Author Topic: RE-RELEASE: Dimensional Eclipse ver. 1.1b  (Read 40674 times)

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Offline Droid803

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
That's a...very strange resolution.

But yes,

Code: [Select]
1280x600That vertical resolution may be smaller than the minimum defined in the HUD gauges file.

this is probably what is going on.
(´・ω・`)
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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
That solved it... Don't know why I never thought of that.

I guess now I have to play fullscreen XD

Thanks for the assist!

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Hello, same problem here: no HUD.

I play at 2560x1080 so I guess the issue is linked to the resolution, since it works at 1920x1080. Is there any way to fix it? Even something stretched or deformed would do.

EDIT

I fixed it! By following the info found in this post and by adding a line as said in this one, I managed to have it working.

If someone has the same problem, just create a text file, rename it fsq-hdg.tbm and place it in \DE\data\tables. Inside copy this code:

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

#Gauge Config
$Base: (4098,768)
$Min: (1024,768)
$Max: (5760,1200)
$Gauges:
+Messages:
Position: (1371,5)
+Training Messages:
Position: (1916,125)
+Multiplayer Messages:
Position: (1545,240)
+Support:
Position: (1996,534)
+Damage:
Position: (1977,61)
+Wingman Status:
Position: (2640,144)
+Auto Speed:
Position: (2668,672)
+Auto Target:
Position: (2668,648)
+Countermeasures:
Position: (2588,602)
+Talking Head:
Position: (1371,59)
+Directives:
Position: (1371,278)
+Weapons:
Position: (2588,525)
+Objective Notify:
Position: (1973,184)
+Squad Message:
Position: (2535,5)
+Escort View:
Position: (2573,330)
+ETS Weapons:
Position: (2588,648)
+ETS Shields:
Position: (2606,648)
+ETS Engines:
Position: (2624,648)
+Target Monitor:
Position: (1371,590)
+Extra Target Data:
Position: (1371,552)
+Target Shields:
Position: (1795,670)
+Radar:
Position: (1948,590)
+Player Shields:
Position: (2205,670)
+Afterburner Energy:
Position: (1811,424)
+Weapon Energy:
Position: (2203,424)
+Text Warnings:
Position: (2049,275)
+Center Reticle:
Position: (2030,370)
+Mini Target Shields:
Position: (2034,470)
+Throttle:
Position: (1883,269)
+Threat Indicator:
Position: (2111,269)
+Voice Status:
Position: (1371,165)
+Ping:
Position: (2433,5)
+Lag:
Position: (2164,529)
+Supernova:
Position: (1536,179)
+Hostile Triangle:
Position: (2049,384)
+Target Triangle:
Position: (2049,384)
+Missile Triangles:
Position: (2049,384)
+Orientation Tee:
Position: (2049,384)
+Target Brackets:
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
Position: (2049,384)
+Mission Time:
Position: (2677,716)
+Kills:
Position: (2588,624)
+Custom:
Position: (2553,250)
Name: FSQAutoload
Text: Weapon Autoloader
X Offset: 3
Y Offset: 2
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives1
+Custom:
Position: (2553,262)
Name: FSQAutoloadA
Text: On Hold (Nothing)
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (2553,271)
Name: FSQAutoloadB
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (2553,280)
Name: FSQAutoloadC
Text:
X Offset: 5
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (2553,289)
Name: FSQAutoloadD
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives2
+Custom:
Position: (2553,298)
Name: FSQAutoloadE
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (2553,289)
Name: FSQAutoloadD2
Text:
Gauge Type: WINGMEN_STATUS
Slew: NO
Active by default: NO
Filename: directives3
+Custom:
Position: (2142,265)
Name: FSQMinesGraphic
Text: Charges Left
X Offset: 7
Y Offset: 4
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: minegauge
+Custom:
Position: (2142,265)
Name: FSQMinesNumber
Text: 0
X Offset: 86
Y Offset: 17
Gauge Type: RETICLE_CIRCLE
Slew: NO
Active by default: NO
Filename: emptyhud
+Custom:
Position: (1974,430)
Name: CredCountA
Text: FUNDS
X Offset: 5
Y Offset: 3
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: objective1
+Custom:
Position: (1803,441)
Name: CredCountB
Text: 10000 c-tr
X Offset: 5
Y Offset: 0
Gauge Type: RADAR
Slew: NO
Active by default: NO
Filename: emptyhud
$End Gauges
#End

There is probably a more effective and elegant way, but since I have no idea of what I just did I'll have it going.
« Last Edit: September 23, 2014, 08:07:33 pm by Mesenzio »

 

Offline Droid803

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
I'm guessing these issues are arising because I built the hud gauges table based on an older version of FSO which had to specify a bunch of resolutions/ratios so I just picked the standard widescree and standard ones.
Apologies to everyone using "non-standard" resolutions!
(´・ω・`)
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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
I've problem with Linux, the mod generate 12 errors, it loads the deault UI then it crashes when i start the campaign for the first time.

This is the command line output:
ATTENTION: default value of option force_s3tc_enable overridden by environment.
ERROR: "Can't open model file <Arcadia.pof>" at model/modelread.cpp:968


 

Offline Droid803

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Well if your game can't open the Arcadia model (which is from the mediaVPs) I don't think I can do anything about it.

Log file please.
(´・ω・`)
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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
I strongly suspect that this is a 3612 vs. 2014 thing but yeah, we need to see the logs.

Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
The good Christian should beware of mathematicians, and all those who make empty prophecies. The danger already exists that the mathematicians have made a covenant with the devil to darken the spirit and to confine man in the bonds of Hell.

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Here it is the pastebin log of the warning about missing ships.

http://pastebin.ca/3317739

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
You're not loading any mediaVPs by the looks of that. Do you have mediaVPs 2014 installed? If you do, try changing the mod.ini so that mediaVPs_2014 is included in the secondary list under whatever name you installed it
(I'm assuming you renamed the mediaVPs folder for some reason).

If you don't have them installed then just install them.
[19:31] <MatthTheGeek> you all high up on your mointain looking down at everyone who doesn't beam everything on insane blindfolded

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Yes i found the problem being using a linux command line script from me instead of wxlauncher and it was not loading the mediavps_2014 from mod.ini :) fixed :)))

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Where can I find a list of the tracks in Dimensional eclipse?

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Just beat fall of a Tyrant. Maybe my game glitched at the end, but is there a conclusion to the story?

Really enjoyed the campaign and the game style overall.

 

Offline Droid803

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
That's the last mission in the campaign.

List of tracks can be found in Credits.tbl (or just in the credits).
(´・ω・`)
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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
So I just finished DE last night. It was pretty good The story was pretty average. It was pretty fun blowing crap up flying at 200 or 300 mph. Well when I wasn't being rammed by Karin. She takes "Cover Me" very literally. I did get a pretty good giggle from this mod from time to time as well.

I also found it really weird we never get introduced to Gold Wing ditto with the named fighter pilots from Zhu's ship.


Things I liked "Music. Ships. Shizuku."   ;)

Things I disliked "Every other character other than Shizuku. That one stealth mission. Having to listen to TM Revolution and putting up with SEED references."  :(


Favourite Mission: Defending the Northampton.
Least Favorite: Scanning the Amaterasu.
Favourite Ship: The Blizzard.


My honest rating: 7.5/10. (This is without including TS)

(What I thought indepth, theirs a tldr version bellow, honestly this is probably insane babbling)


I honestly always found in DE that I was always given access to waaay too much firepower than I knew what to do with. The characters weren't very interesting, minus maybe
Shizuku, Karin (Karin kept ramming me and my wing men to death and basically never really contributed to anything), my wingmen who I didn't mind but I didn't really like either, Senya didn't talk so that was cool. The character's obviously aren nott the strongest part of this mod in my opinion.

I really did like the tactic of the Tehys sniping the Emperor from out of its weapon range. All the tactic's the forces use are pretty thought out. On the same note as the Tehys I noticed someone really likes his Empire at War FOC.  :D Although the missions against the Exarchy did feel alittle samey by the end.

After the Amaterasu gets involved things take a very noticable difficulty ramp upwards, enemy ships seem to take a lot more shots etc. Before that the enemy AI was pretty dumb.


The ship design is really nice. The Heaven's Alliance's warships are an obvious example. Don't know what else to say here. Other than the Solaris and Karuna kinda feel out of place.

I really had allot fun blowing the **** of the Amaterasu though, that mission was almost my favorite mission. The missions were pretty enjoyable except for a few in the later half of DE. It was pretty much a blast from beginning with a big slow down in chapter 2 and then picking back up and continuing till the end. I liked most of the ships I got to fly bar ironically the one made specifically for Mike. The gameplay really gelled with the enchanced speed, thank god for tracking weapons. Torp Interception is impossible tho.
Too many to shoot and they move too fast.





(Tl/Dr) Gameplay's really good, ships nice, story and characters are kinda boring (IMO). Is it fun? Very. Good job team.
« Last Edit: February 04, 2016, 05:19:51 pm by Mammothtank »

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
This is going to sound a little awkward...but I have a question regarding Mission 22 and 22-B. For obvious reasons, this is meant for the content creator:

Spoiler:
I noticed the startstate event has operators that force Phoenix, Selkie, and Ray IV to change-ship-class to Vic Viper, Rynex, and Ray Mk IV Brigadine respectfully, mainly also giving the Vic Viper access to deploy options and the ability for the Ray Mk IV to purge its Brigadine Module. However, whenever I select the Phoenix, Selkie, or Ray IV, they don't class change to their respective ships.

I've tried replacing the operators to see if I could get it to work, however to no avail, and I can't seem to get it to work. Do I need to add some operators to get this function to work properly for this mission?

I normally don't ask content creators how to break their programming, but this is really leaving me scratching my head on this one, especially when I'm not terribly familiar with FRED to begin with lol.

On a side note, the blade model and texture for the KDS-011B Blade isn't showing up for me, I'm just getting pinkish spheres when I fire it. Is the model and texture missing in the current version of the game's Visuals Package? Or do I need to do something in the weapon table to make the model and texture appear?

And one other small annoyance, for whatever reason the missions I had the most fun in weren't accessible to me, like the whole pirate arc didn't show up for me. It's there in the campaign file, but for whatever reason the Ashur didn't get swiped and I completely missed Shipping Manifest and Bunker Buster and quite a few missions, I didn't even get to see Megan and her money-hungry ass lol.



Other than that, I guess I'll list some of my opinions below.

I absolutely love space games, and I absolutely love air combat games. This mod brings both of those together into one sexy and amazing package, especially since it contains my favorite fighter ship of all time: Rynex. The angriest, most badass shump ship of all time.

Quick Checklist:
+Great Music
+Great Ships
+Outstanding AI (Was actually challenging)
+Great Cameos and Parodies
~Meh Characters, doesn't matter too much since I wasn't playing the game for them lol.
~Decent Story, same as above

Favorite Mission: Shipping Manifests + Bloody Talons
Spoiler:
(Nothing like being a ****ing frigate and going on a rampage followed directly by a badass boss, plus Mini-Hakero Beam Spammers ftw)
Favorite Ship: HAF Rynex (Obviously from before lol)
Least Favorite Mission: Scanning the Amaterasu (I hate stealth missions in general lol)

As I stated before, for whatever reason none of the pirate arc really happened for me on my playthrough, confused me since I played this mod a long time ago and a big chunk of the game just suddenly didn't happen,
Spoiler:
but I managed to finally get M22-B instead of just M22 which surprised me, as the last times I played I only got the normal version and was under the impression there wasn't a M22 variant.
« Last Edit: July 24, 2016, 05:23:15 am by chaoseclipse01 »

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Spoiler:
On another side note, playing as the Rynex on Shipping Manifest is hella fun, and the music fits to boot lol

 

Offline Droid803

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Something might have broken if the upgrades aren't happening at all. That's...something I have to look in to. Might have something to do with how change-ship-class was "fixed" recently?
I have no idea.

I believe I had to disable the pirate arc for this version since if I recall correctly ran into a nasty bug in the Capship Command mission that was causing crashes to desktop or just it plain glitching out. Probably using one too many uh...hacks to get things to behave back when I first made it. I had put down into "to-do" list something about trying to use the new modular CSC script and essentially re-do the mission from a clean-ish slate  but never actually got around to doing it :nervous: whoops.
(´・ω・`)
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Offline AdmiralRalwood

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Might have something to do with how change-ship-class was "fixed" recently?
I have no idea.
Gee, thanks for the vote of confidence. :P

All of my fixes are related to fixing references to things that don't make sense after the class has changed; none of the new code will actually stop the class from changing. The first thing to check would be to make sure that the SEXP is actually firing and go from there.
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
When I downloaded the prerequisite files, I made sure I got the exact bare minimal versions needed to play DE, so ship-change-class shouldn't be broken in the way you used it.

Also, what about the KDS-011B Blade firing model and texture? I've tried looking through the weapon table and Visual Package and I still don't see any linkage errors, but yet the blades still aren't showing up for me at all, just pinkish spheres. It's driving me nuts, especially when the blade model shows up properly in team loadout lol.

 

Offline Droid803

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Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
If the model shows up properly in team loadout I have no idea why it isn't displaying as a projectile. It's always worked on my end.
This is just odd. Why is it that these things break without being touched in ages?
(´・ω・`)
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