Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: Ransom on July 25, 2005, 05:03:25 pm

Title: RELEASE: Transcend
Post by: Ransom on July 25, 2005, 05:03:25 pm
Updated 27/2/2008

Well it's taken its time, but despite impressive efforts on behalf of bugs and disgruntled .pofs, Transcend is getting released.

Story:
Only a few short months after the end of the Second Shivan Incursion, amongst the chaos of Capellan refugees and ever-heightening levels of piracy, mysterious things have been happening on the edge of GTVA space. Unexplained disappearances, strange rumours ...

Lieutenant Sunder Marcel enjoyed his assignment in the Luyten patrol. The pay was average, but the work was quiet and that's why he chose it. The only enemies he had to face out here were pirates and arrogant traders. Both had the same motivation: money. That's something he can understand.

Then comes the charge of treason. He goes willingly, of course, because surely it's a misunderstanding. But the three pilots that come to arrest him have made no mistake.



Required to play this campaign:
FreeSpace 2 Open (http://www.hard-light.net/forums/index.php?topic=70692.msg1398117)
MediaVPs (http://www.hard-light.net/forums/index.php?topic=70736.0)

Transcend (http://www.rateofinjury.com/campaigns/Transcend.rar) [44 MB]

Huge thanks to the SCP for their awesome work, and to phreak and taylor for their dedicated bugfixing - Transcend would have been impossible without it.

UPDATE: Backslash has put together an update to the campaign which adds the new starfield skybox to the missions and fixes a few bugs. The main link has been updated.

UPDATE: Download updated. Now uses modular tables and the ending has been converted to OGG. Also fixed a few minor bugs.
Title: RELEASE: Transcend
Post by: TrashMan on July 25, 2005, 06:01:29 pm
44MB ey? Might be a bit to much for my poor 56k to handle :D

Maby I will get it (an all-nighter..)

*shudders at the though of how long it would take to upload his own campaign once finished*
Title: RELEASE: Transcend
Post by: Cobra on July 25, 2005, 06:09:16 pm
hmm, when i got halfway through mission 1 i crashed.

i'll get the debug error in a bit.
Title: RELEASE: Transcend
Post by: Akalabeth Angel on July 25, 2005, 06:14:36 pm
D'oh! SCP-needed! :(
Title: RELEASE: Transcend
Post by: Nuclear1 on July 25, 2005, 07:41:51 pm
The thread, she's full of complaints! :D

Anyway, I'm loving it so far, Ransom. Great atmosphere and story, really adds to it. :yes:
Title: RELEASE: Transcend
Post by: Cobra on July 25, 2005, 07:43:11 pm
*switches to goober's fs2open_r build*
Title: RELEASE: Transcend
Post by: RED DIAMOND on July 25, 2005, 08:55:15 pm
Well, I can't get past the starting load screen for the Campaign. It gets about half bars and then locks up my entire computer. Goober Build OpenGL.
Title: RELEASE: Transcend
Post by: MatthewPapa on July 25, 2005, 10:16:40 pm
Works fine for me and i even forgot to switch to OGL. Make sure u have all of the updated SCP media VPs just in case.
Title: RELEASE: Transcend
Post by: RED DIAMOND on July 25, 2005, 10:59:01 pm
Quote
Originally posted by MatthewPapa
Works fine for me and i even forgot to switch to OGL. Make sure u have all of the updated SCP media VPs just in case.

And where might one get those??
Title: RELEASE: Transcend
Post by: DarthWang on July 26, 2005, 12:58:26 am
Will it work with version 3.6.5?
Title: RELEASE: Transcend
Post by: WMCoolmon on July 26, 2005, 01:44:59 am
Quote
Originally posted by Akalabeth Angel
D'oh! SCP-needed! :(


D'you have a low end system or something?
Title: RELEASE: Transcend
Post by: karajorma on July 26, 2005, 01:57:34 am
Quote
Originally posted by DarthWang
Will it work with version 3.6.5?


Don't think so. Taylor's latest is the one being reccomeneded over on Game Warden.
Title: RELEASE: Transcend
Post by: Akalabeth Angel on July 26, 2005, 03:15:09 am
Quote
Originally posted by WMCoolmon


D'you have a low end system or something?


More/less, think it's 450mhz or something (overclocked from 300?). After I'm through with school, starting this August, assuming I get a job I'll buy a real computer sometime . . .:lol:
Title: RELEASE: Transcend
Post by: NGTM-1R on July 26, 2005, 04:15:42 am
Spoiler:
Ransom...I'm kinda disappointed in you. You didn't playtest.

Otherwise you would have noticed that in the last few missions the civilians can't be saved. Dueling GTVA warships gun them down regardless of your efforts. Not only is it silly, it looks really stupid to see an Orion blow away a civilian Hippocrates.

Aside from that, there was also one case where you apparently forgot to change the Generation's name from a previous version...the rather apt Persistence.
Title: RELEASE: Transcend
Post by: Ransom on July 26, 2005, 05:15:51 am
Quote
Originally posted by ngtm1r
Spoiler:
Ransom...I'm kinda disappointed in you. You didn't playtest.

Otherwise you would have noticed that in the last few missions the civilians can't be saved. Dueling GTVA warships gun them down regardless of your efforts. Not only is it silly, it looks really stupid to see an Orion blow away a civilian Hippocrates.

Aside from that, there was also one case where you apparently forgot to change the Generation's name from a previous version...the rather apt Persistence.
[/B]

Spoiler:
I did playtest it. Not thoroughly enough, apparently, not sure how I missed that. As for the second thing, ghn, Freudian slip on my part. I'm surprised neither myself nor Duelron caught that.

Patch (http://game-warden.com/transcend/downloads/patch.rar)
Title: RELEASE: Transcend
Post by: Duelron1001 on July 26, 2005, 06:00:56 am
Spoiler:
i didn't notice it as being a problem. This campaign has about 50 missions, so you can't blame us for missing the odd bug
Title: RELEASE: Transcend
Post by: Unknown_Enemy on July 26, 2005, 07:05:14 am
any shivans in that campaign ?
Title: RELEASE: Transcend
Post by: WMCoolmon on July 26, 2005, 07:48:05 am
Spoiler:
$ grep -r "fade-in" *
TransE2M2.fs2:   ( fade-in )
TransE2M5.fs2:   ( fade-in )
TransE2M5.fs2:   ( fade-in )
TransE3M3.fs2:   ( fade-in )
TransE3M6.fs2:   ( fade-in )
TransE3M6.fs2:   ( fade-in )
TransE4M10.fs2:   ( fade-in )
TransE4M11.fs2:   ( fade-in )
TransE4M11.fs2:   ( fade-in )
TransE4M11.fs2:   ( fade-in )
TransE4M11.fs2:   ( fade-in )
TransE4M11.fs2:   ( fade-in )
TransE4M11.fs2:   ( fade-in )
TransE4M11.fs2:   ( fade-in )
TransE4M11.fs2:   ( fade-in )
TransE4M11.fs2:   ( fade-in )
TransE4M11.fs2:   ( fade-in )
TransE4M11.fs2:   ( fade-in )
TransE4M11.fs2:   ( fade-in )
TransE4M4.fs2:   ( fade-in )


HELL YES! :D

Also, brilliant campaign so far. I would not have guessed that fs2 could be so creepy...I actually found myself wanting to edge closer to other friendly ships at times... :nervous:
Title: RELEASE: Transcend
Post by: Kie99 on July 26, 2005, 08:00:03 am
What does the patch do?  Should I download it now or when I finish the campaign?
Title: RELEASE: Transcend
Post by: NGTM-1R on July 26, 2005, 09:18:14 am
On the plus side, I am very impressed that you've managed to turn FS2 into Dean Koontz-ish horror...

Having foolishly stayed up all night to finish the campaign, I must also congradulate you on some very nice FREDding in parts, and note that OpenGL is not required at all for anything to work.
Title: RELEASE: Transcend
Post by: TopAce on July 26, 2005, 09:19:18 am
I will play this campaign sooner or later.
Title: RELEASE: Transcend
Post by: Ransom on July 26, 2005, 10:28:26 am
Quote
Originally posted by kietotheworld
What does the patch do?  Should I download it now or when I finish the campaign?

The patch fixes some errors I overlooked that ngtm1r pointed out. They aren't showstopping bugs, so it shouldn't matter too much one way or the other. I'd simply update the main file but I'm waiting to see if anyone discovers any more bugs first, since it takes me about an hour to upload.

Quote
Originally posted by ngtm1r
On the plus side, I am very impressed that you've managed to turn FS2 into Dean Koontz-ish horror...

Having foolishly stayed up all night to finish the campaign, I must also congradulate you on some very nice FREDding in parts, and note that OpenGL is not required at all for anything to work.

Thanks :)

There's a bug in D3D that sometimes breaks the movie playback which is not present in OGL. I'll admit it's an extremely minor problem, it's just something that irks me since the movie is pretty important.
Title: RELEASE: Transcend
Post by: -Vulture- on July 26, 2005, 10:32:27 am
Damnit, gotta wait till next month, my download limit for this one has been reached, every MB 1 Cent and im already 250 megs above...^^but ill wait :D
Title: RELEASE: Transcend
Post by: redsniper on July 26, 2005, 11:52:13 am
:wtf: So it'll cost you a whole $.44 to download this campaign?
Title: RELEASE: Transcend
Post by: Cobra on July 26, 2005, 12:04:43 pm
...so, you don't want to pay $2.94 US? :wtf:
Title: RELEASE: Transcend
Post by: Kie99 on July 26, 2005, 12:51:11 pm
Quote
Originally posted by Unknown_Enemy
any shivans in that campaign ?


Spoiler:
Surprisingly not.  A refreshing change, I feel.


Spoiler:
Was that ending video showing actual clips of my gameplay?  I think that's what WMC is implying.  If so then that's fantastic.  If no then you have the exact same effects as me.

And as for the actual last second of gameplay.  BEST ENDING EVAR!  The story was intriuging, and kept me at my computer as much as Sync.

At one point I thought hte Guardian/Persistence was going to jump over the Orion, when it was pointing upwards to jump out, and sped up.
Title: RELEASE: Transcend
Post by: TopAce on July 26, 2005, 12:53:11 pm
Have you completed all the 44 missions already?
Title: RELEASE: Transcend
Post by: Kie99 on July 26, 2005, 01:01:32 pm
Yes.
Title: RELEASE: Transcend
Post by: TopAce on July 26, 2005, 01:19:37 pm
How hard was it? (After this is answered, I will stop spamming :D)
Title: RELEASE: Transcend
Post by: DaBrain on July 26, 2005, 02:07:33 pm
I think except for two missions it was well balanced.

Sometimes you can even run and avoid fighting. ;)

Well, it's pretty hard sometimes. Think the enemies have high AI levels in the last missions.


The last mission is pretty difficult imo.
Title: RELEASE: Transcend
Post by: Nuclear1 on July 26, 2005, 02:16:45 pm
Just finished it today.

Wow, that's all I have to say. Wow.

*remembers to add Transcend to list of recommended campaigns*
Title: RELEASE: Transcend
Post by: WMCoolmon on July 26, 2005, 02:18:21 pm
Quote
Originally posted by DaBrain
I think except for two missions it was well balanced.

Sometimes you can even run and avoid fighting. ;)

Well, it's pretty hard sometimes. Think the enemies have high AI levels in the last missions.


The last mission is pretty difficult imo.


Crap. I've barely been surviving as it is. :p
Title: RELEASE: Transcend
Post by: Akalabeth Angel on July 26, 2005, 02:23:16 pm
Maybe you dudes got it on different difficulty levels.
Title: RELEASE: Transcend
Post by: DaBrain on July 26, 2005, 03:20:31 pm
Yeah. I played 'easy'.

I was two times temped to switch to 'very easy' but also sometimes to 'medium'.

In the end I didn't change anything at all.
Title: RELEASE: Transcend
Post by: TopAce on July 26, 2005, 03:23:23 pm
I will play this on easy... after Homesick and Derelict, I will never trust in balanced user-made campaigns.
Title: RELEASE: Transcend
Post by: WMCoolmon on July 26, 2005, 03:24:30 pm
Hard. First campaign on hard recently, actually. :D
Title: RELEASE: Transcend
Post by: Ransom on July 26, 2005, 03:26:53 pm
Quote
Originally posted by kietotheworld
Spoiler:
Was that ending video showing actual clips of my gameplay?  I think that's what WMC is implying.  If so then that's fantastic.  If no then you have the exact same effects as me.
[/B]

Spoiler:
Fraid not, it's just a friendly neighbourhood premade avi.
Title: RELEASE: Transcend
Post by: Knight Templar on July 26, 2005, 03:58:01 pm
I guess I should play this one.
Title: RELEASE: Transcend
Post by: Blaise Russel on July 26, 2005, 04:07:43 pm
Quote
Originally posted by TopAce
I will play this on easy... after Homesick and Derelict, I will never trust in balanced user-made campaigns.


Can't talk for Derelict, but be fair, Homesick was a B-Campaign... don't let it affect your trust in proper user-campaigns.



This campaign made my head a splode, unfortunately. :(
Title: RELEASE: Transcend
Post by: phreak on July 26, 2005, 04:08:09 pm
Spoiler:
damn that was some scary **** and I found myself swithing to SSLs for the last mission.  fecking hard.


if you haven't played, don't read the above sentence. - Now they can choose not to - Karajorma :p

Oh and the first mission or so persuing the chorandal, theres an "jump node 0"
Title: RELEASE: Transcend
Post by: Ransom on July 26, 2005, 04:28:33 pm
Quote
Originally posted by PhReAk
Oh and the first mission or so persuing the chorandal, theres an "jump node 0"

Fixed, patch updated.

Quote
Originally posted by Blaise Russel
This campaign made my head a splode, unfortunately. :(

Any specific part that caused the head asplosion?
Title: RELEASE: Transcend
Post by: Goober5000 on July 26, 2005, 05:01:13 pm
Crap, I hoped that ST:R would be the first campaign since Derelict to use Creepy Mission Syndrome™. :(
Title: RELEASE: Transcend
Post by: pyro-manic on July 26, 2005, 05:05:29 pm
Uhm, so far it's great, but it crashes for me after the Faustus jumps out in the second mission. No error or anything, just straight to the desktop. You put something about a replacement table for people who haven't got a certain media vp or something. Could you list exactly what is required to run this properly?
Title: RELEASE: Transcend
Post by: Nuclear1 on July 26, 2005, 05:19:46 pm
Quote
Originally posted by Goober5000
Crap, I hoped that ST:R would be the first campaign since Derelict to use Creepy Mission Syndrome™. :(


ST:R won't be the last campaign either... :nervous:

*runs off to finish Rogue*
Title: RELEASE: Transcend
Post by: Deepstar on July 26, 2005, 05:32:43 pm
New Campaign, new Campaign :)


I don't see this Thread before, i will play this campaign after i download it.
Title: RELEASE: Transcend
Post by: Cobra on July 26, 2005, 05:34:15 pm
Quote
Originally posted by pyro-manic
Uhm, so far it's great, but it crashes for me after the Faustus jumps out in the second mission. No error or anything, just straight to the desktop. You put something about a replacement table for people who haven't got a certain media vp or something. Could you list exactly what is required to run this properly?


[indignant]That's not a Faustus, you good-for-nothing! it's a Plato![/indignant] :p

anyway, i think i'll answer for ransom about this.

there's nothing wrong with the Plato, that's just your computer hating FSO. if i can play it with goob's fs2_open_r build, it's your comp.

on a side note: This campaign rocks! feels a lot like Sync, but hey, who's complaining? :D EES CWEEPY!
Title: RELEASE: Transcend
Post by: Ransom on July 26, 2005, 05:45:49 pm
Quote
Originally posted by pyro-manic
Uhm, so far it's great, but it crashes for me after the Faustus jumps out in the second mission. No error or anything, just straight to the desktop. You put something about a replacement table for people who haven't got a certain media vp or something. Could you list exactly what is required to run this properly?

The replacement table is only needed for people who don't have the high-poly Leviathan. Apart from that I'm pretty sure you shouldn't even need the media VPs for it to work. But that crash sounds more like a software bug than something in the campaign, as far as I remember nothing happens when that ship warps out that would cause that... What FSO build are you running? Do you have the media VPs?

But a list, let's see...
And well, the XviD codec, but I don't expect that's the cause of your problem... While I was testing it, I just had a clean install of FS2/FSO with the media VPs and whatever the newest build was at the time. So if you've got the media VPs and a recent build, I've no idea what's going on.

Has anyone else had this problem?
Title: RELEASE: Transcend
Post by: Nuclear1 on July 26, 2005, 05:47:14 pm
Haven't had it, even on my low-end, forced-FSO comp.
Title: RELEASE: Transcend
Post by: Cobra on July 26, 2005, 05:47:36 pm
oh yeah, forgot to mention, i get some minor hanging without using OGL, and when i do use ogl, i ctd with no errors.
Title: RELEASE: Transcend
Post by: Kie99 on July 26, 2005, 05:52:42 pm
Have you tried restarting your machine? Sometimes that helps when I get bugs.
Title: RELEASE: Transcend
Post by: Nuclear1 on July 26, 2005, 05:56:40 pm
*sighs*

Could one of the moderators please delete Cobra's post? There's really no room for spam in here. :rolleyes:

As for the bug, I would suggest restarting as well. Believe it or not, it tends to work once in a while. Otherwise, I'm not sure.
Title: RELEASE: Transcend
Post by: karajorma on July 26, 2005, 06:13:36 pm
Done.

@Cobra you've been warned previously about posts that consist of nothing more than a smiley.


As for the campaign I'm enjoying it immensely. I think I'm definately going to have to go back and play Sync once I've got through this one.
Title: RELEASE: Transcend
Post by: Falcon on July 26, 2005, 06:33:55 pm
I liked this campaign :yes:
Title: RELEASE: Transcend
Post by: Taristin on July 26, 2005, 07:06:06 pm
This was the one making use of my Kelpie, right? How was it? :D
Title: RELEASE: Transcend
Post by: phreak on July 26, 2005, 08:23:58 pm
it was awesome, raa/snipes/taristin/taro.  you need to play it.  *twitch*
Title: RELEASE: Transcend
Post by: pyro-manic on July 26, 2005, 08:42:43 pm
Quote
Originally posted by Ransom Arceihn

The replacement table is only needed for people who don't have the high-poly Leviathan. Apart from that I'm pretty sure you shouldn't even need the media VPs for it to work. But that crash sounds more like a software bug than something in the campaign, as far as I remember nothing happens when that ship warps out that would cause that... What FSO build are you running? Do you have the media VPs?

But a list, let's see...
  • FS2
  • Recent SCP build
  • Uh... a computer?
And well, the XviD codec, but I don't expect that's the cause of your problem... While I was testing it, I just had a clean install of FS2/FSO with the media VPs and whatever the newest build was at the time. So if you've got the media VPs and a recent build, I've no idea what's going on.

Has anyone else had this problem? [/B]


It seems to be working fine now. I installed a couple of media vps, and that seems to have fixed it. I've just encountered the Kelpies, so I've progressed significantly since the crash, with no further problems. Hope that's fixed it. :)

It's bloody difficult, though. I keep having to run away or I get shredded....:nervous:

And I think I'm going to kill someone the next time I'm forced to use a f*cking Prometheus R! :hopping:  Give me all Subachs instead, I implore you...
Title: RELEASE: Transcend
Post by: DarthWang on July 26, 2005, 08:48:22 pm
The OpenGL graphics look really crappy anyway, it has giant white squares whenever something explodes or jumps in or out.
Title: RELEASE: Transcend
Post by: Nuclear1 on July 26, 2005, 08:49:27 pm
Pyro I think just said what all of us have thought at one point or another. ;)
Title: RELEASE: Transcend
Post by: FireCrack on July 26, 2005, 10:24:22 pm
played through on medium, very good capaign, good use of SCP.

Quote
Originally posted by pyro-manic

And I think I'm going to kill someone the next time I'm forced to use a f*cking Prometheus R! :hopping:  Give me all Subachs instead, I implore you...


Wores yet are those godamn useless hornets..
Title: RELEASE: Transcend
Post by: WMCoolmon on July 26, 2005, 11:23:15 pm
Prometheus R? :wtf: I never thought to look...guess that explains why it was worthless.

Hornets, however, are good for picking off turrets on big ships. Better than the interceptor-wannabes, at least.

Still, I liked that you didn't have uber-weapons-of-DOOM! I mean, it makes sense.
Title: RELEASE: Transcend
Post by: NGTM-1R on July 26, 2005, 11:27:53 pm
A double-volley of Hornets does less subsystem damage then your Harpoons, you realize.

You people still need to learn how to use the Hornet properly. It doesn't work for high-deflection angles because it flies a lag-pursuit curve. Fired from aft of the target it's quite effective.
Title: RELEASE: Transcend
Post by: WMCoolmon on July 27, 2005, 01:02:38 am
*shrugs* for whatever reason, they worked better. Finally finished it. WHEE! :D

9.5/10; there were a few issues where a ship got blow up, or departed, before it was supposed to, but nothing mission-critical.
Title: RELEASE: Transcend
Post by: RED DIAMOND on July 27, 2005, 01:06:51 am
Finally! I got it to work. I really don't like being stuck in a certain craft, I ALWAYS like a choice of ships and weapons. However, seeing how many ra missions there are to start I understand the no choice thing.

Having some fun playing it. I like the variety so far and the interesting way you are telling the story. I'll keep pluging along.:)
Title: RELEASE: Transcend
Post by: Cobra on July 27, 2005, 01:08:42 am
i opened the game up in the debug build and it gave me a load of bull**** about NebulaA1 or something that was missing. come to think of it, i was always wondering why i got a ****load of white squares everytime lightning flashed.

also, i finally got to the end, and when i played the video it was a tiny rectangle in the upper-left corner. :wtf:

[EDIT] Skipped the video, played it through DivX.
Spoiler:
I just noticed, all that choppiness was time rewinding itself thanks to the Transcendant. Damn, was that freaky, time rewinding itself to just before the whole mess started.

Then there's the echoes of the dead people. That seriously freaked me out. (Gives new meaning to the line "I see dead people..." eh? ;) Davies and Rikas die, and then they become part of the Transcendant, then the teleporting... sheesh. The messages scared the **** out of me, too. "That's weird... The interference is part of the message."


overall, i give it a 10/10. excellent job! :yes:

[EDIT2] Oh yeah, almost forgot, i got the white squares of death whenever a Triton or larger jumped out. D3D.
Title: RELEASE: Transcend
Post by: WMCoolmon on July 27, 2005, 01:39:38 am
Quote
Originally posted by kietotheworld
Spoiler:
Was that ending video showing actual clips of my gameplay?  I think that's what WMC is implying.  If so then that's fantastic.  If no then you have the exact same effects as me..
[/B]


Spoiler:
Even simpler., not only were the fade-in/fade-out SEXPs part of the campaign, and the time-compression SEXPs, but they all worked :p
Title: RELEASE: Transcend
Post by: AqueousShadow on July 27, 2005, 02:12:51 am
Damned these white squares of doom. Though, I think it has something to do with the recent build? I mean, I'm using D3D and it's bootiful, but those stupid squares...they're not just warpballs, they show up when you shoot into some parts of the background in the earlier missions.

Anyway, I'm loving the campaign, but it's really frustrating. Aside from my apparent suckiness, it just seems at times that whenever an enemy wing jumps in, they just HAVE to all target you and unleash their hellish, freakshow laser volley at you. It's really scary having a seizure from a bunch of green and purple flashes, then proceeding to observe your own ship graphically clipped to hell because of the death bug as it spirals to oblivion.

I'm not done yet, but I've been playing it on medium and there are a couple missions that got me really pissed off. One that I had to repeat about 8 times because I was stubborn and didn't want to just skip it. So I cheated instead :blah:

And what I hate besides every enemy fighter wanting to assrape you is the fact that once you get the directive to jump out, everyone just ditches you and then you get targeted by every enemy in the area. They just slaughter you, and it's just TONS worse when you've already pressed alt+j and you still die.

I almost cried when I heard my stupid "self" say, "If it's all the same to you, I'd rather keep it." Damned Herc II is too slow...

Otherwise, a masterfully crafted piece of work. I'm anxious for the ending.

Oh and something I noticed that WMCoolmon pointed out
Spoiler:
The Fural always dies, and then the next mission it comes out with 5% hull left. huh?
Title: RELEASE: Transcend
Post by: FireCrack on July 27, 2005, 02:19:58 am
I know hornets dont lead their target, but most of the fighters you have to fight are relativley fast and simply outrun the hornets.
Title: RELEASE: Transcend
Post by: MetalDestroyer on July 27, 2005, 05:09:29 am
Aaarg i can't play it. The mod crashes during the loading sequence.
Whatever build i use, the game crashed.
And whatever graphic mode (D3D or OGL) the game crashed too. :/ :cry:
Title: RELEASE: Transcend
Post by: TrashMan on July 27, 2005, 05:31:11 am
Well, Im running it on D3D and I'm having no problems.

The only problem I do have (except the cruiser01x, which is easily solvable) is something fishy with the tables.

The holed Orion (that onbe with S...you home base) in mission shows up as a Ulysses - as if hte model is missing.

Now I tried extracting the ships TBL and replacing hte regular Orion & Hecte with mine, and saving, but strangely the formatting get's all screwd up when I save it?????

and naturally, since the whol text gett's cramped, the table doesn't work anymore ... ugh..

EDTI: the planets allso don't show.. what planet bitmaps are you suing anyway? where can I get them?
Title: RELEASE: Transcend
Post by: Ransom on July 27, 2005, 05:48:00 am
Quote
Originally posted by Cobra
i opened the game up in the debug build and it gave me a load of bull**** about NebulaA1 or something that was missing.

Gmuh! It uses Lightspeed's nebulas (http://www.penguinbomb.com/lightspeed/NaRR10_Nebulae.zip). I completely forgot about that.

Quote
Originally posted by AqueousShadow
Oh and something I noticed that WMCoolmon pointed out
Spoiler:
The Fural always dies, and then the next mission it comes out with 5% hull left. huh?
[/B]

Patch updated, should be fixed now.

Quote
Originally posted by TrashMan
Well, Im running it on D3D and I'm having no problems.

The only problem I do have (except the cruiser01x, which is easily solvable) is something fishy with the tables.

The holed Orion (that onbe with S...you home base) in mission shows up as a Ulysses - as if hte model is missing.

Now I tried extracting the ships TBL and replacing hte regular Orion & Hecte with mine, and saving, but strangely the formatting get's all screwd up when I save it?????

and naturally, since the whol text gett's cramped, the table doesn't work anymore ... ugh..

EDTI: the planets allso don't show.. what planet bitmaps are you suing anyway? where can I get them?

Those things are included in the VP. Are you using the -mod commandline to run the campaign?
Title: RELEASE: Transcend
Post by: WMCoolmon on July 27, 2005, 06:12:02 am
AquaeousShadow:
Try juking around a bit...randomly veering in different directions. Another tactic is to rush straight at the enemy wing. It sounds stupid, but you and a wing of perseus' closing in on each other doesn't give a whole lot of time for them to destroy you, and the AI usually takes a while to turn around.

Once you're dogfighting, wound a fighter so it runs away, then turn to the next one, always stay on the move. Use missiles whenever you get the chance and it seems like there's a good chance they'll hit. Even if you don't have a lock, you can still damage a fighter pretty severely with a pair of harpoons. (My favorite maneuver in the campaign was when I rushed a group of Hercs; I fired two at the lead fighter as I went head-on with the wing, destroying him, and started shooting at the next couple of fighters. I dropped behind them, still firing, and fired off a pair of Harpoons without a lock, destroying both fighters. The remaining fighter was quickly wiped out by my wingmen. :D)

Finally, stay near friendly ships and always try to take out individual enemy wings as they appear. That way when you can jump out, there's nobody waiting around to peg you in the back (other than the odd cruiser or three :p).

Post-finally, use the ETS! for most missions you can get away with bringing shields and engines up a notch, as the Subach doesn't use much power.
Title: RELEASE: Transcend
Post by: Kie99 on July 27, 2005, 06:25:43 am
Spoiler:
When the Screen went black for the first time, I thought FSO was Crashing.  Then I saw my 'self' say < What the hell>.  How did you get that effect anyway?

Was that nebula the same Nebula where that Deimos and Sobek are in Sync?
 Did anyone else have horrendous loadtimes and slowdowns on this campaign, or was it to do with the CD that took 12 hours to burn, and the Bittorrent file I was downloading.
Title: RELEASE: Transcend
Post by: Rott3 on July 27, 2005, 06:30:31 am
This campaign is simply wow! I mean WOW! I never thought you could do so awesome stuff in FRED
Spoiler:
Especially the slo-mo in the end. It was the coolest thing EVER.
And the sounds, man *shrudder* Spookyness.

I congratulate you on a campaign very well done :yes:
Title: RELEASE: Transcend
Post by: Kosh on July 27, 2005, 06:44:07 am
Quote
Originally posted by karajorma
Done.

@Cobra you've been warned previously about posts that consist of nothing more than a smiley.


As for the campaign I'm enjoying it immensely. I think I'm definately going to have to go back and play Sync once I've got through this one.



He's been warned multiple times about spamming IIRC


Btw, I just finished playing that campaign.........and I loved it! Those creepy messages really got in my head. You planning on doing anything else like that?
Title: RELEASE: Transcend
Post by: NGTM-1R on July 27, 2005, 08:17:48 am
Spoiler:
I'm really, really tempted to get a video of the slo-mo at the end with fraps...
Title: RELEASE: Transcend
Post by: Alpha0 on July 27, 2005, 09:34:18 am
Ransom Arceihn, this is an exceptional piece of work you got there. I spent six hours last night playing this little masterpiece and I just could not stop until I reached the end. Great story and superb use of SCP effects. I did not experience any bugs whatsoever. The ending is out of this world and to watch it once more I would not mind replaying the entire lot. For me, this campaign stands out, at the same level with Homesick and Derelict.

You sir, are talented. My warmest congratulations for one of the best space thrillers I've ever seen.
Title: RELEASE: Transcend
Post by: AqueousShadow on July 27, 2005, 11:47:48 am
Quote
Originally posted by WMCoolmon
AquaeousShadow:
Try juking around a bit...randomly veering in different directions. Another tactic is to rush straight at the enemy wing. It sounds stupid, but you and a wing of perseus' closing in on each other doesn't give a whole lot of time for them to destroy you, and the AI usually takes a while to turn around.

When a wing comes, I'm usually the first to head straight into them, but the problem is, some of them just collide right into you. But I've figured you should launch a volley, and then bank out of their fire.  

Once you're dogfighting, wound a fighter so it runs away, then turn to the next one, always stay on the move. Use missiles whenever you get the chance and it seems like there's a good chance they'll hit. Even if you don't have a lock, you can still damage a fighter pretty severely with a pair of harpoons.

Yea, I think I've realized, but have not used this knowledge, that when you're chasing down a fighter, the others that are free tend to get on your case. I'll actually try putting this to use.

Finally, stay near friendly ships and always try to take out individual enemy wings as they appear. That way when you can jump out, there's nobody waiting around to peg you in the back (other than the odd cruiser or three :p).

Yea, it's better to stay around the wingmen, cuz they might get targeted instead of you, which is always good, considering they're invulnerable at 1 hull.

Post-finally, use the ETS! for most missions you can get away with bringing shields and engines up a notch, as the Subach doesn't use much power.

I do. Just not when I'm running for my life.



Thanks WMC. If anyone is having trouble with the campaign difficulty wise. Use these tips!
Title: RELEASE: Transcend
Post by: Cobra on July 27, 2005, 12:01:06 pm
Spoiler:
The Slow-Mo thing was pure GENIOUS! You sir, you really know how to make a campaign. make a new horror campaign or else. :p
Title: RELEASE: Transcend
Post by: Psychoo on July 27, 2005, 12:19:38 pm
I completly agree with Alpha0. Very good story, excellend talks between wingmates (big plus for some humour here), and absoultley unpredictable ending. Black flashes, warp effects and time slowdowns at the end creates dark and mysterious atmosphere, as good as in the best thriller movies. Although, some missions could be done more detailed... it's only background for the storyline, but near the end it became too predictable. Eliminate a few waves of 4 fighter-wings and jump, just too standard.
Except this, campaing deserves highest notes. 8,5/10 in my personal ranking.
Title: RELEASE: Transcend
Post by: Ransom on July 27, 2005, 12:38:33 pm
Quote
Originally posted by kietotheworld
Spoiler:
How did you get that effect anyway?

Was that nebula the same Nebula where that Deimos and Sobek are in Sync?
[/b]

Spoiler:
- WMCoolmon's cutscene sexps.

- That nebula in Sync was on the opposite side of known space, connecting to the Ikeya system. But they are quite similar, aren't they? ;)


Quote
Originally posted by Kosh
You planning on doing anything else like that?

We'll see...


@ Alpha0: Glad you enjoyed it!

@ Psychoo: Fair enough. Good to hear you liked it besides that, though :)
Title: RELEASE: Transcend
Post by: mr.WHO on July 27, 2005, 03:10:25 pm
Personally I think that this is much better than Homesick and quite better than Synx.
Those last mission, I can feel that world is turning mad/hell.
Mastepiece.

BTW those silent civilans an pirates scared me as **** :D and give me an idea for a campaign:
for few weeks many ships has been reported mission, many of them was found empty like ghost ships. then after few mission Hell let loose. Many civilian ships begin attack each other and GTVA warships, GTVA ships begin turn on each other. GTVA desperatly try to contain the area but with every day the are begin to be overunned. after few science missions it sure that it's cause by desease. GTVA must contain the infested area and track down the source of that virus.
Basicaly a "Resident Evil in space"
First stage would be very interesting
( I always loved "before stage" in catastrophical movies like "Day after tomorrow" "independence day") because you would be slowly discovering "what the hell is going on"..but it'd require a skilled FREDer and storywriter to create an interesting campaign.

Quote

quote:
--------------------------------------------------------------------------------
Originally posted by Kosh
You planning on doing anything else like that?
--------------------------------------------------------------------------------


We'll see...


I'm looking forward to it.

Edit: I just finished whole campaign and I must scream one thing FANTASTIC!!!, it have better story than many multimilion hollywood,  that final battle was amazing (plus amazing effects after final duel).
Now you're my second (after Blaise Russel) favorite Campaign maker. I hope that it isn't your last project.
productions.
Title: RELEASE: Transcend
Post by: karajorma on July 27, 2005, 03:45:08 pm
Finished it. That last mission is a complete ***** but I finally beat it. Very good work. I'm hugely impressed :)

Spoiler:
Great music too. Great use of the SCP features too. First time I saw the fade-in effect I knew I found the first mission in a long time which I'd have to open up in FRED to see how something was done!. I suspected the cutscene SEXPs though :)

Loved the music from the last level too
Title: RELEASE: Transcend
Post by: Cobra on July 27, 2005, 03:49:00 pm
Spoiler:
Forgot to mention, the slow-mo part was even better cause i was pitching up as i was shooting the Transcendant. Added a lot more drama to it. :D
Title: RELEASE: Transcend
Post by: mr.WHO on July 27, 2005, 03:57:52 pm
I thought about "why I like this campaign more than homesick and Synx" and among few arguments like overall story is better, FREDing is good ect. I found weard (even to myself) thing:
Spoiler:
God I love happy ending


Offtopic: I never fully understand the ending of Synx, I mean
Spoiler:

when shivans toasting everyone and the word "We doomed the alliance" at the end. I mean this is a rewritten story of FS2 or they went to another universe where they let shivans in the GTVA space


 could anyone make it clear for me?
Title: RELEASE: Transcend
Post by: Ransom on July 27, 2005, 04:06:48 pm
Quote
Originally posted by mr.WHO
Offtopic: I never fully understand the ending of Synx, I mean
Spoiler:

when shivans toasting everyone and the word "We doomed the alliance" at the end. I mean this is a rewritten story of FS2 or they went to another universe where they let shivans in the GTVA space
[/B]

Sync was only the first part, the explanations will come in the later parts.
Title: RELEASE: Transcend
Post by: TrashMan on July 27, 2005, 04:13:45 pm
Now that I finished it, here's my "rewiew".. actually commnets

Spoiler:

First, I must say you are very talented. Excellent use of FREDing skills and some very neat tricks. One of the better campaigns I came across....but not that good. Why you ask?

1. Well despite being only 4 fighters you magicly seem to rearm and repair during a 30 sec subspace jump? That kinda kills immerion for me immediately.

2. A lot of the missions are iriataingly the same - fight off wings of perseus/herc for a few minutes, jump. Or run to the node while dodging fighters, then jump.
It wouldn't be that bad if there weren't a dozen of such missions practicly in a row.

Now for the subjective critics. Teh stroy, while intruiging in the begining becomes totaly lame (in my oppinion) near the end.
now I usualyl hate psy powers and demi-god stuffm but this is not exactly why.
You see..the Transcendant makes little to no sense.

He was a human experimented on, then he left out world and gained some uber Q-like powers. He can make ships dissapear in front of you, make them blow up, change reality and apparently he can allso comsume others (like your wingman suddenly turning zombie and attacking you).
what makes little sense is - if he's so powerfull why didn't he stop you. Or simply made you dissaper or turn you into a zombie. That's right - you have charachter shields.
You might se - he didn' coause he wanted you to end his suffering (kill him). Well, if he wants to die can't he kill himself? Why does he make it so hard for you to kill him if he wants to die?
You see, too many plot holes for my liking.

I think it would have turned better if it had simply something to do with ghosts of the dead or soething, rather than a uber-human-with-god-like-powers destroying the UNIVERSE.
Title: RELEASE: Transcend
Post by: Kie99 on July 27, 2005, 04:14:36 pm
Quote
Originally posted by Cobra
Spoiler:
Forgot to mention, the slow-mo part was even better cause i was pitching up as i was shooting the Transcendant. Added a lot more drama to it. :D
[/B]


That was the point of the scene :p.
Title: RELEASE: Transcend
Post by: Cobra on July 27, 2005, 04:15:45 pm
oh shut it. :p that's my opinion, and that's why Ransom is a genious. :p
Title: RELEASE: Transcend
Post by: WMCoolmon on July 27, 2005, 04:29:45 pm
Spoiler:
1) I accepted that as being necessary to the campaign...otherwise you'd be caught a dozen missions later, only to find that your 5% hull strength made it impossible to go any further.

2) That's true. It would've been nice to see some variety, although that whole thing added to the effect of being chased. Maybe some of the times where a few jumps were skipped could be made into some less tense story-building missions.

3) I looked at that as, the Transcendant trusted you because it was able to actually communicate with you. And because maybe it couldn't really kill itself or even control itself...when Omega 1 mentioned that the Transcendant was reliving its 'last memories', I figured that it was experimented on during the later stages of the Terran-Vasudan war, and was slowly and unconsciously reforming the universe into its memories of that.

Try and put yourself in its shoes for a moment. If someone goes at you with a knife or gun, you're going to try to defend yourself; it's basic human instinct. You might not be able to stop yourself from doing certain things to defend yourself.
Title: RELEASE: Transcend
Post by: NGTM-1R on July 27, 2005, 04:36:48 pm
Spoiler:
I thought the Transcendant was Alpha 1 from Sync, actually.
Title: RELEASE: Transcend
Post by: Kie99 on July 27, 2005, 04:51:36 pm
Quote
Originally posted by Ransom Arceihn

Sync was only the first part, the explanations will come in the later parts.


Parts. Parts is a plural. w00t!

Spoiler:
I really liked it when the flashes came up, and there was the Deimos, Custodian, Farae et al.
Title: RELEASE: Transcend
Post by: phreak on July 27, 2005, 04:57:52 pm
Spoiler:
gah! i keep closing my eyes and see that damned pegasus staring at me!1
Title: RELEASE: Transcend
Post by: TrashMan on July 27, 2005, 06:27:42 pm
Quote
Originally posted by WMCoolmon
Spoiler:
1) I accepted that as being necessary to the campaign...otherwise you'd be caught a dozen missions later, only to find that your 5% hull strength made it impossible to go any further.

3) I looked at that as, the Transcendant trusted you because it was able to actually communicate with you. And because maybe it couldn't really kill itself or even control itself...when Omega 1 mentioned that the Transcendant was reliving its 'last memories', I figured that it was experimented on during the later stages of the Terran-Vasudan war, and was slowly and unconsciously reforming the universe into its memories of that.

Try and put yourself in its shoes for a moment. If someone goes at you with a knife or gun, you're going to try to defend yourself; it's basic human instinct. You might not be able to stop yourself from doing certain things to defend yourself.
[/B]


Spoiler:

1. Yeah, i know.. Still you could have assigned the team a support ship (with hull-repair enabled) or at least implement something every few mission that explains why they are stocked and repaired again.

3. Possibly. Alltough I still don't like that part of the story. It's too murky.
Title: RELEASE: Transcend
Post by: Ransom on July 27, 2005, 07:09:55 pm
Quote
Originally posted by TrashMan
Spoiler:
3. Possibly. Alltough I still don't like that part of the story. It's too murky.
[/B]

Spoiler:
Mm. That was actually something I had in mind while making it. I wanted to encourage the player to think about what was going on and come to their own conclusions, rather than having the plot neatly laid out for them. I find it very interesting reading people's theories on the Transcendant's origins, in fact I'd really like to hear from more people on the matter.
Title: RELEASE: Transcend
Post by: AqueousShadow on July 27, 2005, 11:51:45 pm
Quote
Originally posted by karajorma
Great music too.


MUSIC?!!??!?! Gah...it's all been killed...how did you get music? Isn't there a problem with the vp or somethin' somethin'. I only ever get music in the briefing/debriefings. :(
Title: RELEASE: Transcend
Post by: achtung on July 28, 2005, 12:21:03 am
Quote
Originally posted by Alpha0
Ransom Arceihn, this is an exceptional piece of work you got there. I spent six hours last night playing this little masterpiece and I just could not stop until I reached the end. Great story and superb use of SCP effects. I did not experience any bugs whatsoever. The ending is out of this world and to watch it once more I would not mind replaying the entire lot. For me, this campaign stands out, at the same level with Homesick and Derelict.

You sir, are talented. My warmest congratulations for one of the best space thrillers I've ever seen.


Totally agreed:nod:

And I made sure to play it in the dark!:D

and I only stopped playing twice for bathroom brakes played the whole thing through non-stop I couldn't resist it.

Spoiler:
The nebula was great! It looked like something straight out of hell, and I love this Twilight zoneish ending.


Quote
Originally posted by Ransom Arceihn

Spoiler:
Mm. That was actually something I had in mind while making it. I wanted to encourage the player to think about what was going on and come to their own conclusions, rather than having the plot neatly laid out for them. I find it very interesting reading people's theories on the Transcendant's origins, in fact I'd really like to hear from more people on the matter.
[/B]


I suggest starting another thread if you want to
Title: RELEASE: Transcend
Post by: Fenrir on July 28, 2005, 12:35:51 am
It's a problem with the mv_music.vp. Just get rid of it and things should work out fine.
Title: RELEASE: Transcend
Post by: Kosh on July 28, 2005, 12:39:03 am
Quote
Originally posted by Ransom Arceihn

Sync was only the first part, the explanations will come in the later parts.



So there will be more? Sweet.



I do have a couple of minor gripes about it that I forgot to mention.


Spoiler:

1.) I was kind of disappointed that we never found out why "End" ended up the way it was, and also the complete story behind the 103rd.

2.) How the hell did Omega wing know so much about the Transcendent?
Title: RELEASE: Transcend
Post by: Fenrir on July 28, 2005, 12:53:31 am
Wow. That was quite a thrill. I didn't know Freespace could be creepy!

The only thing I didn't like at all was being stuck in a Hurc II. with friggin' Prometheus R's! Sure, one or the other would be alright, but there were many times I wished I could swap with Omni 3's Perseus... or at least trade the R for another subach. Other than that, I loved it.
Title: RELEASE: Transcend
Post by: Cobra on July 28, 2005, 01:00:40 am
uh-oh, no End Planet.

(http://img112.imageshack.us/img112/7518/screen00023bo.jpg)
Title: RELEASE: Transcend
Post by: AqueousShadow on July 28, 2005, 01:12:20 am
Well, for some funky reason, the music actually played in the last mission. I mean, I was almost done with it awhile ago, but I had to quit, so I just went back to finish the last mission today and...well...

Hot damn.

Spoiler:
Who would have thought that pressing the rewind button would be so satisfying. That was beautiful work, that ending movie there.
Title: RELEASE: Transcend
Post by: WMCoolmon on July 28, 2005, 01:39:45 am
Spoiler:
I found the ending movie dimly ironic...I was originally inspired to implement the time-compression SEXP after watching Slipstream, which has an ending sequence almost exactly like the one in Transcendance. I dunno if that was an inspiration - probably not, it was a Sci-Fi cheapie movie - but it's still a little interesting to me, that things went full circle like that.

I actually sort of liked the campaign without the ending movie, though - I watched it after the whole thing, since AVI movies don't play under Linux, so it immediately jumped to the first mission clone. I suspected what had happened, but there was still that moment of uncertaintly...will it start all over again? Then the Orion appears.

IMHO that was an unintentionally brilliantly subtle ending because, it's like, has the player gotten stuck in the same situation as tehy thought the Transcendant was, and reliving his last memories? Or was he actually sent back in time? I can just see the virtual audience breathing a sigh of relief. ;)
Title: RELEASE: Transcend
Post by: karajorma on July 28, 2005, 01:50:28 am
Quote
Originally posted by AqueousShadow


MUSIC?!!??!?! Gah...it's all been killed...how did you get music? Isn't there a problem with the vp or somethin' somethin'. I only ever get music in the briefing/debriefings. :(


Spoiler:
There's a new tune in the last mission. Nowhere else though so unless you've got to that one you haven't missed anything new. The music in the last mission is triggered using a SEXP which is why it plays when everything else didn't


The mv_music.vp problem though casn be solved by moving mv_music and warble to the freespace2\Data folder apparently.
Title: RELEASE: Transcend
Post by: MetalDestroyer on July 28, 2005, 02:05:43 am
Hum, i've just see yesterday, that stupid mv_music.vp crashed Fs2 and all the mods i have. Whatever build i use, Fs 2 crashed except the 18032005 build. Don't know why.

And, after reinstalling Fs2 and the Fs2 SCP, i found where the problem comes. Unfortunately, I prefer listening my own mv_music, because it give to Fs 2 more intense combat with a good military music from Japanese games (Metal Gear Solid 3, Front Mission, Ace Combat).
Title: RELEASE: Transcend
Post by: WMCoolmon on July 28, 2005, 02:07:56 am
I should issue a recall on mv_music, until an official build is out that actually plays OGGs. :p
Title: RELEASE: Transcend
Post by: karajorma on July 28, 2005, 02:39:24 am
Quote
Originally posted by MetalDestroyer
Hum, i've just see yesterday, that stupid mv_music.vp crashed Fs2 and all the mods i have. Whatever build i use, Fs 2 crashed except the 18032005 build. Don't know why.


I've got pretty much exactly that problem. Check your errorlog.txt file and see if you've got this line.

Quote

fs2_open_G-20050715 caused an Access Violation in module ntdll.dll
Title: RELEASE: Transcend
Post by: Ransom on July 28, 2005, 07:12:07 am
Quote
Originally posted by Kosh
Spoiler:

1.) I was kind of disappointed that we never found out why "End" ended up the way it was, and also the complete story behind the 103rd.

2.) How the hell did Omega wing know so much about the Transcendent?
[/B]

Spoiler:
Both of those I plan to explain in later campaigns.


Quote
Originally posted by Cobra
uh-oh, no End Planet.

Are you running it with the -mod commandline? If not the stars.tbl in the root_FS2.vp is overwriting Transcend's one.
Title: RELEASE: Transcend
Post by: NGTM-1R on July 28, 2005, 08:37:28 am
Those look like Lightspeeds' nebulas, so I think he's running without -mod.
Title: RELEASE: Transcend
Post by: Ransom on July 28, 2005, 09:19:15 am
If anyone wants to discuss theories and things, see this thread (http://www.game-warden.com/forum/showthread.php?t=977) (spoilers, obviously).
Title: RELEASE: Transcend
Post by: Cobra on July 28, 2005, 01:03:18 pm
Quote
Originally posted by Ransom Arceihn
Are you running it with the -mod commandline? If not the stars.tbl in the root_FS2.vp is overwriting Transcend's one.


Quote
Originally posted by ngtm1r
Those look like Lightspeeds' nebulas, so I think he's running without -mod.


Guh! why wouldn't i use the -mod command line?

eh, i probably overwrote Ransom's table with lightspeed's (since Transcend uses lightspeed's nebula. :p)
Title: RELEASE: Transcend
Post by: Reppyboyo on July 28, 2005, 03:15:27 pm
Spoiler:
Cant finish the campaign as I keep getting a bloody memoery error or something when you finally kill thats his name and it starts loading something pain in the ass


Nevermind, older build fixed it, great campaign! :yes:
Title: RELEASE: Transcend
Post by: MetalDestroyer on July 28, 2005, 05:01:22 pm
Aaarg, your campaign is excellent. I've no word to say it's perfect work.
The strange voice scared me ^^ I hate hearing this kind of voice.

I've just finished the campaign, and i want more. :D

Spoiler:
I don't know why Omicron 2 and 3 turn back to kick my ass in the last mission. Which sort of power has this Transcendant ?? O_o

How did he disappear and reappearing in front of you ??
Damn stupid questions, i 'm too curious now :D
Title: RELEASE: Transcend
Post by: MetalDestroyer on July 28, 2005, 05:06:58 pm
Quote
Originally posted by karajorma


I've got pretty much exactly that problem. Check your errorlog.txt file and see if you've got this line.

 


Hum, I've got the same problem. Why this stupid mv_music needs this stupid ntdll files ?? O_o
Title: RELEASE: Transcend
Post by: karajorma on July 28, 2005, 05:34:01 pm
Do me a favour. Try moving mv_textures.vp files out of your FS2 folder and try running the same mission. Bet you it works now.

That's not a solution to your problem of course. The best thing you can do is to simply delete mv_music but do me a favour and try that one first.
Title: RELEASE: Transcend
Post by: FireCrack on July 28, 2005, 05:55:47 pm
Spoiler:


I'm sort of confused to what on earth happend to omnicron at the end, if they didnt show up again where did they go?

Title: RELEASE: Transcend
Post by: Kie99 on July 28, 2005, 06:13:47 pm
Spoiler:
They were dead.
Title: RELEASE: Transcend
Post by: Fenrir on July 28, 2005, 07:45:53 pm
Spoiler:
I somehow imagine the whole time reversal thing would have undone such matters as their deaths...
Title: RELEASE: Transcend
Post by: FireCrack on July 28, 2005, 07:47:59 pm
Spoiler:


Yes, it undid sinclairs death (was that the name of the trader?), so i find it hard to beleive it didnt undo theirs

Title: RELEASE: Transcend
Post by: Kie99 on July 28, 2005, 08:20:46 pm
Spoiler:
Unless it was just Kappa One's memory, of how things would have been if he hadn't been initiated into Omicron.


Spoilers for Sync:
Spoiler:
Perhaps the Alternate Universe in Sync, with the Xenophobic Vasudans, was The Transcendental's imagination, where the T-V war had continued, and the Vasudans had won. "It is the Death of your species whcih guides you".

Now I know what Alpha 3 was talking about when he said he could fell something watching him.
Title: RELEASE: Transcend
Post by: Fenrir on July 28, 2005, 08:23:08 pm
Spoiler:
I think they didn't arrive because their arrival (and presumably the original Omicron 4's death) were probably consequences of the Transendant's rise in power. At one point Omi 3 points out that she never found out how Omi 4 died... chances are he was absorbed into the Transendant without their knowing. If that's so, then Omi 4 never died in the new timeline and therefore they never had to go fetch Kappa 1.
Title: RELEASE: Transcend
Post by: Cobra on July 28, 2005, 08:33:53 pm
here's my theory:

Spoiler:
Since Karl Sinclair was never 'killed' in the last mission, he didn't fade from existence like Omicron did.
Title: RELEASE: Transcend
Post by: Fenrir on July 28, 2005, 08:36:35 pm
Spoiler:
You can kill him if you so choose. And I SO choose. >_>
Title: RELEASE: Transcend
Post by: FireCrack on July 28, 2005, 08:58:24 pm
I think Fenrirs explination is the most likely, infact, it entirely makes sense.
Title: RELEASE: Transcend
Post by: Goober5000 on July 28, 2005, 11:32:24 pm
Yeesh, this campaign was creepy.  But that was a good thing, considering the plot.  Very well done. :)
Spoiler:
Except the first time I heard the breathing, I was afraid some face was going to jump out like they do with those stupid Flash movies. :shaking:


I must say, that penultimate mission was an outstanding piece of work.  Unique concept, clever implementation, great use of the new sexps, and really, really fun.  (Freaking hard though.  I was lucky enough to beat it on the second try, but I was down to 6% hull.)
Spoiler:
What happens if you fail to destroy all the Pegasi in time?  I looked in the mission file but there didn't seem to be any mission failure condition.  Seems to me if you fail to kill the Transcendant before the node collapses, you lose (and possibly merge with the Transcendant yourself).  It would have been cool to see this as an alternate ending.


I have only one gripe with the campaign, but it's a major one:
Spoiler:
Transcend shares the same malady that affects Homesick and Sync: Repetitive Mission Syndrome.  There were too many missions during the campaign that were either "dash to the subspace node and avoid the fighters chasing you, but watch out for the ship blockading the node", or "arrive in a new system followed promptly by one or more warships, then wait for your subspace drives to recharge which curiously takes exactly the length of time required to destroy all the fighters".  The end of the campaign suffered heavily from this, as it seemed like there were about 12 of them strung in a row.  You could have easily removed half (or more) of these missions and not harmed the story at all.


Would you consider posting transcripts of the distorted sound clips?
Title: RELEASE: Transcend
Post by: MetalDestroyer on July 29, 2005, 01:55:06 am
Quote
Originally posted by karajorma
Do me a favour. Try moving mv_textures.vp files out of your FS2 folder and try running the same mission. Bet you it works now.

That's not a solution to your problem of course. The best thing you can do is to simply delete mv_music but do me a favour and try that one first.


It seems very strange. But, i did the first solution, Fs2 work perfectly well with the last build.
So, i try to keep all the mv_xxx.vp in my Freespace2 folder, i ran it, and .... the game didn't crash. O_o
Perhaps, it's because i play now, in OpenGL mode. I don't know.
Before playing the Transcend Campaign I always played Fs2 in D3D not in OpenGL.
And, personnally, the graphic engine in OGL is better than expected.
I'm too happy now. I can play Fs2, i can listen my own music.
Title: RELEASE: Transcend
Post by: karajorma on July 29, 2005, 02:03:13 am
Hmmm. You know I don't think I've tried that recently. I put my media vp files in their own folder and ran using multi-mod. The one time I did try putting them all in the main folder I still got the crash. I might have to explore this one further.
Title: RELEASE: Transcend
Post by: Ransom on July 29, 2005, 06:17:14 am
Quote
Originally posted by Fenrir
Spoiler:
I think they didn't arrive because their arrival (and presumably the original Omicron 4's death) were probably consequences of the Transendant's rise in power. At one point Omi 3 points out that she never found out how Omi 4 died... chances are he was absorbed into the Transendant without their knowing. If that's so, then Omi 4 never died in the new timeline and therefore they never had to go fetch Kappa 1.
[/B]

:nod: Fenrir hit the nail on the head.

Quote
Originally posted by Goober5000
Spoiler:
What happens if you fail to destroy all the Pegasi in time?  I looked in the mission file but there didn't seem to be any mission failure condition.  Seems to me if you fail to kill the Transcendant before the node collapses, you lose (and possibly merge with the Transcendant yourself).  It would have been cool to see this as an alternate ending.
[/b]

Spoiler:
I'd considered doing something like that, but decided against it on the grounds that because the mission's already pretty hard it would be too easy to get the 'failure' ending and too difficult to get the other one, which might lead people to believe the alternate ending is the only one.


Quote
I have only one gripe with the campaign, but it's a major one:
Spoiler:
Transcend shares the same malady that affects Homesick and Sync: Repetitive Mission Syndrome.  There were too many missions during the campaign that were either "dash to the subspace node and avoid the fighters chasing you, but watch out for the ship blockading the node", or "arrive in a new system followed promptly by one or more warships, then wait for your subspace drives to recharge which curiously takes exactly the length of time required to destroy all the fighters".  The end of the campaign suffered heavily from this, as it seemed like there were about 12 of them strung in a row.  You could have easily removed half (or more) of these missions and not harmed the story at all.
[/b]

Spoiler:
Yeah, that's true. They looked a lot less repetitive on paper :nervous:


Quote
Would you consider posting transcripts of the distorted sound clips?

Okay (http://www.game-warden.com/transcend/downloads/transcript.html).
Title: RELEASE: Transcend
Post by: pyro-manic on July 29, 2005, 08:17:03 am
What I'm interested in is laugh.wav. That was disturbing, but it doesn't seem to be in any of the missions. Can you tell us what it was going to be used for?
Title: RELEASE: Transcend
Post by: Kie99 on July 29, 2005, 08:21:29 am
Spoiler:
Who did the voice acting for the Transcendental
Title: RELEASE: Transcend
Post by: Ransom on July 29, 2005, 09:48:43 am
Quote
Originally posted by pyro-manic
What I'm interested in is laugh.wav. That was disturbing, but it doesn't seem to be in any of the missions. Can you tell us what it was going to be used for?

Spoiler:
It is used, in E4M8 (Chaos Prayer), when the Generation first returns after being destroyed.


Quote
Originally posted by kietotheworld
Spoiler:
Who did the voice acting for the Transcendental
[/B]

I did. :nervous:
Title: RELEASE: Transcend
Post by: Goober5000 on July 29, 2005, 12:22:35 pm
I must say, the voice acting was very well done. :nod: And the way the distortions and such were applied seemed very professional.

Some more questions that came to mind:
Spoiler:
1) What's the significance of "Everybody Has a Limit"?

2) If Omega knew everything about the Transcendant, why didn't they try stopping it themselves?

3) Those sound clips are very intriguing.  I suppose they mean something (or at least allude to it).  Any plans to explain?  Or this this another thing left purposely vague?

4) Why does destroying the Transcendant reset everything?  Does that mean he has some weird influence on time?  It seems to me  that although reality should stop being twisted, nothing should be reset: i.e. everything should continue as it was at the time of destruction.
Title: RELEASE: Transcend
Post by: karajorma on July 29, 2005, 12:40:44 pm
Spoiler:
Perhaps the Trancendant One is omnichronous. As soon as he no longer exists in one time frame he no longer exists in any of them. As a result Omicron 4 would never be taken and thus no one would ever come to take Kappa 1 away.
Title: RELEASE: Transcend
Post by: JR2000Z on July 29, 2005, 12:56:05 pm
Not really a spoiler since I'm having trouble on the first mission. :(


How far out do I have to be to get away from the astroid field? I was four minutes into the mission and well away from the astroid field.:doubt:
Title: RELEASE: Transcend
Post by: Goober5000 on July 29, 2005, 01:43:07 pm
Quote
Originally posted by karajorma
Spoiler:
Perhaps the Trancendant One is omnichronous. As soon as he no longer exists in one time frame he no longer exists in any of them. As a result Omicron 4 would never be taken and thus no one would ever come to take Kappa 1 away.
[/B]
Spoiler:
That's what I guessed too.  But if that's the case, then at what point does he become "omichronous"?  If he was the product of an experiment, then what is now the result of the experiment?
Title: RELEASE: Transcend
Post by: JR2000Z on July 29, 2005, 02:15:53 pm
nevermind. i figured it out. tricky.
Title: RELEASE: Transcend
Post by: FireCrack on July 29, 2005, 02:29:09 pm
Spoiler:

My guess as to why time rewound is that the transcendent used his last dying moments to do it as a 'favor' for kappa 1, rewind back time till before anything started
Title: RELEASE: Transcend
Post by: Kie99 on July 29, 2005, 02:35:08 pm
Quote
Originally posted by karajorma
Spoiler:
Perhaps the Trancendant One is omnichronous. As soon as he no longer exists in one time frame he no longer exists in any of them. As a result Omicron 4 would never be taken and thus no one would ever come to take Kappa 1 away.
[/B]


Spoiler:
but then he never would have been destroyed.  Aren't temporal mechanics fun :D
Title: RELEASE: Transcend
Post by: Kie99 on July 29, 2005, 02:35:48 pm
Quote
Originally posted by JR2000Z
Not really a spoiler since I'm having trouble on the first mission. :(


How far out do I have to be to get away from the astroid field? I was four minutes into the mission and well away from the astroid field.:doubt:


You have to be on the opposite side of the field to the Jump Node.
Title: RELEASE: Transcend
Post by: -Vulture- on July 29, 2005, 03:05:52 pm
Just spend the whole evening playing this campaign and i must say its the best one i've ever played.
Those sounds gave me the creeps...really good work in creating these. Well the story was exactly after my taste, horror and scifi in one very interesting plot. And a movie at the end...well everything looked very fit and proper. Really, a very nice campaign, my new favorite! :)
Title: RELEASE: Transcend
Post by: [Wolf]Maverick on July 29, 2005, 03:27:17 pm
Hi,
i have a problem, i use FS2Open 20050622 but on OpenGL i have a heavy graphic problem with the Fenris Cruisermodel in mission no.7
On Direct3D the cruiser model is allright but i have only 4 fps and with older FS2Open Versions FS2 crashes while loading the mission.
The other .tbl File didn't solve the problem.

Mav
Title: RELEASE: Transcend
Post by: karajorma on July 29, 2005, 03:30:19 pm
Download this (http://homepage.ntlworld.com/karajorma/freespace/Downloads/Kara_Low_Poly_Models.rar) and remove mv_models.vp
Title: RELEASE: Transcend
Post by: [Wolf]Maverick on July 29, 2005, 03:47:03 pm
mmmh
Now, i have no Model of the Cruiser in the game, i only see the flames of the Engines.
Maybe it works with the High Poly Version of the Fenris, where can i get the .pof File?
My old mv_model file is over 42 MB big, is it really right to remove it for the small "Kara Low Poly"?
Thanx

Mav
Title: RELEASE: Transcend
Post by: Nuclear1 on July 29, 2005, 03:51:33 pm
You did download the Replacement Ships Table (http://www.game-warden.com/transcend/downloads/no01xships.rar), right? That seems to be what you're aiming for.
Title: RELEASE: Transcend
Post by: [Wolf]Maverick on July 29, 2005, 04:00:14 pm
I already use this table and i remove my mv_models.vp for the "kara low poly model" file. But un Open GL i have no Cruiser Model in the game and on Direct3D i have 4 fps in the whole campaign.
Title: RELEASE: Transcend
Post by: MetalDestroyer on July 29, 2005, 04:09:54 pm
Just take the last Media VP in the official site of the SCP.
The actual VP are the 3.6.6, take all of them and put them into the Freespace2 folder.

You don't need to add or modify tbl files, except if you want the 3D Shockwave from Dabrain.
Title: RELEASE: Transcend
Post by: [Wolf]Maverick on July 29, 2005, 04:38:30 pm
Now i only use the actual 3.6.6 vp Files, the FS2Open20050622 and the weapons_exp.tbl for dabrains 3d Shockwave but it still didn't work. I have still graphic problems with the cruiser. With  the "Replacement Ships table" it didn't work either.
Title: RELEASE: Transcend
Post by: karajorma on July 29, 2005, 04:45:39 pm
Quote
Originally posted by [Wolf]Maverick
I already use this table and i remove my mv_models.vp for the "kara low poly model" file. But un Open GL i have no Cruiser Model in the game and on Direct3D i have 4 fps in the whole campaign.


mv_models contains high poly versions of the standard ships in sparky_fs2.vp if you remove mv_models everything will simply use the low poly versions with one exception.

The Fenris and Leviathan use different models in mv_models but the same model in the standard version. If you removed mv_models and tried to run Transcend the game would crash the first time it came across a leviathan with a "Can't find cruiser01x.pof" error.

There are two possible solution to this

1) You're not running with the -jpgtga option set. Go to the launcher and click on the features tab. Tick the enable jpg,tga textures box.

2) If that doesn't solve your problem remove both the Kara low poly models and mv_models and use the tables that nuclear1 posted. The problem with that is that the fenris and leviathan will look identical again.

Try number 1 first as it's the easiest and gives the prettiest results. If it doesn't work 2) should almost certainly solve your problem.
Title: RELEASE: Transcend
Post by: [Wolf]Maverick on July 29, 2005, 04:58:29 pm
I think i got it.
With the 20050622 Build i've got serious graphic problems with OpenGL. It is not the cruiser, the most of the cap ships are broken. On Direct3D everthing is all right and with the 20050103 Build OpenGL works too.
I played the first five Missions with the 20050103 Build but then the game crashes while loading the sixth mission, i hope the rest of the campaign works with the 20050103 Build.

Mav
Title: RELEASE: Transcend
Post by: karajorma on July 29, 2005, 05:04:52 pm
I doubt the campaign will work with 20050103. Ransom used some cutting edge stuff in the campaign that isn't in anything except the most recent builds.
Title: RELEASE: Transcend
Post by: Ransom on July 29, 2005, 05:07:30 pm
Quote
Originally posted by Goober5000
Spoiler:
1) What's the significance of "Everybody Has a Limit"?

2) If Omega knew everything about the Transcendant, why didn't they try stopping it themselves?

3) Those sound clips are very intriguing.  I suppose they mean something (or at least allude to it).  Any plans to explain?  Or this this another thing left purposely vague?

4) Why does destroying the Transcendant reset everything?  Does that mean he has some weird influence on time?  It seems to me  that although reality should stop being twisted, nothing should be reset: i.e. everything should continue as it was at the time of destruction.
[/B]

Spoiler:
1: Think of 'limit' in mental terms rather than physical. Does that help?

2: They didn't want to. AqueousShadow explained it quite well in the theory thread:
Quote
Originally posted by AqueousShadow
They just seemed like a bunch of crazed fanatics, really, unless he of course was drawing them to him like the pirates and civilians. ... the fanatics came to the Transcendant because they were drawn to him and they were awaiting the "inevitable" end, their marriage with the darkness.


3: For now, I think I'll wait and see if anyone can come up with any ideas regarding what they allude to before giving out hints.
Title: RELEASE: Transcend
Post by: [Wolf]Maverick on July 29, 2005, 05:11:26 pm
argggh
OpenGL drive me nuts. With the 20050103 Build in the Techroom all Models and Textures are correct but in The Mission I have Texture Problems too, not so bad like in the 20050622 Build but its enough. I'm totally confused now.
Title: RELEASE: Transcend
Post by: karajorma on July 29, 2005, 05:17:13 pm
What kind of texture problems are you getting. Invisible ships? Have you followed my advice about using -jpgtga?
Title: RELEASE: Transcend
Post by: Goober5000 on July 29, 2005, 05:29:08 pm
Quote
Originally posted by Ransom Arceihn
Spoiler:
1: Think of 'limit' in mental terms rather than physical. Does that help?
[/B]
A little. :)
Title: RELEASE: Transcend
Post by: [Wolf]Maverick on July 29, 2005, 05:39:55 pm
On Build 20050622 @ Open GL i have huge geometric figures that block the screen, i couldn' make a screenie of these and its pretty hard to explain in english. but i could make a sceenie of the texture problems with build 20050103:

http://img131.imageshack.us/img131/1396/graphic012zc.jpg

The disable of the -jpgtga textures didn't change anything
Title: RELEASE: Transcend
Post by: boewolf on July 29, 2005, 09:25:38 pm
First let me say that this is a beutiful peice of freding.  however I can't stop this error message showing up at the end of the mission, wait now i can't even access the brefing...  Its just after calculated error.

Error: Unrecognized operator.

In sexpression: ( when
   ( is-event-true-delay "genarrive" 41 )
   ( fade-out )
   ( self-destruct
      "Ulresh"
      "Nu 3"
      "Nu 1"
      "Cancer 3"
      "Virgo 1"
      "Virgo 3"
   )
   ( ship-vanish
      "Krace"
      "Xi 2"
      "Xi 1"
      "Xi 4"
      "Cancer 4"
      "Cancer 2"
      "Nu 2"
      "Nu 4"
      "Virgo 2"
      "Virgo 4"
   )
   ( send-message-list
      "Ulresh"
      "High"
      "Ulresh_2"
      3000
      "Generation"
      "High"
      "Generation_3"
      5000
      "Xi 3"
      "Normal"
      "Xi_1"
      5000
      "Generation"
      "High"
      "Generation_4"
      7000
   )
)
(Error appears to be: fade-out)
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Mission\MissionParse.cpp
Line: 4517

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

I'm currently using FSO 3.6.5 (None of the rest worked)
also using the patch for Transcend.

This also happens every time.
Title: RELEASE: Transcend
Post by: karajorma on July 30, 2005, 12:23:11 am
The problem is that 3.6.5 is older than the fade SEXP.

We need to solve your problems with more recent builds if you want to play. Ransom wasn't joking when he said you needed to use a recent build.

He may be wrong about needing OpenGL as some people say they've successfully run the game in D3D but needing a new build is an absolute. Without one the best you can do is get through about 7-8 missions and then the campaign will fall over on you.

@Maverick - That's a different problem to the one I was thinking you'd be getting. That one definately looks like a bug. Head over to the SCP forum and report it along with as much info as you can. Whathappens under D3D instead of openGL with a recent build BTW. Just cause Ransom himself couldn't get the campaign to work under D3D doesn't automatically mean you won't.
Title: RELEASE: Transcend
Post by: Kie99 on July 30, 2005, 09:03:44 am
Spoiler:
In the mission where the Generation gets attacked by the Hecate, the Hecate jumped in, and was attacking the Generation with it's beam on the side.  Unfortunately the Generation managed to destroy this beam with a Slasher.  This has happened twice and I had to use cheats to finish off the Generation both times.
Title: RELEASE: Transcend
Post by: NGTM-1R on July 30, 2005, 09:25:06 am
Spoiler:
The bombers couldn't handle it? The Hecate launches at least one wing of Artemis and one of Boanerges.
Title: RELEASE: Transcend
Post by: Kie99 on July 30, 2005, 09:39:04 am
Spoiler:
They were all dead by the time it was at 30%
Title: RELEASE: Transcend
Post by: WMCoolmon on July 30, 2005, 09:55:31 am
Spoiler:
Same deal here, although what I did was time-compressed it while the Hecate fired away with its AA beams. :p
Title: RELEASE: Transcend
Post by: Pnakotus on July 30, 2005, 09:02:32 pm
Spoiler:

I didn't have any problems with the Generation: since I habitually destroy capbeams anyway, the poor G spent most of it's time barely armed.  If the bombers get destroyed the Hecate takes FOREVER to kill the damn thing by itself, though.

As an aside, some of the missions carried over damage (across two missions I nearly destroyed the Generation myself) but others don't, even if they're directly linked (ie the interminable 'run for the node' missions)
Title: RELEASE: Transcend
Post by: Anaz on July 30, 2005, 10:41:00 pm
Very nice. Played through it this afternoon, and one awesome experience :yes:

Spoiler:

As far as nitpicks go, sometimes the transcendant's voice files wouldn't play. Seemed to randomly pick and choose. Probably because I'm using an older build. It would also crash every few missions when I tried/something tried to warp out. Fortunately, I got lucky and most of those were "cutscene" missions, so I didn't have to re-shoot things.
Title: RELEASE: Transcend
Post by: Jetmech Jr. on July 31, 2005, 10:56:20 am
This is so utterly frustrating. The campaign is sheer brilliance, but I can't finish it!

The stupid loading screen crashes the second it hits the halfway mark. The mission...Well I don't freakin KNOW the mission cuz of the crash. Its right after the one where the Saya woman disappears.
Title: RELEASE: Transcend
Post by: WMCoolmon on July 31, 2005, 03:12:54 pm
What build are you using and does a debug build tell you anything? You need to have > 3.6.5
Title: RELEASE: Transcend
Post by: Jetmech Jr. on July 31, 2005, 03:30:20 pm
Quote
Originally posted by WMCoolmon
What build are you using and does a debug build tell you anything? You need to have > 3.6.5


I'm using the G_20050728 build, AKA the newest.

The debug build...well, I tried running it, but it tells me it can't find a bunch of nebula files, even though 1. I have all the media VPs, and 2. There were never any nebula problems in the game.
Title: RELEASE: Transcend
Post by: Jetmech Jr. on July 31, 2005, 07:50:18 pm
C'mon, people! Anything? Anything at all?

I REALLY want to finish the campaign...
Title: RELEASE: Transcend
Post by: Fenrir on July 31, 2005, 08:02:08 pm
Seems like you don't have Lightspeed's nebulae.  Get this VP here:
http://fs2source.warpcore.org/new365/ls_neb.exe
Title: RELEASE: Transcend
Post by: MetalDestroyer on August 01, 2005, 01:38:50 am
Or take all the LAST media VP here :
http://scp.indiegames.us/download.php?list.2

And take the last build (the 20050722 or the 20050728 ).

Within that you have all you need to play this campaign.
Title: RELEASE: Transcend
Post by: Azrael15 on August 01, 2005, 07:00:46 am
I'm having one hell of a problem.

In the mission 'Chaos Rain' with all the Vasudans and Terrans shooting at each other I get random crashes. They can be as soon on as 5 seconds into the mission or to a few minutes in.

This is extremely frustrating.

It cannot be amount of ships because I've made missions that feature multiple Destroyers, cruisers and corvettes in upwards of 60. I have the patch, and have put it in my transcend mod directory.

Any ideas?

EDIT: huh. Works now.

Finished it. MY GOD! What an ending! This is quite possibly one of the best campaigns ever!

Now, what's this Sync everyone is talking about? Links?
Title: RELEASE: Transcend
Post by: Singh on August 01, 2005, 08:28:01 am
ive only played through half of it....


dude....this is teh sort of campiagn I someday hope to make. You've just raised the bar from Homesick a notch, and a rather hefty one at that. Excellent work - the praise is well worth it!

Can't wait to see BR top this though :drevil:
Title: RELEASE: Transcend
Post by: Rott3 on August 01, 2005, 08:36:06 am
Quote
Originally posted by Azrael15
Now, what's this Sync everyone is talking about? Links?


Sync (http://www.hard-light.net/forums/index.php/topic,28610.0.html)

Sync is Ransoms other campaign. And a mighty good one.
Title: RELEASE: Transcend
Post by: Jetmech Jr. on August 01, 2005, 09:08:17 am
Quote
Seems like you don't have Lightspeed's nebulae. Get this VP here:
http://fs2source.warpcore.org/new365/ls_neb.exe


Quote
Or take all the LAST media VP here :
http://scp.indiegames.us/download.php?list.2

And take the last build (the 20050722 or the 20050728 ).

Within that you have all you need to play this campaign.



Thank you both for trying, but as I said, I a) Already have all the mediavps, with the exception of mv_cell and mv_zpack, and b) already possess and have tried both those versions of the SCP. No go.

And again, I'm quite certain I'm not missing any nebulas, as I haven't had any background troubles at all throughout the entire campaign (and the last time I DID have bg problems, all that happened was that the backgrounds turned white).
Title: RELEASE: Transcend
Post by: Ransom on August 01, 2005, 09:36:29 am
I'm not sure the media VPs come with all of Lightspeed's nebulae. adv_effects seems to be the only one that includes any of them, and it only includes the retail FS2 replacements. But this can't be the reason for your problem.

Try this (http://www.game-warden.com/transcend/downloads/argiebargie.rar). It's a replacement mission file, assuming I've guessed correctly as to what mission you're having trouble with. Since I didn't have the problem, this is just a guess and I have no idea whether it's going to work or not. If it doesn't work then try getting LS's nebulas (http://www.penguinbomb.com/lightspeed/NaRR10_Nebulae.zip) and run it with the debug build.
Title: RELEASE: Transcend
Post by: Kie99 on August 01, 2005, 09:52:39 am
I've got a VP called ls_neb.vp  that has LightSpeed's Nebulas in it.  I'm 99.9% Sure I got it in a Media VP Download.  Possibly the 3.6.6 beta?
Title: RELEASE: Transcend
Post by: Jetmech Jr. on August 01, 2005, 10:25:38 am
Ok, downloaded ls_neb.vp and the mission file.

...Still no worky. So I ran the Debug build with the nebulas. I first got a few messages about the Kelpies table files (no problems, since it's a newer build). Then I got this message:

Warning: Couldn't open texture 'THRUSTER01'
referenced by model 'fighter2t-03.pof'

It then began loading, but crashed at the halfway point just as the Exp05.ani finished loading and Exp05_1.ani was beginning.

Should I post the fs.log?
Title: RELEASE: Transcend
Post by: Boomer on August 01, 2005, 12:19:09 pm
My God....
 
I finally took a break from MODding to actually play the game so I downloaded Transcend and...

Its a masterpiece.   I mean it excellent.  I'll have to check out Sync methinks.  Keep them campaigns a comin'.
Title: RELEASE: Transcend
Post by: WMCoolmon on August 01, 2005, 09:06:49 pm
Quote
Originally posted by kietotheworld
I've got a VP called ls_neb.vp  that has LightSpeed's Nebulas in it.  I'm 99.9% Sure I got it in a Media VP Download.  Possibly the 3.6.6 beta?


I might've released it with it, but it's not really part of the official releases since it doesn't improve retail FS2 stuff; it's only used for various mods. It has all of Lightspeed's extra nebula packs.
Title: RELEASE: Transcend
Post by: Jetmech Jr. on August 02, 2005, 09:26:03 am
HEEEELLLLLLPPP MMEEEEEE!!!
Title: RELEASE: Transcend
Post by: karajorma on August 02, 2005, 10:12:30 am
Quote
Originally posted by Jetmech Jr.
Then I got this message:

Warning: Couldn't open texture 'THRUSTER01'
referenced by model 'fighter2t-03.pof'


Odd. Didn't you get a message about another texture being missing first? That error is with the high poly perseus and I get the exact same one but it complains about the glass texture being missing first.
Title: RELEASE: Transcend
Post by: Jetmech Jr. on August 02, 2005, 05:03:32 pm
No, I only got two error messages about the Kelpies subsystems, including a note that if I had a recent version of SCP (which I do) it wouldn't be a problem. Then I got the thruster message.
Title: RELEASE: Transcend
Post by: Mefustae on August 03, 2005, 12:04:52 am
Hmmm, right after the mission where the Gas Miner and Cruiser collide, i get this;

Error: Unrecognized operator.

In sexpression: ( when
   ( is-event-true-delay "genarrive" 41 )
   ( fade-out )
   ( self-destruct
      "Ulresh"
      "Nu 3"
      "Nu 1"
      "Cancer 3"
      "Virgo 1"
      "Virgo 3"
   )
   ( ship-vanish
      "Krace"
      "Xi 2"
      "Xi 1"
      "Xi 4"
      "Cancer 4"
      "Cancer 2"
      "Nu 2"
      "Nu 4"
      "Virgo 2"
      "Virgo 4"
   )
   ( send-message-list
      "Ulresh"
      "High"
      "Ulresh_2"
      3000
      "Generation"
      "High"
      "Generation_3"
      5000
      "Xi 3"
      "Normal"
      "Xi_1"
      5000
      "Generation"
      "High"
      "Generation_4"
      7000
   )
)
(Error appears to be: fade-out)
File:U:\src\cvs\fs2_open.testing\code\Mission\MissionParse.cpp
Line: 4517

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

Every time I try to load up the mission, it just imediately CTDs and leaves me with this gargantuine error message...little help?
Title: RELEASE: Transcend
Post by: FireCrack on August 03, 2005, 12:07:15 am
Do you have the latest build? if not, get it.
Title: RELEASE: Transcend
Post by: Mefustae on August 03, 2005, 12:08:13 am
I'm using the build from the first page of this thread...
Title: RELEASE: Transcend
Post by: Nuclear1 on August 03, 2005, 12:40:46 am
You are using the 20050722 build? I have to ask, even if it does sound stupid--even if you do have the July 22nd build, is that the one you're running? Is there a possibility that you're actually using the launcher to run an older build and not the 20050722 build?

I ask because it's happened to be on a number of occassions. I can't really think of any reason why the 20050722 build wouldn't work. Earlier builds don't work for reasons karajorma explained earlier:
Quote
The problem is that 3.6.5 is older than the fade SEXP.
[/b]
So if you're using an older build, fade-out wouldn't exist, according to it.

That's really the only thing I can think of.
Title: RELEASE: Transcend
Post by: karajorma on August 03, 2005, 02:01:36 am
You haven't accidentally picked the 20050526 build by mistake have you?

It's very easy to pick the wrong build when all that's different is the date :)
Title: RELEASE: Transcend
Post by: Mefustae on August 03, 2005, 02:15:01 am
I played with a few things, and now i'm using; E:\Freespace 2\fs2_open_G-20050722.exe, and now when it won't even blimmin' launch at all!

Error: weapons.tbl(3783):
Error: Required token = [$Flags:], found [-1]
in weapon: Fury MK IV.

File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Parse\PARSELO.CPP
Line: 531
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: RELEASE: Transcend
Post by: karajorma on August 03, 2005, 02:20:32 am
Do you have any custom weapons.tbl files in your data\tables folder?
Title: RELEASE: Transcend
Post by: Mefustae on August 03, 2005, 03:35:11 am
Nope, but i think my Freespace2 folder might be just hopelessly deformed...

(http://img188.imageshack.us/img188/8316/freespace2folder2ws.jpg)

I'd give myself a fresh install, but i'm afraid that if i uninstall it, my FS2 CDs will go funky again and the auto-run and setup just not work, like it has in the past (there was a thread about this, but i don't think it was resolved)...
Title: RELEASE: Transcend
Post by: karajorma on August 03, 2005, 04:05:06 am
I suspect I know the cause of your problem and it's probable that it can be solved without anything as drastic as a reinstall.

1) Before we go any further I suggest you back up the following files

# root_fs2.vp
# sparky_fs2.vp
# sparky_hi_fs2.vp
# stu_fs2.vp
# tango1_fs2.vp
# tango2_fs2.vp
# tango3_fs2.vp
# smarty_fs2.vp
# warble_fs2.vp

That way you can use a HotU style install to get FS2 working again if you ever lose your HD or something. When rar'd you can probably fit all those files on a single CD so it makes sense to do it. If you have some space left on the CD back up the FRED2, Freespace and FS2 exe files as well.

2) Apart from those files named above put everything else that ends in .vp and doesn't start in mv_ into a new folder.

3) Open up data and run a search in that folder for *.tbl. If you find anything put it in the same folder as the VP files you cleared away.

That should be enough to clean up your install although you may just want to rename your old data folder,  create a new Data folder and only copy across the contents of Data\Players\ to it.
Title: RELEASE: Transcend
Post by: Mefustae on August 03, 2005, 05:32:31 am
Thanks, i'll try that...
Title: RELEASE: Transcend
Post by: Jetmech Jr. on August 03, 2005, 09:50:03 am
*Echo* Heeeelllp Meeee!!!
Title: RELEASE: Transcend
Post by: Kie99 on August 03, 2005, 11:16:11 am
Try installing a separate FS into a new folder.  I myself have 3 separate installs of FreeSpace, so whenever I have a bug, I switch to a separate installation and that usually solves my problem.
Title: RELEASE: Transcend
Post by: karajorma on August 03, 2005, 11:38:08 am
I've never considered multiple FS2 installs as anything more than a waste of space.

If you know what you're doing you can install multiple mods on the same install and never have a single problem.

@Jetmech. Make a new pilot, add the -allslev custom flag to the launcher and try the mission in the techroom.
Title: RELEASE: Transcend
Post by: starbug on August 03, 2005, 04:19:10 pm
Wow that was a creepy campaign, i like a good pychological horror/thriller, After the end, it makes you wonder if the whole thing happened at all. All in all a damn good story, never thought freespace could be so dark.

The music track from the last level, i could be wrong, but is it from silent hill2 where your fighting the 2 pyramid head things? or am i wrong, if it is how did you get the music out of the game? thats if i'm riteits bn a while since i played SH2
Title: RELEASE: Transcend
Post by: Ransom on August 03, 2005, 04:59:54 pm
Quote
Originally posted by starbug
The music track from the last level, i could be wrong, but is it from silent hill2 where your fighting the 2 pyramid head things? or am i wrong, if it is how did you get the music out of the game? thats if i'm riteits bn a while since i played SH2

Yep, that's the one. The music credits are in the readme. As for how I got it, I bought the soundtrack.
Title: RELEASE: Transcend
Post by: Jetmech Jr. on August 03, 2005, 08:04:26 pm
Sorry kara, didn't work.

On the plus side, I've found the two missions it won't let me play: Soul Hysteria and Oneiraphobia.
Title: RELEASE: Transcend
Post by: Mefustae on August 03, 2005, 08:21:30 pm
Faith and Begora! It actually worked! Which is something quite surprising for me as nothing ever seems to go to plan regarding my Computer (for example, it literally wouldn't accept a stick of RAM for absolutely no reason that I or anyone else I know could figure out! I ended up having to swap with someone else to get a stick that my computer would accept). Thanks for the help Kara, my FS2 folder is still a little dirty, but it's running great....and i can FINALLY get onto finishing Transcend :D
Title: RELEASE: Transcend
Post by: Jetmech Jr. on August 03, 2005, 08:31:57 pm
Quote
Originally posted by Mefustae
....and i can FINALLY get onto finishing Trancend :D


...damn you :(.
Title: RELEASE: Transcend
Post by: Ransom on August 03, 2005, 08:47:02 pm
Quote
Originally posted by Jetmech Jr.
Sorry kara, didn't work.

On the plus side, I've found the two missions it won't let me play: Soul Hysteria and Oneiraphobia.

Well, that's odd. I can't think of any reason why those missions in particular wouldn't work...

Have you got any files in the main FS2 data folder? If you've got the media VPs, maybe you should move all of the loose files in there to somewhere out of FS2's reach and see if that works.
Title: RELEASE: Transcend
Post by: Jetmech Jr. on August 03, 2005, 09:17:47 pm
The only files I have in the main FS2 folder, apart from those from the FS2 Install, are:

mv_core
mv_textures
mv_models
mv_effects
mv_adveffects
mv_music

fs2open_G-20050722
fs2open_G-20050728

In the data folder, I have the files for the Hi-poly mjolnir and Erinyes. I tried deleting them, but it still didn't work.
Title: RELEASE: Transcend
Post by: Fenrir on August 03, 2005, 09:26:06 pm
It could have to do with mv_music. It's been buggy as long as I can remember. Remove it and see if that has to do with anything.
Title: RELEASE: Transcend
Post by: Mefustae on August 03, 2005, 09:48:45 pm
Something REALLY funky happened to the Orion you see when you exit the Nebula Node, like, there's a gigantic Triangle-like Glitch almost as big as the Orion itself jutting out of its starboard-bow, this dang thing is HUGE! Just wondering if its me...?

Edit; Got a screenie to show off the Funky Orion...it's funkiness is quite shocking, no?

(http://img176.imageshack.us/img176/3157/error9bn.jpg)

*Names and such Blanked Out to protect Storyline...

Edit2; It seems that this funky glitch happens wheneven I run with version fs2_open_G-20050722.exe, even in the Tech room the big funky triangle appears...little help...?
Title: RELEASE: Transcend
Post by: Jetmech Jr. on August 03, 2005, 10:01:23 pm
Quote
Originally posted by Fenrir
It could have to do with mv_music. It's been buggy as long as I can remember. Remove it and see if that has to do with anything.


You=:yes:

I love ya, man. :D
Title: RELEASE: Transcend
Post by: Jetmech Jr. on August 03, 2005, 10:59:20 pm
Spoiler:
Hot damn, that is one fantastic ending. I like how the Transcendant is basically one of the crew from Sync (reliving his last moments. Journeying to beyond known space and transcending :lol:. I should have figured the moment I understood the sound clips). You are definately one of the best FREDders/Story writers here.

I look forward so very much to all following releases.
Title: RELEASE: Transcend
Post by: Deepstar on August 03, 2005, 11:40:45 pm
I've completed this Campaign... it's great!

One of the best Campaigns i ever played.


I play it on "Normal" Difficulty and must say, that a few Missions are very hard for me, i must restart few Missions more than 10 Times... and the Solution was easy sometimes.. all Energy transfered to the Engine and use of Afterburner to escape the Weapon Range of all the bigger Ships behind you... i other Missions you don't need to fire one shot, you need only fly to the Node and Jump out.

But in the last Part, the "To the Node" and "Destroy Wings to allowed to jump out" Missions was boring, there are all the same :(



Overall, this is a very good Campaign, with interessting SEXPs, like the Flashs and the Slowmo and the End.
Title: RELEASE: Transcend
Post by: karajorma on August 04, 2005, 01:57:16 am
Quote
Originally posted by Jetmech Jr.


You=:yes:

I love ya, man. :D


As soon as you posted that you were having some missions work but others fail I started thinking mv_music :)

I should have posted that one earlier but every time I ask someone to test it they say that it works fine and it looks like my PC is the only one getting that crash.
Title: RELEASE: Transcend
Post by: Kie99 on August 04, 2005, 04:01:27 am
Quote
Originally posted by Mefustae
Something REALLY funky happened to the Orion you see when you exit the Nebula Node, like, there's a gigantic Triangle-like Glitch almost as big as the Orion itself jutting out of its starboard-bow, this dang thing is HUGE! Just wondering if its me...?

Edit; Got a screenie to show off the Funky Orion...it's funkiness is quite shocking, no?

http://img176.imageshack.us/img176/3157/error9bn.jpg

*Names and such Blanked Out to protect Storyline...

Edit2; It seems that this funky glitch happens wheneven I run with version fs2_open_G-20050722.exe, even in the Tech room the big funky triangle appears...little help...?


This happened to someone when the High Poly Orion was first released.  Do a search for the thread, I tihnk there was a solution in that,.
Title: RELEASE: Transcend
Post by: Mefustae on August 04, 2005, 04:54:34 am
Spoiler:
Wow...that's all i can say, Wow. Unbelievable campaign with plenty of entertaining tie-ins to Sync. Might i ask; is the Nebula you start in when you begin Sync the very same Nebula the Chrondral leads you to?


@Kie; I've had a look in about three seperate threads for any mention of said glitch, but to no avail...might i ask for some assistance in locating this particular fix...?
Title: RELEASE: Transcend
Post by: Pnakotus on August 04, 2005, 07:47:31 am
Now that I've finished Sync, I really have to ask what these 'tie-ins' are.  It's thematically linked, and there are alot of nebulas and short missions, but I don't see how it's supposed to be a linked in a direct, in-universe way.  Apart from you-know-who, of course, and it's role is pretty much zero in Sync.

Spoiler:
Sync creates a separate history due to the interference of the Persistence and the Sync device, so how could the characters or ships be transferred to the post-Capella era?

Or is the Pegasus supposed to be both the 'Transcendent' and the force controlling the events of Sync?


All over, Transcend is a fun campaign, and a distinct improvement over Sync.  I'm looking forward to the next campaign.
Title: RELEASE: Transcend
Post by: Jetmech Jr. on August 04, 2005, 09:28:46 am
Spoiler:

I think the Transcendant IS one of the crew from Sync. Thats how it seems to tie in. Not to mention, the Transcendant is present in the Sync Campaign (remember the Ship zooming off in subspace in one of Sync's earlier missions?
Title: RELEASE: Transcend
Post by: Kie99 on August 04, 2005, 10:11:50 am
Quote
@Kie; I've had a look in about three seperate threads for any mention of said glitch, but to no avail...might i ask for some assistance in locating this particular fix...?


It was mentioned on this thread. (http://www.hard-light.net/forums/index.php/topic,31212.0.html)  Don't know if it was ever fixed though.
Title: RELEASE: Transcend
Post by: karajorma on August 04, 2005, 11:57:00 am
Try simply going into the Transcend\Data\cache folder and deleting the  ibx for the Orion (I think it's capital02 or something. Just delete all the ones with the world capital in them. The game will regenerate them anyway).
Title: RELEASE: Transcend
Post by: Fractux on August 04, 2005, 11:57:45 am
@ Kie: I experienced the same problem using OGL. the only way to get rid of it is to use the -novbo option for now.

See http://www.hard-light.net/forums/index.php/topic,34211..0.html
Title: RELEASE: Transcend
Post by: TopAce on August 04, 2005, 02:30:34 pm
I played the first four missions. I am now in the mission where you have to play custom patrol, scanning cargo.

As far as I have got, I am not impressed. I have no doubt the story will be interesting and the dialogue will be top-notch, but you did not test the missions so well. Examples in spoiler.

Spoiler:
Mission 1: You made it way too long. I had a Derelict feeling after flying the exact  same mission for 17 minutes and I still have a good chance of losing the mission. The battle area is too large for a Hercules II, it was a pain in the back to play that mission, my weapons are all useless but the Harpoons, the first wave of Lokis almost killed me because my wingmen were 7,000 metres away. I had to keep firing with my Subachs and Prom Rs and Hornets. Would it have been any difficult to give the player some better weaponry and a more useful craft?
Mission 2: First, the Faustus jumped out and I was ordered to depart. Then my machine crashed. It has nothing to do with your campaign but has importance. The next time I ran the mission I knew it will end in two minutes, so I was curious about something: I could easily destroy the Faustus and nothing happened! The pilot and the 'dead vessel' continoued their chat. I also tried to destroy any of my wingmen, but you were clever enough to make them invulnerable.
Mission 3: I have only completed this mission once, I did not try to break it anyhow.
Mission 4: What I have already seen from Sync and the first missions in this campaign, I was absolutely sure that nothing would happen if I destroy any of the cargo before or after scanning. I was right. The Triton came in, I destroyed its cargo, the Triton stopped and nothing else happened after that.


I am sure bugs like these are present in every mission, so I won't tire you with those. You definitely need some testing lessons. From what I have seen in the first four missions, this is work is rushed.
Title: RELEASE: Transcend
Post by: MetalDestroyer on August 04, 2005, 02:46:28 pm
Quote
Originally posted by karajorma


As soon as you posted that you were having some missions work but others fail I started thinking mv_music :)

I should have posted that one earlier but every time I ask someone to test it they say that it works fine and it looks like my PC is the only one getting that crash.


Finally the mv_music crashed Fs 2. I don't know how and why the last time i try it, Fs 2 worked. But now, Fs 2 crashes in all case.
Title: RELEASE: Transcend
Post by: Kie99 on August 04, 2005, 02:54:06 pm
Quote
Originally posted by TopAce
I played the first four missions. I am now in the mission where you have to play custom patrol, scanning cargo.

As far as I have got, I am not impressed. I have no doubt the story will be interesting and the dialogue will be top-notch, but you did not test the missions so well. Examples in spoiler.

Spoiler:
Mission 1: You made it way too long. I had a Derelict feeling after flying the exact  same mission for 17 minutes and I still have a good chance of losing the mission. The battle area is too large for a Hercules II, it was a pain in the back to play that mission, my weapons are all useless but the Harpoons, the first wave of Lokis almost killed me because my wingmen were 7,000 metres away. I had to keep firing with my Subachs and Prom Rs and Hornets. Would it have been any difficult to give the player some better weaponry and a more useful craft?
Mission 2: First, the Faustus jumped out and I was ordered to depart. Then my machine crashed. It has nothing to do with your campaign but has importance. The next time I ran the mission I knew it will end in two minutes, so I was curious about something: I could easily destroy the Faustus and nothing happened! The pilot and the 'dead vessel' continoued their chat. I also tried to destroy any of my wingmen, but you were clever enough to make them invulnerable.
Mission 3: I have only completed this mission once, I did not try to break it anyhow.
Mission 4: What I have already seen from Sync and the first missions in this campaign, I was absolutely sure that nothing would happen if I destroy any of the cargo before or after scanning. I was right. The Triton came in, I destroyed its cargo, the Triton stopped and nothing else happened after that.


I am sure bugs like these are present in every mission, so I won't tire you with those. You definitely need some testing lessons. From what I have seen in the first four missions, this is work is rushed. [/B]

Spoiler:

Other than the first one you're just trying to find bugs that noone would ever find in normal play.  Why would anyone try and shoot down the Silent Eye or destroy the cargo, when both are marked as friendly?
Title: RELEASE: Transcend
Post by: Ransom on August 04, 2005, 02:54:11 pm
Quote
Originally posted by TopAce
I am sure bugs like these are present in every mission, so I won't tire you with those. You definitely need some testing lessons. From what I have seen in the first four missions, this is work is rushed.

Sorry, then. I guess I'm not good at planning for things the player obviously isn't meant to do. I'll keep that in mind for my next campaign.
Title: RELEASE: Transcend
Post by: Deepstar on August 04, 2005, 04:18:49 pm
Oh, BTW, what is that for a Music in the Ending Video? I like it ;)
Title: RELEASE: Transcend
Post by: Ransom on August 04, 2005, 05:35:37 pm
Quote
Originally posted by Deepstar
Oh, BTW, what is that for a Music in the Ending Video? I like it ;)

Spoiler:
It's one of the battle tracks from Haegemonia in reverse.
Title: RELEASE: Transcend
Post by: Deepstar on August 04, 2005, 07:16:52 pm
Quote
Originally posted by Ransom Arceihn

Spoiler:
It's one of the battle tracks from Haegemonia in reverse.
[/B]


Ah, thx, i thought this already.
Title: RELEASE: Transcend
Post by: Pnakotus on August 04, 2005, 07:52:44 pm
Quote
Originally posted by Jetmech Jr.
Spoiler:

I think the Transcendant IS one of the crew from Sync. Thats how it seems to tie in. Not to mention, the Transcendant is present in the Sync Campaign (remember the Ship zooming off in subspace in one of Sync's earlier missions?
[/B]


Well that would make absolutely no sense: Winnie ther Pooh showing up would be just as valid.

However,
Spoiler:

I caught the Pegasus in the subspace mission.  How could THAT be the  Tranny if the Tranny is some of the characters?  Not to mention the whole thing takes place in an alternate timeline, and somehow the future-Vasudans knew everything that was going on.

I actually like all the unanswered questions in both campaigns - like the future-Vasudans, the cagey Shivans, etc - but I'm wary of drawing parallels where none exist.
Title: RELEASE: Transcend
Post by: NGTM-1R on August 04, 2005, 09:22:40 pm
Spoiler:
Well, it has already been put forth that the Transcendant is omnichronal, and if he exists/does not exist in one time, he must exist/not exist in them all. Otherwise the rewind would be one in a literal sense and things would start all over.

I blew up the Chondral's cargo once myself, mainly out of frustration. "There's nothing more we can do." Yeah, we'll see about that! *BOOM*
Title: RELEASE: Transcend
Post by: Jetmech Jr. on August 04, 2005, 09:59:11 pm
Quote
Originally posted by Pnakotus


Well that would make absolutely no sense: Winnie ther Pooh showing up would be just as valid.

However,
Spoiler:

I caught the Pegasus in the subspace mission.  How could THAT be the  Tranny if the Tranny is some of the characters?  Not to mention the whole thing takes place in an alternate timeline, and somehow the future-Vasudans knew everything that was going on.

I actually like all the unanswered questions in both campaigns - like the future-Vasudans, the cagey Shivans, etc - but I'm wary of drawing parallels where none exist.
[/B]


Spoiler:

1. What ngtm1r said.

2. Take a look at the transcripts of the Transcendants messages. He says the exact same thing as is in the Sync Crews dialogue. For example:

 too. ---- luck but I'd rather take my chances with the -------.

Phi 2 (I think) says in Sync: Me too. Good luck, but I'd rather take my chances with the shivans.

Also:

- I guess you can't blame them.

- Something strange about this place...

- Doesn't his death bother you?

- Fails to respond...

- I just don't know...

- Isn't our time to die...

- No!

- No idea...

- Why?

- Nothing... makes sense.

- I'm... not getting a clear reading.

- I don't... it's so far away...

- I think... I...

- Do you see?

- But how? They...

- I can't reach...

Pretty much all of these, IIRC, are from Sync's Dialogue.

Title: RELEASE: Transcend
Post by: Cobra on August 04, 2005, 10:27:08 pm
i just noticed that. i wonder if we'll meet Kappa 1 in the next campaign? ;)
Title: RELEASE: Transcend
Post by: Fenrir on August 05, 2005, 01:17:31 am
Spoiler:
Umm, where is it established that the Vasudans in Sync are from the future? I must've missed something...
Title: RELEASE: Transcend
Post by: Pnakotus on August 05, 2005, 06:35:05 am
Fenrir, it wasn't.  I just figured that made more sense than 'OMG there are other, almost identical, Vasudans in another galaxy'.

ngtm1r,
Spoiler:
I'm still not sure that suggests the Tranny is one of the Sync guys.  I'm (reasonably) fine with the Tranny messing with people (as it seems he was in Sync), but actually BEING one of the Syncers seems a stretch.


Jetmech,
Spoiler:
to me that suggests that the Tranny was PRESENT during the events of Sync, and probably influencing them.  After all, I don't think any single person said all the lines (which is why I didn't think it was, ie, Phi3 or something) - but he could very well have been following them for some reason, and thus heard all the communications between the Persistence group.  He was insane in Transcend, after all... :)


Actually, is Transcend dated?  How far post-Capella is it?

Spoiler:
I'm curious to know what ELSE changed in the Transcend universe due to K1s little world-saving paradox adventure.  Chronologically, WHEN was the Tranny destroyed?  Did his 'dark nebula' never form?  Did the cult never arise?  Clearly, those spooks never investigated his nebula, etc.  What about the smugglers hiding there?  It was clear to K1 that his little branch of time didn't make any sense: does he remember?
Title: RELEASE: Transcend
Post by: Jetmech Jr. on August 05, 2005, 09:38:38 am
Quote
Originally posted by Pnakotus
Jetmech,
Spoiler:
to me that suggests that the Tranny was PRESENT during the events of Sync, and probably influencing them.  After all, I don't think any single person said all the lines (which is why I didn't think it was, ie, Phi3 or something) - but he could very well have been following them for some reason, and thus heard all the communications between the Persistence group.  He was insane in Transcend, after all... :)

 [/B]


Spoiler:
However, remember that it was stated that the Transcendant was constantly reliving the last moments of his life? That he was constantly replaying and resending dialogue from the last moments of the Sync crew still leads me to believe he was part of the Sync crew ;).
Title: RELEASE: Transcend
Post by: Kie99 on August 05, 2005, 11:11:18 am
Use Spoiler tags!!!
Title: RELEASE: Transcend
Post by: karajorma on August 05, 2005, 01:01:08 pm
Fixed.
Title: RELEASE: Transcend
Post by: Cobra on August 05, 2005, 01:35:09 pm
Spoiler:
Those weren't 'vasudans from the future'. they were vasudans from another galaxy.


[EDIT]
Spoiler:
Yeah, i still think that the Transcendant was the Sync crew. ;)
Title: RELEASE: Transcend
Post by: Screechy on August 05, 2005, 02:40:19 pm
Quote
Originally posted by Cobra
Spoiler:
Those weren't 'vasudans from the future'. they were vasudans from another galaxy.



Spoiler:

I Played Sync after transcend, and I've been thinking about that. Didn't one of the pilots say that reason the Vasudans talked gibberish but the translator could translate the words was because it may be a splinter dialect of the Vasudan you know?

Well what if he got that the wrong way around? What if the GTVA Vasudan's language is a dialect of this group. A language that we know was spoken lets say... Oh I don't know... 8000 years ago?

A couple of other hints as well?

1. The line about the Vasudan's been a distant cousin group that was splintered years ago.

2. When Beta 2 goes metal he says 'NO! Don't you see what you're doing? The destroyers... my God, what have you done?'
Title: RELEASE: Transcend
Post by: Cobra on August 05, 2005, 04:59:44 pm
Quote
Originally posted by Screechy
Quote
Originally posted by Cobra
Spoiler:
Spoiler:

I Played Sync after transcend, and I've been thinking about that. Didn't one of the pilots say that reason the Vasudans talked gibberish but the translator could translate the words was because it may be a splinter direlect of the Vasudan you know?

Well what if he got that the wrong way around? What if the GTVA Vasudan's language is a direlect of this group. A language that we know was spoken lets say... Oh I don't know... 8000 years ago?

A couple of other hints as well?

1. The line about the Vasudan's been a distant cousin group that was splintered years ago.

2. When Beta 2 goes metal he says 'NO! Don't you see what you're doing? The destroyers... my God, what have you done?'
[/B]


sync was warping the Sync crew to other galaxies, so, our theories our verified.
Title: RELEASE: Transcend
Post by: Kie99 on August 05, 2005, 05:41:31 pm
But we also know that the Sync Drive could do
Spoiler:
Time Travel

Perhaps the Sync drive never sent anyone to another Galaxy, it just took the Persistence and Co. back in time 8000 years to Gamma Draconis, and it only did jumps of  a couple of systems.  From whatever system you meet the Persistence in to the Gamma Draconis 8000 years ago, and from Capella to a nebula just off GTVA space the final time it was used.
Title: RELEASE: Transcend
Post by: Fenrir on August 05, 2005, 08:22:33 pm
Spoiler:
I don't see how they could have gone that far back in time, considering the "Sync" Vasudan's technology was almost exactly like that of the ones we know (save the superdestroyer). There was some time travel of some sort, explaining the 3 year gap between their departure and arrival, but they think it happened because they traveled so far so quickly. Almost like a Subspatial version of the time dilation objects in normal space experience when nearing the speed of light.
Title: RELEASE: Transcend
Post by: TopAce on August 06, 2005, 03:48:05 am
If using spoilers would be a crime, you all would be in prison by now. ;)
Title: RELEASE: Transcend
Post by: Yogert on August 06, 2005, 05:37:13 pm
I can't seem to get Transcend to work. I installed the VPs and corresponding files into the Transcend folder, downloaded and activated the newest SCP build, and it crashed while loading the first mission. It doesn't give me an error message, just loads 3/4 of the way, moves back a bar, then crashes. Would greatly appreciate any help: I loved Sync and would love to play this one, too.
Title: RELEASE: Transcend
Post by: Jetmech Jr. on August 06, 2005, 09:11:19 pm
If you have the mv_music.vp, nix it. It is evil incarnate.
Title: RELEASE: Transcend
Post by: karajorma on August 07, 2005, 01:22:05 am
Yep. That sounds like a mv_music.vp caused crash to me. If you take a look at the errorlog.txt file in your Freespace2 folder the first line probably says something like

fs2_open_G-20050728 caused an Access Violation in module ntdll.dll at 001b:7c91888f.

IF you don't have MV_music I'm willing to bet you've got mv_zPack instead (which contains the contents of mv_music).
Title: RELEASE: Transcend
Post by: Fenrir on August 07, 2005, 01:41:41 am
Isn't the zPack a .rar archive of the other media vp's these days?
Title: RELEASE: Transcend
Post by: karajorma on August 07, 2005, 01:51:56 am
Yeah but earlier versions contained the other VP files in one big package and there are a lot of people still using the 3.6.5 VP files instead of the newer ones.
Title: RELEASE: Transcend
Post by: Yogert on August 07, 2005, 11:04:23 pm
I know this may not be the place for this, but this problem has been rather annoying lately. Ever since I updated my ATI Catalyst drivers to 5.7, a couple games have had weird graphical problems (including Freespace 2 and Battlefield 2). It'll be fine for a few minutes when I start the game, but then textures start going missing, turning translucent green (only saw that on the Triton), or just turning into a box of multi-colors (explosions).

Again, help would be greatly appreciated.
Title: RELEASE: Transcend
Post by: karajorma on August 08, 2005, 04:55:50 am
I think you should ask in the SCP forum about this one.

Details of your system, whether you run in D3D or OGL, and what command lines your using would be useful too.
Title: RELEASE: Transcend
Post by: TopAce on August 08, 2005, 05:12:00 am
I am at the mission where
Spoiler:
The second Terran-Vasudan war erupts


How much more is left?
Title: RELEASE: Transcend
Post by: Mefustae on August 08, 2005, 05:37:33 am
Only a few more missions, from that point...
Spoiler:
...the Fabric of the Universe sort of disitegrates as the Climax approaches...
Title: RELEASE: Transcend
Post by: Singh on August 08, 2005, 08:35:00 am
I just finished the campaign.


Fantastic....best play I have had in a long, long time.
Title: RELEASE: Transcend
Post by: TopAce on August 08, 2005, 09:19:59 am
Finished it: Sync was far better. Let this be enough as a review. The whole story is too stuffed to be believable.
Title: RELEASE: Transcend
Post by: Jetmech Jr. on August 08, 2005, 09:33:10 am
GET 'IM!!!
Title: RELEASE: Transcend
Post by: Singh on August 08, 2005, 09:34:34 am
Quote
Originally posted by Jetmech Jr.
GET 'IM!!!


Delta 3: Affirmative! Now engaging your target!

Delta 3 was killed in a collision with Topace

Topace was killed in a collision with Delta 3
Title: RELEASE: Transcend
Post by: RangerKarl on August 09, 2005, 10:39:10 pm
Um, small problem with the Sage in mission 3, it shows up as a Ulysses. Any help?
Title: RELEASE: Transcend
Post by: Ransom on August 09, 2005, 10:43:04 pm
Quote
Originally posted by RangerKarl
Um, small problem with the Sage in mission 3, it shows up as a Ulysses. Any help?

Are you running it with the -mod commandline?
Title: RELEASE: Transcend
Post by: RangerKarl on August 10, 2005, 02:25:06 am
Yes I am.
Title: RELEASE: Transcend
Post by: karajorma on August 10, 2005, 03:07:40 am
From my FAQ

Quote
I'm playing a mission but instead of the ship I'm expecting I just get a Ulysses fighter.

This is the result of installing a mod that alters the ships table. Although it can occur for any missing ship it is most noticable when the affected ship is supposed to be a giant capship. The game goes to the ships table expecting to find a certain type of ship but can't find it cause the mod has replaced or removed that ship from the ships.tbl. When FS2 can't find a ship on the table it replaces it with the first ship on the table which in most cases is a Ulysses.
Fortunately the ships.tbl merely tells the game where to look for a ship so the ship hasn't actually been deleted Curing the problem requires that you find the mod causing the problem and renaming/moving it.
Go into your Freespace2\data\tables directory and check for a file called ships.tbl. If it exists rename it file to something like disabled-ships.tbl
If that doesn't solve your problem or you find no file by that name (It may be hiding else where in your Freespace 2 folder) your problem is most likely a rogue .vp file.

The Official .vp files have the following names

    * root_fs2.vp
    * sparky_fs2.vp
    * sparky_hi_fs2.vp
    * stu_fs2.vp
    * tango1_fs2.vp
    * tango2_fs2.vp
    * tango3_fs2.vp
    * smarty_fs2.vp
    * warble_fs2.vp

You may not have them all but if you have any .vp files other than these in your FS2 folder (Except ones that start with mv_ )  it is likely that this is the cause of your problem. Try renaming the extra .vp files to .vpDisabled or something similar or simply move them out of your FS2 folder (or into a new subfolder)

That will solve your problem but it won't stop it from reoccurring next time you install a mod. It also means that the mod that caused the problem will stop working properly. The problem is that you didn't install the mod correctly in the first place.
Title: RELEASE: Transcend
Post by: RangerKarl on August 10, 2005, 06:25:20 am
Alright, fixed it. Appears there was a tbl hanging around in my player folder for some reason O_o. Pretty good campaign, very mysterious and spooky.
Title: RELEASE: Transcend
Post by: kie-san on August 10, 2005, 03:22:43 pm
I've gotten pretty far in the campaign, just we learn that the 2nd pirate base isnt' in the nebula anymore. When it tried loading the next mission, I get an error. I'm not sure what is causing it but it happens when I load Transcend and hit the continue campaign room/button.

 
Error: Unrecognized operator.

In sexpression: ( when
   ( is-event-true-delay "trans1" 13 )
   ( set-ship-position
      "Nothing"
      -5600
      0
      -10999
   )
   ( set-ship-facing-object
      "Nothing"
      "Kappa 1"
   )
   ( clear-goals "Nothing" )
   ( add-goal
      "Nothing"
      ( ai-play-dead 89 )
   )
   ( ship-vanish "Gone" )
   ( fade-out )
)
(Error appears to be: fade-out)
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Mission\MissionParse.cpp
Line: 4517

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: RELEASE: Transcend
Post by: karajorma on August 10, 2005, 03:28:45 pm
Someone is playing on an old build despite repeated warnings not to.
Title: RELEASE: Transcend
Post by: kie-san on August 10, 2005, 03:41:50 pm
Heres the error I get just after hitting run with the build, plus on the menus, I see 2 cursors and a cursor appears during loading then I CTD just as it finishes loading

Error: weapons.tbl(603):
Error: Required token = [@Laser Color:], found [@Laser Glow:                           2_lasergl]
in weapon: @Galatea Laser.

File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Parse\PARSELO.CPP
Line: 531
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: RELEASE: Transcend
Post by: Gai Daigoji on August 10, 2005, 03:46:11 pm
Quote
Originally posted by kie-san
Heres the error I get just after hitting run with the build, plus on the menus, I see 2 cursors and a cursor appears during loading then I CTD just as it finishes loading

Error: weapons.tbl(603):
Error: Required token = [@Laser Color:], found [@Laser Glow:                           2_lasergl]
in weapon: @Galatea Laser.

File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Parse\PARSELO.CPP
Line: 531
[This filename points to the location of a file on the computer that built this executable]

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


Go here (http://www.hard-light.net/forums/index.php/topic,33460.0.html)  and download this build. I use this and have no problems running Transcend or any other campaign. That should solve your problems, like Kara said, it looks like your using an older build.
Title: RELEASE: Transcend
Post by: karajorma on August 10, 2005, 03:47:51 pm
Check the cut and paste from my FAQ a few posts up. You've most likely got a rogue table there as I doubt Ransom would have released the campaign with a table error like that in it.
Title: RELEASE: Transcend
Post by: kie-san on August 10, 2005, 03:47:53 pm
Hmm...I was using the build posted on the 1st page of this thread. Thanks though!
Title: RELEASE: Transcend
Post by: karajorma on August 10, 2005, 03:49:33 pm
That build recognises the Fade SEXP. You may have had that build installed but I'd be surprised if you had actually picked it in the launcher at the time you got that error.
Title: RELEASE: Transcend
Post by: kie-san on August 10, 2005, 03:51:02 pm
THis is a FRED2 build. How do I install it plus how would this work with the launcher?

Edit: huh, karajorma? I'm lost
Title: RELEASE: Transcend
Post by: karajorma on August 10, 2005, 03:55:34 pm
Okay. I'm lost too. What the hell are you doing. What build are you running and what error does it give. You keep posting contradictory evidence and it makes it very hard to help you.
Title: RELEASE: Transcend
Post by: kie-san on August 10, 2005, 04:05:09 pm
OK the first error I posted was without a build. The second error I posted is with the 20050722 build, the build's link is posted on the 1st page on this thread. And now Gai is giving me a link to a FRED2 build
Title: RELEASE: Transcend
Post by: karajorma on August 10, 2005, 04:18:01 pm
You have a rogue table then. Check the advice I gave a few posts back on how to deal with ulysses fighters popping up where they shouldn't.

While I'm at it how the hell are you running FS2_Open without a build?
Title: RELEASE: Transcend
Post by: kie-san on August 10, 2005, 06:22:39 pm
Does the fs2_open_3_6_5.exe count as a build?
Title: RELEASE: Transcend
Post by: Cobra on August 10, 2005, 06:52:41 pm
probably, since it's an exe in FSO. ;)
Title: RELEASE: Transcend
Post by: karajorma on August 11, 2005, 01:52:14 am
Yep. Cobra's right on the money there. 3.6.5 is simply an official build :)
Title: RELEASE: Transcend
Post by: Starks on August 13, 2005, 02:23:18 am
Are the Ral cargo freighters just there for comedy relief and continuity or are they just there to keep me grom going insane?
Title: RELEASE: Transcend
Post by: Starks on August 13, 2005, 04:17:52 am
Holy hell this is creepy!!!!!!!

I have not had this much fun playing FS2 since Derelict!

Also, this is the first campaign that has almost made me **** myself...

This campaign definitely has the insanity factor going for it.
Title: RELEASE: Transcend
Post by: Psychonaut on August 16, 2005, 04:05:55 pm
I second that!!! Thank you very much for this nice campaign. Okay, the missions are playing very similar, in fact you play the same mission again and again and again (e.g. on your way to vega, the generation jumps in, kill all fighters, jump out - - on your way to vega again, the generation jumps in ......)

BUT who cares. I really wanted to know how the plot ends and nebula missions are very very creepy.

Nice one:yes:  Ever thought of writing a SF novell?
Title: RELEASE: Transcend
Post by: Yogert on August 16, 2005, 10:55:15 pm
This campaign gives me a wonderful idea involving Lieutenant Ash and the Great War....
Title: RELEASE: Transcend
Post by: TopAce on August 17, 2005, 04:21:46 am
FRED it then. :p
Title: RELEASE: Transcend
Post by: Yogert on August 17, 2005, 05:12:17 pm
I'm as literate in FRED as I am in Arabic.=P
Title: RELEASE: Transcend
Post by: Cobra on August 17, 2005, 06:06:51 pm
it's not that hard to understand. ;)
Title: RELEASE: Transcend
Post by: Kie99 on August 17, 2005, 06:12:45 pm
Cobra's right, Arabic is easy to understand.
Title: RELEASE: Transcend
Post by: Nuclear1 on August 17, 2005, 06:33:28 pm
Quote
Originally posted by Cobra
it's not that hard to understand. ;)


Well, from some viewpoints it comes easily (i.e. kara, Blaise, Ransom, and a lot of FREDers, including myself). Some look at FRED and go cold. FRED is incredibly complex and daunting to start out.
Title: RELEASE: Transcend
Post by: Yogert on August 18, 2005, 04:41:11 pm
Either way, I can't FRED to save my life=p
Title: RELEASE: Transcend
Post by: Renzian on August 21, 2005, 10:15:25 pm
Quote
Originally posted by kie-san
I've gotten pretty far in the campaign, just we learn that the 2nd pirate base isnt' in the nebula anymore. When it tried loading the next mission, I get an error. I'm not sure what is causing it but it happens when I load Transcend and hit the continue campaign room/button.

 
Error: Unrecognized operator.

In sexpression: ( when
   ( is-event-true-delay "trans1" 13 )
   ( set-ship-position
      "Nothing"
      -5600
      0
      -10999
   )
   ( set-ship-facing-object
      "Nothing"
      "Kappa 1"
   )
   ( clear-goals "Nothing" )
   ( add-goal
      "Nothing"
      ( ai-play-dead 89 )
   )
   ( ship-vanish "Gone" )
   ( fade-out )
)
(Error appears to be: fade-out)
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Mission\MissionParse.cpp
Line: 4517

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


I'm getting this EXACT problem. Help would be GREATLY appreciated.
Title: RELEASE: Transcend
Post by: Goober5000 on August 21, 2005, 11:52:45 pm
Quote
Originally posted by Renzian
I'm getting this EXACT problem. Help would be GREATLY appreciated.
The solution has been posted in this thread already (repeatedly).  However since you're new you get the benefit of the doubt. :)

:welcome:

Go to the Recent Builds (http://dynamic.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=97) forum and download a newer build.  This campaign only works with the unofficial cutting-edge builds.
Title: RELEASE: Transcend
Post by: Gregster2k on August 22, 2005, 11:31:24 pm
I recommend using Taylor's "Will Robinson" (buggy?) build "fs2_open_T-20050807.exe" --- i forget exactly where the link was, i am WAY too tired now after completing this monster of a campaign.

Spoiler:
I'd say that I started to get freaked in the nebula, but it was probably the Generation showing back up in my face ("YOUR SUPPOSED TO BE DEAD!!!" "Memories never die...") ... that ... was ... a major curveball, LOL

Found it interesting that anyone who dies or is "taken by Him" is suddenly one of His pawns...felt like I was in some sort of zombie movie...or that I was facing the transdimensional equivalent of The Borg.

Critique:
In the missions where the pirates are chasing you and you're behind the Poseidons, the Poseidons and their escorts never even acknowledge your presence, which is unrealistic.

After being drafted into the Shadow Guardians, Sunder's callsign becomes Omicron 4, this wasn't immediately apparent, but it happens, and I noticed and accepted it. But a few missions later, Sunder's callsign starts changing between missions. One mission I'm Omicron 4, next I'm Kappa 1 again. Need more consistency there. It then remains Kappa 1 until after Omicron 1 is "taken" when I become Omicron 1 and lead the Shadow Guardians myself.

The mission where you go after Kappa to find out where Sinclair is; you hear NO communications from the Arcadia installation at all, and you'd think it of all things would be screaming bloody murder when the GTVA starts firing on you.

There were a few spelling errors here and there, but I overlooked them. I wish there were a cooler way to depict the unraveling of the universe than a mere "nebula of doom that consumes all" but at least there was SOMETHING.


This was on par with the kind of fun I had with the FS1 and FS2 main campaigns. Very, very good. I like how the player pilot has his own thoughts and ideas. It sorta encourages you to BECOME the role the campaign puts you in.

It draws you in, hooks you better, because your character has thoughts and feelings. It's like flying a novel. EXCELLENT job.
Title: RELEASE: Transcend
Post by: Martinus on August 29, 2005, 07:12:13 pm
[color=66ff00]Kick ass campaign. :yes:

Bit of voice acting and it'll be even better. :nod:
[/color]
Title: RELEASE: Transcend
Post by: Nuclear1 on August 29, 2005, 08:49:09 pm
Quote
Originally posted by Maeglamor
[color=66ff00]Bit of voice acting and it'll be even better. :nod:
[/color]


I thought it was great the way it was.

Spoiler:
I kinda liked having only the breathing sounds, flashes, and the Transcendant's voices being done. Scary as hell.
Title: RELEASE: Transcend
Post by: Rhovanion on September 09, 2005, 08:23:30 pm
Maybe this was already addressed, but I I don't feel like digging through 12 pages of posts...

I manage to get the campaign to load alright, but the trouble is that once I'm in mission, nothing seems to happen (admittedly I've only wandered around for about 5 minutes max) but I'm also completely unarmed.  Something seems to be missing here.  I'm getting some mission content, but little else.
Title: RELEASE: Transcend
Post by: WMCoolmon on September 09, 2005, 08:54:03 pm
Quote
Originally posted by Maeglamor
[color=66ff00]Kick ass campaign. :yes:

Bit of voice acting and it'll be even better. :nod:
[/color]


Yeah, I don't know if it would help or hinder the campaign to have voice actors, which is the reason why I didn't start begging for it immediately after playing it. :p

Having the Transcendant stand out so much seemed to help alot.
Title: RELEASE: Transcend
Post by: Ransom on September 09, 2005, 09:32:04 pm
Quote
Originally posted by Rhovanion
I manage to get the campaign to load alright, but the trouble is that once I'm in mission, nothing seems to happen (admittedly I've only wandered around for about 5 minutes max) but I'm also completely unarmed.  Something seems to be missing here.  I'm getting some mission content, but little else.

Odd. Are you using the -mod commandline? Though that doesn't really explain the absense of weapons... do you have any other mods installed in the base directory?

As for the mission, is it the very first mission? If so, try putting this in /Transcend/data/missions/: clickery (http://www.game-warden.com/transcend/downloads/TransE1M1fixed.rar)
Title: RELEASE: Transcend
Post by: Rhovanion on September 09, 2005, 09:46:31 pm
I am using the -mod command line.  I've also managed to get it to acknowledge that I've left the asteroids, but I still have no weapons, and ramming pirates is remarkably ineffective.  I tried installing the mission patch, but to no effect.  It might also be worth mentioning that I had to actually create the "missions" subdirectory as it wasn't there.

Aside from that, the only other campaign I have installed is the "Homesick" one, and it seems simple enough to not make any difference.
Title: RELEASE: Transcend
Post by: Fenrir on September 10, 2005, 12:21:14 am
I've had that happen to me in other campaigns... try resetting it in the campaing room. Yes, you're on the first mission still, but give it a whirl. It fixed things for me...
Title: RELEASE: Transcend
Post by: Kie99 on September 10, 2005, 05:49:29 am
If that doesn't work, create a new pilot and try it again with the new pilot.
Title: RELEASE: Transcend
Post by: brinlong on September 10, 2005, 12:33:04 pm
I'm running into a glitch right. Around the third mission, when jumping out in the jump node, I get this error:

Error: Can't open file
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Model\ModelRead.cpp
Line: 1679
[This filename points to the location of a file on the computer that built this executable]

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


I'm using the -mod command line, and the only other mod I have copied over is SAH, which shouldn't affect the ship tables, as it's only a .vp file.
Title: RELEASE: Transcend
Post by: karajorma on September 10, 2005, 12:37:19 pm
If SAH is in the path searched by the game and not in it's own folder it could very easily affect the game as it does have it's own set of table files inside the VP which could override the ones in the main FS2 VP files.

And what the hell are you doing with SAH installed without Inferno anyway?
Title: RELEASE: Transcend
Post by: brinlong on September 10, 2005, 12:42:15 pm
Didn't know I required it. I haven't played into it very far, but its been working just fine.
Title: RELEASE: Transcend
Post by: Rhovanion on September 10, 2005, 05:05:47 pm
Quote
Originally posted by kietotheworld
If that doesn't work, create a new pilot and try it again with the new pilot.


That seemed to do the trick.  Thanks a bunch guys!  Solid campaign so far!
Title: RELEASE: Transcend
Post by: Rhovanion on September 11, 2005, 08:19:19 pm
Just finished the campaign, and I wanted to offer my compliments to the designer.  Well done!  This is a highly creative and thoughtful set of missions!  By far one of the most original uses I've seen for a game of this type ever.  Highly unique, surreal, and inventive.  Well done!
Title: RELEASE: Transcend
Post by: Turambar on September 11, 2005, 10:30:28 pm
THIS CAMPAIGN IS SO FUN, I'M MAKING HI-RES PEGASUS TEXTURES IN ITS HONOR
Title: Hiccups
Post by: ImmortalZ on September 13, 2005, 06:34:37 am
Just started playing this campaign. I'm having occasional hiccups during missions. Running the fs2_open_T-20050812 build. Same with the Goober build too. I ran in debug mode and found out that it pauses whenever a conversation is running. I see these messages:


message 'Omicron2_beams' with invalid head.  Fix by assigning persona to the message.

Replace the message in quote with what seems to be names of the message being transmitted. It becomes very hard to dogfight with the Omicron peeps chattering on. On another note, the campaign is godamn hard :shaking:

I also dont see the 'End' planet. I unzipped all of Lightspeed's nebulae files into effects. I am not using the table file that came with it though.

Oh yes, tech info:

Command line :

-mod Transcend, ,Media_VPs -spec -glow -pcx32 -jpgtga -2d_poof -rlm -targetinfo -smart_shields -snd_preload -env

Media VPs are 3.6.6, no as_effects, no mv_music.
OGL mode, 1024x768 32bpp, Cat5.8s
Title: Re: Hiccups
Post by: Goober5000 on September 13, 2005, 10:06:16 am
Quote
Originally posted by ImmortalZ
Just started playing this campaign. I'm having occasional hiccups during missions. Running the fs2_open_T-20050812 build. Same with the Goober build too. I ran in debug mode and found out that it pauses whenever a conversation is running. I see these messages:

message 'Omicron2_beams' with invalid head.  Fix by assigning persona to the message.
That's the fault of the mission designer but it isn't a significant problem.  Run the release version and you won't see that message.
Quote
I also dont see the 'End' planet. I unzipped all of Lightspeed's nebulae files into effects. I am not using the table file that came with it though.[/B]
That would be why. :p
Title: RELEASE: Transcend
Post by: ImmortalZ on September 13, 2005, 11:21:00 am
I wasnt using that table cuz I saw somewhere in this thread that the tables in the media vps make use of his stuff automagically. Hmm, my mistake I guess.

I have made some progress... mostly by running;)




Quote
That's the fault of the mission designer but it isn't a significant problem. Run the release version and you won't see that message.


Release is for wussies. Beta all the way :) I've come to adjust to the delay...

One more thing, how is the fade-in/out thing supposed to work? My screen goes blank and comes back during the tran... umm, the makes-you-****-in-your-pants nebulae missions.
Title: RELEASE: Transcend
Post by: karajorma on September 13, 2005, 11:37:25 am
The release builds are beta. Only the official builds aren't. The debug builds are only meant to be run when you have a problem not cause you want to cause a problem :p

Debug builds give you extra information for tracing bugs. If you're not experiencing any bugs you want to trace don't bother with them.
Title: RELEASE: Transcend
Post by: phreak on September 13, 2005, 05:18:34 pm
Not to mention the debug builds are slower :)
Title: RELEASE: Transcend
Post by: Turambar on September 13, 2005, 08:14:03 pm
wow, just wow

that campaign was awesome
im starting work on the brand new animated glowmaps for the Pegasus, to go with my hires maps and shines
Title: RELEASE: Transcend
Post by: ImmortalZ on September 14, 2005, 01:22:37 am
Quote
Originally posted by karajorma
The release builds are beta. Only the official builds aren't. The debug builds are only meant to be run when you have a problem not cause you want to cause a problem :p

Debug builds give you extra information for tracing bugs. If you're not experiencing any bugs you want to trace don't bother with them.


I ran the debug build to see what was causing the pauses.

EDIT : Finished it. Very nicely done. I saw in one mission where the Generation was called the Persistence. In one of the first missions where you are supposed to take out the beams on a Leviathan before they become active - when they do become active, Omi2 calls out "Raven beams coming online!" when the Raven is still in subspace.

The fade-out at the end was a nice touch. If it was there for other missions, it didnt work for me.

I think VA would make this mucho-impressivo. Just pump up the volume for Transcendal's voice and it'll be set.
Title: RELEASE: Transcend
Post by: Hudson on September 18, 2005, 04:37:48 pm
Sorry if this was already posted, but I dont feel like reading through 13 pages of stuff, I read 5 lol

error.log apon trying to load a mission in transend

fs2_open_G-20050722 caused an Access Violation in module ntdll.dll at 001b:7c911e58.
Exception handler called in Freespace 2 Main Thread.
Error occurred at 9/18/2005 17:25:02.
C:\Games\FreeSpace2\fs2_open_G-20050722.exe, run by Jordan.
1 processor(s), type 586.
1536 MBytes physical memory.
Read from location 00000000 caused an access violation.
Title: RELEASE: Transcend
Post by: karajorma on September 18, 2005, 05:02:50 pm
Either

a) Get a newer build from the recent builds forum
b) Remove mv_music.vp (if you have it. If not do a)
Title: RELEASE: Transcend
Post by: Hudson on September 19, 2005, 06:12:42 pm
fso367 be working..lol Although I did have th'latest build at th'time I tried :P
Title: RELEASE: Transcend
Post by: karajorma on September 19, 2005, 06:14:24 pm
G-20050722 wasn't the latest build anymore by nearly two months :D
Title: RELEASE: Transcend
Post by: Hudson on September 19, 2005, 06:22:14 pm
oh..lol well XP I assumed so when I dloaded cause o'
"transcend requires a fairly recent build o' FS Open - th'20050722 build works fine for me"

Spoiler:
In the mission before Darkness Collides is that screen suppose to flash black before the vasudian crusier blows up? If not  that was a pretty wierd coincedence...
Title: RELEASE: Transcend
Post by: Kie99 on September 20, 2005, 01:35:11 am
@Hudson

Yes that is supposed to happen.
Title: RELEASE: Transcend
Post by: karajorma on September 20, 2005, 03:09:37 am
Quote
Originally posted by Hudson
oh..lol well XP I assumed so when I dloaded cause o'
"transcend requires a fairly recent build o' FS Open - th'20050722 build works fine for me"


Some people either weren't affected by the mv_music bug or weren't using that VP in the first place. I guess Ransom is one of the those if that build worked for him cause I would have had the exact same problem you would have had with that build. :)
Title: RELEASE: Transcend
Post by: WMCoolmon on September 20, 2005, 03:34:28 am
Or just get 3.6.7 :p
Title: RELEASE: Transcend
Post by: karajorma on September 20, 2005, 04:18:09 am
That's what he did :p
Title: RELEASE: Transcend
Post by: Hudson on September 20, 2005, 03:27:08 pm
Spoiler:
Ok now IM really wondering if that black out was on purpose ( as it is in the next mission) or if I hit my monitor. Either way it added to the wierdness :P


So far great Campaign
Title: RELEASE: Transcend
Post by: karajorma on September 20, 2005, 06:11:03 pm
Quote
Originally posted by Hudson
Spoiler:
Ok now IM really wondering if that black out was on purpose ( as it is in the next mission) or if I hit my monitor. Either way it added to the wierdness :P


So far great Campaign [/B]


Spoiler:
It's on purpose.
Title: RELEASE: Transcend
Post by: Hudson on September 20, 2005, 09:03:14 pm
Thanks

Spoiler:
Ok I beat it :P  Good stuff, I only wish you could save in game lol. It gets a little frustrating after being killed by various cruisers for the 4th time.  The ending was really weird and reminds me of groundhog day only all freespaced out. and to the people askign for a sequel, I dont see how there could be one, but "I feel like theres something important Im forgetting..."
Title: RELEASE: Transcend
Post by: Kie99 on September 21, 2005, 10:35:57 am
According to Ransom, there well be a sequel, at least to Sync, which is in the same storyline as this campaign (I think).
Title: RELEASE: Transcend
Post by: Cobra on September 21, 2005, 09:02:19 pm
There are sequels, but they're not directly related to the other campaigns' storylines. (He told me this himself :drevil: )
Title: RELEASE: Transcend
Post by: Ransom on September 21, 2005, 09:24:31 pm
There will be direct sequels to Sync. Transcend is not one of those, though it is related to Sync's storyline.
Title: RELEASE: Transcend
Post by: watsisname on September 22, 2005, 04:15:20 pm
I just finished the campaign, and it is INMO the best one yet.  As the others said, it's incredibly creepy and downright terrifying in places.  I've never known a FREDer to be able to do that.  Wonderful job!
I did find it slightly irritating how your callsign get's switched around.  There were a few times where I was like, "Wait, which one am I now?"  Other than that -minor- complaint, it's a terrific campaign and you deserve the highest commendation for your work.
Title: RELEASE: Transcend
Post by: Solitaire on September 24, 2005, 03:25:23 pm
Uh-oh.

Can't download from game-warden - it doesn't like GetRight and I don't stand a chance in hell of dling this over 56k without download management. :(

And just to rub it in, looks like the mirror has been officially pwned.

No Transcend for me... :sigh:
Title: RELEASE: Transcend
Post by: Kie99 on September 24, 2005, 06:07:40 pm
I'm currently uploading it to YouSendIt.com, hope they support Download managers.  I'll edit the link into this post when it's done.

EDIT: Solitaire, Download THIS (http://d11.yousendit.com/E/1WCFFI9FK9TVF3SMTXCR42TSJE/Transcend.rar), a download manager should work with it, the download will expire in 7 days.

No-one else download it, if you're on 56k and need another link to download from using a manager, PM me and I'll upload another one.
Title: RELEASE: Transcend
Post by: Azrael15 on September 24, 2005, 11:21:52 pm
YouSendIt does not support download managers. You must get the YSI Manager, and I cannot remember where that. It is somewhere on their site though.

If you use getright the download will randomly cut out.
Title: RELEASE: Transcend
Post by: Turnsky on September 25, 2005, 12:50:02 am
just finished this, talk about freaky.. nice one.
Title: RELEASE: Transcend
Post by: Kie99 on September 25, 2005, 05:18:47 am
YSI Manager is here. (http://s11.yousendit.com/dmanagers.aspx)
Title: RELEASE: Transcend
Post by: Wanderer on October 02, 2005, 02:59:38 pm
Played this one. Plot was great. And from time really freaky and scary. Just great.

Mission design apart from the marvellous plot however... Identical missions one after another. I really got bored, evade the cap ships, destroy wing or two of fighters, jump , repeat and repeat... All while battling mostly against fast interceptors with one of the slowest fighters.
Title: RELEASE: Transcend
Post by: Samapico on October 18, 2005, 08:48:22 pm
I get this error when one of the mission loads (don't know which mission it is exactly... somewhere between 8th or 10th
The game crashes as soon as the mission starts to load, and the desktop shows up with the error window:


Error: Unrecognized operator.

In sexpression: ( when
   ( is-event-true-delay "genarrive" 41 )
   ( fade-out )
   ( self-destruct
      "Ulresh"
      "Nu 3"
      "Nu 1"
      "Cancer 3"
      "Virgo 1"
      "Virgo 3"
   )
   ( ship-vanish
      "Krace"
      "Xi 2"
      "Xi 1"
      "Xi 4"
      "Cancer 4"
      "Cancer 2"
      "Nu 2"
      "Nu 4"
      "Virgo 2"
      "Virgo 4"
   )
   ( send-message-list
      "Ulresh"
      "High"
      "Ulresh_2"
      3000
      "Generation"
      "High"
      "Generation_3"
      5000
      "Xi 3"
      "Normal"
      "Xi_1"
      5000
      "Generation"
      "High"
      "Generation_4"
      7000
   )
)
(Error appears to be: fade-out)
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Mission\MissionParse.cpp
Line: 4517

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Title: Re: RELEASE: Transcend
Post by: Fenrir on October 18, 2005, 08:52:36 pm
Sounds like you're using too old of a build.

Quote
Originally posted by Ransom Arceihn
Also Transcend requires a fairly recent build of FS Open - the 20050722 build (http://www.hard-light.net/forums/index.php/topic,33968.0.html) works fine for me, but anything within last month or so should be okay.
Title: RELEASE: Transcend
Post by: Cobra on October 18, 2005, 08:56:52 pm
i myself recommend using goob's 2005728 build or anything higher than that. :)
Title: RELEASE: Transcend
Post by: Samapico on October 21, 2005, 11:12:00 pm
woo...... just finished it... wow...
that's what I call pushing the limits of FRED off the edges.. these are not kind of missions you see every day ...
Bleh... I need to get another voice than stupid Microsoft Sam for the speeches tho :P

... anyways... verrrry good job
Title: RELEASE: Transcend
Post by: Cobra on October 22, 2005, 02:23:34 pm
:welcome: (yes, it may be a bit late, but what the hell)

turn the speech off then. :p

and Transcend doesn't exactly push the limits of FS2_Open anymore, with all the new builds. ;)
Title: RELEASE: Transcend
Post by: karajorma on October 22, 2005, 06:15:29 pm
It didn't push the limit even back then. I've got a lot of respect for the campaign but in terms of stuff using new FRED features there isn't that much except for the last couple of missions (Ransom did use a fair few new things in that last mission).
Title: Re: RELEASE: Transcend
Post by: Pnakotus on November 11, 2005, 01:04:27 am
I recently replayed the campaign, and I've got to say the endless 'run for the node' and 'fight endless waves' missions were much more irritating a second time around.  Especially since you just kill the first two cruisers yourself, but they come back every mission... :)
Title: Re: RELEASE: Transcend
Post by: grilox on November 25, 2005, 04:29:09 pm
I just beat it, and wow was it an experiance.

Spoiler:
On the note of the transcendant being one of the sync crew, I think he was phi 2? The one that the never found in the nebula, but when they thought they found him it was beta 2.. the one that had just warped out latest before Sync activated.. Just my 3 cents.
Title: Re: RELEASE: Transcend
Post by: WMCoolmon on December 09, 2005, 04:28:15 am
I love how many theories this campaign has spawned. I think if/when I ever make a campaign, I'm just going to be lazy and leave everything unexplained. :p
Title: Re: RELEASE: Transcend
Post by: Turalyon on January 08, 2006, 08:58:59 am
That's funny. In  the very first mission I have the objective to "Exi Asteroid Field" But I can fly 50 km away from it, the objective still shows as not done. What do I have to do there? I already waited 20 minutes.
Title: Re: RELEASE: Transcend
Post by: Ransom on January 08, 2006, 09:27:23 am
That bug's been brought up before. I must have forgotten to update the main download.

Put this in Transcend/data/missions/

Replacement mission file (http://www.game-warden.com/transcend/downloads/TransE1M1fixed.rar)
Title: Re: RELEASE: Transcend
Post by: Turalyon on January 08, 2006, 09:53:27 am
When I put that file into the mission folder, is the original replaced? I just ask because I only have two vp files, nothing more
Title: Re: RELEASE: Transcend
Post by: Ransom on January 08, 2006, 10:31:35 am
Yes, files in the data folders overwrite any duplicates in VPs.
Title: Re: RELEASE: Transcend
Post by: kasperl on January 22, 2006, 01:39:17 pm
Not to bump the thread, but this campaign was awesome. I actually spent the day playing it, and I loved it.

It allwas balanced pretty well, except the last mission, which I had to re-try 4 times, last one on very easy. Those last missions were pretty great, and the cutscene really worked too!

(Are there any plans for voice-acting this campaign?)
Title: Re: RELEASE: Transcend
Post by: Ransom on January 23, 2006, 04:16:46 am
It's a possibility, but I've been somewhat hesitant to do it as the decision to only have a certain part voiced in the campaign was deliberate. Nonetheless voicing can add a lot to it and it'll probably happen at some point, but not for a while and likely not before I've finished my current project.
Title: Re: RELEASE: Transcend
Post by: bfobar on January 24, 2006, 02:01:38 pm
I just played this one through and my hat's off to Ransom. CREEEEEPY! Not good to play with the lights off at 1 in the morning.
Title: Re: RELEASE: Transcend
Post by: ChronoReverse on January 24, 2006, 09:05:44 pm
Interesting campaign.  I'm glad the SCP has a simu-voice.  Even so I had to occasionally pause to catch up on the dialogue.

I rather liked Sync more after I finished Sync (I started that after Transcend).  At least the rewind video was nifty.


Overall, it has the creep factor which was nice.  I really was thinking "WTF is going on".
Title: Re: RELEASE: Transcend
Post by: Cyker on January 28, 2006, 08:10:47 am
Just played it, excellent campaign!  :D :yes:

Those bits with the blackouts are definitely creepy.
Haven't played a space-sim with such atmosphere (haha) since TIE Fighter!

Great stuff ;)
Title: Re: RELEASE: Transcend
Post by: dyndak on February 13, 2006, 03:25:42 pm
When i try to launch the first mission i have a message: "Attempt to load the mission failed". What am I doing wrong???
Title: Re: RELEASE: Transcend
Post by: karajorma on February 13, 2006, 05:44:40 pm
Does that error message say anything else apart from that rather obvious sentence? If so post it too.
Title: Re: RELEASE: Transcend
Post by: dyndak on February 14, 2006, 08:25:15 am
It's all right now. I just downloaded newer build of SCP. Sorry for problem.
Title: Re: RELEASE: Transcend
Post by: Qwer on February 24, 2006, 02:25:20 am
Error: Can't open file <starfield.pof>
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Model\ModelRead.cpp
Line: 1679
[This filename points to the location of a file on the computer that built this executable]

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


 :(
Title: Re: RELEASE: Transcend
Post by: Ransom on February 24, 2006, 03:56:55 am
Hmm, I thought FS ignored the skybox model entry if it couldn't find the file. That's why I left the file out of the VP, so people could choose to have the new starfield or not.

For now though I'll put the model here (http://www.game-warden.com/transcend/downloads/starfield.pof) (goes in your /models folder), I'll update the VP with it later.
Title: Re: RELEASE: Transcend
Post by: Qwer on February 24, 2006, 04:11:23 am
Thanks, it's working perfectly now. :nod:
Title: Re: RELEASE: Transcend
Post by: Cobra on March 01, 2006, 11:48:51 am
wow, 6 or 7 months after the release and people are still raving over it. :D
Title: Re: RELEASE: Transcend
Post by: neoterran on March 19, 2006, 02:08:16 am
I only just found out about it 2 days ago, (and the SCP about a week ago) and it's consumed all my free time since then. So Awesome !
Title: Re: RELEASE: Transcend
Post by: The Spac on March 25, 2006, 09:36:21 pm
Review

Spoiler:
I found the story to be quite unique to a freespace campaign but I found the missions quite repedative, except for the start and end. I dislike being stuck in 1 ship for 40 missions, but I am glad I wasn't stuck in a FS1 ship at least. :) The presentation was quite high which also matters, and the transcendant voice effects were top notch. Considering this was a solo effort? I have to say it was well done, and can only imagine what would happen if Ransom was in some sort of team project.

Score: 7/10

Title: Error: Transcend
Post by: Frankie on March 27, 2006, 10:56:29 am
Using various 3.6.x Taylor builds for OSX, and various downloads of Transcend (with or without patch files), I consistently get the following error while trying to load Transcend mission #4:
Quote
Error: Unrecognized operator.
In sexpression: ( when
   ( has-arrived-delay 0 "Capricorn" )
   ( send-message-list
      "Omicron 2"
      "High"
      "Omicron2_3"
      0
      "Omicron 1"
File: /code/mission/missionparse.cpp
Line 5313
BTW, the following lines are:
Quote
    "High"
    "Omicron_4"
    5000
which is where I think the problem occurs. Omicron_4 is a ship reference, but should be a message reference (e.g. Omicron_4_1). However, lacking Fred for OSX I am unable to repair the problem. Manually editing the VP results in other mysterious errors, presumably I'm screwing up a length counter or offset pointer.
Title: Re: RELEASE: Transcend
Post by: karajorma on March 27, 2006, 11:10:50 am
I took a look at the mission. It never mentions Omicron 4 in my version at all.

Maybe I'm looking at an older version or something. Can you post the whole error exactly as it appears on screen?
Title: Re: RELEASE: Transcend
Post by: Fenrir on April 13, 2006, 11:10:33 pm
I have the same error using the 4/12 build. I'd use the Debug build if it would work, but it doesn't recognize the flag file. It came with a map file, so maybe this'll be helpful enough:


Error: Unrecognized operator.

In sexpression: ( when
   ( has-arrived-delay 0 "Capricorn" )
   ( send-message-list
      "Omicron 2"
      "High"
      "Omicron2_3"
      0
      "Omicron 1"
      "High"
      "Omicron_4"
      5000
      "Omicron 2"
      "High"
      "Omicron2_4"
      5000
      "Omicron 1"
      "High"
      "Omicron1_5"
      5000
      "Omicron 3"
      "High"
      "Omicron3_2"
      5000
   )
   ( clear-goals "Omicron 1" )
   ( add-goal
      "Omicron 1"
      ( ai-chase-any-except
         89
         "Varcent"
         "Raven"
      )
   )
   ( add-goal
      "Omicron 2"
      ( ai-chase-any-except
         89
         "Varcent"
         "Raven"
      )
   )
   ( add-goal
      "Omicron 3"
      ( ai-chase-any-except
         89
         "Varcent"
         "Raven"
      )
   )
)
(Error appears to be: ai-chase-any-except)
File:C:\projects\fs2_open\code\Mission\MissionParse.cpp
Line: 5328
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    20060412-fs2_open_r.exe 0041495c()
    20060412-fs2_open_r.exe 0041564e()
    20060412-fs2_open_r.exe 0051bf46()
    20060412-fs2_open_r.exe 0040227f()
    20060412-fs2_open_r.exe 00408c86()
    20060412-fs2_open_r.exe 0050110e()
    20060412-fs2_open_r.exe 00407c22()
    20060412-fs2_open_r.exe 00501401()
    20060412-fs2_open_r.exe 0040a3b1()
    20060412-fs2_open_r.exe 0040a4e6()
    20060412-fs2_open_r.exe 006a6872()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------
Title: Re: RELEASE: Transcend
Post by: karajorma on April 14, 2006, 02:29:02 am
Hmmmmm. This could be a problem. Goober edited the SEXPs and removed chase-any-except.

The best solution is for RA to edit and reupload the entire campaign, releasing any missions that use ai-chase-any-except as a patch. Otherwise we're going to see this one turn up a lot.

Here's (http://www.hard-light.net/forums/index.php/topic,38535.0.html) the thread covering the actual problem.
Title: Re: RELEASE: Transcend
Post by: Ferret on April 14, 2006, 10:04:41 am
Um. Can I ask WHY an entire SEXP was removed?
Title: Re: RELEASE: Transcend
Post by: karajorma on April 14, 2006, 10:11:48 am
Goober explained on that thread.
Title: Re: RELEASE: Transcend
Post by: Ferret on April 14, 2006, 10:54:26 am
But but.. It could break so much, okay it didn't work right, but you could stick that on the in-FRED description.
Why not just leave it there for compatability reasons? Totally pulling it out is just silly.
Title: Re: RELEASE: Transcend
Post by: karajorma on April 14, 2006, 11:50:20 am
It's a fairly new SEXP. It's not going to break any :v: missions and the assumption was that nothing had been released which did use it. Turns out that was wrong which is why I said it could become a problem.
Title: Re: RELEASE: Transcend
Post by: Ferret on April 14, 2006, 12:01:58 pm
You should know full well that the second you add something to FSO someone uses to straight away.
Title: Re: RELEASE: Transcend
Post by: karajorma on April 14, 2006, 12:13:43 pm
Use it yes. Release it no.

The belief was that the only missions which used it would still be under development and could be fixed quickly without affecting anyone other than a few FREDders.
Title: Re: RELEASE: Transcend
Post by: Ferret on April 14, 2006, 12:19:05 pm
Oh well, at least I got a heads-up. Now we just need Random to fix it.  :hammer:
Title: Re: RELEASE: Transcend
Post by: Goober5000 on April 14, 2006, 01:39:45 pm
:sigh: :(
Title: Re: RELEASE: Transcend
Post by: Fenrir on April 14, 2006, 02:07:47 pm
Quote from: Goober5000
The new ignore code does a much better job.  Just replace ai-chase-any-except with an ai-ignore-new followed by a conventional ai-chase-any, and you should be good to go.

It doesn't seem too hard a problem to fix, at least. For anyone who knows anything about FRED, that is. :nervous:
Title: Re: RELEASE: Transcend
Post by: karajorma on April 14, 2006, 06:00:30 pm
You'd need the right build of FRED (or notepad and a lot of patience) to fix this one. I could fix this one in about 3-4 minutes but I'd have the side effect of instantly bumping the build needed to run it to the latest CVS.
Title: Re: RELEASE: Transcend
Post by: Backslash on April 14, 2006, 10:09:57 pm
(or notepad and a lot of patience)
:D  well not really notepad, but similar.  I was going through the missions again anyway, so why not.  So... here, try this:  http://www.qeyleb.net/files/TranscendPatch.rar

I also added a nameplate for the Generation.  I was going to do the other ships too, but I've been busy lately, plus my OS and image editor got screwed up.  I might do them later.  But the Generation is the favorite, so here you go  :)
Title: Re: RELEASE: Transcend
Post by: Fenrir on April 14, 2006, 11:09:40 pm
Thanks lots for doing that! Now I can finally play the campaign with img2dds in working order (missions like Chaos Prayer drag my poor compy to a halt without it).

[EDIT] Whee, new error:

Error: Argument count is illegal.

In sexpression: ( when
   ( has-arrived-delay 0 "Capricorn" )
   ( send-message-list
      "Omicron 2"
      "High"
      "Omicron2_3"
      0
      "Omicron 1"
      "High"
      "Omicron_4"
      5000
      "Omicron 2"
      "High"
      "Omicron2_4"
      5000
      "Omicron 1"
      "High"
      "Omicron1_5"
      5000
      "Omicron 3"
      "High"
      "Omicron3_2"
      5000
   )
   ( clear-goals "Omicron 1" )
   ( add-goal
      "Omicron 1"
      ( ai-chase-any 89 )
   )
   ( add-goal
      "Omicron 1"
      ( ai-ignore 89 "Varcent" "Raven" )
   )
   ( add-goal
      "Omicron 2"
      ( ai-chase-any 89 )
   )
   ( add-goal
      "Omicron 2"
      ( ai-ignore 89 "Varcent" "Raven" )
   )
   ( add-goal
      "Omicron 3"
      ( ai-chase-any 89 )
   )
   ( add
      goal
      ( ai-ignore 89 "Varcent" "Raven" )
   )
)
(Error appears to be: ai-ignore)
File:C:\projects\fs2_open\code\Mission\MissionParse.cpp
Line: 5328
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    20060412-fs2_open_r.exe 0041495c()
    20060412-fs2_open_r.exe 0041564e()
    20060412-fs2_open_r.exe 0051bf46()
    20060412-fs2_open_r.exe 0040227f()
    20060412-fs2_open_r.exe 00408c86()
    20060412-fs2_open_r.exe 0050110e()
    20060412-fs2_open_r.exe 00407c22()
    20060412-fs2_open_r.exe 00501401()
    20060412-fs2_open_r.exe 0040a3b1()
    20060412-fs2_open_r.exe 0040a4e6()
    20060412-fs2_open_r.exe 006a6872()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------
Title: Re: RELEASE: Transcend
Post by: karajorma on April 15, 2006, 06:22:30 am
I think ai-ignore only accepts a single argument rather than a list. The priority also comes after the ship name too.

It's that sort of mistake that soured me on doing it in notepad in the first place. :)
Title: Re: RELEASE: Transcend
Post by: Backslash on April 15, 2006, 05:46:17 pm
Heh, heh.  Yeah, serves me right.

Well it's fixed and actually tested on my HOME machine this time.  File has been updated.
Title: Re: RELEASE: Transcend
Post by: neoterran on April 15, 2006, 06:16:42 pm
Thanks for fixing this backslash, you seem to be kicking ass lately...
Title: Re: RELEASE: Transcend
Post by: lil_bro on April 30, 2006, 02:28:13 am
Quote from: Ransom Arceihn
Updated 7/2/2006

Well it's taken its time, but despite impressive efforts on behalf of bugs and disgruntled .pofs, Transcend is getting released.

Story:
Only a few short months after the end of the Second Shivan Incursion, amongst the chaos of Capellan refugees and ever-heightening levels of piracy, mysterious things have begun happening on the edge of GTVA space. Unexplained disappearances, strange rumours...

You are Lieutenant Sunder Marcel, recently transferred to the 103rd Shadow Guardians. Your squadron has been charged with uncovering the cause of these disturbances, to venture out into the unknown and return with an answer.

But something's strange about this case. The clues have no meaning, and reality is beginning to slip...

Everyone has a limit...


But for the love of God, run it in OpenGL. And read the installation instructions. Also Transcend requires a fairly recent build of FS Open - the 20050722 build works fine for me, but anything within last month or so should be okay. Uses Lightspeed's nebulae. And finally, it needs the XviD codec.

Transcend [44 MB]

Alternate Mirror (thanks Evophyrexy):
http://www.thewolfdog.com/Transcend.rar

I realise 44 MB is pretty hefty for a non-TC campaign. If it's wanted I'll upload a segmented download as well, but I'm afraid apart from that there's not much I can do to lower the file size.

For those of you who don't have the cruiser01x.pof (which is in the SCP's amv_models.vp): Replacement Ships Table

Finally, huge thanks to the SCP for their awesome work, and to phreak and taylor for their dedicated bugfixing - Transcend would have been impossible without it.

UPDATE: Backslash has put together an update to the campaign which adds the new starfield skybox to the missions and fixes a few minor bugs. The main link has been updated, but in case anyone who already has the campaign wants to get the update, there is a patch available here.

Hi I got a question.
Can this campaign be added to the retail version of freespace 2?if so how?
Also I tried the link above and it said that mirror is not there where else can I find this campaign?

Thank you for any info.
Michael.
Title: Re: RELEASE: Transcend
Post by: karajorma on April 30, 2006, 02:44:58 am
Nope. Transcend using a whole bunch of SCP features in order to tell the story. It simply wouldn't work on Retail.
Title: Re: RELEASE: Transcend
Post by: J.P. on June 18, 2006, 07:19:25 pm
Hey, I just downloaded this campaign and got a few missions into it. The game crashed and got this error.

Error: Unrecognized operator.

In sexpression: ( when
   ( has-arrived-delay 0 "Capricorn" )
   ( send-message-list
      "Omicron 2"
      "High"
      "Omicron2_3"
      0
      "Omicron 1"
      "High"
      "Omicron_4"
      5000
      "Omicron 2"
      "High"
      "Omicron2_4"
      5000
      "Omicron 1"
      "High"
      "Omicron1_5"
      5000
      "Omicron 3"
      "High"
      "Omicron3_2"
      5000
   )
   ( clear-goals "Omicron 1" )
   ( add-goal
      "Omicron 1"
      ( ai-chase-any-except
         89
         "Varcent"
         "Raven"
      )
   )
   ( add-goal
      "Omicron 2"
      ( ai-chase-any-except
         89
         "Varcent"
         "Raven"
      )
   )
   ( add-goal
      "Omicron 3"
      ( ai-chase-any-except
         89
         "Varcent"
         "Raven"
      )
   )
)
(Error appears to be: ai-chase-any-except)
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open_3_6_9\code\Mission\MissionParse.cpp
Line: 5575
[This filename points to the location of a file on the computer that built this executable]

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

What do I do?

-J.P.
Title: Re: RELEASE: Transcend
Post by: neoterran on June 18, 2006, 07:26:32 pm
nothing you can do, the game is using a now removed SEXP, so it needs to be updated.
Title: Re: RELEASE: Transcend
Post by: Chris B. Yond on July 02, 2006, 06:37:45 am
Sadly, I have the very same problem :(

I am using the (great) Shivan Pack 1.8 with 3.6.9 RC3, but Shivan obviously didn't know about this problem either when he put it together.

So it isn't just a matter of the build anymore, is it? Can we expect an update any time soon, because I really enjoyed it so far.

@backslash: Can you put that latest update of yours up again? The link ( http://www.qeyleb.net/files/TranscendPatch.rar ) returns a 404. If it solves the problem, I could mirror it for you for the time being.
Title: Re: RELEASE: Transcend
Post by: karajorma on July 02, 2006, 07:16:08 am
The problem is fixed in CVS. If someone doesn't upload RC4 today or tomorrow I'll upload a build that will solve the problem.
Title: Re: RELEASE: Transcend
Post by: Chris B. Yond on July 02, 2006, 07:33:47 am
Thank you!

I'll be looking for it.
Title: Re: RELEASE: Transcend
Post by: Chris B. Yond on July 07, 2006, 09:45:28 am
Alright, the latest CVS 20060706 finally allows me to load and play the "Transcend" mission from Mantis bug 0000856, but it crashes constantly around the 3 minute mark even if I am way apart from the action. It's quite odd.

I've tried so far:
- D, R and Optimized Build
- Sound off
- mediavps off
- AGP mode 4x to 2x
- All sound modes
- safeload, noibx

This is the error:

Code: [Select]
fs2_open_r-P420060706 caused an Access Violation in module fs2_open_r-P420060706.exe at 001b:00595faa.
Exception handler called in FreeSpace 2 Main Thread.
Error occurred at 7/7/2006 15:50:32.
D:\Spiele\FreeSpace2\fs2_open_r-P420060706.exe, run by Chris B. Yond.
1 processor(s), type 586.
1024 MBytes physical memory.
Read from location 00000000 caused an access violation.

Registers:
EAX=010891f8 CS=001b EIP=00595faa EFLGS=00010202
EBX=00001000 SS=0023 ESP=0012f884 EBP=0012f92c
ECX=070f0ff0 DS=0023 ESI=01089414 FS=003b
EDX=00000000 ES=0023 EDI=0012f9a0 GS=0000
Bytes at CS:EIP:
83 3a 00 5e 0f 94 c0 c3 cc cc cc cc cc cc cc cc
Stack dump:
0012f884: 01089414 005965df 01089414 0012f9a0 01089414 00001000 01e1f92c 010b8958
0012f8a4: 00000000 437a0000 01e45130 01e45130 01e1f92c 409d98e0 418f8a80 0042662f
0012f8c4: 42112300 c18f8a80 c09d98e0 42112300 0049dd05 0012f904 01088de4 0012f904
0012f8e4: 010c4da8 010c4ddc 010c4d84 010c4e0c 010c4d84 c5afca3f 422fbe8d 00000039
0012f904: c4377aa2 c28b3c30 c5aff1d2 010c4bf0 010c4b8c 004250be 010c4b8c 41200000
0012f924: 173ae70d 3f800000 01088228 0059670c 01089414 0012f948 00596430 fffffeff
0012f944: 01089414 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f964: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012f984: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00426016
0012f9a4: 01089414 00000000 00001000 00000000 00000001 00407994 3e550000 00000000
0012f9c4: 00407d40 00000002 00000000 00000001 7ffdf000 00000000 00000000 00000000
0012f9e4: 00000000 00000000 00457a9f 004167b6 0f670000 00000001 00404884 00000354
0012fa04: 00100000 00000002 00000000 7ffdf000 0040826d 0040953e 000000d0 00408228
0012fa24: 00000000 0042c697 00000002 ffffffff 00000000 0012fe98 00409bea 00000020
0012fa44: 0000001a 3ff7c000 2f20c000 99c41000 8f493000 7ffe0000 787f5000 00409d00
0012fa64: 001423a3 7c80b529 00000000 7ffdf000 00000014 ffffffff 535c3a44 6c656970
0012fa84: 72465c65 70536565 32656361 32736600 65706f5f 2d725f6e 30323450 37303630
0012faa4: 652e3630 06006578 0012fae0 0000027a 0012fad8 7c921bff 06d60000 06d65c30
0012fac4: 06d60000 06d65c30 06d60001 06d60640 0000007a 06d675e0 0012fb10 06d60000
0012fae4: 7c920732 00000040 06d603a0 00000002 06d64b28 00000008 7c920732 06d60178
0012fb04: 7c91ee18 7c920738 ffffffff 7c920732 7c9206ab 7c9206eb 00000000 000001f8
0012fb24: 06d60178 06d60640 06d675e8 7c9205c8 0012fb68 06d60000 06d60000 06d63b88
0012fb44: 00000001 0012fc1c 06d60178 0012fc1c 7c920e12 06d60000 7c92056d 06d671e0
0012fb64: 06d63f90 06d66de0 00000000 00000144 06d63b88 06d60178 7c920738 06d63b90
0012fb84: 7c920732 7c9206ab 06d60178 06d60178 00000078 06d675e0 06d60178 06d658f0
0012fba4: 06d66bb0 00000005 06d60210 06d60178 00000008 06d675e8 00000408 06d66bb0
0012fbc4: 00000000 06d60178 00000000 06d60178 06d66dd8 0000000a 00000000 00000000
0012fbe4: 06d60000 00000808 06d66de0 00000020 00000000 00000000 00010000 00000081
0012fc04: 0012fb60 06d603e8 0012fdf0 7c91ee18 7c920570 ffffffff 7c92056d 7c927cb7
0012fc24: 7c927bf5 06d60608 7c927bb0 06d63b90 00000800 00000000 00000060 00000040
0012fc44: 06d66bb0 06d65388 0000000e 7c920f46 06d66dd8 06d65388 06d66de0 0012fc70
0012fc64: 00000000 7c9205c8 06d658e8 0012fd3c 7c920551 06d60988 7c92056d 0012fc90
0012fc84: 00000000 7c9205c8 06d64768 0012fd5c 7c920551 06d60e98 7c92056d 00000007
0012fca4: 06d64770 000001f8 ffffffff 7c9206eb 00600a21 06d60000 00000000 00600a26
0012fcc4: 00000064 00000064 06d64898 06d60178 0012fcc4 00000040 00000080 005ffb60
0012fce4: 006c1be8 ffffffff 00000008 06d66dd4 0012fd04 00000000 7c9205c8 06d65b30
0012fd04: 06d63b88 7c920551 06d60898 7c92056d 00000005 06d65b38 00000078 00000010
0012fd24: 06d60000 06d64c98 0012fd68 7c91ee18 7c920570 ffffffff 0001056d 0000002b
0012fd44: 0012fca0 00000000 00000010 7c91ee18 7c920570 ffffffff 7c92056d 006009b2
0012fd64: 06d60000 00000000 006009b7 00000058 02349938 000001f8 00000000 06d658f0
0012fd84: 06d648c0 0012fdf0 06d63b90 00001bd8 00000081 06d60000 005345ea 0012fddc
0012fda4: 7c91ee18 7c9206f0 ffffffff 000106eb 0000000b 0012fd14 00000000 0012fdfc
0012fdc4: 7c91ee18 06d60000 ffffffff 00000400 00000101 01d60000 00000808 006009b7
0012fde4: 00000005 ffffffff 00673500 ffffffff 00673570 0012fe38 0060b6f2 06d60000
0012fe04: 006d5b50 0067361b 0012fe4c 0060b6f2 06d60000 00000000 0060b6fb 0067361b
0012fe24: 006d5b50 7ffdf000 7c920945 7c92094e 7c80b529 00020000 7ffdf000 005ffb60
0012fe44: 00606cdf 7ffdf000 7c911005 0012fe34 00000008 0012fe94 7c91ee18 7c920970
0012fe64: 7c98e4c0 7c8021b5 7c802011 7c80b529 00000000 7ffdf000 173ae70d 0012fa68
0012fe84: 0012f4a8 0012ffb0 005ffb60 00675a78 00000000 0012ffc0 005ffe2e 00400000
0012fea4: 00000000 001423a3 0000000a 00000094 00000005 00000001 00000a28 00000002
0012fec4: 76726553 20656369 6b636150 86003220 eecc6c14 00000000 57a10a6d a67bc160
0012fee4: 5fa6d8d2 00000000 804dbe67 ff676980 ffffffff 854ecea0 00000000 866b8c08
0012ff04: 866b8c38 ffffffff eecc6c08 804dbeff ff676980 ffffffff 854ecea0 00000000
0012ff24: 866b8c08 eecc6c28 804dc3cb 00080246 804dc3db 80556278 866b8b90 005ffcc2
0012ff44: 00000000 00ffffff 7ffdf000 00000044 001440f8 00143668 00144388 00000000
0012ff64: 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
0012ff84: 00000000 ffffffff ffffffff ffffffff 00000408 00000000 00000001 001423a3
0012ffa4: 00000000 0012feb0 867ee074 0012ffe0 005ffb60 006c1b68 00000000 0012fff0
0012ffc4: 7c816d4f 00000000 00ffffff 7ffdf000 8054a938 0012ffc8 85e72250 ffffffff
0012ffe4: 7c8399f3 7c816d58 00000000 00000000 00000000 005ffcaa 00000000.

Flags: fs2_open_r-P420060706.exe -mod Transcend,mediavps -spec -glow -env -jpgtga -mipmap -nomotiondebris -2d_poof -missile_lighting -img2dds -no_vsync -dualscanlines -targetinfo -rearm_timer -ballistic_gauge -3dwarp -warp_flash -snd_preload -noparseerrors -disable_fbo  -ambient_factor 65 -fov .589 -spec_point 0.6 -spec_static 0.8

System: AthlonXP 2100+ | 1024 MB RAM | Radeon 9000 Pro | Catalyst 4.4 | DirectX 9

Don't know whether it's caused by the build, something in the mission itself or my machine. I don't think it's the last-mentioned since the huge "Derelict SPC"-missions are working.

EDIT: Now that's interesting: I just managed to get killed shortly before the 3-minute-mark and the game still crashed during the "death animation". Time compression doesn't prevent it either :wtf:
Title: Re: RELEASE: Transcend
Post by: karajorma on July 07, 2006, 10:15:44 am
Null pointer error.

Run the debug build until you get an eror you can't just click no to. Post that (and any ones preceeding it).
Title: Re: RELEASE: Transcend
Post by: Chris B. Yond on July 07, 2006, 10:56:59 am
At 1:00 a cruiser appears. This leads to three consecutive errors for Vertex 1, 2 and 3 which I can click away:

Code: [Select]
Warning: Couldn't fix up turret indices in spline path

Model: cruiser01.pof
Path: $path02
Vertex: 1
Turret model id:13

This probably means that the turret was not specified in the ship table(s).
File:c:\fs2_open\code\ship\ship.cpp
Line: 8530
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_d-P420060706.exe 006fcba5()
    fs2_open_d-P420060706.exe 006fc9e5()
    fs2_open_d-P420060706.exe 0070a29f()
    fs2_open_d-P420060706.exe 0070a487()
    fs2_open_d-P420060706.exe 0070aa7c()
    fs2_open_d-P420060706.exe 0070b7b3()
    fs2_open_d-P420060706.exe 006edbe2()
    fs2_open_d-P420060706.exe 006eea78()
    fs2_open_d-P420060706.exe 006efbd1()
    fs2_open_d-P420060706.exe 006f2f15()
    fs2_open_d-P420060706.exe 0089ee71()
    fs2_open_d-P420060706.exe 006f4455()
    fs2_open_d-P420060706.exe 006f46d9()
    fs2_open_d-P420060706.exe 00b8c7d7()
    kernel32.dll 7c816d4f()
------------------------------------------------------------------

Same for Vertex 2 and 3 (still in line 8530). Later at around 3:00 it simply crashes silently to desktop, writing the afore quoted error into the log.

If it's just a simple table error (how to fix that anyway?), why does it crash exactly 2 minutes later?  :wtf: I doubt it's a problem with the actual model since I have seen (and destroyed ;7) it in several other missions before.

Title: Re: RELEASE: Transcend
Post by: karajorma on July 07, 2006, 11:15:09 am
The spline paths error is caused by the current fenris/leviathan model (amongst others). It's probably not the cause of this crash or we'd see it much more often.

Hmmm. I guess this will need looking at.
Title: Re: RELEASE: Transcend
Post by: Chris B. Yond on July 07, 2006, 11:38:55 am
Just to give you the whole picture:

Title: Re: RELEASE: Transcend
Post by: karajorma on July 08, 2006, 11:41:47 am
Okay. It crashes for me too. It's a docking error so I'm going to leave this one for Goober to solve.

Off to Mantis.
Title: Re: RELEASE: Transcend
Post by: Goober5000 on July 08, 2006, 12:32:55 pm
I just played through the mission and it didn't crash.
Title: Re: RELEASE: Transcend
Post by: Chris B. Yond on July 08, 2006, 12:40:17 pm
Maybe it's Hardware related :confused:

I just installed a fresh slim windows (thanks to nLite), but it still crashes with the latest CVS. So the operating system doesn't seem be the problem.

Still happens exactly at minute 3:00.

(You can find my system and flags in one of my postings above.)
Title: Re: RELEASE: Transcend
Post by: karajorma on July 08, 2006, 03:33:54 pm
He's gotten it to crash since. :D
Title: Re: RELEASE: Transcend
Post by: Mefustae on July 09, 2006, 02:38:15 am
Just tried the campaign again for kicks, and now i'm getting a error off the Raven in mission 6 using 3.6.9R4 and Zeta MVs...

Quote
Error: Operator expected instead of data.

In sexpression: ( "Raven" )
(Error appears to be: Raven)
File:C:\Languages\Visual Studio Projects\Visual C++\fs2_open_3_6_9\code\Mission\MissionParse.cpp
Line: 5672
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    fs2_open_3_6_9.exe 004153e9()
    fs2_open_3_6_9.exe 004160ef()
    fs2_open_3_6_9.exe 0052a06f()
    fs2_open_3_6_9.exe 0040227f()
    fs2_open_3_6_9.exe 00408c3c()
    fs2_open_3_6_9.exe 004feb86()
    fs2_open_3_6_9.exe 00407bc4()
    fs2_open_3_6_9.exe 004fee79()
    fs2_open_3_6_9.exe 0040a35f()
    fs2_open_3_6_9.exe 0040a49a()
    fs2_open_3_6_9.exe 0070d039()
    kernel32.dll 77e8141a()
------------------------------------------------------------------
Title: Re: RELEASE: Transcend
Post by: Chris B. Yond on July 09, 2006, 06:43:30 am
That's the one already solved in the CVS builds ;) See MANTIS 0000856

EDIT: RC5 seems to have solved both issues. You guys are great!
Title: Re: RELEASE: Transcend
Post by: DIO on August 23, 2006, 09:34:44 am
I just finished this campaign, and I'm extremelly puzzled.
Spoiler:
What exactly is transcendant?
Who was that Saya and Omega wing who appeared from nowhere and suddenly explained about the transcendant?
What was Chondral carrying?
What the hell was this all about?
I really want some answer about this.
I allready played Sync, but this doesn't make any sense at all to me.
I'm REALLY puzzled! :confused:
Title: Re: RELEASE: Transcend
Post by: Dark Hunter on August 23, 2006, 10:04:43 am
You and everone else except perhaps Ransom Arceihn. You might find the Theories thread on game-warden.com an interesting read though... linky. (http://www.game-warden.com/forum/forumdisplay.php?f=28)
Title: Re: RELEASE: Transcend
Post by: Knarfe1000 on August 24, 2006, 08:52:50 am
Hey, this Game-Warden Server seems to be a little slow (only 25K with DSL) ??
Title: Re: RELEASE: Transcend
Post by: karajorma on August 24, 2006, 11:37:11 am
GW has been having server problems recently.
Title: Re: RELEASE: Transcend
Post by: crucial_soul on August 27, 2006, 05:45:02 am
just wanna ask if there is another place to get Transcend? because the link on the 1st post is not working.
Title: Re: RELEASE: Transcend
Post by: karajorma on August 27, 2006, 06:08:18 am
Game Warden is down at the moment. That's probably why. When it's back up the link should work again. No idea if it's hosted anywhere else though.
Title: Re: RELEASE: Transcend
Post by: Spicious on August 27, 2006, 08:02:14 am
Try here (http://hades-combine.com/web/index.php?ind=downloads&op=entry_view&iden=172).
Title: Re: RELEASE: Transcend
Post by: BS403 on August 27, 2006, 01:03:54 pm
i finished playing the last mission, killed the transcendant and the campaign restarted.  :mad: :hopping:
Title: Re: RELEASE: Transcend
Post by: Dark Hunter on August 27, 2006, 01:11:04 pm
It doesn't restart. Try playing the "first mission" and see what happens. I think you'll notice something... different....
Title: Re: RELEASE: Transcend
Post by: Kaboodles on August 27, 2006, 01:32:08 pm
i finished playing the last mission, killed the transcendant and the campaign restarted.  :mad: :hopping:

Spoiler

I loved that part.  At first, I actually thought the campaign had restarted, until I realized that you started off at a different spot.
Title: Re: RELEASE: Transcend
Post by: Dark Hunter on August 27, 2006, 01:33:23 pm
Spoiler tags have suddenly stopped working.......
Title: Re: RELEASE: Transcend
Post by: karajorma on August 27, 2006, 03:15:39 pm
Yep.

Quote
From the top of the forum
News: The forums have been upgraded to the latest SMF RC3. If you encounter any problems, please first clear your browser's cache and cookies. Customizations will be re-added back eventually.

Title: Re: RELEASE: Transcend
Post by: crucial_soul on August 28, 2006, 03:31:09 am
so the site was down for a bit eh, well you can find the file at this site:

http://mods.moddb.com/4385/transcend/

on the right-hand side of the page under details press Available now next to download, it takes you to a page with the campaign, the patch and the new cruiser.

enjoy.

wow just wow, i started to play it and...wow. never seen freespace2 like that before. i give this campaign a 10/10, i got hooked played lthe whole in one night. i recommend every1 to play this campaign and i gotta say a job well done to Ransom Arceihn.
Title: Re: RELEASE: Transcend
Post by: karajorma on August 30, 2006, 03:42:48 am
I agree with you there. Transcend is probably my favourite campaign for FS2 so far :)

Make sure you check out Sync too though. It's got some pretty good reviews too.
Title: Re: RELEASE: Transcend
Post by: AlphaOne on October 06, 2006, 06:43:04 am
I'm sorry but i didnt have the patience to go through all 17 pages of posts  here.
Spoiler!
Just wanted to ask for a solution to a problem I encounter during the campaign. It's near the begining you flee from the Chrondad and try to get to luytien but those guis jump after you with 2 wings of hercs and a cruiser from wolf sistem . Well after i take out the wings and get the cruiser to about 70% the game crashes and it gives me some error regarding the cruiser and something else. Has anyone ever encountered this problem is there a way to fix it.

Also why cant i hear any of the voices in the game just the music and efects but no speaches no nothing.

Please help.

Also first campaign i've played since Derelict SCP!
Title: Re: RELEASE: Transcend
Post by: karajorma on October 06, 2006, 08:14:23 am
You've been here long enough to know that if you can't be bothered to post the error message you drastically reduce the chance anyone can help you.
Title: Re: RELEASE: Transcend
Post by: AlphaOne on October 06, 2006, 08:42:42 am
Sorry about that here is one of the error mesages:

Error: Can't open model <cruiser01x.pof>
File:\fs2_open\code\modelread.cpp
Line: 1748

[The filename points to the location of a file on the computer that built this excecutable]

Edit: well it doesnt show me the other error message just this one so far but the crashed again. No call stack no nothing
Title: Re: RELEASE: Transcend
Post by: Dysko on October 06, 2006, 09:18:21 am
I had a similar error. Do you have the media VPs? I fixed the error downloading them.
Title: Re: RELEASE: Transcend
Post by: karajorma on October 06, 2006, 09:18:57 am
Basically the game can't find the model for the leviathan. Yolu're running without a mod.ini and without specifying the mediavps folder as a secondary mod in the launcher right?
Title: Re: RELEASE: Transcend
Post by: AlphaOne on October 06, 2006, 01:38:27 pm
umm well .....ummm.......say what? Look I know its gooing to saound stupid but i put all that contained the trancednd the patch and the ship table into the fs directory . Also since there is obviously something missing can anyone direct me to where i can find both the meadiavp's ? The mod.ini is there i mean in the transcend directory. I copied the whole directory into the fs root directory and then selected it from the launcher as the mod to use. But still i need some more clarification...aparently.
Title: Re: RELEASE: Transcend
Post by: Dysko on October 06, 2006, 02:06:21 pm
Here is the link to the mediavps: http://www.hard-light.net/forums/index.php/topic,39905.msg812147.html#msg812147
Title: Re: RELEASE: Transcend
Post by: karajorma on October 06, 2006, 02:14:17 pm
Basically the reason why you're having problems is because Transcend's table file expects to find a model called Cruiser01x .pof. You can find this file in mv_models.

You can either read my FAQ on how to install mods on FS2_Open and see how you'd build a mod.ini capable of finding the mediavps folder or you can simply enter -mod transcend, mediavps into your custom flags box in the launcher.

Of course this will only work if you've installed both Transcend and the mediavps properly.

And for goodness sake stop with this copying everything to the main FS2 folder ****. It really doesn't do your installations stability any good whatsoever.
Title: Re: RELEASE: Transcend
Post by: Dark Hunter on October 06, 2006, 03:08:43 pm
There should seriously be this link to Kara's FAQ on the home page, in BIG IMPORTANT-LOOKING LETTERS that say something along the lines of: "Read this before asking questions". It'd save a lot of question-answering. And I know there's a link in the "Related Sites" tab, but what newcomer is gonna think to look there?
Title: Re: RELEASE: Transcend
Post by: AlphaOne on October 07, 2006, 06:02:53 am
oki so i downloaded the media vp's entered the comand line in the custom flags that kara told me and it still doesnt work. it gives me :

 Error: Can't open model file <cruiser01x.pof>
File:E:\Languages\Visual Studio Projects\Visual C++\fs2_open\code\Model\ModelRead.cpp
Line: 1748
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
EDit: Now the launcher wont read the flags anymore. I entered the comad line kara game me then the laucher started
acting funny and gives a error that sais that it cant read the flags for the graphics

EDit2:well i've donleaded the 3.6.9 build both rc3 and rc7 i think it was ! Also for the rc3 i downloaded bot the   mv_alphapatch.rar and the  mv_advalphapatch.rar and also got the 5.4 version of the launcher. Now i'm waiting to see what I should do next. I was thinking of installing them and see what happens!




Title: Re: RELEASE: Transcend
Post by: karajorma on October 07, 2006, 07:33:30 am
Well the model is definitely in mv_models.vp so you've obviously stuffed things up elsewhere. Did you actually put mv_models in your mediavps folder? For that matter where is your mediavps folder?
Title: Re: RELEASE: Transcend
Post by: AlphaOne on October 07, 2006, 07:48:40 am
well i took the stuff you pointed me to i mean the mp-710_models and the rest and they are all stuffed in a directory called mediavps which is stuffed in the maind fs2 directory!
Title: Re: RELEASE: Transcend
Post by: karajorma on October 07, 2006, 07:58:15 am
You need the Zeta media VPs not just the 710s. And delete the alpha patches. You don't need them with RC 7 and they'll just cause you problems.
Title: Re: RELEASE: Transcend
Post by: AlphaOne on October 07, 2006, 08:03:04 am
well i started to download the mv_zpack now. its 189 MB in size is that corect? also do i need to download all the other features presented there??? I hope not.....!
Title: Re: RELEASE: Transcend
Post by: karajorma on October 07, 2006, 09:31:55 am
zPack contains all the other media VPs IIRC. Well maybe not mv_adveffects and mv_cell but those are optional anyway.
Title: Re: RELEASE: Transcend
Post by: AlphaOne on October 09, 2006, 03:09:16 am
ok so i've just finished the campaign ! Good job. It was a good campaign altough the ending left me a bit out to dry....but on a scale of 1-10 i would definetly give it a 8.5 . It really  good. Oh and so that you dont feel insulted in any way derelict reaches only 9. So you are right next to it. Anyway enough of this rambling stuff ! Goo job great campaign hope to see more in the future.
Title: Re: RELEASE: Transcend
Post by: Mathwiz6 on October 13, 2006, 07:24:07 am
Methinks ransom needs to get around to some sequels one day, just to fix the plot holes  :D

*unsubtly pokes ransom, and stage whispers "Where's Sync!"*

*Remembers he can't FRED, and looks ashamed* "sorry"  :rolleyes:

Third person is addictive  :D
Title: Re: RELEASE: Transcend
Post by: Dark Hunter on October 13, 2006, 03:10:51 pm
Ransom's already creating Part 2 of the Sync saga. I don't think it has a name yet.

Transcend was just a side story.
Title: Re: RELEASE: Transcend
Post by: Mathwiz6 on October 14, 2006, 07:24:40 pm
Sync: Part 2?

Add a caption thingy, and it's all good  :D
Title: Re: RELEASE: Transcend
Post by: Knarfe1000 on October 15, 2006, 05:23:23 am
Sync is without voice-files afaik? Will there be additional voice-files in the future like in other mods?
Title: Re: RELEASE: Transcend
Post by: Nuclear1 on October 23, 2006, 02:41:31 pm
Ransom didn't intend to voiceact Sync or Transcend in the near future, particularly due to the absence of female voiceactors necessary for characters such as Sarah, Farae, Omega 1, and Rikas.
Title: Re: RELEASE: Transcend
Post by: Knarfe1000 on October 24, 2006, 03:44:47 pm
 :(
Title: Re: RELEASE: Transcend
Post by: Ransom on October 25, 2006, 08:15:27 am
That's half accurate. In Transcend's case it was more of a design choice; I wanted the Transcendant to seem out of place from the very beginning.

I'll see about getting Sync voice acted once production starts on the following chapters. There's no point getting it voiced now if the same actors aren't available to retain their parts later on for whatever reason.
Title: Re: RELEASE: Transcend
Post by: Kie99 on October 25, 2006, 01:13:26 pm
Is the sequel going to finished by the end of this month?
Title: Re: RELEASE: Transcend
Post by: Ransom on October 25, 2006, 01:20:46 pm
My current project has no relation to either of my prior ones. It's entirely standalone. You'll get your sequels next year.
Title: Re: RELEASE: Transcend
Post by: Dark Hunter on October 25, 2006, 03:31:02 pm
 :(


A whole.... year?  :(


Is this "current" project the one you swore you'd finish by... six days from now? I thought that was the sequel to Sync...
Title: Re: RELEASE: Transcend
Post by: Ransom on October 26, 2006, 01:24:45 am
Believe me, you'd know if it was the sequel to Sync. Anyway -- next year's only two months away.
Title: Re: RELEASE: Transcend
Post by: Mathwiz6 on November 12, 2006, 02:38:54 pm
*sits and meditates*

Spoooookinessss....

EDIT: There, finished the campaign... O...K... Yeah.... I can see how that doesn't need a sequel...

Wheh, do you like campaigns that explore the nature of the FS universe, have insane, prescient people, crazy, almighty powers, mysterious crates, and well personified characters? Then try campaigns by Ransom Arceihn!

Ohhh... so that's where the movie went... I missed it after that mission :(

That is a nice movie :D
Title: Re: RELEASE: Transcend
Post by: ShivanSpS on January 06, 2007, 10:03:15 pm
Hi, I feel free to convert the ending.avi to ending.ogg, this is important because the avi supprt will be droped, have fun.

http://files.filefront.com/endingogg/;6484196;;/fileinfo.html (http://files.filefront.com/endingogg/;6484196;;/fileinfo.html)

P.D. I also attaching a cutscenes.tbl

[attachment deleted by admin]
Title: Re: RELEASE: Transcend
Post by: ARSPR on January 07, 2007, 10:03:44 am
Hi, I feel free to convert the ending.avi to ending.ogg, this is important because the avi supprt will be droped, have fun.

http://files.filefront.com/endingogg/;6484196;;/fileinfo.html (http://files.filefront.com/endingogg/;6484196;;/fileinfo.html)

P.D. I also attaching a cutscenes.tbl

Downloading ...

Thanks  :yes:
Title: Re: RELEASE: Transcend
Post by: fsi.scsi on January 10, 2007, 08:03:07 pm
I downloaded this campaign yesterday and just finished it, after several straight hours of playing.

Wow.

This has to be one of the best campaigns ever created for fs2.  At the very least, it has one of the most compelling storylines.  Major kudos to Ransom!!!
Title: Re: RELEASE: Transcend
Post by: Commander Zane on January 13, 2007, 08:45:27 pm
I -HAVE- to learn how to do that stuff! The random transitions between time and normal space and the ships disappearing freaking ruled!
Title: Re: RELEASE: Transcend
Post by: Dark Hunter on January 13, 2007, 08:54:18 pm
Just some more little-known SEXP's. I've looked at the events and I must say that I don't understad half of them ( :p), but from looking at the effects in-game I would guess that the "blinking" was a very quick fade-out/fade-in, and the ships vanishing was achieved via the (go figure) ship-vanish SEXP?


The final mission in particular was just... incomprehensible to me. Good job with the coding, Ransom.  :yes:
Title: Re: RELEASE: Transcend
Post by: Centrixo on January 14, 2007, 12:23:49 am
ive played it, and there were a few too many boring parts, jumping from one node destroy some ships jump out, then you jump in, then head for the node then jump out for about 10 consecutive straight missions.
but i love the graphics, its so nice. like its using inferno scp's. there were some good parts though, the pegasus fighter jumping from one place to another looked nice :nervous: aswell.
Title: Re: RELEASE: Transcend
Post by: Commander Zane on January 14, 2007, 03:24:39 am
Well the point of the jumping left and right was to tell you that you couldn't escape the cruisers and the corvette.
Title: Re: RELEASE: Transcend
Post by: ShivanSpS on January 14, 2007, 03:27:38 am
yeah but there are too many fighters, who going to send about 100 fighters to kill 4 pirates? :P

anyways, the campaign really improves your aiming :P
Title: Re: RELEASE: Transcend
Post by: Commander Zane on January 14, 2007, 03:38:32 am
Who's gonna send three corvettes in which they all eventually die, a multitude of cruisers, which also die against three measly "pirates?"
Title: Re: RELEASE: Transcend
Post by: Centrixo on January 14, 2007, 10:39:52 am
youd be suprised about the 3 pirates, especially if one of them is a player and the other 2 have ship gaurdian.
Title: Re: RELEASE: Transcend
Post by: Tyrian on January 14, 2007, 11:33:50 am
Believe me, you'd know if it was the sequel to Sync. Anyway -- next year's only two months away.

So, when will you release it?  I still remember playing Transcend the first time through and I want to know how you're going to top yourself this time around.
Title: Re: RELEASE: Transcend
Post by: Commander Zane on January 14, 2007, 11:42:21 am
youd be suprised about the 3 pirates, especially if one of them is a player and the other 2 have ship gaurdian.
Shut up, nobody's supposed to know about that! :nervous: :nervous: :D
Title: Re: RELEASE: Transcend
Post by: Ransom on January 14, 2007, 12:11:46 pm
So, when will you release it?  I still remember playing Transcend the first time through and I want to know how you're going to top yourself this time around.
Based on prior experience, if I name a date it'll doom the release to being pushed back even further. I don't really want to say 'When it's done' either, so I'll just settle for some time before the middle of the year.

And yeah, I'm sorry about the repetition in Transcend. What happened in that tedious stretch was I had a bunch of minor ideas I wanted to use but for some reason didn't consider combining them all into one or two missions. Poor forethought on my part.
Title: Re: RELEASE: Transcend
Post by: Vasudan Commander on January 19, 2007, 08:54:02 pm
Downloaded it not long ago, and couldnt stop playing it until i finished it all the way through. Well done ! 10/10 ! Puts alot of other campaigns out there to shame !  :yes: :yes: :yes: :yes: :yes: :yes:
Title: Re: RELEASE: Transcend
Post by: MP-Ryan on January 25, 2007, 12:07:10 am
I have finally finished both Sync and Transcend.  Ransom, your writing is fantastic... thanks for several hours of suspended reality =)
Title: Re: RELEASE: Transcend
Post by: Vasudan Commander on January 26, 2007, 07:42:08 pm
That freaked the hell out of me...  :shaking:  :nervous:  :shaking:  :nervous:

I never pictured FS2 as a scary game...
Title: Re: RELEASE: Transcend
Post by: G0atmaster on February 22, 2007, 01:49:15 am
I agreewhole-heartedly with the last few posts.  100/10.
Title: Re: RELEASE: Transcend
Post by: falcon2105 on February 27, 2007, 09:12:31 pm
Wow, I replayed that this week after a while and this time I actually knew what to do with the LS nebulas and wow, that is a beautiful, ridiculously gripping, amazing campaign. Just one question, where did the GTF Kalpie come from? Was it made for this campaign or just never used before? Amazing job again, I gotta go replay sync now   :D
Title: Re: RELEASE: Transcend
Post by: Nuclear1 on February 27, 2007, 09:18:30 pm
The Kelpie, I believe, was one of Snipes/Raa/Taro/Ristin/Taristin's creations that Ransom adapted for use in Transcend.  He was close to ditching it because of issues where it would be shot, then the game would crash (http://game-warden.com/forum/showthread.php?t=283), but it eventually got it in.
Title: Transcend Voice Acting
Post by: Trasher258 on August 22, 2007, 09:39:32 pm
This mod is worthy for some Voice Acting in it. :nod:
Title: Re: RELEASE: Transcend
Post by: Dark Hunter on August 22, 2007, 10:22:26 pm
It had better be d*** good voice acting, or the campaign would be ruined. :(
Title: Re: RELEASE: Transcend
Post by: -Joshua- on August 25, 2007, 09:46:40 am
Spoiler:
One qeustion, where the 113th shadow gaurdians there because of the trandescend? Or is the trandescend onlyresponsible for getting Sunder Marcel into the 113th, by killing Omicron 4 (Joseph)?
Title: Re: RELEASE: Transcend
Post by: Mobius on August 25, 2007, 05:06:43 pm
http://www.game-warden.com/forum/showthread.php?p=78831#post78831

What do you think? :)
Title: Re: RELEASE: Transcend
Post by: StarBomber109 on December 16, 2007, 10:35:29 pm
Alright, I've found a slight problem.  I recently reinstalled the game, and I've found that my build is suddenly missing it's nebulas.  Help?

edit:

Warning: Unable to load starfield bitmap: 'nebulA12-whisp'!

File:J:\src\cvs\fs2_open_3_6_9.final\code\Starfield\StarField.cpp
Line: 3142
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    stars_load_background()    stars_load_first_valid_background()    parse_bitmaps()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------
Title: Re: RELEASE: Transcend
Post by: Jeff Vader on December 17, 2007, 05:21:54 am
Alright, I've found a slight problem.  I recently reinstalled the game, and I've found that my build is suddenly missing it's nebulas.  Help?
I'm assuming that you are playing FSO and using the MediaVPs. Try downloading and installing the LightSpeed's Nebulae behind the Useful Stuff link in my signature. See if that helps.
Title: Re: RELEASE: Transcend
Post by: StarBomber109 on December 17, 2007, 10:04:09 am

I'm assuming that you are playing FSO and using the MediaVPs. Try downloading and installing the LightSpeed's Nebulae behind the Useful Stuff link in my signature. See if that helps.

Um, I hate to sound like a noob but uh....where do I put them?  I already downloaded them, and I've tried sticking them in several places but nothing seems to make it run better.
Title: Re: RELEASE: Transcend
Post by: Jeff Vader on December 17, 2007, 10:34:28 am
The preferred course of action would be to extract the contents of the 7z archive to your \freespace\mediavps folder. But, if you don't want to do that or don't even have any mediavps, I suppose the \freespace\ directory will do as well.
Title: Re: RELEASE: Transcend
Post by: StarBomber109 on December 17, 2007, 11:01:52 am
The preferred course of action would be to extract the contents of the 7z archive to your \freespace\mediavps folder. But, if you don't want to do that or don't even have any mediavps, I suppose the \freespace\ directory will do as well.

Tried both of those, and I still got

Warning: Failed to add starfield bitmap 'nebulA12-whisp' to the mission!
File:J:\src\cvs\fs2_open_3_6_9.final\code\Starfield\StarField.cpp
Line: 3459
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
    stars_load_first_valid_background()    parse_bitmaps()    parse_mission()    parse_main()    mission_load()    game_start_mission()    game_enter_state()    gameseq_set_state()    game_process_event()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()    kernel32.dll 7c816fd7()
------------------------------------------------------------------
Title: Re: RELEASE: Transcend
Post by: Hellstryker on December 20, 2007, 02:02:59 am
I suppose you could always FRED out the nebula/stars  :blah:
Title: Re: RELEASE: Transcend
Post by: Kie99 on December 20, 2007, 02:27:57 pm
I suppose you could always FRED out the nebula/stars  :blah:

And ruin the story for yourself, brilliant. 

Just wait a bit for someone who knows what they're talking about.
Title: Re: RELEASE: Transcend
Post by: Goober5000 on December 20, 2007, 02:36:28 pm
The game will still run without backgrounds.
Title: Re: RELEASE: Transcend
Post by: StarBomber109 on December 20, 2007, 06:14:46 pm
The game will still run without backgrounds.

I thought I was doing that....I guess not, maybe I missed a launcher flag.
Title: Re: RELEASE: Transcend
Post by: Hellstryker on December 20, 2007, 11:39:36 pm
I suppose you could always FRED out the nebula/stars  :blah:

And ruin the story for yourself, brilliant. 

Just wait a bit for someone who knows what they're talking about.

So what? its still an option, and dont judge a book by its cover asshat, i HAVE played Transcend
Title: Re: RELEASE: Transcend
Post by: Jeff Vader on December 21, 2007, 03:41:38 am
thought I was doing that....I guess not, maybe I missed a launcher flag.
There isn't a flag for toggling backgrounds on or off. At least not to my knowledge. Gimme a minute and I'll try to run Transcend with LS Nebulae removed from my mediavps folder. If it works, it merely means that you have installed either Transcend or something else the wrong way, and have therefore brought about a rather annoying problem.

Edit: Works like a charm. You might want to tell us a few things.
1. How did you install Transcend? With Turey's Installer or manually?
2. Have you installed any other mods or additional things and if so, how?
Title: Re: RELEASE: Transcend
Post by: Akalabeth Angel on March 24, 2008, 10:27:21 pm
Since I don't want to start a new topic. I'll resurrect this old one. . .


Anyway, I've started playing this. But . . . where's the backgrounds? I'm on like mission 7 or later . . .and I haven't seen a single background. Just stars and a white sun everywhere I go. Like the 2nd mission the guy's like "see that planet?" and I'm like "no, what planet? I thought maybe he was talking about the debris field. . . " but later nothing else. I figure Ransom would've at least put some nebulas somewhere since he bothered to put a nice one into the load-up screen.

Neither the documentation (readme) nor the post in this thread say anything beyond using FS 3.6.9 (which I am) and the the MediaVPs (which I am). So what's going on? I've seen a bit just looking back about Lightspeed's nebula? Is this some thing I have to install but wasn't told to or what? (And yeah, I know about lightspeed's nebulas. But it wasn't mentioned anywhere).

EDIT: Nevermind, I added the Nebulas to the MediaVPs directory and there are backgrounds. I guess people _assume_ that this is standard or something and doesn't need mentioning, but it would be nice to have it listed in documentation.
Title: Re: RELEASE: Transcend
Post by: Ransom on March 25, 2008, 01:58:59 am
Well, but they are standard, really. But I suppose you're right. I've updated the OP.

It's strange that you didn't see the planet, though, since that's included with the Transcend VP. Are you using the -mod command with the Transcend folder?
Title: Re: RELEASE: Transcend
Post by: Akalabeth Angel on March 25, 2008, 05:02:41 pm
Well, but they are standard, really. But I suppose you're right. I've updated the OP.

It's strange that you didn't see the planet, though, since that's included with the Transcend VP. Are you using the -mod command with the Transcend folder?

       Hmmn, I think I had a stars.tbl in my fsopen/data/tables directory. I'm guessing that might screw things up. I'm still used to using those directories rather than strictly the mod directories from FS2 retail, but I've moved all of the tables out of there now . . . . But I'll play the mission again maybe in the uh . .. simulator/techroom thing just to see your pretty planet :)
Title: Re: RELEASE: Transcend
Post by: qazwsx on March 29, 2008, 02:23:40 pm
I'm getting a problem, no weapons on the first mission (haven't played past it yet so I don't know If this problem continues)
I'm using the fs2_open_3_6_10-20071028T.exe build with lightspeed's nebulae installed, anyone know what the probem could be?
Title: Re: RELEASE: Transcend
Post by: Jeff Vader on March 29, 2008, 02:25:15 pm
1. Your pilot file is corrupt. Try creating a new one.

2. You either have extra vp files / table files somewhere, or you are accidentally using a non-related mod.
Title: Re: RELEASE: Transcend
Post by: Akalabeth Angel on March 30, 2008, 02:11:12 am
     Eh . .. . so I finally played through the campaign, sort of . .. here's my comments such as they are:

     EDIT - This is some MAJOR spoilerage . . so don't read if you want to actually play through the story for yourself.  :nod:
Spoiler:
     For some reason, the last mission would after one point continually crash whenever I killed Saya. I don't know why. Since I played past that point numerous times before that. Incidentally it was kind of annoying have them purple, instead of red, because Select nearest hostile no longer did anything and using the N key only works so far. In the end I just extracted the mission and made it complete after 10 seconds or whatnot. (then the movie didnt play so I extracted that too . . etcetera). I was honestly getting annoyed with the last mission anyway . . . maybe I'm not flying right, but when I can't even get a shot at either the Horus or the Pegasus because I'm in a crappy Herc 2 and they fly circles around me, well I was loosing patience. I like the Herc, but fighting two interceptors with no shields was not a winning proposition.

    On the positive side of things:
    I liked uh, the atmosphere that you were going for. It was nice to see someone try to add much more of a horror element. Some of the little cut scene sequences were quite well done, etcetera. So good job on that. (I think it was probably even a better job when these features first came out???? but I didn't play it  back then).
    A lot of the dialogue was quite well written, though I didn't really care for the briefings at all. The logs . . .well, I found them lacking in a lot of ways. Some of them were cool, but some them were just a few lines, etcetera. Seemed more like placeholders. But yeah, the in-flight was for the most part pretty darn good.

    On the negative side . . .
    Well, after about the 30th mission consisting of either:
    1. Move from Point A to Point B and jump
    2. Wait around before you can Jump.
    And meanwhile, kill 2-4 wings of fighters while avoiding pursuing capitals. Yeah, after about the 30th mission of that . . I just got fed up and didn't care anymore. I mean, I don't mind the whole . . . fighters going around with an unlimited supply of missiles and health and what not, but playing the same mission over and over and over and over and over and over and over again, just meh . . . didn't care. To point out the precise moment, I think it was the mission where the Generation was just destroyed and you jump out . . .and then in the next mission an Aeolus and a Levy jump in and a bunch of Perseus come at you. And there I am in a slowass Herc fighting a whole wing of Interceptors AGAIN, meanwhile my wingmen are doing nothing at all to help me, they're just flying around the cruisers getting the **** kicked out of them. That's when I just got fed up. It's oh, yay . ..  7 harpoons coming my way. And man, it drove me nuts. I'd throw out countermeasures, I'd get "EVADED" on my screen, and then the fricken missile still hit me? What the hell is that **** about? (not your fault of course, but man that was annoying). Well, actually I probably stopped caring before that. I know in the previous mission I just sat around a few kilometers from the battle, and proceeded to watch the Generation kick the crap out of a Hecate because the latter didn't bother to launch any fighters (save a few token ones to start). And basically neither ship manouevred, the Hecate had one beam bearing, the Deimos had 3 bearing and had some turrets in range. So . . the Hecate exploded, the mission didnt work and I started it over of course.

   And some of the missions were honestly . . . kinda stupid. I mean, the capital ship battles in particular. Like the Generations, is being pursued by a Leviathan. Okay, that's fine. But in the next mission, the Leviathan jumps in front of the Generation and makes no attempt to turn around. So it gets the crap shot out of it. Then a Mentu jumps in, again IN FRONT of a Deimos and flies in a straight line. Taking it up the ass and not doing anything about it except the occasional AAAf? It's like as if I'm in a mission, where's there's a Ravana. And Command sends in a Sobek, and the Sobek jumps in front of the Ravana facing the wrong direction so the Sobek fires at nothing because its beams are the wrong way and the Ravana blows the crap out of it because the Sobek jumped right where the Ravana wanted it. That would be a dumb mission. Or like in that same mission, the Aeolus jumps _right_ in front of the Deimos? I mean, the Deimos ramming through the Aeolus is cool and stuff, but why would the Aeolus jump so damn close in front of the Corvette to begin with??? It might've been better if the Aeolus was trying to block the node, and the Deimos had a bit more time to shoot it before it finally decides to ram it. As the mission was set up, the ram was sort of unavoidable so it was less cool imo.

   And I didnt get some of the other plot points either. I mean they get some wierd transmissions, so they go and get this Karl guy because he's got a neat gizmo. But then, they go back to the Nebula? Why do they go back? All they want is for the guy to use his gizmo on the stuff they received. Going back wasn't really explained. I mean, the stuff in the nebula tended to be the cooler part of the story . . .but they'd go there, and then they'd leave go some place else, and then come back, and leave again, and then come back again. All the meantime being chased by "enemy of the moment" (insert here: "pirates, deimos, GTVA cruisers") and having to kill X # of wings over and over and over.

  So yeah, I gave up on the campaign. But just played it through so as to finish it and not have to come back to it if I wanted to know the ending.
  It's like in that one mission with the huge battle . . . Rikas says "let's save the civilians!!!" and my character says <why?> and really, that hit the nail on the head at that moment. Because I didn't care, and thought "who cares? Let's just go to the node". Then from the dialogue I got the impression that I was supposed to care, so I killed some bombers, and then went to the node.
  I liked some parts, but on the whole . . . not my favourite unforunately. But Sync seems to get pretty good reviews, so maybe I'll try that out pretty soon.

  And btw, I didnt mind the mission structure at first. I mean, the whole initial part where they're chasing the freighter and it calls in support, that was cool. But then it didn't end. It just kept going on and on and on and on. Oi. But for my part, I seem to be the exception since most people seem to love this campaign.
Title: Re: RELEASE: Transcend
Post by: Cobra on March 30, 2008, 02:28:47 am
     Eh . .. . so I finally played through the campaign, sort of . .. here's my comments such as they are:

Spoiler:
     For some reason, the last mission would after one point continually crash whenever I killed Saya. I don't know why. Since I played past that point numerous times before that. Incidentally it was kind of annoying have them purple, instead of red, because Select nearest hostile no longer did anything and using the N key only works so far. In the end I just extracted the mission and made it complete after 10 seconds or whatnot. (then the movie didnt play so I extracted that too . . etcetera). I was honestly getting annoyed with the last mission anyway . . . maybe I'm not flying right, but when I can't even get a shot at either the Horus or the Pegasus because I'm in a crappy Herc 2 and they fly circles around me, well I was loosing patience. I like the Herc, but fighting two interceptors with no shields was not a winning proposition.

Biggest. Spoiler wall. EVER.

Anyway.

Spoiler:
It's a model bug in the Kelpie's debris generation process. Dunno why it's doing that. We all blame the 3DS Max converter.
Title: Re: RELEASE: Transcend
Post by: Akalabeth Angel on March 30, 2008, 02:33:17 am
Biggest. Spoiler wall. EVER.

Anyway.

Spoiler:
It's a model bug in the Kelpie's debris generation process. Dunno why it's doing that. We all blame the 3DS Max converter.

      Eh, personally I wasn't a huge fan of the
Spoiler:
Kelpie
. I mean, don't get me wrong, it's a cool looking design but I think it would be better situated in a Star Trek MOD than a freespace one. Those gunports look like Nacelles to me and the glow maps don't help.

     
      If my post is too spoiler-ish it can be edited/deleted. Though . . . I think I'm probably the last person on these boards to play this campaign, and if any noob reads up to page 25 or whatnot and sees my post they've already got most of the spoilers from the last 25 pages I think.
Title: Re: RELEASE: Transcend
Post by: Ransom on March 30, 2008, 02:34:56 am
[review]
No, you're right on all counts. In retrospect I think the campaign got a much better reception than it really deserved. And I'm afraid Sync suffers from the same repetitive mission design issue toward the end, although perhaps not to quite the same extent.

Transcend's really more of an experiment in storytelling than a proper campaign, I think. That doesn't excuse it, but it's why it is what it is. I just didn't put any real effort into the gameplay. And I had some strange compulsion to stretch it to full-length, when really it would have worked far better as a shorter narrative.

I like to think I learned from the mistakes I made in designing these two campaigns, though. That's the main reason my next is taking so much longer to complete. So I guess that's something.
Title: Re: RELEASE: Transcend
Post by: Akalabeth Angel on March 30, 2008, 02:47:21 am
Transcend's really more of an experiment in storytelling than a proper campaign, I think. That doesn't excuse it, but it's why it is what it is. I just didn't put any real effort into the gameplay. And I had some strange compulsion to stretch it to full-length, when really it would have worked far better as a shorter narrative.

I like to think I learned from the mistakes I made in designing these two campaigns, though. That's the main reason my next is taking so much longer to complete. So I guess that's something.

       Hey, you don't need to excuse it. A lot of people enjoyed it so it was worth the effort and worth releasing regardless of your current opinion of it. I think one of the hardest parts of storytelling is building tension and maintaining it. While I don't think you really pulled it off (personally) . . . you certainly built on some of the story-telling techniques of past campaigns, and those can be applied to upcoming releases in some form. Like I said, even for me the campaign had its moments. Experiencing some of the cut-scene type things in campaigns such as Transcend and Blue Planet has given me ideas for my own.
     And your characters were pretty solid.
     As with any project, it's important to build upon successes and learn from shortcomings I think (whether real or perceived).
Title: Re: RELEASE: Transcend
Post by: Dark Hunter on March 30, 2008, 12:59:36 pm
I do recommend you try out Sync, Akalabeth. There's a bit more focus on gameplay and a LOT more variety throughout much of the campaign, all still with that atmosphere of "WTF is going on???" that made Transcend so creepy.
Title: Re: RELEASE: Transcend
Post by: BoOReD on April 25, 2008, 09:32:30 pm
GREAT CAMPAIGN, I couldn't sleep until I finished it...i go crazy when i play fs..but this rarely happens,i got hooked by those missions,it's 5:30 am in my country  :D
Great job man...i realy liked it  :yes:
Title: Re: RELEASE: Transcend
Post by: Rodo on April 29, 2008, 09:16:11 pm
Good campaign, wish I could come up with something like this...

well... seems pretty difficult when its been like 5 years since i´ve last TRIED to fred something jojo

maybe i`ll start building up some thoughts...

anyway, good work! I enjoyed playing it.
Title: Re: RELEASE: Transcend
Post by: Ashrak on May 15, 2008, 02:09:08 pm
this is a perfect example on how to tell a story interactivly :)
Title: Re: RELEASE: Transcend
Post by: General Battuta on May 15, 2008, 03:40:46 pm
Yeah, Ransom, I have to disagree with Akalabeth Angel and say that I think this is a great success from a storytelling point of view.

While it needs some padding cut, I think it deserves the reception it got, since it was such a tremendous leap forward for campaign storytelling and atmosphere. I loved it.
Title: Re: RELEASE: Transcend
Post by: NFSRacer on July 09, 2008, 06:55:40 pm
Man, this mod has got to be the freekest mod I have ever played for FS2, but, over all, the most well deveolped and thought-out mod I have ever played, FULL STOP!!!  Plus, one thing that I can agree with is the choice of using a Pegesus-Class Stealth Recon fighter to resemble the Trancendend in his nebula.  The reason why I say that is because when I first saw that fighter, I thought, "What the heck is that?!"  I mean, seriously; the fighter's slim design, unique shape, and also the way the developer of this mod made the Trancendend fly and act really gave this mod a spooky feel!  Hey, if you want to know something else, after beating that mod, I'm some-what afraid of flying in ANY FS2 nebula without a cursier-to-crusier battle off in the distance!!!  I'm serious about that!  Wouldn't you guys agree?
Title: Re: RELEASE: Transcend
Post by: Stormkeeper on July 09, 2008, 08:13:39 pm
:necro:

Yes, Transcend is freaky. Just shows you how damn good Ransom is.
Title: Re: RELEASE: Transcend
Post by: NFSRacer on July 09, 2008, 09:05:29 pm
...shows you how damn good Ransom is.

Amen to that!!!! :lol:
Title: Re: RELEASE: Transcend
Post by: phreak on July 09, 2008, 10:30:33 pm
Its also well received because of the extensive use of the (then) bleeding-edge FSO features it required to use (mostly the sexps).  I think the build he required for running it was built the day before by yours truly.  Taylor, him and myself had a good thread going on game warden where we would be reporting, fixing, testing stuff.

oddly enough, I still haven't replayed it yet just because the transcend swallowing ships creeped me out too much :p
Title: Re: RELEASE: Transcend
Post by: Stormkeeper on July 09, 2008, 10:47:48 pm
Me too. I played it once, then never replayed it again.
Title: Re: RELEASE: Transcend
Post by: NFSRacer on July 10, 2008, 07:06:57 am
oddly enough, I still haven't replayed it yet just because the transcend swallowing ships creeped me out too much :p

Man, that's nothing!  Try playing FEAR!  After playing the demo, Trancend will look like a cake-walk!  Heck, I even REPLAYED the campaign two times already and am thinking about doing it again! ;):p
Title: Re: RELEASE: Transcend
Post by: General Battuta on July 10, 2008, 11:34:50 am
oddly enough, I still haven't replayed it yet just because the transcend swallowing ships creeped me out too much :p

Man, that's nothing!  Try playing FEAR!  After playing the demo, Trancend will look like a cake-walk!  Heck, I even REPLAYED the campaign two times already and am thinking about doing it again! ;):p

I think Transcend was scarier than FEAR. FEAR made me jump, and certainly made me nervous, but it never produced the feeling of cosmic dread that Transcend did.

Also, yes, it's totally acceptable to necro a campaign thread. Ease up, Stormkeeper.
Title: Re: RELEASE: Transcend
Post by: NGTM-1R on July 10, 2008, 11:52:42 am
Transcend easily beats FEAR. This is horror in the classic mode, not the "BOO A MONSTER" mode.
Title: Re: RELEASE: Transcend
Post by: NFSRacer on July 10, 2008, 02:06:02 pm
Transcend easily beats FEAR. This is horror in the classic mode, not the "BOO A MONSTER" mode.

Really?  I thought FEAR was scarrier than Trancend.  Also, what do you mean by "classic mode?"
Title: Re: RELEASE: Transcend
Post by: Jeff Vader on July 10, 2008, 05:41:06 pm
Also, what do you mean by "classic mode?"
I think he means that Transcend didn't have any monsters running at you all the time. Instead, it relied on the fear and oppression caused by the fact that the player has absolutely no idea of what's going on around him and what might happen next.
Title: Re: RELEASE: Transcend
Post by: NFSRacer on July 10, 2008, 06:08:25 pm
Oh, OK.  On that note, I guess Trancend is a whole lot better the FEAR!  I prefer have wave after wave of fighter come after me than wave after wave of monsters. :lol:
Title: Re: RELEASE: Transcend
Post by: Dark Hunter on July 10, 2008, 11:37:51 pm
The fighters aren't the scary part of Transcend. The scary part is in the psychological aspects. You're alone... you and three others. Everyone is against you. People keep disappearing. People keep doing things that defy logic and sanity. Impossible chances are suddenly occuring... frequently. There are ghost ships only you can see. Messages you never heard are in your ship's log. All of it makes no sense, and yet that doesn't matter, it's happening anyway.

That's what makes Transcend creepy.

And also that ending fight music... *shudders*  :shaking:
Title: Re: RELEASE: Transcend
Post by: Stormkeeper on July 11, 2008, 12:26:43 am
Transcend easily beats FEAR. This is horror in the classic mode, not the "BOO A MONSTER" mode.
I think he means that the fear is more psychological than visceral. It doesn't spring a monster out at you from nowhere to frighten you. It seeps terror slowly, making you more and more afraid.

My favorite part of Transcend is the ending cinematic.

Sorry bout being a bit harsh, NFS. I used to frequent a very strict forum.
Title: Re: RELEASE: Transcend
Post by: General Battuta on July 11, 2008, 12:45:33 am
Yeah, the end was great. I wasn't sure whether to be relieved or terrified at what happened.
Title: Re: RELEASE: Transcend
Post by: NFSRacer on July 11, 2008, 04:08:00 pm
The fighters aren't the scary part of Transcend. The scary part is in the psychological aspects. You're alone... you and three others. Everyone is against you. People keep disappearing. People keep doing things that defy logic and sanity. Impossible chances are suddenly occuring... frequently. There are ghost ships only you can see. Messages you never heard are in your ship's log. All of it makes no sense, and yet that doesn't matter, it's happening anyway.

That's what makes Transcend creepy.

Yea, I guess you've got a point there, but, to me, the psychological effects were vertually invisible. :D :p  It's just the messages and the "visions" that cought my attention.

And also that ending fight music... *shudders*  :shaking:

...And besides...What do you mean ending fight music?  Are you talking about the music when you in subspace?

Sorry bout being a bit harsh, NFS. I used to frequent a very strict forum.

And what about you trying to be harsh on what I said? :lol:  Yea, I forgive you.

By the way, does anyone know how to get FRED2 to reconize Transcend's VP file?  I'd like to know how Ransom got that Pegesus-Class fighter to act like that.  It gives me an idea.
Title: Re: RELEASE: Transcend
Post by: Stormkeeper on July 11, 2008, 08:03:17 pm
Ah, that would be the set-object-position SEXP I believe.
Title: Re: RELEASE: Transcend
Post by: Dark Hunter on July 11, 2008, 08:08:30 pm
By the way, does anyone know how to get FRED2 to reconize Transcend's VP file?  I'd like to know how Ransom got that Pegesus-Class fighter to act like that.  It gives me an idea.

In recent versions of FSOpen, all you have to do is select Transcend in the launcher.

For older versions: type -mod Transcend in FRED's command line. This will tell it to load Transcend's files (the only real difference is the addition of the GTF Kelpie, IIRC).

As for Ransom's FRED magic, I believe it was a bunch of tricky waypoint and set-object-position stuff. I've looked at the missions myself and much of it was incomprehensible to me. :p
Title: Re: RELEASE: Transcend
Post by: Goober5000 on July 12, 2008, 12:48:10 am
Necro-ing a thread is not a problem.  Spam, however, is.
Title: Re: RELEASE: Transcend
Post by: Cobra on July 17, 2008, 12:53:14 am
Okay. I've figured out why Transcend is crashing. It's apparently related to a SEXP which slows time down when you destroy one of the fighters towards the beginning. I edited the SEXP with more data and it seems to have worked.
Title: Re: RELEASE: Transcend
Post by: Droid803 on July 17, 2008, 01:13:03 am
So one of the time compression SEXPs is misused?
Could you post the fixed mission file? (This is for the subspace mission, right?)
Title: Re: RELEASE: Transcend
Post by: Cobra on July 17, 2008, 01:53:45 am
Well yes and no, FSO was looking for data where there was none, so it broke. Don't know why it worked fine in earlier builds though. And I'm working on fixing the missions where you're supposed to be chased by the Generation and whatnot but they just sit there instead.

At the same time, the cutscene that plays afterward won't play anymore due to it being in .avi format. So someone needs to convert it or make a new version.
Title: Re: RELEASE: Transcend
Post by: Fenrir on July 17, 2008, 02:03:30 am
If you download Transcend from FreeSpaceMods, you`ll get the .ogg version.
Title: Re: RELEASE: Transcend
Post by: Cobra on July 17, 2008, 11:28:22 am
Holy crap, someone made an .ogg version? Hot damn!

And Ransom, I see you viewing this thread. Get on MSN, I need to talk to you. :P
Title: Re: RELEASE: Transcend
Post by: Ransom on July 17, 2008, 11:30:26 am
I made it.

(it was me)

The download in the first post also has the OGG version.
Title: Re: RELEASE: Transcend
Post by: Cobra on July 17, 2008, 11:33:10 am
Meh. Turey's installer has an outdated version.
Title: Re: RELEASE: Transcend
Post by: Goober5000 on July 17, 2008, 12:48:55 pm
Okay. I've figured out why Transcend is crashing. It's apparently related to a SEXP which slows time down when you destroy one of the fighters towards the beginning. I edited the SEXP with more data and it seems to have worked.
Mantis please.
Title: Re: RELEASE: Transcend
Post by: Cobra on July 17, 2008, 01:53:50 pm
Aaaaaand done. (http://scp.indiegames.us/mantis/view.php?id=1728)
Title: Re: RELEASE: Transcend
Post by: Cobra on July 18, 2008, 12:57:42 pm
Also, fixed mission file for White Noise.

The fade-out at the end may or may not work. Didn't for me.

http://files.filefront.com/TransE4M11fs2/;11118205;/fileinfo.html
Title: Re: RELEASE: Transcend
Post by: NFSRacer on July 18, 2008, 02:04:03 pm
Okay. I've figured out why Transcend is crashing. It's apparently related to a SEXP which slows time down when you destroy one of the fighters towards the beginning. I edited the SEXP with more data and it seems to have worked.

Really?  All I did was shut off all the SCP features and turn all in-game detailing down to minimal.  That work...some-what.  I say that because it took a few tries to get through the level.  Doing what I did will most likely get you farther and, with any luck, through the level.
Title: Re: RELEASE: Transcend
Post by: Cobra on July 18, 2008, 02:16:19 pm
Uh huh, when I have all the settings maxed out, added more SEXP data and got through the entire mission. :P

Dude, seriously, just try it. If it still crashes it's a bug in FSO (which I highly doubt, I completed the mission twice without crashing).
Title: Re: RELEASE: Transcend
Post by: Droid803 on July 18, 2008, 07:44:11 pm
That fixed it. Thanks, Cobra.
Damn, White Noise is hard. My hand was so dead tired by the end of it all.
Title: Re: RELEASE: Transcend
Post by: General Battuta on July 24, 2008, 03:10:25 pm
I just finished Transcend again. This time, since I knew to run for the node on most of the run-for-the-node missions, the filler gameplay didn't bother me as much. Transcend isn't about gameplay anyway!

I also picked up a lot more of the
Spoiler:
nods towards Sync scattered throughout the campaign. Enough to see that the Chondral, Generation, Incontrovertible -- even the player character -- were acting out roles from Sync, all reinforcing the idea that the Transcendent is Alpha 3 from Sync. It was very cool.

White Noise is an awesome, challenging mission in an unconventional way. I found the best way to handle the, er, final challenge was to cut throttle to zero and become a turret.
Title: Re: RELEASE: Transcend
Post by: Colonol Dekker on July 24, 2008, 07:56:58 pm
I'm gonna go back and play this when i have a spare weekend :)
Title: Re: RELEASE: Transcend
Post by: Nemesis6 on July 26, 2008, 06:19:30 am
Hmm, last mission's way too hard. Guess I'll have to complete it in Easy mode

Edit: I tried to fix it with that updated mission file, now I broke it... Guess I'll just skip to the end cinematic.
Title: Re: RELEASE: Transcend
Post by: Cobra on July 26, 2008, 10:14:36 am
Wait, how did you break it? :wtf:
Title: Re: RELEASE: Transcend
Post by: General Battuta on July 26, 2008, 11:47:26 am
Hmm, last mission's way too hard. Guess I'll have to complete it in Easy mode

Edit: I tried to fix it with that updated mission file, now I broke it... Guess I'll just skip to the end cinematic.

NOOOOO! The end cinematic is brilliant.

Here's my tactics for White Noise:

Spoiler:
Boost engine power and afterburn to Omega 1. Position yourself behind her. As soon as she turns hostile (maybe before?) hit her with your primaries only. Follow her and kill her with primaries; her ship is too slow to avoid you.

Help your wingmates finish off their targets, but take no hull damage.

When your wingmates die and are absorbed, use Harpoons on them. Whenever they turn towards you to attack, fire at their lead indicator with Subachs, and they'll turn away.

Once you've killed them both, your hull will reset to max. Hit zero throttle and wait for the Transcendent to attack. Once he does, it's game over -- just aim at him and keep firing, WITHOUT MOVING. Whenever he turns towards you, fire at him, and he'll break off upwards. Strafe after him and keep shooting.

He'll die after a dozen or so passes like this (maybe more.)
Title: Re: RELEASE: Transcend
Post by: Colonol Dekker on July 26, 2008, 11:50:34 am
Yeah more. . .:nod: cracking ending though. As mentioned elsewhere, best final ten seconds of a campaign ever :)
Title: Re: RELEASE: Transcend
Post by: Retsof on July 27, 2008, 09:18:44 pm
Quote
NOOOOO! The end cinematic is brilliant.
I never saw it, I don't think my comp likes OGGs.
Title: Re: RELEASE: Transcend
Post by: General Battuta on July 27, 2008, 10:08:33 pm
Get VLC or an appropriate codec. It's worth the effort for the 'wow' factor.
Title: Re: RELEASE: Transcend
Post by: NFSRacer on August 20, 2008, 07:48:31 pm
Hey!  Sorry I haven't posted anything within the past few weeks.  I been playing my 360.  Anyways, within the few weeks that past, I made a sneek peek video of Ransome's Transcend Mod (http://vids.myspace.com/index.cfm?fuseaction=vids.individual&VideoID=39743690).  I REALIZE I'M A LITTLE LATE TO POST THE VIDEO, BUT I MADE IT JUST FOR THE PEOPLE ARE LOOKING AT DOWNLOADING THE MOD!!!  Either way, I feel like I put a little too much of the mod into the video, so I desided to post a link so you guys can take a look at it and tell me what you think.  One of my friends took a look at my video and he aggreed that the video was very creepy.

ALSO, I'M SORRY ABOUT THE SPEED OF THE GAMEPLAY CLIPS!  AS YOU ALL KNOW, TRANSCEND REQUIRES THE FS2 SCP TO RUN SO THE DETAILING OF THE SCP'S MODELS AND THE ENVIORNMENT ATE UP ALOT OF MY COMPUTER'S RESOURCES DURING RECORDING!  I'LL TRY TO PUT AN INCREASED SPEED EFFECT TO INCREASE THE SPEED OF THE GAMEPLAY CLIPS!
Title: Re: RELEASE: Transcend
Post by: Jeff Vader on August 21, 2008, 04:06:26 am
/me slaps NFSRacer around a bit with a large trout

Lay off the unnecessary caps.

The text bits were a bit annoying. The one in the beginning was a tad bit hard to read. The "Did you see that?" thing seemed to thoroughly take its time before going away. And personally I think that a psychological horror campaign such as Transcend doesn't really need a promotional video that might spoil some bits.

But if people like it, knock yourselves out.

Edit: And... it's Ransom. No "e" at the end.
Title: Re: RELEASE: Transcend
Post by: NFSRacer on August 21, 2008, 02:45:24 pm
/me slaps NFSRacer around a bit with a large trout

Lay off the unnecessary caps.

The text bits were a bit annoying. The one in the beginning was a tad bit hard to read. The "Did you see that?" thing seemed to thoroughly take its time before going away. And personally I think that a psychological horror campaign such as Transcend doesn't really need a promotional video that might spoil some bits.

But if people like it, knock yourselves out.

Edit: And... it's Ransom. No "e" at the end.

OK.  Well, you can't blame someone for trying. 

Also, about the caps, I do that so that it'll stand out for the people who just skim through it.
Title: Re: RELEASE: Transcend
Post by: General Battuta on August 22, 2008, 12:27:56 am
I'm pretty sure everyone would do that if they thought it was really a good idea. It's not necessary.
Title: Re: RELEASE: Transcend
Post by: WMCoolmon on August 22, 2008, 05:11:06 am
Hmm. The use of caps...

THIS IS A GOOD USE OF CAPS.

It is clear and concise. It draws attention to the point without being overly annoying. However, you can also achieve the same thing with red text:

Your computer will explode if you use this

UNLIKE THE PREVIOUS EXAMPLE, WHICH WAS RATHER SUCCINCT AND QUITE CLEAR, THIS EXAMPLE IS MORE OF A PARAGRAPH. IT IS NOT DONE VERY WELL AND REQUIRES LOTS OF READING IN ORDER TO UNDERSTAND WHAT'S ACTUALLY BEING SAID BY THE PEOPLE WHO ARE ACTUALLY READING THIS STATEMENT. THE POINT IS BURIED IN THE MIDDLE OF SHOUTING.

[rerail]Transcend does not use any of these styles.[/rerail]
Title: Re: RELEASE: Transcend
Post by: Saturn on September 30, 2008, 01:09:51 am
Hi,

I have just downloaded the file from the 1st post in the thread. When using the installer it shows the Transcend mod and when I hit run it opens for a second then I get the error below:


Error: weapons.tbl(line 512:
Error: Required token = [#End] or [$Name:], found [@Laser Glow: 2_laserglow03]
in weapon: GTVA Rapid Laser.

File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 659
[This filename points to the location of a file on the computer that built this executable]

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

I had just finished PI and it was working fine. I changed it to the 3.6.9 after completing and then tried to run Transcend.  What did I forget to do?

Title: Re: RELEASE: Transcend
Post by: Mobius on September 30, 2008, 02:07:03 am
The GTVA Rapid Laser is an Inferno R1 weapon. You must have messed something up in your FS2 folder. Do you have INFR1?
Title: Re: RELEASE: Transcend
Post by: Saturn on September 30, 2008, 02:21:56 am
Yes it is in the INFR1 folder under the main. C:\Games\FreeSpace2\INFR1
Transcend is C:\Games\FreeSpace2\Transcend

 I just moved the entire INFR1 folder out of FreeSpace2 directory and still recieved the same error.
Title: Re: RELEASE: Transcend
Post by: Mobius on September 30, 2008, 02:25:18 am
Check your FS2/data folder and your Transcend folder. Look for any suspicious tables.

As far as I remember Transcend doesn't use the GTVA Rapid Laser.
Title: Re: RELEASE: Transcend
Post by: Saturn on September 30, 2008, 02:40:22 am
I found INF_main.vp in the C:\Games\FreeSpace2 folder, i moved it out and it looks like its working fine. I started the campaign and it at first it threw me with the training mission coming up first. I thought I was running FS2 retail.

I didn"t recognize the begining of the first mission so I guess its fine.

Thank you for the help.
Title: Re: RELEASE: Transcend
Post by: Mobius on September 30, 2008, 03:11:16 am
No problem, it happened to me a few times...I knew you were experiencing something similar... :)
Title: Re: RELEASE: Transcend
Post by: FoxtrotTango on February 04, 2009, 11:57:28 pm
What is up with the last second of gameplay in the final mission? I start heading back to the Kennan and then everything vanishes.

Does Kappa 1 turn into another Transcendent?
Title: Re: RELEASE: Transcend
Post by: FreeSpaceFreak on February 05, 2009, 02:53:46 am
No, he just goes on leading a normal, quiet pilot life.
Title: Re: RELEASE: Transcend
Post by: Commander Zane on February 05, 2009, 03:12:32 am
If only there was a second chapter.
Title: Re: RELEASE: Transcend
Post by: Dilmah G on February 05, 2009, 03:13:50 am
If only there was a second chapter.

But what would there be to elaborate on now that the Transcendant doesn't exist?
Title: Re: RELEASE: Transcend
Post by: azile0 on February 10, 2009, 02:13:01 pm
Ahem.. Well, I think the ending is rather well done.

Spoiler:
After you kill the Transcendent, the OGG movie shows the game unfold - backwards. This takes you all the way back to the first mission. But the three pilots never come to grab you. That way, you never start on the path to finding the Transcendent. As he doesn't exist. This begs the question, now, if that wing even exists now, or if the Sage is still around? I'm getting all tingly, just remembering the plot. Transcend perspires win.
Title: Re: RELEASE: Transcend
Post by: CKid on February 10, 2009, 05:29:27 pm
Ahem.. Well, I think the ending is rather well done.

Spoiler:
After you kill the Transcendent, the OGG movie shows the game unfold - backwards. This takes you all the way back to the first mission. But the three pilots never come to grab you. That way, you never start on the path to finding the Transcendent. As he doesn't exist. This begs the question, now, if that wing even exists now, or if the Sage is still around? I'm getting all tingly, just remembering the plot. Transcend perspires win.

Spoiler:
That wing still exists. The only reason they picked you up in the first place was because they lost a member and needed a replacement. That member was the one who was flying the loki in the second last mission because the Transcendence killed him earlier. Now that the Transcendence never existed, the guy in the loki never died and is still a part of the wing. [spoiler/]
Title: Re: RELEASE: Transcend
Post by: Retsof on February 10, 2009, 09:23:47 pm
Ahem.. Well, I think the ending is rather well done.

Spoiler:
After you kill the Transcendent, the OGG movie shows the game unfold - backwards. This takes you all the way back to the first mission. But the three pilots never come to grab you. That way, you never start on the path to finding the Transcendent. As he doesn't exist. This begs the question, now, if that wing even exists now, or if the Sage is still around? I'm getting all tingly, just remembering the plot. Transcend perspires win.

Spoiler:
That wing still exists. The only reason they picked you up in the first place was because they lost a member and needed a replacement. That member was the one who was flying the loki in the second last mission because the Transcendence killed him earlier. Now that the Transcendence never existed, the guy in the loki never died and is still a part of the wing. [spoiler/]
Spoiler:
But if I recall correctly, in the last frame or two of the OGG you see the trancendant.  This gave me the impression the he actually reset everything.
 *remembers the trancendant's last words* *small shudder*
Title: Re: RELEASE: Transcend
Post by: azile0 on February 11, 2009, 02:18:17 pm
Spoiler:
Now that you mention it, I went back and watched the OGG. I did see the Transcendent, right at the end. It is possible he's still alive. How's that for a twist?

 ;7
Title: Re: RELEASE: Transcend
Post by: Commander Zane on February 13, 2009, 09:13:44 am
See, there might be a possiblity of a second chapter somehow.
Title: Re: RELEASE: Transcend
Post by: Jeff Vader on February 13, 2009, 09:21:27 am
But... what would it be? If we interpret that part of the cutscene,
Spoiler:
then we could assume that history wasn't repaired and everything will just happen again. Or some cliché stuff. Transcend was and is an excellent, full story. A sequel would only do harm to it.
Title: Re: RELEASE: Transcend
Post by: azile0 on February 13, 2009, 12:11:39 pm
I'm not sure. I think that Transcend 2 could have that same air of creepiness. It would be a challenge, but it would be amazing.
Title: Re: RELEASE: Transcend
Post by: Dilmah G on February 13, 2009, 07:30:16 pm
I'm not sure. I think that Transcend 2 could have that same air of creepiness. It would be a challenge, but it would be amazing.

IMO it's fine the way it is, it ended well, story closed.
Title: Re: RELEASE: Transcend
Post by: Commander Zane on February 13, 2009, 10:26:41 pm
I know, but I want more mind****s like Transcend.
Title: Re: RELEASE: Transcend
Post by: FreeSpaceFreak on February 14, 2009, 03:15:06 am
I'm not sure. I think that Transcend 2 could have that same air of creepiness. It would be a challenge, but it would be amazing.
IMO it's fine the way it is, it ended well, story closed.
I agree.

I know, but I want more mind****s like Transcend.
Well, there's still a Part Three coming up.
Title: Re: RELEASE: Transcend
Post by: FoxtrotTango on February 14, 2009, 03:25:49 am
I'm not sure. I think that Transcend 2 could have that same air of creepiness. It would be a challenge, but it would be amazing.
IMO it's fine the way it is, it ended well, story closed.
I agree.

I know, but I want more mind****s like Transcend.
Well, there's still a Part Three coming up.

After Sync and Transcend, I wonder what will come next...
Title: Re: RELEASE: Transcend
Post by: Nuclear1 on February 14, 2009, 02:06:15 pm
There is some sort of project in the works by Ransom, but as far as I know, it's only getting worked on in his spare time.

Go over to Game Warden and check the Project03 Status thread in the Transcend forum.
Title: Re: RELEASE: Transcend
Post by: eliex on February 14, 2009, 03:43:30 pm
Ooohh, that sounded cool. I am thinking that there will be more creepiness no? Nebula . . .  ;)
Title: Re: RELEASE: Transcend
Post by: IronForge on February 20, 2009, 05:45:04 pm
HELP... I can't view the movie. I opened the data/movies and opened the 'ending' file with windows media player, it opens it as if it was an audio.
Title: Re: RELEASE: Transcend
Post by: Jeff Vader on February 20, 2009, 05:48:01 pm
windows media player
Eww.

The one player to rule them all (http://www.kmplayer.com/forums/showthread.php?t=12142).
Title: Re: RELEASE: Transcend
Post by: Dilmah G on February 20, 2009, 10:20:39 pm
HELP... I can't view the movie. I opened the data/movies and opened the 'ending' file with windows media player, it opens it as if it was an audio.

Hmmmm, do you have DivX? It's free to dl as a trial or some ****, highly recommend you try it.
Title: Re: RELEASE: Transcend
Post by: Ransom on February 21, 2009, 12:11:57 am
HELP... I can't view the movie. I opened the data/movies and opened the 'ending' file with windows media player, it opens it as if it was an audio.
The ending video uses XviD (http://www.xvidmovies.com/codec/). Install that codec and it'll play in WMP.
Title: Re: RELEASE: Transcend
Post by: FoxtrotTango on February 27, 2009, 08:54:10 pm
Is there a place I can download that freaky-ass transmission that Karl Sinclair picked up? I want to use it as nightmare fuel.

And I want to be able to download it, not have the Yahoo Music Player pop up and do its thing. (I've tried turning it off, I swear.)
Title: Re: RELEASE: Transcend
Post by: Commander Zane on February 27, 2009, 09:21:09 pm
Extract it from the VP.
Title: Re: RELEASE: Transcend
Post by: pietraz on April 20, 2009, 03:28:10 am
WOAH, I can't believe it took me so much time to actually find something like this. I mean, the whole FS2 Open ^^ I'm retard... Enough of that...

Transcend is what I've always wanted in FS2, it was like a total WTF throughout the most of the campaign (or should I say story). It's EPIC! It shows what FS2 engine is capable of. The spoken stuff makes you sh*t bricks, literally, the shivers went up my spine every time I heard it. The translation part in the nebula can cause a heart attack to people like me, impressed and obsessed with Space Odyssey 2001 and 2010. Transcend... A real deep-space horror. I think the lack of music and sound in the nebula, when the Transcendent teleports around is what builds the whole feeling. When ships disappear... OMG, I want to be closer to my wingmates... I used to stick to Omicron 1 (yep, an Erinyes gives you a feel of security :)). And then, after I reappeared he was freaking GONE :jaw: "Let's get out of here, NOW!"

Now, if only it was fully voice acted... That would be a total king of the kings of FS2 Open! If you need help with that, I will be glad to oblige :) (unless you've dropped the project)
To be honest, I am actually thinking of voice acting this campaign with a couple of my friends, for private purposes only. Is that a copyright infringement? If yes, I will drop it immediately.

PS: Sorry for the spoiler, I didn't know how to make it invisible like in the previous posts.
Title: Re: RELEASE: Transcend
Post by: Ransom on April 20, 2009, 07:28:18 am
Thanks. I'm glad you liked it.

Voice acting will probably happen sooner or later, but I've got no problem with you doing it yourself in the mean time.
Title: Re: RELEASE: Transcend
Post by: dragonsniper on April 20, 2009, 07:55:18 am
An awesome campaign. :yes: Played it 3 or 4 times now and still not getting tired of it. One of my all-time favorites. :yes:
Title: Re: RELEASE: Transcend
Post by: FoxtrotTango on April 20, 2009, 12:32:29 pm
Thanks. I'm glad you liked it.

Voice acting will probably happen sooner or later, but I've got no problem with you doing it yourself in the mean time.

I thought you were re-writing the script before I got the ball rolling on that, Ransom. It's the reason I haven't made a move to make the topic myself. =/
Title: Re: RELEASE: Transcend
Post by: Ransom on April 20, 2009, 01:01:37 pm
Haha. Well, I was going to keep it quiet until we could move forward, but that's all right.

pietraz was asking if he could voice act with some friends for private use. I don't think that conflicts with what you had in mind.
Title: Re: RELEASE: Transcend
Post by: FoxtrotTango on April 20, 2009, 02:01:47 pm
Haha. Well, I was going to keep it quiet until we could move forward, but that's all right.

pietraz was asking if he could voice act with some friends for private use. I don't think that conflicts with what you had in mind.

Oh, that's all right then. And the most people will know is that the voiceacted Transcend will have an improved script, so it's technically still in the bag until we decide to let it out. All that depends on when you finish the script, but take your time. It would be hypocritical for me to hurry you when I know just as well as you that good writing can't be rushed.
Title: Re: RELEASE: Transcend
Post by: pietraz on April 20, 2009, 02:02:17 pm
Oh, it seems that you're actually still all in it ^^

I think I'd rather wait then. I'd be better to hear some pro's rather than some of my friends whose English is, well... a bit rusty, let's say :P
Title: Re: RELEASE: Transcend
Post by: FoxtrotTango on April 20, 2009, 02:07:01 pm
Oh, it seems that you're actually still all in it ^^

I think I'd rather wait then. I'd be better to hear some pro's rather than some of my friends whose English is, well... a bit rusty, let's say :P

No, go ahead. It'll be like you're auditioning ahead of time. Me and Ransom will certainly give it a listen when we find the spare moment to do so. =)
Title: Re: RELEASE: Transcend
Post by: pietraz on May 03, 2009, 07:03:33 am
The f***ers turned back on me and the project dropped even before it started...

About transcend and the lines that are actually voice-acted (the gibberish speech):
I've extracted the e3trans1.wav from the data.vp and put it somewhere in my brother's playlist folder...

You can of course imagine what happened next  :D
Title: Re: RELEASE: Transcend
Post by: FoxtrotTango on May 03, 2009, 12:04:46 pm
The f***ers turned back on me and the project dropped even before it started...

About transcend and the lines that are actually voice-acted (the gibberish speech):
I've extracted the e3trans1.wav from the data.vp and put it somewhere in my brother's playlist folder...

You can of course imagine what happened next  :D

Sucks about the pissant excuse for voiceactors you were gonna work with, but nice move with the playlist infiltration.

You can still go ahead and record various lines if you feel like. You'll be early when the revised script is finally completed and I make the official topic for it.
Title: Re: RELEASE: Transcend
Post by: pietraz on May 03, 2009, 12:14:35 pm
Sure thing ^^

Mind if I voiceact Kappa 1? :D
Title: Re: RELEASE: Transcend
Post by: FoxtrotTango on May 04, 2009, 01:53:11 am
Sure thing ^^

Mind if I voiceact Kappa 1? :D

If I told you no, I'd be kicked from leading the VA team, surely. So don't worry about asking me, just do it. Just don't be surprised if you have competition for that role from EVERYONE.
Title: Re: RELEASE: Transcend
Post by: Colonol Dekker on May 12, 2009, 09:37:04 am
Blaise Russel needs to get his Voice on for Omicron 1........
Title: Re: RELEASE: Transcend
Post by: Sushi on May 16, 2009, 11:52:29 pm
Just finished this... I enjoyed it, but congratulations! You've managed to do something I don't think any campaign (or GAME!) has ever done: I now have a physical headache. The last mission is especially to blame for this, although the plot made my head spin on its own! Between the two... time to find the aspirin. :D

Like I said, though, it was awesome. :yes: I thoroughly enjoyed each and every "what the CRAP just happened?!" moment. Great work!

Title: Re: RELEASE: Transcend
Post by: pietraz on May 19, 2009, 04:12:44 am
Blaise Russel needs to get his Voice on for Omicron 1........
The one from Derelict? Hell yes!
Title: Re: RELEASE: Transcend
Post by: Dilmah G on May 19, 2009, 05:19:45 am
Derelict had an Omicron 1 that said something notable?
Title: Re: RELEASE: Transcend
Post by: Droid803 on May 19, 2009, 05:19:41 pm
I think he meant Blaise Russel by 'The one'.
Title: Re: RELEASE: Transcend
Post by: Colonol Dekker on May 20, 2009, 07:09:07 am
Indeedy :yes: Ventilation + defecation etc......
Title: Re: RELEASE: Transcend
Post by: pietraz on May 21, 2009, 04:04:38 am
Derelict had an Omicron 1 that said something notable?
I meant Blaise Russel from Derelict, voiceacting Alpha 2.
"Welcome to the Boonies, pilot, the armpit of the Universe."
(That was him, wasn't he? Correct me if I'm wrong)
Title: Re: RELEASE: Transcend
Post by: Jeff Vader on May 21, 2009, 04:08:29 am
Derelict had an Omicron 1 that said something notable?
I meant Blaise Russel from Derelict, voiceacting Alpha 2.
"Welcome to the Boonies, pilot, the armpit of the Universe."
(That was him, wasn't he?
:eek2: Well I never!

It was Ransom Arceihn.
Title: Re: RELEASE: Transcend
Post by: pietraz on May 21, 2009, 04:45:09 am
Derelict had an Omicron 1 that said something notable?
I meant Blaise Russel from Derelict, voiceacting Alpha 2.
"Welcome to the Boonies, pilot, the armpit of the Universe."
(That was him, wasn't he?
:eek2: Well I never!

It was Ransom Arceihn.
Now I'm like: ooops :nervous:
But yeah, I'd see this guy as Omicron 1
Title: Re: RELEASE: Transcend
Post by: Asteroth on May 21, 2009, 02:54:37 pm
That's funny because I thought Alpha 2 was the best voiced-acted, I really liked that character's attitude.
Title: Re: RELEASE: Transcend
Post by: Droid803 on May 21, 2009, 04:32:49 pm
That's funny because I thought Alpha 2 was the best voiced-acted, I really liked that character's attitude.

Almost everyone does. (well, at least I do).
Title: Re: RELEASE: Transcend
Post by: Dilmah G on May 22, 2009, 04:06:06 am
It was cynical but likeable.
Title: Re: RELEASE: Transcend
Post by: shi*taro on June 07, 2009, 07:42:39 am
hi guys, really looking forward to playing this campaign but I have a problem with the fourth mission where you're supposed to be some custom officer, scanning the cargo of the freighters that jumped in. Anyway, the problem is there is no cargo to scan! But before the mission loaded, it gave a warning that "freespace was unable to find 2 ship classes...." is it somehow related? please help! :(
Title: Re: RELEASE: Transcend
Post by: Dilmah G on June 07, 2009, 07:46:17 am
Okay, walk us through, how did you install it? To it's own mod folder? Do you have mediavps running? Which build (.exe) are you using?
Title: Re: RELEASE: Transcend
Post by: shi*taro on June 07, 2009, 09:22:12 am
yup,I extracted all the files from the RAR into its own mod folder. I'm using mediavp 3.6.10 with RC3 build. The mission doesn't crash or anything it just keeps on going waiting for me to scan the cargo...but there isn't any cargo containers around!
Title: Re: RELEASE: Transcend
Post by: Jeff Vader on June 07, 2009, 10:14:44 am
If there was a "FreeSpace was unable to find n ship classes" error, it is quite possible that there are conflicting mods in the works, or something else is just ****ed up. So, take a look at the troubleshooting FAQ (link in my signature), read the "Your fs2_open.log" part, act according to the instructions and then post your fs2_open.log here.
Title: Re: RELEASE: Transcend
Post by: shi*taro on June 07, 2009, 10:32:05 am
ok, here it is

EDIT
I went through the mission again and found that the cargo have turned into Ulysses fighters! I read from another thread that its caused by some .vp files in the main Freespace 2 folder? Anyway, I checked and the folder didn't seem out of the ordinary. But here's a link to my folder, just in case it might be of some help
http://img44.imageshack.us/img44/8693/fsfolder.jpg

[attachment deleted by ninja]
Title: Re: RELEASE: Transcend
Post by: Jeff Vader on June 08, 2009, 02:09:19 am
I went through the mission again and found that the cargo have turned into Ulysses fighters! I read from another thread that its caused by some .vp files in the main Freespace 2 folder?
Not as such. Ships/other objects being replaced by Ulysses fighters means that the mission is trying to use a ship model that cannot be found from the tables. Table files can be inside .vp files, but they can also be located in \freespace2\data\tables\ or any \freespace2\[modfolder]\data\tables\ . I suggets that you check all these folders and make sure they're empty. If they contain files, the game engine uses those files before anything in the .vps and that can have unpleasant consequences. On that note, check the entire \freespace2\data\ directory. All the subfolders there should be empty, with two exceptions:
- \freespace2\data\freddocs\ contains some documentation for FRED
- \freespace2\data\players\ contains your pilot files.

According to your log, you don't have any extra .vp files anywhere, and all the used .vp files seem intact. Therefore the culprit may be in the \data\ folders.
Title: Re: RELEASE: Transcend
Post by: captain-custard on June 08, 2009, 05:29:56 am
two things to check ,

one that you have selected this mod in the campaign room ,

and that you are using a new pilot for each campaign,

sometimes these willl give a missing ships problem
Title: Re: RELEASE: Transcend
Post by: shi*taro on June 08, 2009, 07:24:45 am
Thanks for the input guys. Apparently Jeff Vader was correct, there was some extra files in the \freespace2\data\ directory which was causing all sorts of trouble! :p
Now I can continue with the campaign, thanks for the help!
Title: Re: RELEASE: Transcend
Post by: captain-custard on June 08, 2009, 07:34:56 am
Quote
. Apparently Jeff Vader was correct


this is a normal he has this tendency..........
Title: Re: RELEASE: Transcend
Post by: mxlm on June 12, 2009, 12:23:37 pm
Well, that was fun. I had some difficulty being immersed in the story as it was fairly clear to me from fairly early on that Something Was Not Right.
Spoiler:
because it was simply inconceivable that characters from the guy who made Windmills and Sync would, like, completely be unaware that they were massacring their brothers and sisters in arms and, y'know, have some moral difficulties with that. So I was waiting, for something like twenty plus missions, for the mechanism of the unreality to become clear. Which it did. To some degree. But...not so creepy, for me. Well, it did take me a couple missions to figure out that there was no way this was 'real', and before I did so I tried to waste my wingmates on the theory that there might be a plot branch for people who weren't okay with murdering bazillions of GTVA pilots. But my wingmates, they were invulnerable :(

Oh, and the end vid didn't play in game (or I unwittingly skipped it), but it worked fine in winamp. Good stuff.
Title: Re: RELEASE: Transcend
Post by: Siddyus on June 17, 2009, 02:13:05 am
Just finished the campaign and all I can say is... its a masterpiece!
Title: Re: RELEASE: Transcend
Post by: Jeff Vader on June 18, 2009, 06:12:35 am
Oh, and the end vid didn't play in game (or I unwittingly skipped it), but it worked fine in winamp. Good stuff.
It's possible that you have an older version of Transcend that still contained the cutscene in avi format. The newer version, available from the first post of this thread, has the cutscene in .ogg, so it should play.
Title: Re: RELEASE: Transcend
Post by: Commander Zane on June 18, 2009, 08:23:45 am
Someone should put that version into the installer then.
Title: Re: RELEASE: Transcend
Post by: Siddyus on June 19, 2009, 09:38:00 am
What end vid? I believe I havent seen that too.
Title: Re: RELEASE: Transcend
Post by: General Battuta on June 19, 2009, 09:40:15 am
Just check out your Transcend directory. It's actually supposed to play between the second-to-last mission and the very last mission.
Title: Re: RELEASE: Transcend
Post by: Higher Game on July 23, 2009, 04:33:08 am
Great campaign, but there's quite an out of depth difficulty explosion when you have to face a capital ship with nasty beam cannons. No, not the first one or second ones, the one after that.  :D When you throw in about a dozen fighters it becomes time to ease the difficulty down to newbie mode.

Or let the SPOILER come help you out after some time (I should have seen the damn thing coming). A *survive* mission objective would be more realistic, after about a dozen futile tries at winning with my garbage harpoon missiles and retrofit cannon.  :lol:

Seriously, this campaign is very scary and in many ways deeper than the original game. It should be the #1 priority to get voice acted before any others. The story is amazing even though the gameplay might be a bit soft, due to using the same gear all the time.
Title: Re: RELEASE: Transcend
Post by: General Battuta on July 23, 2009, 08:20:34 am
You got to see the end vid, right?
Title: Re: RELEASE: Transcend
Post by: FoxtrotTango on July 23, 2009, 11:26:13 am
This does need to be voiceacted. The only thing keeping me from starting efforts to get it done is Ransom's desire to rewrite his script. I still haven't heard much from him on that front, but hopefully it won't be too long before we can begin.
Title: Re: RELEASE: Transcend
Post by: General Battuta on July 23, 2009, 11:30:25 am
A note of caution. This campaign is going to require extraordinarily good voice acting compared to the usual standard in order to avoid demolishing the mood. It's rather like Just Another Day that way.
Title: Re: RELEASE: Transcend
Post by: FoxtrotTango on July 23, 2009, 05:05:50 pm
A note of caution. This campaign is going to require extraordinarily good voice acting compared to the usual standard in order to avoid demolishing the mood. It's rather like Just Another Day that way.

I knew that when I asked Ransom about it back at the start of March. Believe me, I know the dangers. I'm going to make sure that all of the parts, from the main characters to the one-liners, play their parts flawlessly. Otherwise I'll wake up in a ditch covered in unidentifiable bits of the bad voiceactors.

And besides, if I want to collab with Ransom later on, I can't make a good impression by ruining one of his most infamous campaigns.
Title: Re: RELEASE: Transcend
Post by: Higher Game on July 23, 2009, 07:50:15 pm
You got to see the end vid, right?

Yes, but I had to actually go in the directory to see it, as it didn't play in game.  :p
Title: Re: RELEASE: Transcend
Post by: Thaeris on July 26, 2009, 10:20:14 pm
Re-writing the script, eh? I thought it was good the first time around! If that wasn't good enough, then this will... :eek:

Ransom's actually a pretty good voice actor himself, so that might make some things easier for those wanting the story to have this feature.

-Thaeris
Title: Re: RELEASE: Transcend
Post by: stuart133 on August 31, 2009, 04:49:16 pm
Wow, I know i'm probably a bit late, but I've just spent a night playing this campaign and now I am afraid to pick up the joystick again  :eek2:
This has got to be the creepiest campaign I've ever played. Just wow
Title: Re: RELEASE: Transcend
Post by: Exeter on September 03, 2009, 04:24:45 am
I've finally gotten around to playing through all of the big campaigns I never had the time to play, and Transcend was one of 'em.

Here's my ridiculously long thoughts on the subject:

Spoiler:
I'll admit it - by the time I'd finished the first few missions, I wasn't very impressed with Transcend.

"This is it?" I remember thinking to myself, a little incredulous after reading almost unanimous praise and seeing it on every list of "must have campaigns".

There were a few typos, Sunder struck me as a bit of a putz, and the characters, while entertaining, seemed too artificially driven by a plot that demanded my utter confusion.

When Daniel offered me the opportunity to get out of the Herc Mk. II I was excited at the prospect of getting an upgrade (especially after seeing my wingmates in a Perseus and Erinyes).  I understand the reasoning behind keeping the player in the same fighter for the entire campaign for continuity's sake - there's basically not a single moment where Omicron has time to stop, take a break, and switch ships - but I wish we'd been given the option from a pool of fighters, possibly at End when you're taken to Sage.  I'm not sure if it's possible for the game to let you choose and then carry it over, but it would've tied me in a little more immersion-wise.  As it was, I wanted to punch Kappa 1 (ow!) when he declined the offer  :p

So here I am, already disappointed, wondering just what kind of hack this Ransom Arceihn joker must be - and now on top of it, I'm stuck in this subpar ship with halfhearted munitions  :rolleyes:

And then came the mission where Shadow Guardian moonlights as customs officials.  It was a brilliant concept in of itself, really; you get the impression that this is the sort of stuff that REAL GTVA pilots (read: folks clearly not as awesome as you) probably find themselves engaged in on a daily basis.  So that was great, to begin with.  Secondly, I actually stopped at one point just to stare in awe of the backgrounds; Lightspeed's nebulas never cease to amaze me and they were used to fantastic effect throughout the entirety of Transcend.

Then came the suspenseful waiting game, knowing one of these ships is going to be pulling some sort of scam over on us, and lo and behold: enter the Chondral, and in turn the beginning of the roller coaster ride.

The transition from ho-hum pirate story to overwhelming full-on nightmare horror was absolutely awesome.  Within the span of a few missions, I was hooked; by the time entire ships started vanishing, I was completely convinced that all the "critics" were right: Transcend is a real gem to behold.

There were some truly masterful strokes, probably none more so than the Transcendant himself.  Between the teleporting, the transmissions, the dark nebula, and eventually the images of entire convoys under the influence of his will, being drawn to a climax they did not yet fully understand...well, to be honest I was a little blown away.  The real crowning achievement that pushed the eeriness to maximum heights were the messages from the Transcendant.  They were so entertainingly creepy and you really captured the voice perfectly - no real surprise, considering your memorable voice work for Derelict.  The messages, half-caught between warnings and pleas, elevated the whole campaign over into the realm of "masterpiece" for me.

The difficulty of the missions caught me by surprise, especially the first time Omicron jumped out at a node while I was still fighting the remnants of a pirate wing - only to see a new wing jump in before I was done eradicating them, all targeting me like they had some personal vendetta.  My shields were shredded right away and I barely made it through the node.  I got smarter next time, fighting only when I absolutely had to, hoofing it hard to the node as soon as possible.  It was a whole new element to the
game for me; I'm accustomed to being the top dog(fighter), running towards the threat instead of running like a little ***** the first chance I get.  I enjoyed the feeling of facing unwinnable odds as it only strengthened the underlying elements of suspense and horror.

The fact that every mission starts you with full banks of hornets and harpoons falls well within the purview of "suspension of disbelief"; after all, you'd really be hard-pressed to keep the desperate, frenetic always-on-the-move pacing if you were always docking somewhere, and it would be even tougher to find a way to work in any kind of support ship without destroying the sense of lonely abandonment you get after the Silent Eye (and the GTVA whole) cut you loose.

I know a few people didn't care for the journals, but I found them to be very well written.  The entry length was perfect - Sunder's subdued and succinct writing really illustrated what the logs were:  just a quick summary of thoughts to let us know that despite the relative calm he displays in front of the others, he's just as terrified, confused, and lost as the player.

The campaign design didn't faze me too much.  While there's no doubt that the missions were repetitive, surprisingly that was probably one of the things I identified with the most and found fairly effective (whether that was intentional or not) in the long run.  First off, even in repetition the whole gist of it was pretty unique - not many campaigns have me actually traveling around GTVA space via nodes on my own.

In fact, the repetitive nature of the campaign served to immerse me further into the galaxy you established.  It's really astonishing (and a little bit disturbing) how quickly I came to identify with Sunder.  The monotony of traveling from the far reaches of GTVA space even without any fanatical warships or sadistic pirates hounding your ass would start to get to anybody (and it did).  He kept mentioning how tired he was; it echoed my own exasperation at never having any time to pause and catch my wits.  It was constantly a rush from system to system, outgunned and outnumbered, with little chance of any sort of rescue or respite.

Though there was no solid exposition given in the lead-up to why Sinclair and Omicron returned to the nebula (as far as I know, they never really discussed the possibility of not going back), it didn't bother me in the least.  I wanted to go back to, perhaps for the same reasons: I was so ****ing tired of being attacked by anyone and everyone, never getting a break, being clueless as to what was going on and being jerked around by friend and foe alike (who didn't get pissed off at the Silent Eye's smarmy bull****?).  By that point, I was ready to go back, to sing kumbaya in everlasting Transcendence, if only to find out where this was all going.  So whether the repetition was purposeful or not, for me it became the whole point, and it ended up working.  It's the first FS2 campaign I've played where I felt exhausted at the 2/3 mark, wondering when it would be over, and at the same time loving every minute of it.

Sunder grew on me.  I really began to notice it when reading the journal entries, as they're like a window into his thought processes.  Like him, I couldn't stop, not even once he (I) bowed to the relenting pressure of our own little transcendental journey and started doing reprehensible things, like the attack on the civilian Faustus.  I wanted to feel something - it was an unprovoked attack, it was immoral, and I was a bastard for not telling the Chondral to stuff it.  But in the end it was more of a "meh" reaction - it wasn't so much that I didn't feel bad about it, I just didn't feel anything at all.  I had become convinced that Sunder & I were on an amusement park ride - there would be no disembarking until we returned to the station and the adventure was over - and thus it wasn't a case of the ends justifying the means but that there were no means at all.  Everything was outside of our control.  It was a surreal thing, and my own feelings were reflected in Sunder's log entries.  It doesn't get much more badass than that, and it was those little things that really won me over.

THE GENERATION ( :shaking:) - this thing should get an Oscar nomination for Best Supporting Ship...the thing had more screen presence than most Hollywood actors.  Thing was horrible - I got stung by its beams once, and spent the rest of the campaign pissing myself every time it jumped in waaaaay too close to me.

That's another positive note in Transcend: the personification of starships.  We had the Transcendant, of course, and the Generation.  But the Chondral and Sinclair's Incontrovertible became stand-ins for the men that commanded them...they didn't travel via ships, they were ships.  The vessels became characters themselves.

Absurdly, I knew exactly what Sunder meant when he mentioned feeling like he'd lost something after the Generation died.  By that point, the Generation had been with us so long that, despite the fact the damned Deimos was the FreeSpace version of the T-1000, when it got taken down in what was generally an ignoble end I felt a little bummed, and not just because it had been such an effective story element.

It was that same, strange sense of absolute power - and the loss thereof - that you got in FS1 when the Galatea bit the dust (not so much the Colossus, but only because that thing was an obvious hulking hubris-filled paper tiger from the time it was introduced, and you just knew it was going to be exiting stage right before long) or when the NTF Iceni is finally reduced to nothing more than a fallible ship dead in space.  In FreeSpace, starships have immense emotional value, and a clever storyteller can really take advantage of that.

It's why seeing the same ships throughout the life of a campaign can be so effective.  Derelict did a great job with that.  It doesn't have to be just friendlies either - recurring enemies are very intriguing too.  We saw that with the Eva and Lucifer in FS1, the Iceni and the Sathanes in FS2 - and of course the Generation & Co. in Transcend.

I think the real attachment to these ships, both for the player and in-universe - is due in part because of the unique atmosphere of FreeSpace.  After all, space is so empty, so cold to begin with.  Now consider the the intense pressure put on the shoulders of the player characters in FS campaigns, which would be phenomenally taxing on even the strongest psyche - Churchill's quote, "Never in the field of human conflict was so much owed by so many to so few" comes to mind here - literally at the end of the day every single engagement or damn near rests on the skill of the GTVA's (or Sol, or whichever group you're fighting for) greatest combat pilot.

In some sad, strange way it's very believable those individual vessels can become something like a friend to a pilot.  I mean, even in the course of more traditional campaigns when Command has your back, there's no denying the warm fuzzy feeling the arrival of a single Orion or Hatshepsut can give you after fifteen minutes of hardcore dogfighting has emptied your missile banks and ruined your hull.  The situation's only exacerbated in Transcend, when it's literally four pilots versus the universe, cut off from their special operations handlers, framed as pirates, barred from returning home (if one even exists for them at this point).

The Generation (yeah, Persistence would've been right on target too) was just such an excellent device.  I totally understood, on some level, the Generation's (and the rest of its relentless pursuing ilk) maddening frustration.  I mean, take a step back and look at it from their view.  By the end of FreeSpace 2 I'd racked up somewhere in the neighborhood of 300 kills - NTF, Vasudan, and Shivan alike - and after Derelict I almost reached 700.  While it's obvious in most of these campaigns that you're a genetic supermutant physically grafted via sensory conduits into your fighter, we saw enough evidence in the retail campaigns that cruisers in the canon sense can easily tear through fighters and bombers upon a whim.  Pilots are a dime a dozen - meatsacks with a specific purpose, shaped charges to be delivered at stress points - and their life expectancy on the cosmic scale is just about nonexistent.

So imagine that these three jackasses somehow stumble through blockade after blockade, wing after wing, evading cruisers in treble that are packing antifighter beam weapons and giving their utmost to destroy them with all the absurdity of the Colossus stalking an Azrael transport.  They refuse to die, even as literally everything around them is torn apart.  Just think about how pissed off you'd be if some random trio of Shivan fighters - say, Leo 1, 2, and 3 - dogged you the FS2 entire campaign.  Inexplicably, you're blowing up Seraphims and Lilaths single-handedly but you can't take down these little ****ers, no matter what you do.  Just when you think you have them, shields depleted and their hulls hurting, they jump out.  Over and over.  Forever.

Personally, it wouldn't take long for me to go ape****...in fact, I'd be right there backseat driving the Generation, screaming in his ear that he's not trying hard enough to KILL THEM ALL.

The Generation steams through a ton of ships, leaving a massive trail of debris in its system-spanning wake, but these clueless hobos just cruise on only to pull more hijinks that result in the deaths of hundreds (often through no real fault of their own - space's own version of Steve Urkel from Family Matters decrying innocently, "Did I do that?").  And in the midst of all of this, to make matters even worse, bizarre space-time fluctuations and temporal anomalies are om-nom-noming the Generation's backup left and right.  Yeah, at that point, the Generation was the sane one - it was Omicron's detached calm that was whacko.

I definitely found their growing insanity understandable, given the situation.  Plus the Generation's raving was awesome, so there was that, too.

Daniel's disappearance was a bit of a shock ("He'll come back, right?  I always did when I teleported away.  Yeah, he'll come back.  Right?" :nervous:) - even more so when he returned for the finale, and I had to kill him myself.  That led to bit of unintentional humor when, after I'd dealt with Saya, my wingmate hadn't managed to get him down past 50%.  Worse, when I harpoon'd the Erinyes into dust, Omicron 2 claimed credit for it!  So it was a relief when he too became a space zombie, and I was "forced" to annihilate him.  Forced.  Literally, at hardpoint.  Or something.

The finale was just the apex of everything I enjoyed up until that point.  The music was just the right level of eerie, and that final duel against the Transcendant was by far the hardest dogfight I've ever seen in a campaign.  I had some trouble bringing Rikas down, but that she-witch went down easy comparatively speaking.  I ended up cutting my engines, luring him into a head-on confrontation, and then afterburning hard before he could arc and outmaneuver me.  It still took a long time - in fact, had the node actually collapsed "in two minutes" as warned, I probably would've been dead ten minutes over by the time I finally destroyed the Transcendant.

The slow motion was good; that cutscene at the end was better.  In between epileptic seizures, I was glued to the screen, trying to pick out recognizable moments and at the same time realizing just how far I'd come with Omicron, forty missions worth rendered in a few minutes.

As soon as I saw the first mission's briefing, I laughed out loud, realizing that the cutscene hadn't just been metaphorical - reality really did just rewind.  It was great to see things play out "like they should"...immediately, things didn't feel wrong or off but right on track.  Great ending, making the most mundane of events play out like a great revelation.

There were questions I had that unfortunately never got answered: we never learned what the Chondral was hauling despite it being the main driving force for the missions early on;  we never learned the story behind End or the Sage (about a third through, I was sure the Sage was going to be the ones to convince the GTVA we were the good guys and maybe even take out the Generation, before I began to realize we were in deep **** without a shovel in sight)...but I feel these are the kinds of loose ends that can be tied up in subsequent campaigns, much in the same way that Cold Element (presumably) will tackle some of the unanswered questions from Derelict with Blackwater Operations.

As for the ambiguity of the ending...well, sometimes it's better off having something to think about.  I feel like if you'd tried to go 180 degrees and explain everything, at best it would've been inadequate, at worst a jarring infodump of factoids and unnecessary trivia.  In the end, a series of events came to a close, without any clear indication of their nature.

And really, isn't that how life works?  There are things that happen all the time that drive me crazy - I hate the not knowing part - things that I'll probably never understand.  Okay, maybe those things rarely involve spaceships or demigods, but the principle's the same: when do you ever get lucky enough to stumble upon a chunk of exposition, or a narrator with a Morgan Freeman voice tidying story elements up in a pretty custom-wrapped package (oh, it makes sense now.  A wizard did it)?  You don't, and even if you did, it probably wouldn't feel as right as the explanation that you came up with yourself.

I remember there was this winding tire-track road that I saw every morning and every afternoon during the bus ride in elementary school.  I used to constantly wonder what was back there - it went around a bend and was lost to the woods.  For years it captured my imagination, and I started coming up with my own increasingly fantastical ideas of what could be hidden beyond that bend.  Eventually, a decade later I was driving home from school, passed that same tire-track, and remembered the fascination I had with it as a kid.  I turned around and drove in to settle it once and for all.  It turned out to lead to an overgrown dirt oval, used by the property owners to walk their horses on.  Wow.  What a letdown. Since then, I've tried to avoid turning down any dirt-tracks, figuratively or literally.

You avoided the urge to take the player around that bend, and I really appreciated it.

I didn't experience a single bug that I'm aware of.  There were a few minor design-related issues I encountered, like cruisers I'd destroyed that were back in the next mission.  But come on - Transcend features zombie starships, disembodied static-laced ghostie voices, space & time swallowing entities...this not only seemed possible - it was totally probable and only served as a bit of foreshadowing as to how bonkers things were about to get.

There's no doubt the campaign had a few problems, but really, when you get right down to it, the fact that you've managed to tell a horror story with shades of the strange in the vein of Stephen King or Dean Koontz in a action space simulator is mind-blowingly amazing.  You've got a knack for very subtle storytelling and it's all the more incredible for it.

You should be very proud of what you've accomplished here.

I pretty much immediately leapt into Sync and Windmills after finishing, bookmarked your Project-03 thread, and it's no understatement to say that I'll play anything you can come up with.


Gotta apologize for the most long-winded review ever, but there are some things that need to be said  :p


CLIFFNOTES:

1) lol good campaign dude
2) Exeter blathers on about bus rides and horses, or some ****
3) needlessly repeats what everybody else in this thread said
Title: Re: RELEASE: Transcend
Post by: General Battuta on September 03, 2009, 10:02:00 am
 :yes: Awesome review. As a writer I always found that those kind of in-depth reviews were able to keep me going for months, and while I certainly can't speak for Ransom, I hope he gets the same satisfaction from it.

Found myself nodding in agreement about a lot of your thoughts.

(p.s. you should play blue planet and write a review like that  :nervous:)
Title: Re: RELEASE: Transcend
Post by: Ransom on September 04, 2009, 02:24:52 am
Wow. Thanks very much for the review, Exeter. I'm glad you liked it.

Re: unanswered questions - yeah, I intend to tell the story of End and the Sage in a future campaign.
Title: Re: RELEASE: Transcend
Post by: Goober5000 on September 04, 2009, 02:33:13 am
When? :p

Oh, and Exeter, you should play ST:R and write a review like that. :nervous:
Title: Re: RELEASE: Transcend
Post by: Ransom on September 04, 2009, 05:26:26 am
When? :p
The future.
Title: Re: RELEASE: Transcend
Post by: Thaeris on September 04, 2009, 03:51:53 pm
<Thaeris moves motion to start the "Ransom Arceihn Fan Club">

-Thaeris
Title: Re: RELEASE: Transcend
Post by: Retsof on September 04, 2009, 05:18:39 pm
I'd join. :yes:
Title: Re: RELEASE: Transcend
Post by: Venicius on November 13, 2009, 11:10:25 pm
this has to be the creepiest campaign I've played.  WOW.  Wish there was more of it! :headz:
Title: Re: RELEASE: Transcend
Post by: Dilmah G on November 25, 2009, 07:36:55 am
Get in line.  :D
Title: Re: RELEASE: Transcend
Post by: Firartix on March 09, 2010, 01:47:42 pm
mmh, that one looks really nice, but the campaign don't seem to be detected at all when i select the mod ._.'
did i do something wrong ?
Title: Re: RELEASE: Transcend
Post by: Jeff Vader on March 09, 2010, 01:52:43 pm
mmh, that one looks really nice, but the campaign don't seem to be detected at all when i select the mod ._.'
did i do something wrong ?
Probably. Could you describe in detail the steps you've taken while trying to get Transcend running?
Title: Re: RELEASE: Transcend
Post by: Firartix on March 09, 2010, 02:17:07 pm
Actually i didn't do much. This includes... well i guess... extracting Transcend in a Transcend directory, selecting the .12 RC1 INF build in the launcher, and running it <_<'
I saw there is some stuff on the first post about skyboxes but i doubt (... of course, i don't know anything about it so i can't be sure) this will stop the campaign from being recognized, right? plus, it's said to be included in the download (or something <_<)
I don't have that goober release too, since the link is broken. Is it required ?

Edit: Woops ._. I just redownloaded it and it seems to be working :s Excuse me for those 2 useless posts -_-'
Title: Re: RELEASE: Transcend
Post by: Jeff Vader on March 09, 2010, 02:22:11 pm
The proper way to set up a mod is as follows:
- extract the mod .vp files to their own mod folder under \freespace2\
- select that mod folder with the Launcher
- create a new pilot for the mod
- go to the campaign room and select the proper campaign
- ????
- PROFIT

The "main download" in the first post should contain everything necessary and something optional. Lightspeed's nebulae are included in the 3.6.10 MediaVPs.
Title: Re: RELEASE: Transcend
Post by: TrashMan on March 10, 2010, 02:49:09 am
Transcend really has superb execution and atmosphere.

Too bad that the story is not my cup of tea. :blah:
Title: Re: RELEASE: Transcend
Post by: utops on March 16, 2010, 10:44:41 am
Transcend really has superb execution and atmosphere.

Too bad that the story is not my cup of tea. :blah:
May i know,what is your cup of tea?
Because im about  to play some yours campaigns, so i like to know before i start  :p
Title: Re: RELEASE: Transcend
Post by: Dilmah G on March 17, 2010, 04:20:08 am
Just go play them. :P
Title: Re: RELEASE: Transcend
Post by: NFSRacer on March 18, 2010, 04:36:12 pm
I absolutely LOVED Transcend!  After beating it the first time, I'm somewhat afraid to go into a nebula without some extra wingmen or even a cap-ship battle going on nearby! :warp:
Title: Re: RELEASE: Transcend
Post by: Antiegone on March 31, 2010, 01:47:31 pm
Hey
I have a simpel question to Transend

I have no sounds when i start the Champing.
Music and soudeffects i hear but there are no voice acting.

Is  there no syncro for this mod or am i to stupit to install the mod ?

Title: Re: RELEASE: Transcend
Post by: General Battuta on March 31, 2010, 01:52:49 pm
Transcend is not yet voice acted.
Title: Re: RELEASE: Transcend
Post by: Antiegone on March 31, 2010, 03:55:27 pm
ok thank you
Title: Re: RELEASE: Transcend
Post by: Colonol Dekker on March 31, 2010, 06:09:23 pm
Not yet. . . . . . . Cough cough splutter.
 
 
 
I love you GTCV Generation.
Title: Re: RELEASE: Transcend
Post by: Thaeris on March 31, 2010, 06:15:32 pm
If I get the part for the Silent Eye, I will go out and buy a microphone...

...You should note I'm a little enthusiastic about the prospect buying a microphone...

...You should give me the part...

 :nod:
Title: Re: RELEASE: Transcend
Post by: technopredator on January 20, 2011, 11:55:30 am
Hello, I'm new here but I have played FS1 twice and I feel love for this fine space sim, and I'm loving what you guys are doing with FS2 :)

I'd like to ask if everything needed to play this campaign is in the 44MB file, the other links in the first post are broken.
Title: Re: RELEASE: Transcend
Post by: Jeff Vader on January 20, 2011, 12:00:15 pm
Everything necessary is in the 44 MB file.
Title: Re: RELEASE: Transcend
Post by: technopredator on January 20, 2011, 12:09:33 pm
Thanks  :)  :yes:
Title: Re: RELEASE: Transcend
Post by: Ransom on January 20, 2011, 12:12:20 pm
Well, you'll need FS2 Open if you don't already have it. Newest version's here (http://www.hard-light.net/forums/index.php?topic=70692.0). You may also want the MediaVPs, although they're technically optional - without them it'll just mean you won't have backgrounds in the missions. For those, follow the instructions in this thread. (http://www.hard-light.net/forums/index.php?topic=70736.0)

I should update the OP.
Title: Re: RELEASE: Transcend
Post by: T-LoW on January 20, 2011, 01:37:14 pm
I should update the OP.

You should do that with your signature, too :)

I replayed Transcend a few days ago - and still - besides some lengths - it's one of the creepiest and deepest campaigns to date :yes:
Title: Re: RELEASE: Transcend
Post by: MachManX on January 23, 2011, 01:32:02 am
The link to the patch in the first post is broken.  Perhaps renaming it to something more meaningful than patch.rar will prevent it from being removed from the download site.

I already have a copy of Transcend, but am re-downloading it to avoid issues.  The update descriptions are kinda confusing because you posted a patch for the first update, but not the second.  Please make the description more clear.
Title: Re: RELEASE: Transcend
Post by: Ransom on January 23, 2011, 01:40:03 am
Fair enough. Removed the note about the patch.
Title: Re: RELEASE: Transcend
Post by: MachManX on January 25, 2011, 01:42:45 pm
Ty sir :)
Title: Re: RELEASE: Transcend
Post by: Ryu Gemini on May 02, 2011, 02:46:59 am
I must say, it got to be pretty hectic when...


Spoiler:
Everyone was out to kill each other.  And damn, I actually LIKED the Generation following us around, making an even bigger mess of everything.  I still wonder why command was going berserk and ordering a small fleet after 3 freaking "pirates" though.  Maybe the transcendant messed with Command's head too.


I just wish I could have had at least a normal promethius cannon in addition to that laser through the whole mess, instead of that refit model.  Fighting waves of high-end fighters with entry-level guns got annoying after a while.  Especially since the Herc Mk2 has only 4 guns, unlike the original herc.  I mean, 4 gun points isn't bad once you get access to some mid-level weaponry, but I always tried to use myrmidons when I had to deal with fighters until some came available in the original FS2 campaign. 

Hell, in post-lucifer Solar system campaigns, I usually end up using the herc instead of the random fighters the EA or Jovians or others come up with, when it is available.  Because the thing is just that awesome.  Oh yeah, and because it doesn't do a 360 when I push the joystick all the way in one direction for half a second.  I never did understand why the people who made those campaigns seemed to like such overly manueverable fighters. 




Title: Re: RELEASE: Transcend
Post by: athina1008 on June 01, 2013, 12:12:50 pm
The link for the campaign is broken, any other place to download?
Title: Re: RELEASE: Transcend
Post by: FreeSpaceFreak on June 01, 2013, 12:35:50 pm
It's here (http://freespacemods.net/download.php?view.69) on FreeSpaceMods. Enjoy!
Title: Re: RELEASE: Transcend
Post by: athina1008 on June 06, 2013, 05:14:21 pm
It's here (http://freespacemods.net/download.php?view.69) on FreeSpaceMods. Enjoy!


Thank you very much!!!!
 :yes:
Title: Re: RELEASE: Transcend
Post by: CT27 on June 10, 2013, 02:43:18 pm
I think I beat the campaign but I want to be sure my game didn't glitch or something.

The final mission was defeating "Transcendant" (in a Pegasus stealth fighter in subspace)...and the ending was kind of a time warp back to the first mission where you dock on a destroyer and continue a 'normal' life rather than following the three fighters into the node...

Did I get that right?
Title: Re: RELEASE: Transcend
Post by: General Battuta on June 10, 2013, 02:49:08 pm
Yes. Did you get to see the ****ing awesome rewind cutscene before the final mission?
Title: Re: RELEASE: Transcend
Post by: CT27 on June 10, 2013, 05:05:59 pm
Yes I did see that.  That and the slo mo segments were pretty cool.
Title: Re: RELEASE: Transcend
Post by: Hellzed on January 05, 2014, 09:57:53 pm
Is this campaign compatible with mediavps_2014 ?
(if nobody has tried it yet, i could do a play through...)
Title: Re: RELEASE: Transcend
Post by: General Battuta on January 05, 2014, 10:00:56 pm
Probably. Give it a spin.
Title: Re: RELEASE: Transcend
Post by: Lorric on January 05, 2014, 10:19:08 pm
Oh, while we're here, does anyone know what the best version of this to download is?

I grabbed Sync and Windmills with the stuff from the Campaign Restoration Project, but they didn't do Transcend. I'd like to add it to my collection as well.
Title: Re: RELEASE: Transcend
Post by: Hellzed on January 05, 2014, 10:26:47 pm
I just checked both, the only changes are 2 lines in the ReadMe. Timestamps on all the other files are the same.

(I may have to re-upload this campaign, as the mediavps reference is wrong. Then I'll do a mod file for my installer script)
The mod.ini should be changed to
Code: [Select]
secondarylist = mediavps_2014;or
Code: [Select]
secondarylist = mediavps_3612;If you are using wxLauncher, restart it after modifying the mod.ini.  It looks like mods are only parsed once when wxLauncher starts.
Title: Re: RELEASE: Transcend
Post by: Sarkoth on January 06, 2014, 12:25:44 am
Have been playing Transcend (about 10 missions) with mediavps_2014 since yesterday, haven't seen any issues so far. Using the Jan 05 nightly.
Title: Re: RELEASE: Transcend
Post by: Lorric on January 06, 2014, 01:53:22 am
Have been playing Transcend (about 10 missions) with mediavps_2014 since yesterday, haven't seen any issues so far. Using the Jan 05 nightly.
Do you know where you got your version of Transcend from?

I should point out the download link in the OP doesn't work for if people are wondering why doesn't he just download it from the OP?