Author Topic: UW Act II Demo Release  (Read 44154 times)

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Re: TVWP Act II Demo Release
The lack of time and ammo would be a valid reason why not to finish off the enemy ships though.
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Offline Mobius

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Re: TVWP Act II Demo Release
Spoiler:
Played Act II as well. :)

TVWP is definitely a project I will monitor from now on for various reasons. I like your efforts, but there are two things which are kind of bugging me. One is about the plot:

1) Why did space colonization outside Sol started so late? 2314... only two decades before FS1 and some seven years before the beginning of the Terran-Vasudan War. I've always thought it started much earlier, with billions and billions of Terrans living outside Sol at the time of FS1.

I see you're trying to describe all those events step by step, but I think starting interstellar space colonization in 2250 or earlier would have been much more plausible giving the extent of Terran colonies outside Sol at the time of FS1 and, more importantly, FS2. IMHO 21 years just don't seem enough to raise notable colonies outside Sol unless some sort of mass emigration occurred.

2) FREDding was good and the missions were playable, but I'd like to see improvements in the future. More in-mission cutscenes, for example, may help turning this into the best campaign ever.
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Re: TVWP Act II Demo Release
Spoiler:
1) Why did space colonization outside Sol started so late? 2314... only two decades before FS1 and some seven years before the beginning of the Terran-Vasudan War. I've always thought it started much earlier, with billions and billions of Terrans living outside Sol at the time of FS1.
Not really.  Capella, one of the most prosperous Terran colonies, only had a few hundred million inhabitants at the end of FS2, and it has been stated (also in FS2) that Sol has more inhabitants and more infrastructure than the rest of the Terran worlds put together.
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Offline Commander Zane

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Re: TVWP Act II Demo Release
A good set missions, though I still have gripes about things from the previous Act, none of which are mission-related.
There's the Kestrel not having a canopy, some others have said it before and it was kind of funny seeing it the first time, but the two biggest things are the weapons, I always felt the weapons should have more diveristy in sounds, instead of three or four weapons having the same sound. Then there's also the distance at which they can be heard, there's no gap between [You can hear it this much at this distance] and [You hear it all the way at this distance], it's simply all-out, the moment you're in that range you can't tell if an enemy is one Klick away from you or five meters from your face.

Okay so far I do have one mission complaint, the blockade mission (Third mission), there's two Carriers in the field, why don't they do anything to help take down the ships trying to escape? I watched the second Frigate pass by without either Carrier lifting a finger.

 

Offline Mobius

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Re: TVWP Act II Demo Release
The evacuation of Capella started when the first Sathanas was about to enter the system, and I don't remember wheter or not the evacuation was stopped shortly after the destruction of that juggernaut (it may have been continued for safety reasons, who knows). Considering the time gap between the first Sathanas encounter and Capella's destruction, it's possible that most Capellans weren't at home when the Sathanas fleet approached their system. At least, that's what I think.


In other words, I don't think those 200 million Capellans were 100% of Capella's original population. Additionally, I don't even remember any canon source stating that Capella was one of the most populated Terran systems in GTVA space.

Does anyone mind clarifying this? If you're right, then TVWP got everything right. :)
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Offline General Battuta

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Re: TVWP Act II Demo Release
The evacuation was explicitly continued. Know Your Canon.

Capella was explicitly stated to be one of the most populous systems in GTVA space. Know Your Canon.

SpardaSon is right.

 

Offline General Battuta

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Re: TVWP Act II Demo Release
Here you go, by the way:

Quote
A small task force will oversee the demolition of the Knossos while the bulk of the allied fleet blockades the jump node leading to the densely-populated Capella system. Command has begun the process of evacuating the two hundred fifty million civilians inhabiting Capella, the largest exodus since the Great War. The Colossus will remain in that system to engage the Sathanas should we fail.

 

Offline Mobius

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Re: TVWP Act II Demo Release
So... "only" 50 million Capellans were successfully evacuated after the first Sathanas encounter? I thought GTVA transports were much more efficient...  :shaking:

Yep, TVWP's approach on interstellar space colonization is definitely a plausible one. You were right.  :nod:
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Offline Goober5000

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Re: TVWP Act II Demo Release
1) Why did space colonization outside Sol started so late? 2314... only two decades before FS1 and some seven years before the beginning of the Terran-Vasudan War. I've always thought it started much earlier, with billions and billions of Terrans living outside Sol at the time of FS1.
According to the FS Ref Bible, "subspace travel" was only discovered in 2313.  TVWP fudges this to "intersystem subspace travel".  There isn't much wiggle room.

Know Your Canon, as Battuta said.

 

Offline Snail

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Re: TVWP Act II Demo Release
250 million is the population of Capella, a "densely populated system" in 2367. I don't find it too hard to accept that Sol still holds the bulk of the Terran population.

Also:

Quote
To date, Terrans have successfully colonized twelve worlds outside of the Sol system. Outposts have been established on fifteen other planets and moons throughout the known galaxy.
FS1 gives us a rather detailed overview of the extent of colonization.

 

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Re: TVWP Act II Demo Release
Thank you very much, I completely forgot about those canon sources! :yes:
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Offline T-Man

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Re: TVWP Act II Demo Release
I always imagined the overpopulation of Sol to be a main driving force behined the U-war and the GTA's mass expansion; virtually every planet, and moon was populated to their limits, and demand for space\asteroid-based colonies was stripping supportable supply. New systems with fully or even partly habitable worlds and resources are a quick'n'cheap solution; spread out the populations and slice the burden for everyone. Despite those movements though, i can certainly imagine Sol having a huge population compared to the rest of the GTA. Even with populations of 250 mil and below in other systems, Sol would still be teeming.

FS1 didn't mention it much in its background so we can't be sure and i might be wrong, but i can imagine it if you consider how sacrily quickly human populations grow. Apparently a little nation like the UK has a population over 61 million, and the US 307 million (2008 numbers apparently, quick search on google). If each pair have two kids/thats approx 122million and 614 million. Then take into account 200 years, advances in medical tech and the likely risen quality of life (aka longer life) and your talking trillions just on one planet, and we haven't even considered China yet! :shaking:

And i thought 250 million was too high when i first heard it... now it seems pathetic! :lol:

« Last Edit: September 06, 2010, 10:17:17 am by T-Man »
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Re: TVWP Act II Demo Release
Yeah, exactly.

It's worth noting that human population increased by 500% in the past century and is continuing to increase. Space colonization will boost the process. :)
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Offline General Battuta

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Re: TVWP Act II Demo Release
I concur that Sol's population was probably pushing its limits, but the non-Earth bodies probably weren't that heavily populated compared to Earth itself. The carrying capacities of most artificial or engineered habitats were probably very low by comparison, probably in the low millions at the most optimistic.

Once node travel opened up, moving populations directly to Earthlike worlds would probably have been a better solution than struggling to eke a living out of these hostile environments.

So not only is most of the human population probably in Sol, as T-Man said, but most of the Solar population is probably on Earth.

 
Re: TVWP Act II Demo Release
I just downloaded this tonight and from the amount I have been able to play I like it a lot. Unfortunately after the second training mission where you have to go kill the pirates I get a mission failure even though I completed it. I've read similar posts in this thread but I must be missing the solution. I'm running 3.6.12. Here's the debug log.

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.
==========================================================================
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -mipmap
  -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 TVWP
  -window
Building file index...
Found root pack 'C:\Games\FreeSpace2\TVWP\TVWP-enhanced.vp' with a checksum of 0x37a7d5b9
Found root pack 'C:\Games\FreeSpace2\TVWP\TVWP-interface.vp' with a checksum of 0x158330d4
Found root pack 'C:\Games\FreeSpace2\TVWP\TVWP-missions.vp' with a checksum of 0x1da99796
Found root pack 'C:\Games\FreeSpace2\TVWP\TVWP-models.vp' with a checksum of 0xeed41bf4
Found root pack 'C:\Games\FreeSpace2\TVWP\TVWP-movies.vp' with a checksum of 0x1b53b12f
Found root pack 'C:\Games\FreeSpace2\TVWP\TVWP-normal.vp' with a checksum of 0xbae77fb9
Found root pack 'C:\Games\FreeSpace2\TVWP\TVWP-root.vp' with a checksum of 0xfcc19a1a
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\TVWP\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\TVWP\TVWP-enhanced.vp' ... 244 files
Searching root pack 'C:\Games\FreeSpace2\TVWP\TVWP-interface.vp' ... 1342 files
Searching root pack 'C:\Games\FreeSpace2\TVWP\TVWP-missions.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\TVWP\TVWP-models.vp' ... 126 files
Searching root pack 'C:\Games\FreeSpace2\TVWP\TVWP-movies.vp' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\TVWP\TVWP-normal.vp' ... 101 files
Searching root pack 'C:\Games\FreeSpace2\TVWP\TVWP-root.vp' ... 234 files
Searching root 'C:\Games\FreeSpace2\' ... 25 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 18 roots and 9092 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1360x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon HD 4300/4500 Series
  OpenGL Version    : 3.3.10061 Compatibility Profile Context

  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".
  Found special extension function "wglSwapIntervalEXT".

  Initializing Shaders Manager...
  Loading and compiling main shaders...
    Compiling main shader ->  null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ...
      Shader file(s) (null-v.sdr / null-f.sdr) not found!
      Shader in_error!  Disabling GLSL!
  Shaders Manager initialized.

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 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.
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.
ANI 2_radar1 with size 209x170 (33.6% wasted)
CFILE: Created new directory 'C:\Games\FreeSpace2\TVWP\data\'
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'tvwp-turretangle-shp.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 281
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
WARNING!, Could not load misc 2_title anim in main hall
ANI 2_Exit.ani with size 265x51 (20.3% wasted)
ANI 2_Pilot.ani with size 265x51 (20.3% wasted)
ANI 2_Continue.ani with size 265x51 (20.3% wasted)
ANI 2_Techdata.ani with size 265x51 (20.3% wasted)
ANI 2_Options.ani with size 265x51 (20.3% wasted)
ANI 2_Campaign.ani with size 265x51 (20.3% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 834x258 (49.6% wasted)
ANI 2_Loading.ani with size 834x258 (49.6% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xfd7f303a, IBX checksum: 0x548e1daa -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 300
SHOCKWAVE =>  Loading default shockwave animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'TVWPch1t02.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: Station recovery team
Starting mission message count : 205
Ending mission message count : 206
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'viper.pof'
IBX: Found a good IBX to read for 'viper.pof'.
IBX-DEBUG => POF checksum: 0x0b039618, IBX checksum: 0x6d2fafc6 -- "viper.pof"
Loading model 'exos-main.pof'
IBX: Found a good IBX to read for 'exos-main.pof'.
IBX-DEBUG => POF checksum: 0xbd0da685, IBX checksum: 0x2be7e6ca -- "exos-main.pof"
Potential problem found: Unrecognized subsystem type 'tower', believed to be in ship exos-main.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship exos-main.pof
Allocating space for at least 4 new ship subsystems ...  a total of 200 is now available (4 in-use).
Loading model 'tigris.pof'
IBX: Found a good IBX to read for 'tigris.pof'.
IBX-DEBUG => POF checksum: 0x12c3cbea, IBX checksum: 0xef77fb99 -- "tigris.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x61d2eb2b, IBX checksum: 0x6056e7e8 -- "navbuoy.pof"
Loading model 'freighter03.pof'
CFILE: Created new directory 'C:\Games\FreeSpace2\TVWP\data\cache\'
IBX: Starting a new IBX for 'freighter03.pof'.
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship freighter03.pof
Submodel 'boarb' is detail level 1 of 'boara'
Submodel 'boarc' is detail level 2 of 'boara'
Submodel 'board' is detail level 3 of 'boara'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster04b' is detail level 1 of 'thruster04a'
Submodel 'thruster04c' is detail level 2 of 'thruster04a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Submodel 'turretb' is detail level 1 of 'turreta'
Submodel 'turretc' is detail level 2 of 'turreta'
Submodel 'gun01b' is detail level 1 of 'gun01a'
Submodel 'gun01c' is detail level 2 of 'gun01a'
Submodel 'turretb-destroyed' is detail level 1 of 'turreta-destroyed'
Submodel 'turretc-destroyed' is detail level 2 of 'turreta-destroyed'
Loading model 'cargo02.pof'
IBX: Starting a new IBX for 'cargo02.pof'.
Submodel 'transport02c-cargo' is detail level 2 of 'transport02a-cargo'
Submodel 'transport02b-cargo' is detail level 1 of 'transport02a-cargo'
Submodel 'transport02d-cargo' is detail level 3 of 'transport02a-cargo'
Loading model 'shrike.pof'
IBX: Found a good IBX to read for 'shrike.pof'.
IBX-DEBUG => POF checksum: 0x449349e6, IBX checksum: 0x403a122d -- "shrike.pof"
Loading model 'transport01.pof'
IBX: Starting a new IBX for 'transport01.pof'.
WARNING: "Not all subsystems in model "transport01.pof" have a record in ships.tbl. This can cause game to crash.  List of subsystems not found from table is in log file." at modelread.cpp:633
Subsystem turret01 in model was not found in ships.tbl!
Turret object not found for turret firing point in model
Submodel 'transport01b-hull' is detail level 1 of 'transport01a-hull'
Submodel 'transport01c-hull' is detail level 2 of 'transport01a-hull'
Submodel 'transport01d-hull' is detail level 3 of 'transport01a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
Submodel 'thruster04b' is detail level 1 of 'thruster04a'
Submodel 'thruster04c' is detail level 2 of 'thruster04a'
Loading model 'damocles.pof'
IBX: Found a good IBX to read for 'damocles.pof'.
IBX-DEBUG => POF checksum: 0x528d9138, IBX checksum: 0x765e720d -- "damocles.pof"
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship damocles.pof
Loading model 'TerranDrone.pof'
IBX: Found a good IBX to read for 'TerranDrone.pof'.
IBX-DEBUG => POF checksum: 0x8d45fe44, IBX checksum: 0xa00f476a -- "TerranDrone.pof"
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 35x35 (45.3% wasted)
ANI 2_energy2 with size 45x94 (26.6% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x303 (40.8% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 48x54 (15.6% wasted)
ANI targhit1 with size 50x35 (45.3% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 50x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% 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 netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x2746ad28 -- "starfield.pof"
Model starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
=================== STARTING LEVEL DATA LOAD ==================
ANI 2_Loading.ani with size 834x258 (49.6% wasted)
Loading model 'support2t-01.pof'
IBX: Starting a new IBX for 'support2t-01.pof'.
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'thruster03b' is detail level 1 of 'thruster03a'
Submodel 'thruster03c' is detail level 2 of 'thruster03a'
About to page in ships!
ANI HL-Shrike with size 112x93 (27.3% wasted)
ANI HL-Viper with size 112x93 (27.3% wasted)
ANI HL-HeaVBomb with size 112x93 (27.3% wasted)
ANI HL-Cargopod with size 112x93 (27.3% wasted)
Loading model 'halberd.pof'
IBX: Found a good IBX to read for 'halberd.pof'.
IBX-DEBUG => POF checksum: 0x852e3318, IBX checksum: 0x756a550b -- "halberd.pof"
Submodel 'realfury-b' is detail level 1 of 'realfury-a'
Submodel 'realfury-c' is detail level 2 of 'realfury-a'
Loading model 'bullet.pof'
IBX: Found a good IBX to read for 'bullet.pof'.
IBX-DEBUG => POF checksum: 0x6d1e63a2, IBX checksum: 0xd88a8c92 -- "bullet.pof"
Loading model 'rockeye.pof'
IBX: Starting a new IBX for 'rockeye.pof'.
Submodel 'rockeye-b' is detail level 1 of 'rockeye-a'
Submodel 'rockeye-c' is detail level 2 of 'rockeye-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'harbinger.pof'
IBX: Starting a new IBX for 'harbinger.pof'.
Submodel 'realharbinger-b' is detail level 1 of 'realharbinger-a'
Submodel 'realharbinger-c' is detail level 2 of 'realharbinger-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'tempest.pof'
IBX: Starting a new IBX for 'tempest.pof'.
Submodel 'realtempest-b' is detail level 1 of 'realtempest-a'
Submodel 'realtempest-c' is detail level 2 of 'realtempest-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'infyrno.pof'
IBX: Starting a new IBX for 'infyrno.pof'.
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'belial.pof'
IBX: Starting a new IBX for 'belial.pof'.
Submodel 'belialreal-b' is detail level 1 of 'belialreal-a'
Submodel 'belialreal-c' is detail level 2 of 'belialreal-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'cmeasure01.pof'
IBX: Starting a new IBX for 'cmeasure01.pof'.
Loading model 'hornet.pof'
IBX: Starting a new IBX for 'hornet.pof'.
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'debris01.pof'
IBX: Starting a new IBX for 'debris01.pof'.
Loading model 'debris02.pof'
IBX: Starting a new IBX for 'debris02.pof'.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_Loading.ani with size 834x258 (49.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 35x35 (45.3% wasted)
ANI 2_energy2.ani with size 45x94 (26.6% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x303 (40.8% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 48x54 (15.6% wasted)
ANI targhit1.ani with size 50x35 (45.3% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 50x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI HL-Shrike.ani with size 112x93 (27.3% wasted)
ANI HL-Viper.ani with size 112x93 (27.3% wasted)
ANI HL-HeaVBomb.ani with size 112x93 (27.3% wasted)
ANI HL-Cargopod.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP265x51+16'
User bitmap 'TMP265x51+16'
User bitmap 'TMP265x51+16'
User bitmap 'TMP265x51+16'
User bitmap 'TMP265x51+16'
User bitmap 'TMP265x51+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1311/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 405,  Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI m72-1 with size 57x25 (21.9% wasted)
ANI iconInstall with size 130x91 (28.9% wasted)
ANI FadeiconInstall with size 130x91 (28.9% wasted)
ANI FadeiconInstall.ani with size 130x91 (28.9% wasted)
ANI icont-cruiser with size 70x18 (43.8% wasted)
ANI FadeiconT-cruiser with size 70x18 (43.8% wasted)
ANI FadeiconT-cruiser.ani with size 70x18 (43.8% wasted)
ANI iconhighlight07 with size 144x144 (43.8% wasted)
ANI iconhighlight07.ani with size 144x144 (43.8% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
ANI iconhighlight02 with size 164x164 (35.9% wasted)
ANI iconhighlight02.ani with size 164x164 (35.9% wasted)
ANI icont-bomberW with size 45x73 (43.0% wasted)
ANI Fadeicont-BomberW with size 45x73 (43.0% wasted)
ANI Fadeicont-BomberW.ani with size 45x73 (43.0% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
Frame  0 too long!!: frametime = 30.029 (30.029)
ANI iconInstall.ani with size 130x91 (28.9% wasted)
Got event GS_EVENT_OPTIONS_MENU (8) in state GS_STATE_BRIEFING (10)
Frame  0 too long!!: frametime = 0.730 (0.730)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_OPTIONS_MENU (5)
Freeing all existing models...
... Log closed, Tue Sep 07 22:37:52 2010
Did you hear that fellas? She says I have a Meritorious Unit.

 

Offline T-Man

  • Moderator
  • 210
  • I came... I saw... I had a cuppa!
Re: TVWP Act II Demo Release
I just downloaded this tonight and from the amount I have been able to play I like it a lot. Unfortunately after the second training mission where you have to go kill the pirates I get a mission failure even though I completed it. I've read similar posts in this thread but I must be missing the solution. I'm running 3.6.12. Here's the debug log.
http://www.hard-light.net/forums/index.php?topic=70424.0

Yes, this is an acknowledged bug that will be fixed in the next release.  I apologize for the delay. :(  In the meantime, you can click on the "skip mission" button in the briefing, and you'll move to the next mission without missing anything.
As Goob said. Likely a mistake in the FREDing of the mission. Our bad. :nervous:
Also goes by 'Murasaki-Tatsu' outside of Hard-Light

UEF fanboy. Rabid Imagination.

 
Re: TVWP Act II Demo Release
Is this act 2 or a demo of act 2? The titles are kinda confusing.

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
Re: TVWP Act II Demo Release
Act 2.

 

Offline Solatar

  • 211
Re: TVWP Act II Demo Release
Originally, years ago, the Unification War was supposed to be a demo for the actual Terran-Vasudan War.  It eventually expanded to its own chapter, but as a result the word demo gets thrown in a lot.

 

Offline InsaneBaron

  • 29
  • In the CR055H41R2
I just downloaded and started it. Pretty good so far.

The campaign room lists THREE parts. I thought we only had two? :confused:

Apart from that: this is a hard campaign, but once you get the hang of it it's quite fun.

Biggest gripe: The Falcon is terrible. TAKE THE SHRIKE.
Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world — "No, you move." - Captain America

InsaneBaron's Fun-to-Read Reviews!
Blue Planet: Age of Aquarius - Silent Threat: Reborn - Operation Templar - Sync, Transcend, Windmills - The Antagonist - Inferno, Inferno: Alliance