Author Topic: BP: War in Heaven discussion  (Read 918165 times)

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Re: BP: War in Heaven discussion
Well I got the WiH part 1 download and in the root file but it says this:

Error: sounds.tbl(line 629:
Error: Missing required token: [#Flyby Sounds End]. Found [$UEF:      0   T_flyby1.wav,   0, 0.75, ]  instead.


File: /Users/cliffgordon/fs2_open_3_6_14/projects/Xcode/../../code/parse/parselo.cpp
Line 262

I have all the files required and the AoA campaign played just fine. I have 3.6.14 RC2, or should I look into RC6?

 

Offline General Battuta

  • Poe's Law In Action
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  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Do get RC6, but also please post a debug log - this looks like a really simple error to fix. You can check the Support forum for instructions to generate said log.

It looks like there's just a VP file out of place, or you've renamed a folder (make sure your blue planet 1 install is in a folder called blueplanet)

 

Offline Sensus

  • 23
Re: BP: War in Heaven discussion
Hmm, it seems like there may actually be an AI bug in the engine right now. Sensus, what build did you use to play BP2?
i made build all as recommended in http://www.hard-light.net/forums/index.php?topic=70745.0, Inferno Builds. I had detect main problem from all my expirience. Main difficult It is power of war guns againts armor and shields of my ship. How i get into war fire, i living 2-5 seconds in this fire from 1-2 ships with my full hull and shields. In someone missions i dying from just 1 ship many times. Fighting againts big battleships last more shortly, their beams, lasers. flack cannons kill me momentally, and it just on easy mode. All in all, battles in War in Heaven very shortly againts in freespace 2, it because of damage raise too high, in my opinion. Although for me, first problem is music disappearing from time to time, from mission to mission.

 

Offline General Battuta

  • Poe's Law In Action
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  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Don't go near warships if you don't have to - pay close attention to your mission objectives.

 

Offline Cyborg17

  • 29
  • Life? Don't talk to me about life....
Re: BP: War in Heaven discussion
Although for me, first problem is music disappearing from time to time, from mission to mission.

Looks like it's not just me.  It might be an FSO bug and not a BP bug.

 
Re: BP: War in Heaven discussion
Well, here's my log:

==========================================================================
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 '/Users/pabloparedes/Library/FS2_Open/data/fs2_open.log', Wed May 16 16:45:46 2012 ...
FreeSpace 2 Open version: 3.6.13.8748
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Blue Planet/blueplanet2,blueplanet,mediavps_3612
  -debug_window
  -window
  -fullscreen_window
Building file index...
Found root pack '/Applications/FreeSpace2/Blue Planet/blueplanet2/bp-audio2.vp' with a checksum of 0xb50d55b7
Found root pack '/Applications/FreeSpace2/Blue Planet/blueplanet2/bp2-adv-visuals.vp' with a checksum of 0x241c257f
Found root pack '/Applications/FreeSpace2/Blue Planet/blueplanet2/bp2-audio1.vp' with a checksum of 0x51171798
Found root pack '/Applications/FreeSpace2/Blue Planet/blueplanet2/bp2-core.vp' with a checksum of 0xe386a796
Found root pack '/Applications/FreeSpace2/Blue Planet/blueplanet2/bp2-visuals1.vp' with a checksum of 0xd263c407
Found root pack '/Applications/FreeSpace2/Blue Planet/blueplanet2/bp2-visuals2.vp' with a checksum of 0xd3552477
Found root pack '/Applications/FreeSpace2/mediavps_3612/MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack '/Applications/FreeSpace2/mediavps_3612/MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack '/Applications/FreeSpace2/mediavps_3612/MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack '/Applications/FreeSpace2/mediavps_3612/MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack '/Applications/FreeSpace2/mediavps_3612/MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack '/Applications/FreeSpace2/mediavps_3612/MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack '/Applications/FreeSpace2/mediavps_3612/MV_Music.vp' with a checksum of 0xb3e21469
Found root pack '/Applications/FreeSpace2/mediavps_3612/MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack '/Applications/FreeSpace2/mediavps_3612/MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack '/Applications/FreeSpace2/root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/Applications/FreeSpace2/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/Applications/FreeSpace2/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/Applications/FreeSpace2/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/Applications/FreeSpace2/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/Applications/FreeSpace2/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/Applications/FreeSpace2/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/Applications/FreeSpace2/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/Applications/FreeSpace2/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/Users/pabloparedes/Library/FS2_Open/Blue Planet/blueplanet2/' ... 0 files
Searching root '/Users/pabloparedes/Library/FS2_Open/blueplanet/' ... 0 files
Searching root '/Users/pabloparedes/Library/FS2_Open/mediavps_3612/' ... 2 files
Searching root '/Users/pabloparedes/Library/FS2_Open/' ... 2 files
Searching root '/Applications/FreeSpace2/Blue Planet/blueplanet2/' ... 0 files
Searching root pack '/Applications/FreeSpace2/Blue Planet/blueplanet2/bp-audio2.vp' ... 683 files
Searching root pack '/Applications/FreeSpace2/Blue Planet/blueplanet2/bp2-adv-visuals.vp' ... 31 files
Searching root pack '/Applications/FreeSpace2/Blue Planet/blueplanet2/bp2-audio1.vp' ... 156 files
Searching root pack '/Applications/FreeSpace2/Blue Planet/blueplanet2/bp2-core.vp' ... 72 files
Searching root pack '/Applications/FreeSpace2/Blue Planet/blueplanet2/bp2-visuals1.vp' ... 641 files
Searching root pack '/Applications/FreeSpace2/Blue Planet/blueplanet2/bp2-visuals2.vp' ... 2012 files
Searching root '/Applications/FreeSpace2/blueplanet/' ... 0 files
Searching root '/Applications/FreeSpace2/mediavps_3612/' ... 0 files
Searching root pack '/Applications/FreeSpace2/mediavps_3612/MV_Advanced.vp' ... 1283 files
Searching root pack '/Applications/FreeSpace2/mediavps_3612/MV_AnimGlows.vp' ... 1641 files
Searching root pack '/Applications/FreeSpace2/mediavps_3612/MV_Assets.3612.vp' ... 315 files
Searching root pack '/Applications/FreeSpace2/mediavps_3612/MV_Assets.vp' ... 1527 files
Searching root pack '/Applications/FreeSpace2/mediavps_3612/MV_Effects.3612.vp' ... 10 files
Searching root pack '/Applications/FreeSpace2/mediavps_3612/MV_Effects.vp' ... 1876 files
Searching root pack '/Applications/FreeSpace2/mediavps_3612/MV_Music.vp' ... 32 files
Searching root pack '/Applications/FreeSpace2/mediavps_3612/MV_RadarIcons.vp' ... 24 files
Searching root pack '/Applications/FreeSpace2/mediavps_3612/MV_Root.vp' ... 94 files
Searching root '/Applications/FreeSpace2/' ... 15 files
Searching root pack '/Applications/FreeSpace2/root_fs2.vp' ... 157 files
Searching root pack '/Applications/FreeSpace2/smarty_fs2.vp' ... 10 files
Searching root pack '/Applications/FreeSpace2/sparky_fs2.vp' ... 3027 files
Searching root pack '/Applications/FreeSpace2/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/Applications/FreeSpace2/stu_fs2.vp' ... 2355 files
Searching root pack '/Applications/FreeSpace2/tango1_fs2.vp' ... 32 files
Searching root pack '/Applications/FreeSpace2/tango2_fs2.vp' ... 15 files
Searching root pack '/Applications/FreeSpace2/tango3_fs2.vp' ... 10 files
Searching root pack '/Applications/FreeSpace2/warble_fs2.vp' ... 52 files
Found 32 roots and 17411 files.
ERROR: Unknown Language Checksum: -1162327434
Using default language settings...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Apple Computer Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "AL_EXT_float32".

  Sample rate: 0 (44100)
  EFX enabled: NO
  Playback device: Built-in Output
  Capture device: Built-in Microphone
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 32
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1, FSAA: 8
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Radeon HD 6770M OpenGL Engine
  OpenGL Version   : 2.1 ATI-7.18.18

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)

  Max texture units: 8 (16)
  Max elements vertices: 1048575
  Max elements indices: 150000
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using bilinear texture filter.
  OpenGL Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-trigger-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-debrisgrav-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
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 code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
WARNING: "Too many icons in icons.tbl; only the first 105 will be used" at missionbriefcommon.cpp:357
sounds.tbl(line 629): Error: Missing required token: [#Flyby Sounds End]. Found [$UEF:      0   T_flyby1.wav,   0, 0.75, ]  instead.

ERROR: sounds.tbl(line 629):
Error: Missing required token: [#Flyby Sounds End]. Found [$UEF:      0   T_flyby1.wav,   0, 0.75, ]  instead.

File: /Users/cliff.gordon/fs2_open_3_6_14_RC6/projects/Xcode/../../code/parse/parselo.cpp
Line: 260
Future debug output directed to: /Users/pabloparedes/Library/FS2_Open/data/fs2_open.log
 


Not quite sure what the hell is wrong... :confused:

 

Offline Vip

  • 28
Re: BP: War in Heaven discussion
Although for me, first problem is music disappearing from time to time, from mission to mission.

Looks like it's not just me.  It might be an FSO bug and not a BP bug.

It's been a while since I've seen so many bugs in semi-official releases. I understand that RCs are not Finals, but it looks as if there was no testing involved at all.
Lieutenant Commander Richard "Viper" Pred

 

Offline Cyborg17

  • 29
  • Life? Don't talk to me about life....
Re: BP: War in Heaven discussion
It's been a while since I've seen so many bugs in semi-official releases. I understand that RCs are not Finals, but it looks as if there was no testing involved at all.

In all fairness, I feel like people were reluctant to report this one because of the idea that it could be corrupted files.

  

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Eagle: your install is borked, though I can understand that it's not obvious why.

To work properly, you need to have files in the following locations:

All BP2 files in /FreeSpace2/blueplanet2
All BP1 files in /FreeSpace2/blueplanet
All MediaVPs files in /FreeSpace2/mediavps_3612 (where they are, correctly)

It looks like you put the blueplanet and blueplanet2 files in a Blue Planet folder, which will unfortunately break the dependency chain. (I know, it's dumb.)

I'm a little worried about your video card. ALSO, you have a loose file -

Found root pack '/Applications/FreeSpace2/Blue Planet/blueplanet2/bp-audio2.vp' with a checksum of 0xb50d55b7

This is a Blue Planet 1 file and belongs in blueplanet, not blueplanet2.

These should solve your issue. If you continue to have problems just generate and post another log. :)

 

Offline Sensus

  • 23
Re: BP: War in Heaven discussion
Don't go near warships if you don't have to - pay close attention to your mission objectives.
usually it is not real - dont go near to warships. Some shots you give in all situations  and it enough for dead. And for dead enough some shots from usual ships. Power of damage is very high.

 

Offline -Norbert-

  • 211
Re: BP: War in Heaven discussion
And if you still got problems after what General Battuta suggested, please use the code tags for the next log, so the wall of text will be put into it's own little window, complete with it' own scroll-bar.
Either manually type [.code] log_text [/.code] (without the dots) or mark the log_text and click the little button left of the quote button.
Code: [Select]
This is how it would look like
Only with a scroll bar on the side due to the length of an actual log of course.

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
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Re: BP: War in Heaven discussion
I'm a little worried about your video card.

The card is fine, it's just the Apple drivers that are ****.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Don't go near warships if you don't have to - pay close attention to your mission objectives.
usually it is not real - dont go near to warships. Some shots you give in all situations  and it enough for dead. And for dead enough some shots from usual ships. Power of damage is very high.

I'm sorry, I don't understand.

 

Offline Androgeos Exeunt

  • Captain Oblivious
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Re: BP: War in Heaven discussion
Sensus probably ran his original text through a translator. I think he was trying to support your quote by mentioning that, in almost all situations, hanging out near a hostile warship, or even a cruiser, for even a few moments, is more than enough to reduce your ship to scrap metal since their defensive weapons do a lot of damage.
My blog

Quote: Tuesday, 3 October 2023 0133 UTC +8, #general
MP-Ryan
Oh you still believe in fairy tales like Santa, the Easter Bunny, and free market competition principles?

 

Offline Aesaar

  • 210
Re: BP: War in Heaven discussion
Entirely true of ships equipped with Standard Flak, like the GTC Cho in Collateral Damage.  You don't get the hell away from it, and it will turn you into swiss cheese ridiculously quickly.

 

Offline General Battuta

  • Poe's Law In Action
  • 214
  • i wonder when my postcount will exceed my iq
Re: BP: War in Heaven discussion
Standard flak is ridiculously overpowered.

 

Offline Aesaar

  • 210
Re: BP: War in Heaven discussion
I want a Deimos loaded with Standard Flak and ULTRA AAAs in R2.  Use it in the same way as Mr. Cuddles.  Call it Fluffy.

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: BP: War in Heaven discussion
You want OP defenses for the Tevs ? Try the Aegis. Diomedes with TAG beams that trigger a wave of Trebs.
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Offline General Battuta

  • Poe's Law In Action
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Re: BP: War in Heaven discussion
Or anything with TerPulse, holy ****

 
Re: BP: War in Heaven discussion
Okay, got it all fixed and played.  Thanks for the help! Now it does seem that the game is pretty difficult, I'm playing on medium difficulty.  It took me about 5 tries or so to beat stage with the Cho and now I know what it feels like to get shot at by Trebuchets, talk about intense action, especially when TAGed.