Author Topic: Beta Released: The Great War: Independence (not part of FreeSpace story-line)  (Read 18908 times)

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Beta Released: The Great War: Independence (not part of FreeSpace story-line)
The Great War: Independence

(Logo to be implemented)

Excuse my english, please. This page is or can be modified constantly. I've started this campaign in 13 August 2009 based on what I've read here. Yes, I know I started 10 months late, it's I'm afraid to do this because I don't want to annoy any modder or modeler around here. I added a lot of content from other modders and mod teams, but there is a little from me too ;). See contents below.

INDEX

1. INTRODUCTION
2. CONTENTS
3. MINIMUN REQUIRED
4. SCREENSHOTS AND SAMPLES
5. COMPLETION
6. MAIN CHARACTER
7. BACKGROUND
8. FACTIONS
9. SYSTEMS
10. CORPORATIONS
11. FIGHTERS, BOMBERS AND GUNBOATS
12. PATROLBOATS, FRIGATES, CORVETTES, CRUISERS, DESTROYERS, CARRIERS AND DREADNOUGHTS
13. FTL BIDIMENSIONAL MAP
14. QUOTES FROM THE CAMPAIGN AND OTHERS
15. DOWNLOAD LINKS


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1. INTRODUCTION

"It is the year 2630. Humanity has reached the stars and colonized dozens of star systems. We have built new colonies in new planets and moons, massive space stations, mining facilities in asteroids, fleets... we have built a new world. And, however, there is no golden age... Life outside Sol is a very difficult one, dangerous... subjugated. Who you live here in the colonies, you know the truth, but you, people of Sol, you must open your ears and eyes know: The Outer Systems, commonly known in the Inner Systems and Sol as the Badlands, are a dozen of impoverished star systems, with some colonized asteroids and space stations here and there, far away from Earth and the Terran Coalition, where pirates and slavery are just common. And the Inner Systems, the most flourishing colonies, with great cities and culture... ruined. Their inhabitants removed to the Outter Systems condemned to live outside their former home and to work for food, water and oxygen, oldmen and children. Everything controlled by terrestrial corporations that are simply the TCN branch of gobernment, police and military, through which it exerts its influence, power and corruption. Ramdom raids in our homes, people disappearence, children crying because their dead parents... we are just TIRED.

But the colonies were not always like this before... and we do not want our colonies to be like this anymore... We shall finish what the Terran Coalition started fifty seven years ago in the Great War. Now we declare INDEPENDENCE. We declare war against the TCN and the terran gobernment. And we declare our corner of space FREE, FOREVER!!! WE ARE TIRED!!! ...... The... Great War hasn't ended yet... 'Comrade President'. For you, it has just begun."

- Ashlee West-Russell, talking on the Voice of the Independence FTL radio after the massacre of Indi VI.

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2. CONTENTS

This is what you'll find when it's done: * means not added

- Deep (or at least acceptable, I'm not a writer) storyline and characters. Created 15 characters at this moment, more coming.
- 8 factions, each one with its own ships, colours and weapons.
- First Campaign is a Second Campaign precuel. Somekind of intro campaign.
- Second Campaign clearly divided into 3 parts: Prologue (training, story intro, light combat), Pre-war (Piracy and merc missions), Independence War.
- Many ship classes and weapons. Nearly the inferno release limit in case of ships.
- Many ship's pof files were changed with new fire points for turrets, gunpoints for prims and secs, and some fixes here and there.
- Many ships were re-texturized (even created a new green nucleat thruster colour) to adapt their colour to their factions. To edit textures and effects I used Photoshop, and PCS 2.0.3 to change the ships' textures or add the modified ones.
- New sound effects and music. Many many of them completely new to this modding community. Hope you like 'em.
- *I could make new head anis from AVI files that come from other games filmed with real actors. However, I'd prefer not to do so because I don't want to break any law (use the actors image without permision or something like that, I don't know).
- New AIs (Kamikaze, Novice, Professional, Elite, Ace).
- Did I say there were new sound effects and music?... Yes, I did lol.

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3. MINIMUM REQUIRED

- FreeSpace 2 installed.
- FreeSpace Open 3.6.12, inferno build (not regular, too many ships in the table).

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4. SCREENSHOTS AND SAMPLES

Here are a few ships: (they look better in-game than in PCS, these were taken in PCS)

ASF Aegir, based on the GTBCr Tennyson by Ryx, esarai and Droid803, retextured. (obsolete now, re-retexture below)
Estación Albireo, based on the GTI Whitehall by Trashman, retextured.
KIN Banshee MkII, based on the TF Kestrel by KillMeNow and Lightspeed.
ASF Beliskner, based on the UEFg Karuna by ---Steve-O---, downturreted by Blue Planet.
TCN Cheyernota MkII, based on the GTF Selkie by Aldo.
RS Defender, based on the Piranha by Scooby_Doo, retextured.
TCN Dragon, based on the FTF Jackal by ---Steve-O---.
TCS Enforcer MkI, based on the EAF Lethe by LtNarol and Spicious.
TCS Equalizer, based on the Stentor/ValkyrieMk2 by Aldo and Trashman.
MAAS Firestorm, based on the GTB Uriel by Venom and Woomeinster, added some changes with PCS, created table for this model.
MAAS Hurricane, based on the GTF Raziel by Venom and Woomeinster, added some changes with PCS, created table for this model.
TCS Judgement, based on the GTCar Fury by Trashman, retextured.
TCN Kazan MkIII, based on a model from 158th Banshee Squadron's recent demo.
TCN Kossak, based on the FTF Wraith by ---Steve-O---.
ASF Odin, based on the Midway by Scooby_Doo.
TCN Orel, based on the GTD Titan by Stratcomm, retextured.
RS Patriot, based on the PTF Kulas by Aldo, retextured.
MAAS Predator, based on the GTC Ticonderoga by Hamano, retextured.
GPF Raijin, based on the ITCv Raiden by ???, created table entry for this model.
TCN Terra, based on the GTBs Moscow by HLP, retextured (not good), added some changes with PCS.
ASF Skiold, based on the GTF Maverick by billy4kd, retextured.
ASF Valhalla, based on the GTVBS Archangel Mk2 by Trashman.
KIN Rammbock, based on the CCD Kiev from 158th Banshee Squadron's recent demo, retextured.
Rai Vulture, based on the PF Vulture by Nuke.

More Screenshots, PCS taken:

ASF Aegir, re-retextured. You like it? ;)
ASF Donar, based on the GTB Athena Mk2 by Trashman
ASF Midgard, based on the GTD Raynor by a lot of good people (I got it from the Strattcom fleet pack, so obsolete, see HTL below), retextured
ASF Midgard, based on the GTD Raynor HTL version, retextured
ASF Mjolnir, based on the GTI Acheron by Robin Varley, retextured.
TCN Ryazan, based on the GTTB Armageddon by Trashman, retextured.
TCN Yakutsk, based on the GTCv Alexandria by the Inferno R1 team, retextured.
TCN Irkutsk, based on the GTBC Blade by Trashman based on a SOC ship, retextured.
TCN Kharkov, based on the SOD Segomo by Aldo, retextured.
MAAS Brawler, based on the GTGs Antwerpen by TopAce, retextured.
MAAS Warhammer, based on the TCa Saggitarius by Ryx, retextured.Cor Drakkar, based on the ¿GTD Mammoth Mk2? by ¿Trashman?, retextured, table fixes.
EMK Lifter, based on the GTMv Krom/GTL Anemoi by Trashman/Darius, retextured.
Nowak Sedulous, based on the GTFr Demeter by Aldo and Woomeister, retextured.
OL Siniy Zvezda, based on the GTCVI Splendid by Trashman, retextured.
OL Krasniy Zvezda, based on the GTCVI Majestic by Trashman, retextured.

This soundtracks and many more we'll be included, if there are no problems:

1st sample
2nd sample
3rd sample

A credits file for this pieces of art and their composers will be added in the future.

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5. COMPLETION

Ships table: 90%
Weapons table: 90%
Sounds table: 95%
Ranks table: 100%
Ai table: 100%
Ai profiles table: 100%
Asteroid table: 100%
HUD gauges table: 100%
Icons table: 20%
Iff defs table: 100%, but not implemented, there were some problems here
Medals table: 0%
Music table(s): 90%
Species table: 10%
Species defs table: 100%
Stars table: 0%

Music: 100%
Sounds: 100%
Models: 95%
Textures: 95%
Effects: 90%
Pseudo-Missions: 1% (first tutorial mission done)
Freded-Missions: 0%

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6. MAIN CHARACTER(S)

The main character of the Second Campaign is Ashlee West-Russell, a young 17 years girl (only during the tutorial missions or prologue) that was born in Indi IV, aka Terra Nova, in Epsilon Indi. Like almost everyone in the Badlands, this young one hates the terrestrial corporations, and the Coalition. She and her father share the habit of writing a personal log and sometimes she helps him with the Southern Cross, the family old cargo ship. She has inherited the Wests' taste for space and ships, and the strenght and self-sufficiency of her father. Her IQ is above average. She studies in the Green Hill school in EZ Aquarii and is finishing her last year of studies. She's skillful with languages. Her native language is english, she is fluent with russian and chinese. Her father tought her some hand-to-hand self-defense combat.

During the prologue of the campaign, she lives with her father, David West-Cameron, in a densely populated mining colony in the EZ Aquarii system, asteroid Aqua B1, Aqua Cluster B, orbiting the EZ Aquarii B star. The asteroid has a city built above and inside, inhabited by 600.000 people.

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7. BACKGROUND(obsolete and inaccurate version)
 
Two hundred ninety five years ago, broke out a war known as the Sol War, a civil war in the Sol system that lasted 123 years. There were two clearly differentiated sides: the Colonial Coalition of Mars, later known as the Red Coalition of Colonies, or just the Red Coalition, and the Earth Alliance. The war started in 27 October 2139 and ended the 24 April 2262 with the Red Coalition victorious.

At the beginning of this war, it was discovered and developed the technology known today as Intrasystem Jumping Technology, or just STL (Slower Than Light) jumping, although in that time it was a more rudimentary and less effective version than the present-day's standard devices. This technology allowed ships to travel more quickly between the Sol colonies, expanding interplanetary comerce, colonization, and space warfaring. Without the obsolete unstable antimatter drives, travel from Earth to Mars could take less than a month (with modern drivers it takes two days or less).

Later on, the Coalition developed the kinetic shield, that changed the space warfare forever. Before the shielding technology, space battles resolved quickly by just causing decompression inside enemy ships, thus killing the crew exposing them to the vacuum. Because of this vulnerability, building a battleship bigger than a cruiser was unnecessary and unprofitable. The kinetic shield protects not only against weapons, it also avoid a significant atmosphere loss when a hull breach is present, even when the shields are at 5% of power. However, it cannot avoid structural failures, so when a ship breaks appart, the shield is lost, and the ship's atmosphere with it, or at least the atmosphere of the compromised decks. If the shield generator is lost and the ship has hull breaches, atmosphere losses are inevitable too. Another limitation of this technology is that shields cannot operate in planetary atmosphere. The shield generator is subject of massive bombardments of air particles that it must repel, so the shields fall to zero power because the overwhelming 'attack' it have to held. Pilots that are going to fight in atmosphere enviroment, will do it without shields, a traditional style dogfight.

This technology gave the advantage to the Coalition for a while, enough time and momentum to conquer Earth and force the Alliance to withdraw to Jupiter, where they installed their new seat of government and military center of operations. During the attack to Earth, the Earth Alliance executed a massive evacuation to the outter Sol colonies, which reduced Earth's population a 21%.

The Earth Alliance didn't take long in stealing the shielding technology by their extensive network of spies and informers. They enhanced it and developed a laser weapon at the same time to perforate it. But the Coalition stole the laser weaponry prints and developed their own versions enhanced with meson technology. Now this tends to think that both sides were going to be balanced, but they were not. The Alliance could not copy or counteract the meson technology because they had neither the means nor the resources required after losing Earth, thus the Earth Alliance was always in weapons disadvantage until the end of the conflict.

Battle after battle, colony after colony, the Alliance was losing territory, until the Earth Alliance had an agreement of mutual protection with every pirate and criminal group in Sol, and exchanged coalitionist technology and ships. Thanks to their superior strategic and tactical ingenuity againt their foe, the Earth Alliance reclaimed its territories, until only remained Mars to conquer. The Alliance proceeded to attack Mars with the First Fleet. However, the Coalition had two aces up its sleeve: the Cheyernota Project and the Kiev Project.

Proyect Cheyernota brought to space warfare the stealth technology, used today by the TCN in reconnaissance, hit and run and covert operations missions. With an entire armada of Cheyernota-class heavy fighters that were produced in secret plus the remainings of the SRN (Space Red Navy) Third Fleet, the Coalition ambushed and destroyed the ASF (Alliance Space Forces) First Fleet attacking by surprise their weak points. Lt. Cmder. Serena Thompson, the wife of Captain Malcolm West and second in command of the famous 305th Squadron based on the ASF Reliant, perished in this battle along with most of the squadron.

In the other hand, the Kiev Project was based in the construction of three capital ships, the first dreadnought-class space warships in history: the SRN Kiev, the SRN Moskva and the SRN Novgorod. These ships, plus the SRN First and Second Fleets, took the advantage of the hole created in the ASF fleet by the Cheyernota stealth fighter. Progressively, the Coalition was conquering the Sol system, and increased the conquest speed rate with the development of a new alloy applied as a new armor plating, and a new generation of ship as a result. Little could be done by the Alliance against its superior foe, and started to investigate alternatives.

Despite the Alliance's best tactics and strategy, it was clear that the Earth Alliance would lose the war. Allied scientists in Pluto, after a two years research, at last developed a practical use for a gravitational anomaly discovered ten years before in the Kuiper Belt: FTL (Faster Than Light) travels. This anomaly was designated as Jump Point or Jump Node. A jump point allows FTL travels from one of this points to another. They work like mass accelerators, and most of them are bidirectional. Depending of the nature, stability and directionality, there are three node classes. The first and most common class of jump points is designated as Peripheral Node. This one connect one single node with another, just like a wire that connect a computer with another. The second class, more important but more difficult to find, is known as Central Node. One of these nodes allows to travel to various single nodes of any class, working like a traffic roundabout. With a navigational computer with the appropiate algorithms, you can choose which node to travel to. Without the coordinates, you are redirected to a random node in the node's network. Finally, the third class of nodes is called Prohibited Node. They are very scarce and usually hazardous. It is forbiden to use one of these nodes for three reasons. First, because it does not connect with any other node and sends the traveller to deep space. This was proven when an exploration ship contracted by the Conglomerate TerraCorp travelled through one of these nodes. They appeared 1.2 light years from their origin point and had to go back to terran space via STL travel, a seven years journey in cryostasis. Second, because the node is too unstable and could destroy any ship that try to pass it, or send it to a random location in space thousands of parsecs long, or send it at light speed, affected by relativity. TerraCorp has lost many exploration vessels in deep space because this Prohibited Node subtype. Third, because unknown reasons. Usually contact with the exploration vessel or probe is lost when traveling this third subtype of Prohibited Node. It is known that one of these nodes goes to the event horizon of a black hole: twelve hours after sending a scout, it was considered lost in deep space (first subtype of Prohibited Node) and it was sent a probe through the same node to calculate the vector of its direction, and later send a recovery ship to those coordinates. The mission was cancelled when they discovered the vector leads to V4641 Sgr, an x-ray binary system where a black hole was located in the XXI century, the nearest black hole to Earth.

The last bastion of the Earth Alliance was the homeworld, Earth itself. While the Alliance was loosing the war, in the most absolute secrecy it was occuring another historic record, one that would change the future: the construction of the first sleeper ships, colonization vessels that sustain their crews and passengers in a state of cryogenia during their long travel through deep space. The cryostasis mantains a living creature in a quasi-permanent hibernating state, almost avoiding aging, and without causing permanent cell damages or even cytolysis during the three hours of defrost and rehabilitation.

It was evacuated every colony in Sol, and every citizen loyal to the Earth Alliance was brought back to the homeworld, more than a withdrawal it was an exodus, and thats the name history registered to this event, the Exodus had begun. Twenty four ships were built, one in the Moon with capacity for 1 million passengers, and the rest on Earth's surface, each one with capacity for 6.5 million people. The refugees and some millions selected earthborn were put into cryogenia inside those enormous ships. When the Coalition at last reached Earth with its vast navy, the ASF, under Supreme Commander Malcolm West orders, made its last heroic effort in the defense of the Colonization Fleet during its exodus to the recently discovered jump point in Kuiper. Thanks to the ASF heroic escort, every sleeper ship made it to the jump point, and the remnants of the dying ASF followed them through it to Proxima Centauri. Malcolm West and his proud ship, the ASF Reliant II Honshu-class carrier, fell in the node defense in 24 April 2262. His son Nathan, allied Commodore and commanding officer of the ASF Idaho Honshu-class carrier, and his children scaped too along with the sleeper ships and continued the Malcolm-Serena proud lineage in the Colonial Alliance. As the Coalition did not stole or developed the FTL technology, the SRN could not pursue the settlers until a century later, when the Great War broke out.

When the sleeper ships reached Proxima Centauri, they started to look for colonizable planets and other jump points. There is no colonizable planets in Proxima, neither in Centauri A nor Centauri B, but fortunately in Proxima there is a Central Node that leads to multiple star systems. At last, 23 of 24 sleeper ships founded colonies in other planets: New Terra, in Epsilon Eridani, the first colony and the new capitol planet of the newly formed Colonial Alliance. Indi VII and Indi VI in Epsilon Indi, trade centre of the colonies. Ceti II in Tau Ceti, new base of operations and academy of the new ASF. And Groombridge V, the granary, laboratory and spa of the colonies. For a hundred years, these colonies lived in peace, creating new cultures, new egalitarian and fair laws for men and women, building great cities and space stations, colonizing other planets like Gliese III, other moons and asteroids, and trading with each other via nodes, thus making a powerful economy.

They also enhanced their military, both in surface and space, developing new weapons like the tachyon based weaponry, or new ship designs like the Heimdall or the awesome Valhalla-class dreadnought. Then in 2371 the called Terran Coalition achieved his first FTL jump to Proxima Centauri. In 13 August, in the same system, made contact the ASF Liberty and the TCN Pobedivshego (Victorious). The encounter was violent. Both ships disengaged with equivalent casualties. The two governments dialogued and negotiated in Proxima, considered now neutral territory. This dialogues were unfruitful, and started a cold war that lasted almost a year and not without incidents, until in 29 July 2372 the negotiations failed and the Great War started.

The Terran Coalition had immense numbers of kamikaze pilots. This kamikazes are political prisoners and convicts (and a few volunteers too) who were brainwashed with some technology already used in the Sol War, because the coalitionist prisons are full. They also had large contingents of cruisers, corvettes and frigates, long range artillery and some new dreadnoughts. The Colonial Alliance just had a handful of carriers, some cruisers, just one dreadnought, the ASF Alliance, and a lot of ships still under construction, including four more dreadnoughts. But they also had the best fighter pilots in the galaxy. However, if the Coalition gained control of the Central Node in Proxima, avery allied system would be compromised.

Unfortunately, the TCN used the tactic of mass attack, moving all their contingents in a single huge unit, making them unstoppable. The Coalition super-fleet overwhelmed the capacity of the ASF units, forcing them to withdraw in every encounter. In a few days, the TCN had control over Proxima. After this point, the TCN divided their forces and scattered to attack multiple allied system. This tactic resulted in the ASF favor, because a divided enemy is easier to destroy. Cut communications, cut supplies and destroy lone ships. But in the end, with the innumerable kamikaze attack runs and production sabotage over the ASF, the Alliance lost their advantage and lost the war in five years. Every allied colony was occupied and its inhabitants rellocated, and their cities ruined because the planetary sieges and bombardment.

And this is how it begins...

P.D.: I know I'm a very bad story teller/writer  :P, please don't be bad with me.

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8. FACTIONS

There are 8 "factions" (species) tabled. I'll put a small description:

- ASF, Alliance Space Forces, and Colonial Resistence: The ASF was the Space Navy of the Colonial Alliance. The Resistence is a rebel cell that still fights against the Terran Coalition with a guerrilla warfare style. The Coalition has the CNN (Coalition News Network), that makes propaganda against the Resistence, putting them as if they were merciless terrorists.
- TCN, Terran Coalition Navy: The bad guys. They have better weapons, ships, numbers... and the suicide Kazan MkIII pilots, aka the "brainless".
- TCPD: TerraCorp Police Department: TerraCorp is a Coalition megacorporation. One of its sections is the Police Department. They are the law, and bad guys too.
- Mako Arms & Armor, aka Mako, aka M2A: A company that designs new advanced weapons and ships for the Coalition. More bad guys.
- Groombridge Peacekeeping Forces: It's somekind of militia created by the Groombridge 1612 government. They officially help the TCPD, but they are competitors. Some people see this militia as the remnants of the old ASF, or its rebirth.
- Kruger Independent Navy: A small self-defense armada from Kruger 60, something like the GPF, but with a very controversial name. Its number of ships is limited by the TC laws, just like the GPF. The Kruger system is very much controlled by a powerful mafia.
- Pirate Clans: There are many unexplored systems to hide, like Vega or Fomalhaut. Piracy is very common in the colonies, and convoys from different companies and coalitionist corporations are attacked every day in different places. Some pirate clans have designed their own ships...
- Civilians: Here are included the rest of ships built by different companies and other corporations. Pro-Tau, Nowak, Opyta Liners, Transpace, Extractive Metallurgies Kwon, BioCorp, Aquabridge, ExoMed, Al-Qadir Enterprises...

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9. SYSTEMS

(EDITING AND TRANSLATING)

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10. CORPORATIONS

(EDITING AND TRANSLATING)

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11. FIGHTERS, BOMBERS AND GUNBOATS

(EDITING AND TRANSLATING)

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12. PATROLBOATS, FRIGATES, CORVETTES, CRUISERS, DESTROYERS, CARRIERS AND DREADNOUGHTS

(EDITING AND TRANSLATING)

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

13. FTL BIDIMENSIONAL STARMAP

(to be implemented yet. This is just an extra. I think I'll do it with Paint)

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14. QUOTES FROM THE CAMPAIGN AND OTHERS

(EDITING, CONSIDERING AND TRANSLATING)

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15. DOWNLOAD LINKS

Download The Great War: Independence (Security Backup made in 24 March 2011):

Mediafire Mirrors:

Effects VP (64 MB): http://www.mediafire.com/?7ucycyeaakrmk2g
Hud VP (16 MB): http://www.mediafire.com/?mbpzxzwnvuzvk0j
Maps VP (386 MB): working
Music VP (286 MB): working
Models VP (167 MB): working
Missions VP (71 KB): http://www.mediafire.com/?klya8ivhtc7tr25
Sounds VP (15 MB): working
Tables VP (137 KB): working
Temp Fix VP containing MediaVPs (604 MB): working
Mod.ini and picture (74 KB): http://www.mediafire.com/?e94kv5mkixpm2de (Mod.ini problem: delete the 'mediavps_3612' entry in secondary list. Secondary list must be in blank, no secondary mods).

Megaupload mirrors:

Effects 64 MB: http://www.megaupload.com/?d=X224ZS2S
Hud 16 MB: http://www.megaupload.com/?d=O8DORNBI
Maps 386 MB: http://www.megaupload.com/?d=LPKR8RM4
Music 286 MB: http://www.megaupload.com/?d=OBDLBEMM
Models 167 MB: http://www.megaupload.com/?d=H5FSKDCK
Missions 71 KB: http://www.megaupload.com/?d=3TD0P6IT
Sounds 15 MB: http://www.megaupload.com/?d=R9N792KB
Tables 137 KB: http://www.megaupload.com/?d=1EOYEGBS
Temp Fix 604 MB: http://www.megaupload.com/?d=WG6U6MO0
Mod.ini and picture (74 KB): http://www.megaupload.com/?d=SXCRRBGD (Mod.ini problem: delete the 'mediavps_3612' entry in secondary list. Secondary list must be in blank, no secondary mods).

Well, this is my mod. It's just a security copy of it, but can be played without problems. So you can consider this a beta release, or something like that :p. Remember to use an inferno build of FSO 3.6.12 (or higher?) in order to play it. And put voices and music to max volume in the in-game options screen.

I must point out that this mod still depends on the Media VPs 3.6.12 resources. That's effects, maps... So I made a temporal fix: the Media VPs without tables. It is absolutely recomended that you download it, if you want to see how this mod will look like in the future. The TempFix package is down there available to download along with the mod.

The mod isn't complete yet, and there are some bugs I have to find out and correct. 43 currently.

And a message to the modders (and everyone interested) around here. There are many new sound effects, music (from other games mostly) and some modified textures. Take them all if you want, guys. Use them at your discretion and enjoy.

I haven't prepared a credits txt yet. It is LARGE... Needless to say that this mod has been done thanks to the hard work of the FSO and FreeSpace community, and of course Volition. So thanks to ALL of you... And much of the material of my mod comes from many different sources outside this community (music, sound effects...), mostly from other games. So many many thanks to them too. I'll prepare that credits list eventually, when the mod is done. If it is done... I hope. Well, if you want me to keep working on it.

Known bugs:

- The Crusader heavy fighter (bomber2k.pof) makes FreeSpace 2 crash when its shield is hit. I had to remove the fighter from the ASF Sim mission. Cause of the crash: unknown.
- The Nowak Sedulous (bulkfreighter.pof) makes FreeSpace 2 crash when it explodes. I had to remove the freighter from the ASF Sim mission. Cause of the crash: unknown.
- When launching the game, you'll recieve two errors, both before reaching the pilots selection screen. Click Ok on them to enter FreeSpace 2. I don't see they have any effects in game. Cause unknown, effects unknown, for now.
- And right before the pilots selection screen, you'll get an error screen, indicating that there are 43 bugs in the mod (maybe caused by bad tables. Stars.tbl, for example, isn't worked yet). Just accept the message and enter the game.


And finally, please, don't say things like "wtf is this" and all that. I know this mod is crappy :p
« Last Edit: May 03, 2011, 08:36:27 am by Alex Navarro »
Working on the Freespace 2 spanish translation. In case you want to play the game in castillian, click here. You'll need some spanish there, though, sorry :p

If you want your mod/campaign translated to spanish, please PM me or send me an e-mail message.

I could translate from spanish to english too, if you want, but it wouldn't be perfect, not at all. For spanish->english translations comes better an english native with spanish knowledge.

 

Offline Snail

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Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
TL;DR :P

(j/k)



Hmm, k I read most of it and it's an original piece and seems to be underway already. Just a bit of advice though, a lot of mods seem to be preoccupied with getting the graphics up to mediavps standard. Personally, I think people get far too sidetracked by this and it's killed far too many mods for my liking. I see a nice mix of old and new models though, so I guess you aren't too worried about them.

Also, I would actually recommend doing a bit of smaller FREDding projects if you're not familiar with the program, since the first few missions of the campaign might be a bit meh compared to later ones as you get better, and this puts people off. It's what deterred quite a few people from playing INFR1, for example.

Anyway, good luck. ;)
« Last Edit: October 26, 2009, 06:48:12 am by Snail »

 
Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
Thank you for the advice, and for read all that. As i'm not a modeler or texturer, I can't make those old models HTL. But I try to change the textures where I can to make them look better. I'm the only one working on this mod, sadly. And I'm not a profesional like the others around here, but I'll do my best.

I already have FRED experience. ( He nearly killed me in JAD 3  :lol: ) . I'll try to make the most stable as possible. But missions for now is a bonus objetive. First I have to make the basis: ships working, weapons working, music and sounds working... A basis so that anyone can use it to make missions.

I have added music samples up there. The first sample has briefing/ambient music. The second war briefing/events soundtracks. The third one is a selection of combat music (the last one sounds familiar for you, for sure). Credits will be added in the future if there is any objections.
Working on the Freespace 2 spanish translation. In case you want to play the game in castillian, click here. You'll need some spanish there, though, sorry :p

If you want your mod/campaign translated to spanish, please PM me or send me an e-mail message.

I could translate from spanish to english too, if you want, but it wouldn't be perfect, not at all. For spanish->english translations comes better an english native with spanish knowledge.

 

Offline Spoon

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Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
Looks interesting and also like a lot of work to make but you already clearly put a lot of thought into it  :nod:
Are you planning on completing this project alone?
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Snail

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Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
The big problem is, a lot of people can make a good modpack using ready-made models. I view this as the easy part of making a campaign. The hard part is getting the missions done.

 

Offline TopAce

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Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
Start by FREDding single, unrelated missions first. See which kind of missions you like doing, then play some user-made campaigns and gather some ideas from them.

Also read some articles on the Wiki. Some contributors have worked hard to transform the Wiki's FRED portal into a usable resource for beginners.
My community contributions - Get my campaigns from here.

"Truth" is the opinion of the majority which it can enforce on the minority. Members of the minority have two choices: join the bandwagon or think. Those who do not fall into line will be brutally crushed.
The tools to maintain order are: lies, double standards, and hypocrisy. The most powerful and the most insidious of them is hypocrisy

 

Offline Rodo

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Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
hey Alex, avisame si necesitas una mano con la traducción, al menos en eso seguro te puedo ayudar.
el hombre vicio...

 

Offline Snail

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Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
hey Alex, avisame si necesitas una mano con la traducción, al menos en eso seguro te puedo ayudar.
It's all modulated quantum pulses to me.

 
Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
Thank you everyone. I'll make use of your advises when it comes the mission FREDing part.

Quote
Are you planning on completing this project alone?

Well, I suppose. I don't know. If someone wants to help me, then welcome. I'll give him/her some work.

Added more screenshots up there. Screenshots and Samples section.

Added this dash to Contents section:

"- Many ship's pof files were changed with new fire points for turrets, and some fixes here and there."
Working on the Freespace 2 spanish translation. In case you want to play the game in castillian, click here. You'll need some spanish there, though, sorry :p

If you want your mod/campaign translated to spanish, please PM me or send me an e-mail message.

I could translate from spanish to english too, if you want, but it wouldn't be perfect, not at all. For spanish->english translations comes better an english native with spanish knowledge.

 

Offline Dragon

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Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
Why the Midgard is an outdated, lo-poly Raynor?
There's a HTL version available.

 
Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
Quote
Why the Midgard is an outdated, lo-poly Raynor?
There's a HTL version available.

Working on it. Thank you.
Working on the Freespace 2 spanish translation. In case you want to play the game in castillian, click here. You'll need some spanish there, though, sorry :p

If you want your mod/campaign translated to spanish, please PM me or send me an e-mail message.

I could translate from spanish to english too, if you want, but it wouldn't be perfect, not at all. For spanish->english translations comes better an english native with spanish knowledge.

 

Offline The E

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Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
Check out the Blue Planet modpack. It's in there.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 
Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
Done. Screenshots & Samples section updated with the new ASF Midgard, just below the old version.
Working on the Freespace 2 spanish translation. In case you want to play the game in castillian, click here. You'll need some spanish there, though, sorry :p

If you want your mod/campaign translated to spanish, please PM me or send me an e-mail message.

I could translate from spanish to english too, if you want, but it wouldn't be perfect, not at all. For spanish->english translations comes better an english native with spanish knowledge.

 

Offline Commander Zane

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Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
There's way too many old models when they've been updated long ago, also the design variation is too inconsistent.

 

Offline Snail

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Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
Remember what I said about people getting preoccupied with the graphical aspect of things? To be honest I can't care less about how things look as long as they're decent. Focus on the things that matter.

 

Offline Commander Zane

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Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
Still no point in using something from X date when there's a newer version of it from Y date.

 

Offline Snail

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Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
Still no point in using something from X date when there's a newer version of it from Y date.
This is essentially what has killed a number of mods already. I'm not naming any of them, but it should be pretty obvious.

 

Offline Droid803

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Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
Indeed there's no point...assuming that you know that there is a newer version from Y date at all.
I don't see many outdated models at all. Old ones, sure, but there's nothing newer to replace them.

By the way, the GTCar Fury is by TrashMan.

Honestly, I can't comment on which of the two Tennyson reskins are better. I've gotten so used to it using recolored Orion-type textures that anything else looks wrong and under-detailed :P
« Last Edit: October 29, 2009, 10:44:51 pm by Droid803 »
(´・ω・`)
=============================================================

 
Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
Quote
Still no point in using something from X date when there's a newer version of it from Y date.

Yes, I'm using old models. I can't do anything with that. But updated long ago? Which ones? Tell me examples. Slander is too easy when you are displeased. Give me consistent arguments, with examples, and what would you do to improve this work, not just to say you don't like it. That's too easy.

I'm not a modeller, nor a texturer. I can't create new ships, nor make them HTL, so I have to use what I can find in the FS wiki, freespacemods, and HLP forums. I had to learn things by myself, like the textures editing for example. As I said, I'm an amateur here, and I do what I can.

If you want a mod with 220-250 ships, some of those ships have to be old. Thus, with all that stated above, inconsistency between ship models is inevitable. But remember there are 8 factions, and the civilians are a conglomerate of very different enterprises and corporations. Ship inconsistance and a lot of differences between them is expected.

Quote
Indeed there's no point...assuming that you know that there is a newer version from Y date at all.
I don't see many outdated models at all. Old ones, sure, but there's nothing newer to replace them.

That's the problem here. If they want better hi-poly HTLed uber textured models, I can't make them.

Yes, the mod isn't perfect, but what can I do, alone and without modding experience. At least, I'll make it acceptable.
Working on the Freespace 2 spanish translation. In case you want to play the game in castillian, click here. You'll need some spanish there, though, sorry :p

If you want your mod/campaign translated to spanish, please PM me or send me an e-mail message.

I could translate from spanish to english too, if you want, but it wouldn't be perfect, not at all. For spanish->english translations comes better an english native with spanish knowledge.

 

Offline Commander Zane

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Re: WIP: The Great War: Independence (not part of FreeSpace story-line)
There's a newer Raynor and Federal Fighters pack.