9292.

[attachment deleted by a basterd]
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on December 10, 2012, 06:04:11 pm
The reason for that is a PCS2 bug that messed with its debris radii or something, which has been fixed on my end...I really need to get that 1.1 patch out but dammit featurecreep. Well, at least I'm feature creeping after release.
Title: Re: RELEASE: Dimensional Eclipse
Post by: Dark Hunter on December 11, 2012, 12:49:14 am
Ok, I like this mod a lot, so please don't take this the wrong way, but...

Is there any build of FS_Open that this mod actually works on? I keep getting black-out screens (though the game apparently continues), music cuts in and out, or random crashes. It is getting a little frustrating.

(Current build is INF-SSE-3.6.15_r9292, for reference.)
Title: Re: RELEASE: Dimensional Eclipse
Post by: MatthTheGeek on December 11, 2012, 01:08:25 am
I notice a distinct lag of debug log in your bug report.
Title: Re: RELEASE: Dimensional Eclipse
Post by: Dark Hunter on December 11, 2012, 01:51:16 am
Sorry about that. I forgot it.


[attachment deleted by a basterd]
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on December 11, 2012, 02:13:13 am
Wait what, it doesn't seem that you're loading the mod at all? Is that the right log file? :P
Title: Re: RELEASE: Dimensional Eclipse
Post by: Dark Hunter on December 11, 2012, 02:33:23 am
*looks at timestamp*

Dammit, that's an ancient log. My bad.

Well, now I've looked all over the place and the debugger does not seem to be generating a log file. Either that or it's putting it someplace outside the FS directory that I don't know about.

Argh, in that case, I've attached the error data it spewed when it crashed. I know it's not as useful as a full debug log, but it's all I've got.

[attachment deleted by a basterd]
Title: Re: RELEASE: Dimensional Eclipse
Post by: The E on December 11, 2012, 02:45:25 am
The log should be in the data directory of your Freespace folder (It's called fs2_open.log, btw). Without it, no help is possible.

If you can't see it, refer to this:
Quote
*NOTE FOR PEOPLE USING WINDOWS VISTA OR 7:
If you installed FS2 to C:\Program Files\ (or C:\Program Files (x86)\ on 64-bit versions of Windows), the log file will not be in FS2\data\, but rather in a "virtualized" folder. This can be found by either going to the data folder, and clicking on the "Compatibility Files" button in the Explorer window, or by manually navigating to C:\Users\<Your Username>\AppData\Local\VirtualStore\Program Files (x86)\<Rest of the path to your FS2 directory>\data
Title: Re: RELEASE: Dimensional Eclipse
Post by: Dark Hunter on December 11, 2012, 02:49:35 am
Yes, I actually just went to the tech support forum and found that note. I'm an idiot.  :p

Log attached.

[attachment deleted by a basterd]
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on December 11, 2012, 12:09:51 pm
GAH what. The afterburner sound is causing an assert!?
WTF.
Title: Re: RELEASE: Dimensional Eclipse
Post by: Dark Hunter on December 11, 2012, 01:47:51 pm
I know, right?
Title: Re: RELEASE: Dimensional Eclipse
Post by: AndrewofDoom on December 11, 2012, 02:02:47 pm
Oh, oh! I got a solution!

Don't use your afterburner! :P
Title: Re: RELEASE: Dimensional Eclipse
Post by: yuezhi on December 11, 2012, 02:10:07 pm
do a barrel roll!
Title: Re: RELEASE: Dimensional Eclipse
Post by: Dark Hunter on December 12, 2012, 01:54:54 am
Well, I managed to get a bit farther in that mission (I did a test afterburn early on and the game didn't crash... yay randomness). And instead I got this assertion failure a bit after the Fuyukaze arrived.

The irritating thing is that whenever I play the mission (The Defense) on a non-debug build, it runs smoothly until the Emperor-class shows up, at which point it just crashes. Instantly. I'd really like to get a debug log of that error, but the debug build won't get that far without crashing due to other stuff!  :ick:

Anyway, debug log of the error I did get attached.

EDIT: Playing with an older Nightly build (r8670) seems to have fixed the problem. Nightly Build r9292 appears to be broken for this campaign on mission "The Defense".

[attachment deleted by a basterd]
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on December 25, 2012, 10:07:53 pm
That looks like its crashing on something with laser_protect_ship flag being set I'm not sure what I can do about that, unless it can be reproduced on retail then it's an engine bug...if not I don't have a clue.
Title: Re: RELEASE: Dimensional Eclipse
Post by: cio on December 27, 2012, 04:36:49 am
It seems I found a solution to my problem (crash in c04).
The crash does not occur with the 8670 (?) windows build (sse2-version).

I attach the debug logs for crashing win (9292) and linux (compiled from svn).
Files are on a shared ntfs partition in both cases.


[attachment deleted by a basterd]
Title: Re: RELEASE: Dimensional Eclipse
Post by: Phantom Hoover on January 05, 2013, 09:51:37 am
Reading this thread, I see that I'm having the same bug as cio. Is there a fix to this beyond simply demanding that I use Windows?
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on January 05, 2013, 08:45:44 pm
Hm, maybe try an older linux build ~8670?
If one exists.
Title: Re: RELEASE: Dimensional Eclipse
Post by: Shadowcry on January 07, 2013, 12:39:21 am
Hello,

currently my game is crashing on the first real mission. I think its called encounter. The game CTDs once I wait a bit, when one of the characters asks how long the scans will take

On using the debugger this code appears before the mission loads.
Code: [Select]
For ship 'HA DD Hurricane', detail level
mismatch. Table has 4,
POF has 3.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
fs2_open_3_6_15d_INF-20130106_r9485.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes
Title: Re: RELEASE: Dimensional Eclipse
Post by: Dark Hunter on January 07, 2013, 12:50:08 am
If this is the bug I think it is, it can be solved by applying this patch: http://www.mediafire.com/?yoqnu9o18xgpvri (http://www.mediafire.com/?yoqnu9o18xgpvri)
Title: Re: RELEASE: Dimensional Eclipse
Post by: Shadowcry on January 14, 2013, 12:38:15 am
Thanks so much.

I love this mod. The introduction was rather funny, and the setting is pretty cool. It's a rather difficult game however, and I am slowly making progress in the missions. But, overall it is great!
Title: Re: RELEASE: Dimensional Eclipse
Post by: Infamus on August 14, 2013, 10:06:49 pm
On certain missions the game will often have a graphics-related crash, and will slow to a bloody crawl, making certain missions completely unbeatable. No setting changes fix this.
On the "alternative" arc, it's the (first?) cap-ship vs. fight, and on the second chapter of the main arc it's the one where you're defending a base and a Tethys that's evacuating it.

I am using 3.6.18 final, running Win8 x64, and using a HIS HD5670, but I doubt it has anything to do with my graphics card because this crash carries through that entire instance of FSO. Meaning if I quit and open up any other mission in the same instance, it's still a bloody crawl.

This is both before and after the patch.

I'll try 3.7RC2 and come back with an update.
----
Okay, I tried 3.7 and it also crashes. It runs a lot smoother, but I still get that crash.

Somehow I think it may not have to do with DE, seeings that it carries over to other missions, but stops if my ship gets canned.
Title: Re: RELEASE: Dimensional Eclipse
Post by: Lykurgos88 on January 13, 2014, 01:41:39 pm
Is it just me or is the Patch 1 (AW_Patch1.vp), that is mentioned in the opening post, kind of obsolete now? It contains the following files:

Code: [Select]
anihull03.dds
anihull03-normal.dds
anihull03-shine.dds
wep_longinus.pcx

The DE11-Visual1.vp seems to contain these files already, with modifying dates that are newer than those in AW_Patch1.vp.

BTW the DE main campaign has been one of my favorites of all time, even though I had to skip a couple of missions. I really liked the fast paced combat. It makes this mod really unique compared to others. I also liked to main setting and story, even though I kind of wanted a more definitive ending than a sudden FS2_mainhall without a debriefing or an outro cutscene. Or is this yet another reference to Mass Effect 3 ending? :D

And my god, the soundtrack!! It kicks so much ass, from beginning to the end. A truly great collection I must say!

All in all, it was a very enjoyable experience and it left me wanting more! :)
Title: Re: RELEASE: Dimensional Eclipse
Post by: CT27 on January 17, 2014, 02:59:04 pm
Is there possibly going to be a DE 2?  The ending, while ending on somewhat of a positive note, did leave a lot to do in the war.
Title: Re: RELEASE: Dimensional Eclipse
Post by: Deepstar on January 17, 2014, 09:32:14 pm
Maybe we should wait until the 24th February 2014... because its FireSpace 3: Transdimensional Warfare release date  :lol:.


I have to say, Dimensional Eclipse was way too hard for me... i played it only on very easy. But luckily i saw a playthrough of it on Insane difficulty to know how it is meant to played :D.

Is it just me or is the Patch 1 (AW_Patch1.vp), that is mentioned in the opening post, kind of obsolete now? It contains the following files:

Code: [Select]
anihull03.dds
anihull03-normal.dds
anihull03-shine.dds
wep_longinus.pcx

The DE11-Visual1.vp seems to contain these files already, with modifying dates that are newer than those in AW_Patch1.vp.

Of course it is newer, because Dimensional Eclipse 1.1 was a completely redone version of Dimensional Eclipse... even it seems that it does not work very well and have more bugs than the original.

This thread is about the original Dimensional Eclipse.. Version 1.0 so to speak. And that version needed this patch to version, to tell apart, 1.0.1.



Quote
I also liked to main setting and story, even though I kind of wanted a more definitive ending than a sudden FS2_mainhall without a debriefing or an outro cutscene. Or is this yet another reference to Mass Effect 3 ending? :D

I understand it that way... because FireSpace 2 end in the same manner :D.
Title: Re: RELEASE: Dimensional Eclipse
Post by: SirCumference on February 08, 2014, 10:15:32 pm
Does anyone else have problems with broken trigger events in this mod? So far I've seen two missions that have buggy triggers ("Dissonance" and "Cornered Beasts"), making them nearly impossible to beat.

Spoiler:
In "Dissonance" when your objective is to defend the station, many times you can destroy all of the enemy ships only to have nothing happen. You just fly around with the game thinking you haven't completed your objectives yet. I had to play that mission five times before the mission complete event triggered and I was told I could depart. "Cornered Beasts" is the same way: you destroy the enemy fighter wings, but your own capital ship never jumps in to take over the battle. I still haven't managed to complete this mission

Anyone know how to fix this? I'm using FSO 3.7.1, MediaVPs 3.6.12, on Windows 7, and I downloaded all the newest game files yesterday. I really like this mod, but spending twenty minutes playing a mission only to fail due to a bad trigger is just obnoxious.


Edit: punctuation
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on February 09, 2014, 02:09:24 am
These bugs are known.
It's something to do with difficulty-based scaling that was added in near the end of testing after complaints that the missions were too hard.
The patches available should address these issues (?)\

For example, the Dissonance bug should be fixed here: http://www.hard-light.net/forums/index.php?topic=84803.msg1726381#msg1726381 (place in [DE folder]/data/missions)
Title: Re: RELEASE: Dimensional Eclipse
Post by: SirCumference on February 09, 2014, 01:13:17 pm
Well, I thought I had the patches already, but I re-downloaded them anyway. One question: what am I supposed to do with AW_Core.vp? The instructions say to replace the old one with it, but there is no AW_Core.vp file to replace. There is a DE11-Core.vp file though. Do I replace that one or do I just leave both of them in the DE folder?
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on February 09, 2014, 09:52:31 pm
You shouldn't be using v1.1
It's broken and not supported.
Title: Re: RELEASE: Dimensional Eclipse
Post by: Lykurgos88 on February 10, 2014, 06:07:26 am
You shouldn't be using v1.1
It's broken and not supported.

??

I'm sorry, but I don't understand this. Are you saying that we have to counterintuitively download an older 1.0 version even though the opening post of this thread only contains links for 1.1 version?

If you want less people getting confused, maybe you should update the opening post.  :nervous:
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on February 10, 2014, 12:55:53 pm
1.1 was released without proper testing and is less stable than 1.0. It broke things.

Looks like someone replaced the 1.0 link on FSMods with the 1.1 one without informing me, which explains why there are people still downloading 1.1 when I closed the release thread for it and unpinned it.
The opening post has never changed, but it looks like the links it points to have...

And it looks like the mirror has expired. F U C K
Title: Re: RELEASE: Dimensional Eclipse
Post by: Lykurgos88 on February 14, 2014, 03:53:22 am
But on the other hand I think the 1.1 version is not that broken. You already fixed the c2:03 mission, so that leaves only the c2:06 as theoretically impassable. There was also 2 other mission that were too hard (for me at least) so I had to skip them: The Stealth mission and the one where you switch your ship and weaponry mid-mission (by entering hangar). The 1.1 campaign is still very enjoyable, but with these issues fixed it could become truly great. I already like the battle mechanics way more than 95 % of other mods.

So here are my questions:

1) What are the downsides of 1.0 version?

2) Is patching 1.1 version as simple as I think it would be, or are there deeper and more serious problems that would take too much time?
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on February 14, 2014, 06:15:52 am
1.1 is the version that was (supposedly) cleaned up for 3.7.0 and integrates the new ship models, which replaced the placeholder ones that were in 1.0, with a few more difficulty adjustments. Functionally, they were supposed to be the same more or less, but due to some rushed/botched testing some game-breaking 'bugs' slipped through. Additionally, the 1.1 package wasn't cleaned properly and contains a large amount of unused assets, which range from buggy, dropped assets from development to things I was playing around with for side-campaigns and whatnot. Basically, someone took the dev folder and just zipped it without actually running modpack cleaner and uploaded it as 1.1 without any real standalone testing.

I was/am in the process of creating a cleaned, fixed, and tested re-packaging of "1.1" (which is where that mission patch is taken from). However, I'll be away from my home PC for the next month so nothing can happen in that regard at least in the short term.
Title: Re: RELEASE: Dimensional Eclipse
Post by: Lykurgos88 on February 14, 2014, 07:06:40 am
Okay, thank you for your response  :yes:
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on February 16, 2014, 07:32:24 am
Right, just a small note, since I'm not really in a position to be able to dig up things/troubleshoot very well at the moment:

If you're trying to play through DE (be it v1.0 or v1.1) and are having trouble, and are willing to give something "in-testing" a shot and provide feedback, just send me a PM saying so and I can link you the in-testing version of "v1.1b". I can't do anything at the moment to actually get bugs you find and whatnot fixed, but it's another version to try that might solve your problems. (Plus, if you do find anything, I'll take note and fix it at the end of the month when I get back to my home computer with the workfiles and whatnot - you'll have contributed to testing!). I'm going to try and get 1.1b out (along with a little bonus) ASAP when I get back.

Just putting this offer out there.
Title: Re: RELEASE: Dimensional Eclipse
Post by: Eratharon on April 22, 2014, 03:21:26 pm
Hello! Sorry to bother you with this but I tried downloading this but the files on Sendspace aren't there. Is there anywhere else I can find this mod?
Title: Re: RELEASE: Dimensional Eclipse
Post by: Mikes on April 25, 2014, 05:25:19 am
Hello! Sorry to bother you with this but I tried downloading this but the files on Sendspace aren't there. Is there anywhere else I can find this mod?

Been wondering the same thing!

(Insert: Wahhhhhhhhh! ;) here)
Title: Re: RELEASE: Dimensional Eclipse
Post by: CKid on April 25, 2014, 05:48:15 am
You most make update.  :p
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on April 25, 2014, 05:04:20 pm
Ungh, dang, didn't know those links would expire.
Trying to push a working copy of 1.1b out, but bughunting/stability testing is a nightmare especially when things that haven't been touched break by themselves.

Sorry about that, it's been delayed a couple of times due to pretty serious bugs popping up (that I never even knew of before!) and I don't want ti to be a repeat of 1.1 which was worse off than the original because it was just a packaging of the SVN at that point. I hope you understand...

Soon, soon!
Title: Re: RELEASE: Dimensional Eclipse
Post by: Eratharon on April 29, 2014, 10:55:06 am
Okay, thanks! Good bughunting!
Title: Buuugs!
Post by: Mikes on May 01, 2014, 04:55:19 pm
Buuuugs Buuuuuugs! http://www.youtube.com/watch?v=ulJxFTt7qi0

Happy Hunting :) Don't let them bugs get ya! hehe
Title: Re: Buuugs!
Post by: Master_of_the_blade on May 22, 2014, 07:18:06 am
Buuuugs Buuuuuugs! http://www.youtube.com/watch?v=ulJxFTt7qi0

Happy Hunting :) Don't let them bugs get ya! hehe
:lol:
Title: Re: RELEASE: Dimensional Eclipse
Post by: hansebee on May 26, 2014, 10:08:07 am
man I hope this works out. I've been playing DE11 so far (until the gamestopper bug #1) and have noticed nothing out of the ordinary so far.

I look forward to an update (or at least the 1.0 links working again)
Title: Re: RELEASE: Dimensional Eclipse
Post by: AndrewofDoom on May 27, 2014, 09:53:49 pm
Droid has finally given me the green light to start packing things up for 1.1b. Expect a release within the next few hours.
Title: Re: RELEASE: Dimensional Eclipse
Post by: Droid803 on May 27, 2014, 11:28:48 pm
And by few I mean 72.
Title: Re: RELEASE: Dimensional Eclipse
Post by: X3N0-Life-Form on May 28, 2014, 12:24:55 am
Don't you guys know by know that it's dangerous to give any kind of release date? :P
Granted, Droid is a "Trusted poster of legit stuff", what with that annouced annoucement thing & all.

Seriously though, this is excellent news, I've been postponing a DE playthrough since forever.
Title: Re: RELEASE: Dimensional Eclipse
Post by: AndrewofDoom on May 28, 2014, 02:20:11 am
It is going to need to wait a few more hours. I'm about ready to pass out waiting for this upload...ugh.
Title: Re: RELEASE: Dimensional Eclipse
Post by: hansebee on May 29, 2014, 03:48:34 am
i am COUNTING THE MINUTES and I am barely keeping myself from F5-ing the page constantly  ;-)

after the rigid-ish old-school-ish experience that is the Wing Commander Saga I am looking forward to this dynamic rollercoaster.
Title: Re: RELEASE: Dimensional Eclipse
Post by: niffiwan on May 29, 2014, 04:13:42 am
It's.. umm.... released already? :)
http://www.hard-light.net/forums/index.php?topic=87664.0
http://www.hard-light.net/forums/index.php?topic=87665.0
Title: Re: Dimensional Eclipse Discussion Thread (original release thread)
Post by: hansebee on June 03, 2014, 10:43:25 am
ahem... indeed it is. Already. 
...nevertheless: *cheer*
Title: Re: Dimensional Eclipse Discussion Thread (original release thread)
Post by: Treelor on June 12, 2014, 01:23:09 am
So I just discovered this for the first time. Played it for the first time.

God damn has it been a long time since I've so much fun flying space ships. Thanks for all your hard work for our own amusement. You're a god.
Title: Re: Dimensional Eclipse Discussion Thread (original release thread)
Post by: Droid803 on June 12, 2014, 10:18:08 pm
Thanks for playing!
Cheers! :)
Title: Re: Dimensional Eclipse Discussion Thread (original release thread)
Post by: Izana Shinatose on June 17, 2014, 01:31:51 pm
Okay, something about that soundtrack bugs me. I'm pretty damn sure I can hear some Touhou remixes among the tracks. Is there any way to "legally" get hold of the soundtrack?
Title: Re: Dimensional Eclipse Discussion Thread (original release thread)
Post by: Dark Hunter on June 17, 2014, 02:03:41 pm
I'm not sure what you're asking there.

If you use a program called VPView (http://www.freespacemods.net/download.php?view.635) you can open the game files and listen to the soundtrack there (sound.vp), as well as see the track names.
Title: Re: Dimensional Eclipse Discussion Thread (original release thread)
Post by: hansebee on June 26, 2014, 11:08:25 am
Man! those gliding fighters are laser-pin-point accurate with every single shot!  I am seriously outmatched, *need-more-skill-or-at-least-bullet-time*, I havent survived mission 6 so far, this is seriously hard!
Title: Re: Dimensional Eclipse Discussion Thread (original release thread)
Post by: FrikgFeek on June 26, 2014, 11:38:21 pm
Man! those gliding fighters are laser-pin-point accurate with every single shot!  I am seriously outmatched, *need-more-skill-or-at-least-bullet-time*, I haven't survived mission 6 so far, this is seriously hard!
Here's a tip from someone who beat it on insane(well, except for 1 mission). Try gliding LESS. When you first realize you can just glide strafe everything it's easy to forget it makes you extremely vulnerable.  If you change direction or speed all the time the autoaim will make sure that nobody hits you (since it always shoots where you were supposed to be).  So in dogfights just tap the glide key in small intervals.
And you'll definitely want to have "glide when pressed", acceleration, deceleration, and strafing somewhere where you can easily press them.

If that fails just spam Yari from 8000 metres until everything is dead.
Title: Re: Dimensional Eclipse Discussion Thread (original release thread)
Post by: Droid803 on June 27, 2014, 03:52:05 pm
If that fails just spam Yari from 8000 metres until everything is dead.

This. :P
Title: Re: Dimensional Eclipse Discussion Thread (original release thread)
Post by: hansebee on June 29, 2014, 03:42:23 am
haha yes the Yari is a beast...  thanks guys