Author Topic: RELEASE: The Aftermath Reboot  (Read 162860 times)

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Offline herkie423

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Re: RELEASE: The Aftermath Reboot
I have heard of a similar situation before. It looks to me like the survivability of the freighter is somehow quite a bit random; not sure why that might be a thing. Randomised positions of some ships? Maybe some AI behaviours that aren't fully repeatable between playthroughs? Does that happen every single time now?

It happens (5% chance on my end). It's not a bug. I haven't placed any safety net to that freighter like "invulnerable SEXP." If the Nightingale is destroyed, the player is doom. Sh%£ happens, so to speak.

It's another one of my devious way to let player feel the desperation in that situation.

NOTE: If you are talking about the first freighter you see, that ship is a goner (scripted). The Nightingale, the freighter that arrives after the Titan leaves, is the ship to go to and, yes, sometimes, it gets destroyed.
« Last Edit: January 06, 2021, 12:32:24 am by herkie423 »

 

Offline Mobius

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Re: RELEASE: The Aftermath Reboot
I've experienced four consecutive CTDs in The Adhara Exodus while running the game on 20.1.0 RC1. The first three crashes occurred right at the end of the mission, regardless of the Damascus' fate. I was planning, in fact, to take a look in FRED and see if there's some SEXP or event behaving in a weird way. The fourth CTD occurred right in the middle of the mission, as I countered waves and waves of Shivan spacecraft.

A fast debug run resulted into the following warning and log:


Code: [Select]
Warning: ships.tbl(line 12312):
Warning: Could not find game sound with name '2557'!
File: parselo.cpp
Line: 307

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Opened log 'C:\Users\user\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\fs2_open.log', Fri Jan 08 19:04:46 2021 ...
Legacy config mode is DISABLED.
Reason: Legacy mode disabled since the new config location was used more recently than the old location.
  Initializing SDL 2.0.10 (compiled with 2.0.10)...
FreeSpace 2 Open version: 20.1.0.RC1
Passed cmdline options:
  -emissive_light
  -3dshockwave
  -soft_particles
  -aa
  -fb_explosions
  -fb_thrusters
  -enable_shadows
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -ship_choice_3d
  -stretch_menu
  -mod AftermathReboot-1.2.1,MVPS-3.7.2
  -parse_cmdline_only
Building file index...
Found root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Effects.vp' with a checksum of 0x7af0cb5e
Found root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\af-extra.vp' with a checksum of 0x4506620f
Found root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Gui169.vp' with a checksum of 0x9cc0b2c0
Found root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Music.vp' with a checksum of 0x6152999b
Found root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Root.vp' with a checksum of 0xad1ed3eb
Found root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Visuals1.vp' with a checksum of 0x5a820090
Found root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Visuals2.vp' with a checksum of 0x50967348
Found root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Visuals3.vp' with a checksum of 0x60a89ef5
Found root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Visuals4.vp' with a checksum of 0xbd7b0681
Found root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Visuals5.vp' with a checksum of 0x8f4aecb8
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\FreespaceOpen\FS2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreespaceOpen\FS2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreespaceOpen\FS2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreespaceOpen\FS2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreespaceOpen\FS2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreespaceOpen\FS2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreespaceOpen\FS2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreespaceOpen\FS2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreespaceOpen\FS2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Users\user\AppData\Roaming\HardLightProductions\FreeSpaceOpen\AftermathReboot-1.2.1\' ... 0 files
Searching root 'C:\Users\user\AppData\Roaming\HardLightProductions\FreeSpaceOpen\MVPS-3.7.2\' ... 0 files
Searching root 'C:\Users\user\AppData\Roaming\HardLightProductions\FreeSpaceOpen\' ... 5 files
Searching root 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\' ... 0 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Effects.vp' ... 718 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\af-extra.vp' ... 319 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Gui169.vp' ... 1534 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Music.vp' ... 148 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Root.vp' ... 243 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Visuals1.vp' ... 49 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Visuals2.vp' ... 48 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Visuals3.vp' ... 310 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Visuals4.vp' ... 288 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\AF-Visuals5.vp' ... 87 files
Searching root 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\' ... 0 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.7.2\MV_Root.vp' ... 848 files
Searching root 'C:\Games\FreespaceOpen\FS2\' ... 13 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\warble_fs2.vp' ... 52 files
Searching memory root ... 69 files
Found 35 roots and 19286 files.
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
TBM  =>  Starting parse of 'axmsg-mod.tbm' ...
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to UNTRANSLATED
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.18.2

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".
Enhanced sound is enabled.

  Sample rate: 48000 (44100)
  EFX version: 1.0
  Max auxiliary sends: 2
  Playback device: OpenAL Soft on Speakers (Realtek(R) Audio)
  Capture device: OpenAL Soft on Microphone Array (Realtek(R) Audio)
... OpenAL successfully initialized!
  Initializing SDL video...
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
SDL: Creating window at 0,0 because window has same size as desktop.
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : GeForce MX230/PCIe/SSE2
  OpenGL Version   : 4.5.0 NVIDIA 446.14

Trying to create 1024x1024 32-bit shadow framebuffer
Shadow framebuffer created successfully.
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-f.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-f.sdr
   Loading built-in default shader for: gamma.sdr
   Loading built-in default shader for: effect-g.sdr
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
   Loading built-in default shader for: effect-distort-v.sdr
   Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
Shield Decals
   Loading built-in default shader for: shield-impact-v.sdr
   Loading built-in default shader for: shield-impact-f.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Compiling new shader:
Deferred Lighting
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: deferred-f.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: shadows.sdr
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
   Loading built-in default shader for: deferred-clear-v.sdr
   Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:
Compiling passthrough shader...
Compiling new shader:
Passthrough
   Loading built-in default shader for: passthrough-v.sdr
   Loading built-in default shader for: passthrough-f.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
WARNING: Failed to find uniform 'clipEnabled'.

Compiling new shader:
Post Processing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
Shader Variant Features:
Compiling new shader:
Bloom Brightpass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
Shader Variant Features:
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
Shader Variant Features:
Horizontal blur pass
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
Shader Variant Features:
Vertical blur pass
Compiling new shader:
Bloom Compositing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: bloom-comp-f.sdr
Shader Variant Features:
Compiling new shader:
SMAA Edge detection
   Loading built-in default shader for: smaa-edge-v.sdr
   Loading built-in default shader for: SMAA.sdr
   Loading built-in default shader for: smaa-edge-f.sdr
   Loading built-in default shader for: SMAA.sdr
Shader Variant Features:
Compiling new shader:
SMAA Blending weight calculation
   Loading built-in default shader for: smaa-blend-v.sdr
   Loading built-in default shader for: SMAA.sdr
   Loading built-in default shader for: smaa-blend-f.sdr
   Loading built-in default shader for: SMAA.sdr
Shader Variant Features:
Compiling new shader:
SMAA Neighborhood Blending
   Loading built-in default shader for: smaa-neighbour-v.sdr
   Loading built-in default shader for: SMAA.sdr
   Loading built-in default shader for: smaa-neighbour-f.sdr
   Loading built-in default shader for: SMAA.sdr
Shader Variant Features:
  Max texture units: 2 (32)
  Max client texture states: 2 (1)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 32768x32768
  Max render buffer size: 32768x32768
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.50 NVIDIA
  Max uniform block size: 65536
  Max uniform buffer bindings: 84
  Uniform buffer byte offset alignment: 256
... OpenGL init is complete!
Initializing path renderer...
Checking graphics capabilities:
  Persistent buffer mapping: Enabled
Checking mod required rendering features...
  All required features are supported.
ANI cursorweb with size 24x24 (25.0% wasted)
ANI cursorweb.ani with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
ADE: Loading default scripts...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error message = Failed to open file.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'af-csc-sct.tbm' ...
TBM  =>  Starting parse of 'zmisc-sct.tbm' ...
TBM  =>  Starting parse of 'zloadfirst-sct.tbm' ...
TBM  =>  Starting parse of 'parsecfg-sct.tbm' ...
TBM  =>  Starting parse of 'journal-sct.tbm' ...
TBM  =>  Starting parse of 'imonitor-sct.tbm' ...
TBM  =>  Starting parse of 'axui-sct.tbm' ...
TBM  =>  Starting parse of 'axmsg-sct.tbm' ...
SCRIPTING: Parsing pure Lua scripts
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
Compiling new shader:
Default material
   Loading built-in default shader for: default-material.vert.spv.glsl
   Loading built-in default shader for: default-material.frag.spv.glsl
Shader Variant Features:
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error message = Failed to open file.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
Initializing Joystick...
  No joysticks found
Printing joystick info:
  No joystick is being used.
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'af-mus.tbm' ...
TABLES => Starting parse of 'colors.tbl' (checking '#Start Colors' section only)...
'$Blue:' has been redefined.
'$Bright Blue:' has been redefined.
'$Green:' has been redefined.
'$Bright Green:' has been redefined.
'$Black:' has been redefined.
'$Grey:' has been redefined.
'$Silver:' has been redefined.
'$White:' has been redefined.
'$Bright White:' has been redefined.
'$Violet Gray:' has been redefined.
'$Violet:' has been redefined.
'$Dim Red:' has been redefined.
'$Red:' has been redefined.
'$Bright Red:' has been redefined.
'$Pink:' has been redefined.
'$Light Pink:' has been redefined.
'$Yellow:' has been redefined.
'$Bright Yellow:' has been redefined.
'$UI Light Green:' has been redefined.
'$UI Green:' has been redefined.
'$UI Light Pink:' has been redefined.
'$UI Pink:' has been redefined.
TABLES => Starting parse of 'colors.tbl' (skipping '#Start Colors' section)...
'$Text Normal:' has been redefined.
'$Text Subselected:' has been redefined.
'$Text Selected:' has been redefined.
'$Text Error:' has been redefined.
'$Text Error Highlighted:' has been redefined.
'$Text Active:' has been redefined.
'$Text Active Highlighted:' has been redefined.
'$Text Heading:' has been redefined.
'$More Indicator:' has been redefined.
'$Normal:' has been redefined.
'$Briefing Grid:' has been redefined.
Compiling new shader:
Decal rendering
   Loading built-in default shader for: decal-v.sdr
   Loading built-in default shader for: decal-f.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: normals.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Compiling new shader:
Decal rendering
   Loading built-in default shader for: decal-v.sdr
   Loading built-in default shader for: decal-f.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: normals.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Decal use scene normal map
TBM  =>  Starting parse of 'mv_effects-fbl.tbm' ...
TBM  =>  Starting parse of 'af-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'af-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error message = Failed to open file.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'af-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'af-aip.tbm' ...
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'af-wxp.tbm' ...
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (AMImpact.eff) with 22 frames at 20 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 30 fps.
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'aftermath-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'af-obt.tbm' ...
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
ships.tbl(line 12312): Warning: Could not find game sound with name '2557'!
WARNING: "ships.tbl(line 12312):
Warning: Could not find game sound with name '2557'!" at parselo.cpp:307
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'GTD Galileo', subsystem bd1t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'GTD Galileo', subsystem bd1b:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'GTD Galileo', subsystem bd1l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'GTD Galileo', subsystem bd1r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'GTD Galileo', subsystem bd2t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'GTD Galileo', subsystem bd2b:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "primary_bank" animation type name is deprecated.  Specify "primary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "secondary_bank" animation type name is deprecated.  Specify "secondary-bank" instead.
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
The "door" animation type name is deprecated.  Specify "fighterbay" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem arm_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem arm_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem arm_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem tendon_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem tendon_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem tendon_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem fin_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem fin_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on Ship Class 'SC Lamia', subsystem fin_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
The "turret firing" animation type name is deprecated.  Specify "turret-firing" instead.
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'aficon-shp.tbm' ...
TBM  =>  Starting parse of 'mainhall-hlp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'af-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'af-str.tbm' ...
TABLES => Starting parse of 'ssm.tbl'...
ANI cursor with size 24x24 (25.0% wasted)
ANI cursor.ani with size 24x24 (25.0% wasted)
NOTE: libRocket is disabled since unicode text mode is not enabled!
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
y: 0
h: 1080
y_aspect: 1.40625
x: 0
w: 1920
x_aspect: 1.875
FFmpeg: Using libavcodec with version 57.107.100. Compiled with version 57.107.100
FFmpeg: Using libavformat with version 57.83.100. Compiled with version 57.83.100
FFmpeg: Using libavutil with version 55.78.100. Compiled with version 55.78.100
FFmpeg: Using libswresample with version 2.9.100. Compiled with version 2.9.100
FFmpeg: Using libswscale with version 4.8.100. Compiled with version 4.8.100
FFmpeg library initialized!
FFmpeg: License: LGPL version 3 or later
Ships.tbl is : INVALID!!!!
Weapons.tbl is : VALID
cfile_init() took 241
Initializing head tracking...
Failed to load library 'scptrackir64.dll': 'Failed loading scptrackir64.dll: Impossibile trovare il modulo specificato.
'
TrackIR Init Failed - -1
    Failed to initialize 'TrackIR': Failed to initialize TrackIR.
Failed to load library '': 'Failed loading : Parametro non corretto.
'
    Failed to initialize 'FreeTrack': Library could not be loaded!.
  No supported provider found, headtracking will be disabled...
Headtracking is not enabled...
Creating player for movie 'intro.mve'.
FFmpeg: Using video codec Interplay MVE video (interplayvideo).
FFmpeg: Using audio codec DPCM Interplay (interplay_dpcm).
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Garuda.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Controls...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  Settings...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Loading complete!
PLR => Verifying 'Antares.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Garuda.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Gryphus.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Mage.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Mobius.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Nemo.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Phoenix.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Razgriz.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Scarface.json' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Beginning JSON Parse for imonitor.cfg
No path specified, assuming data/config...
File exists, decoding... success!
Frame  0 too long!!: frametime = 0.347 (0.347)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Freeing all existing models...
... Log closed, Fri Jan 08 19:05:38 2021
The Lightblue Ribbon

Inferno: Nostos - Alliance
Series Resurrecta: {{FS Wiki Portal}} -  Gehenna's Gate - The Spirit of Ptah - Serendipity (WIP) - <REDACTED> (WIP)
FreeSpace Campaign Restoration Project
A tribute to FreeSpace in my book: Riflessioni dall'Infinito
My interviews: [ 1 ] - [ 2 ] - [ 3 ]

 

Offline CT27

  • 211
Re: RELEASE: The Aftermath Reboot
Have you tried any older builds?


Herkie has tried but can't get it to work 100% on newer builds so you might need to use an older one.


I got Reboot to work fine for the most part (at least no gamebreaking errors like you describe) on a much older nightly (October 31, 2017).  It's not ideal, but it at least worked.

 
Re: RELEASE: The Aftermath Reboot
In the alternate campaign, I keep getting this error message

LUA ERROR: [string "parsecfg-sct.tbm - On Game Init"]:47: attempt to get length of local 'f' (a boolean value)

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

stack traceback:
   [C]: ?
   [string "parsecfg-sct.tbm - On Game Init"]:47: in function 'ToTable'
   [string "journal-sct.tbm - On Game Init"]:705: in function 'jsv'
   [string "String: jsv('Personal Log', 'a1ea')"]:1: in main chunk
------------------------------------------------------------------

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

 

Offline herkie423

  • Moderator
  • 29
  • Plunge into the chaos!
Re: RELEASE: The Aftermath Reboot
In the alternate campaign, I keep getting this error message

LUA ERROR: [string "parsecfg-sct.tbm - On Game Init"]:47: attempt to get length of local 'f' (a boolean value)

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

stack traceback:
   [C]: ?
   [string "parsecfg-sct.tbm - On Game Init"]:47: in function 'ToTable'
   [string "journal-sct.tbm - On Game Init"]:705: in function 'jsv'
   [string "String: jsv('Personal Log', 'a1ea')"]:1: in main chunk
------------------------------------------------------------------

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

Argh! It's a missing text file in the fiction folder named "a1ea.txt" I am sure that I had that one included but I will check.
I think you can just skip the error. "a1ea" that means the error is Act 1 mission "e," the 5th mission in the campaign.
I will check the update download now.

 
Re: RELEASE: The Aftermath Reboot
I can still play, but it is one of many error messages that interrupt me during gameplay, especially when cutscenes turn on, which gets to be extremely irritating

 

Offline herkie423

  • Moderator
  • 29
  • Plunge into the chaos!
Re: RELEASE: The Aftermath Reboot
I can still play, but it is one of many error messages that interrupt me during gameplay

No error like this in the normal campaign. Ok, just put back the normal campain VP and set aside the alternate in a folder or anywhere out of the Aftermath folder. NO NEED TO RESTART your game.

If you get to the mission where you must scan the Royal Sathanas, finish that mission and then put the alternate back. Because the difference between the two campaign versions is only three missions, the second to last playable mission and the cutscene after that, then the credits.

By the way, I checked the update. There's nothing wrong, the text file is there. I'm not sure why you have this issue.

Make sure you use FSO 19 and don't use the DEBUG build.

 
Re: RELEASE: The Aftermath Reboot
Hello folks,

I hope I'm right here for posting a error that occurs every-time on start-up.
When I hit the Debug it will open the Game but with the media-VPS Installation progress.
Picture is attached.

If you need more Information just contact me

Greetings N3philim87

[attachment deleted to save space]

 

Offline herkie423

  • Moderator
  • 29
  • Plunge into the chaos!
Re: RELEASE: The Aftermath Reboot
Again, a compatibility issue. The safest is FSO 19 version. The game will automatically adjust but the gameplay might drastically change if that value pertains to ship speed, or shields, or parameters intentionally set to 140.0

BUT... But my guess is that it's a typo "140..0" - double decimal dot which in this case the game will adjust to the default value and there is no gameplay break. I will check line 22526 in the Ship.tbl file. In any case, there's not much problem, the game won't break. So ignore the error message and continue. Don't use the debug build.

PS: you can fix this yourself if you know how. Find "140..0" while editing the Ship.tbl file in notepad and delete the extra decimal dot between 140 and 0 as it clearly intended to be "140.0"
« Last Edit: June 30, 2021, 07:02:37 am by herkie423 »

 

Offline herkie423

  • Moderator
  • 29
  • Plunge into the chaos!
Re: RELEASE: The Aftermath Reboot
To Mobius:

The Adharan exodus. The mission code and design had been thoroughly tested. No errors in its coding, everything was intended. The problem is, as indicated in the Debug warning which is actually the only thing that matters (the Debug Spew is just a code dump which also can be useful), that the game could not find the game sound for a particular asset. This is definitely a compatibility issue because my Sounds.tbl file still implements the FSO 372 format. I already know newer FSO versions have lots of additional parameters and may have truncated or modified many index numbers in the Sounds table.

I can also see you have used FSO 20.1.0 RC1. This will surely cause a lot of problem as this version or later are completely incompatible. Only FSO 19 seem to work, do take note of the word "seem." The only FSO version that will definitely work is the ancient FSO 3.7.2 (before Knossos).

As I have explained in my "Retirement" thread, I have submitted these two mods, "The Aftermath Reboot" and "The Blue Guardian" for restoration as these are already obsolete. I just felt bad that I released them too late as I had never realised that I was behind the innovation because of the lack of Internet at that time, not mention my heart-breaking disappointment after 10 years of hard work, all that gone to waste.
« Last Edit: June 30, 2021, 07:38:18 am by herkie423 »

 

Offline maiuga

  • 22
Re: RELEASE: The Aftermath Reboot
First of all many thanks to the author for making this great campaign and game expansion.

I just have one problem that i can't get around: in the mission Avenging Adhara i save all the ships, in the debriefing i get a medal and all the praises but i can't continue any further, it's like i failed the mission but the debriefing text says otherwise?
Anybody else with this issue?

Update 12/07/2021:

to answer my own question, maybe somebody else needs it as well.

This mission is called act-3-f and basically has 2 events named "continue" in it, and one is added in the campaign file as progress parameter. Because Freespace is confused about which event to use, it doesn't let you progress in the campaign, aka scenario failed. To fix it just use another event in the campaign file which is suited, or rename it in events and make sure you use the same name in the campaign file.
« Last Edit: July 12, 2021, 02:39:04 am by maiuga »

 
Re: RELEASE: The Aftermath Reboot
Thanks herkie423 for the tip.
What I forgot in previous post: When I hit Exit the game will be closed.

I searched for the file but unfortunately I don't find the ships.tbl file.
It seems to be nowhere on my disk, except in the git fork.  :confused:
Can you give me a hint where I can find it?

Greetings
N3philim

 

Offline maiuga

  • 22
Re: RELEASE: The Aftermath Reboot
To N3philim87:

The file is inside the  AF-Root.vp file. To open it you need DMTOOLS VP Viewer.
The way I worked it is: I extracted the ships .tbl file, opened it up in notepad, deleted the extra dot, (that relates to an entry to afterburner speed) and saved the file. Now in your The aftermath reboot folder you need to create a folder called data and inside it a folder called tables, should be like so: (C:\Games\FreespaceOpen\FS2\AftermathReboot-1.2.1\data\tables) and place the ships.tbl file inside. Freespace will take that file into account not the one in the vp file. If you struggle with vp file give me your email and i'll email back the ships.tbl file and then you just need to create your folders as mentioned above, and it should all work like a charm.

 

Offline maiuga

  • 22
Re: RELEASE: The Aftermath Reboot
Guys I've just finished the campaign called The Aftermath: Reboot and I must say it blew my mind. I just want to raise attention to this masterpiece of a campaign, with a wonderful story line and impressive Fred-ing by genius Herkie423. In my opinion this is one of the best campaigns in the entire FreeSpace universe, which has been meticulously planned and executed with the heightest detail covering outcome and gameplay, backgrounds (really F'n impressive), music that goes great with every mission.

It's a must try for everybody and I don't know why id doesn't get the high coverage it deserves.
Special thanks for Herkie423 for devising this, and especially for his selflessness in handing over his project to this community.
His altruist nature and future planning left many continuations open to this campaign, if somebody would like to continue his work.

 

Offline maiuga

  • 22
Re: RELEASE: The Aftermath Reboot
Guys I've just finished the campaign called The Aftermath: Reboot and I must say it blew my mind. I just want to raise attention to this masterpiece of a campaign, with a wonderful story line and impressive Fred-ing by genius Herkie423. In my opinion this is one of the best campaigns in the entire FreeSpace universe, which has been meticulously planned and executed with the heightest detail covering outcome and gameplay, backgrounds (really F'n impressive), music that goes great with every mission.

It's a must try for everybody and I don't know why id doesn't get the high coverage it deserves.
Special thanks for Herkie423 for devising this, and especially for his selflessness in handing over his project to this community.
His altruist nature and future planning left many continuations open to this campaign, if somebody would like to continue his work.

  
Re: RELEASE: The Aftermath Reboot
I beat this campaign for the first time in June of last year. It is certainly an underrated mod.   Granted, the constant loud and large scale battles can be exhausting, but you can get so many kills and it is the only mod I have seen where you utterly crush the Shivans and the starfields are breathtaking

 
Re: RELEASE: The Aftermath Reboot
First of all many thanks to the author for making this great campaign and game expansion.

I just have one problem that i can't get around: in the mission Avenging Adhara i save all the ships, in the debriefing i get a medal and all the praises but i can't continue any further, it's like i failed the mission but the debriefing text says otherwise?
Anybody else with this issue?

Update 12/07/2021:

to answer my own question, maybe somebody else needs it as well.

This mission is called act-3-f and basically has 2 events named "continue" in it, and one is added in the campaign file as progress parameter. Because Freespace is confused about which event to use, it doesn't let you progress in the campaign, aka scenario failed. To fix it just use another event in the campaign file which is suited, or rename it in events and make sure you use the same name in the campaign file.

Hello,

Sorry i'm a little bit of a noob still regarding some of these situations, I've been trying to find the files containing the info you're referring but i can't seem to find them.

Any help would be appreciated

Thank you very much :)

 

Offline hoo00

  • 21
Re: RELEASE: The Aftermath Reboot
I picked up the mod more than a year ago and had a blast. Replaying now on 1.2.1 with the latest (4.4.2 + 21.3.0) and things are a bit rough. Those shimmering mediavps ships are outright ugly.

It is sad to learn of the retirement. But, I have been progressing slowly all over again (currently at act 2) as well as hacking the bugs along the way :lol:. I thought of sharing my changes on github:
https://github.com/hoo00/AF-mod

Changes so far:
- axmessage.cfg at 4K
- ships.tbl 140..0
- sounds.tbl conflicts
- act1-c.fs2 Rinzler's dock01
- act1-e.fs2 Penal Station alt
- act2-a.fs2 Are you alright Britonia

 

Offline herkie423

  • Moderator
  • 29
  • Plunge into the chaos!
Re: RELEASE: The Aftermath Reboot
First of all many thanks to the author for making this great campaign and game expansion.

I just have one problem that i can't get around: in the mission Avenging Adhara i save all the ships, in the debriefing i get a medal and all the praises but i can't continue any further, it's like i failed the mission but the debriefing text says otherwise?
Anybody else with this issue?

Update 12/07/2021:

to answer my own question, maybe somebody else needs it as well.

This mission is called act-3-f and basically has 2 events named "continue" in it, and one is added in the campaign file as progress parameter. Because Freespace is confused about which event to use, it doesn't let you progress in the campaign, aka scenario failed. To fix it just use another event in the campaign file which is suited, or rename it in events and make sure you use the same name in the campaign file.

Yeah. Someone sent me a FB Messenger message about this.

It's a code error.

When I was making the Reboot, I didn't scrap the original code just add some code... I did not erase the original "continue" SEXP. I realized that in the latest FSO built, it will cause a problem. Probably beause the latest CPUs, them with multi cores, multi threads are no longer linear in processing things.

So... IF you know FREDDing, delete the second "Continue" event. The second!

It doesn't have any issue with FSO 372. But I suggest you do this. I am sorry. I am really getting old. I am 67 years old.

 

Offline herkie423

  • Moderator
  • 29
  • Plunge into the chaos!
Re: RELEASE: The Aftermath Reboot
Thanks herkie423 for the tip.
What I forgot in previous post: When I hit Exit the game will be closed.

I searched for the file but unfortunately I don't find the ships.tbl file.
It seems to be nowhere on my disk, except in the git fork.  :confused:
Can you give me a hint where I can find it?

Greetings
N3philim

I am not sure how Knossos works but the Ship.tbl file can be found in the "AFRoot.vp" or something similar, I can't remember, in the mod's root folder.

In the mod's root folder (again, I don't know where Knossos put this), make a "tables" folder then extract it using a VP tool to the mod's "data/tables" folder. It will overide the VP's file.

Again, I am not sure how Knossos works. To be safe, use FSO 372, it comes with the Knossos download now (bless their souls). FSO 372 will ignore those errors.

PS: Don't use the Debug build. It's for mod developers.
« Last Edit: August 28, 2021, 05:32:56 pm by herkie423 »