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FreeSpace Releases => Mission & Campaign Releases => Topic started by: NeonShivan on August 08, 2014, 12:43:20 am

Title: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 08, 2014, 12:43:20 am
I am proud to announce that Dusk Wars Act II, after a year of hard work/procrastination (I will not lie, I have procrastinated) is ready for release, but before I go on, I must say that I have tried my best to ensure that credit is given where it is due (credits text document in Act II's folder) and I have ensured to the best of my ability that the mod has been bug tested as much as possible, but I cannot promise an entirely bug free experience, some bugs may have slipped under my nose. Beyond that, I am certain that you will enjoy Act II.

I am also happy to announce that Dusk Wars Act I has been renovated in the graphics department, gameplay will remain generally the same and I do not intend to change it.

Story Thus Far:

A few months have passed since the Bal'ran have retaken their core systems of Soci, New Soci, and Xhi-Ceti but your shore leave has come to an end. Their crusade must continue to reclaim their lost worlds, but darkness awaits our fellow Bal'ran, but not just from the outside but from within.

Act I
Download Link: http://www.mediafire.com/download/1asbxcq82qxn0k0/Revamped.rar

Act II

Download Link: http://www.mediafire.com/download/l8yb4rzkn0avrlb/DWA2+Full+Fix.rar

Do inform me if there are any more issues.


Installation Instructions:

*Extract Dusk Wars Act I to your Freespace 2 Directory
*Run the Launcher, go to the Mod tab
*Press "Select Mod" and select the "Dusk Wars" folder and press Ok
*Press apply at the bottom of the launcher and press ok (or press run if you wish to play the mod right now, man aren't you eager!)
*Enjoy

Known Bugs:

There are two, so far, known bugs that aren't show stopping but may cause slight frustration. I have attempted to fix these issues with various events and/or balance changes but to no avail.

Spoiler:
Mission 13: The Navitas' frontal turret sometimes gets destroyed at the start of the mission, resulting in the mission to be much harder then it needs to be.
Mission 18: The Eclaireur may sometimes get destroyed via unstoppable means but remains beatable (to my knowledge).

However if Mission 18 has been proven to be unbeatable after 3 tries, you have the ability to cheat to pass but please report it here so a balanced version is prepared.


If any more bugs appear or errors come up, please alert me in this forum or PM me and a fix will be made available.

Special Thanks To:

Triikor, for testing the campaign for me.
Darkmatter aka StargateSpankyHam (If I got that right...), for providing new Vasudan textures for the Andvari

Credits:

Please see credits.txt in the DWA2 folder.


Changes from DWA1 Initial:

New race added - the Andvari
New fighter added - Serio (Originally for a stealth mission but was ultimately cut, you should have the ability to fly this in the late campaign however)
New Weapon Effects
Updated message.tbl to work with current release build

Requirements to run:

Mediavps 3.6.12 (Sorry, no 2014 for this guy)
Freespace 2 Open 3.7.2 RC 3 Build (Not tested with nightly builds)
Launcher 5.5g or later

It is recommended to create your own pilot for Dusk Wars Act 1 or 2.

Dusk Wars have been created under Fair Use. This is a non-profit development, people are free to modify the modification to whatever they see fit for as long as it is for non-profit use and credit is properly given.



With the release of Dusk Wars Act II, two new projects will soon surface on Hard-Light Productions based upon the Dusk Wars plotline, as we continue to follow the galaxy's path to destruction! One of them, was already announced some time ago; Dusk Wars: Andvari Confict!

Thank you all and I do hope you enjoy Dusk Wars Act II!
Title: Re: RELEASE: Dusk Wars Act II
Post by: Nyctaeus on August 08, 2014, 09:43:25 am
Congrats :). Downloading!

EDIT: After 5 missions I can only say I like it so far. With pretty old-school mission design, I enjoy slaughtering the enemies with heavy fighter armed with two Kratos cannons. Also I love Bal'Ran arsenal and beam sounds.

The only thing I can complain on is music choice. There is way too much BP music in Dusk Wars. I have this strange feeling every time when I hear WoA that tells me "Wait, what? I smashed Carthage listening last week!". Some of the music you used is way too related to WiH. Also some music just does not fit to missions, like in the one with Bal'Ran supply depot and disabled Iraklion-class cruiser. Second Reality plays here and brings grim feel about unavoidable defeat, while there are only few wings of shivan fighters.

Technicaly I found no significant bugs. Everything runs smooth and correctly. I will provide some more feedback when I finish the campaign.
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 08, 2014, 01:41:16 pm
Quote
Second Reality plays here and brings grim feel about unavoidable defeat, while there are only few wings of shivan fighters.

All in a learning experience, wasn't exactly an atmosphere I was trying to go for :)

Also...my attempt to create a unique race using a Shivan backbone has clearly failed...will need to make them more unique in future releases :D
Title: Re: RELEASE: Dusk Wars Act II
Post by: Mongoose on August 08, 2014, 03:21:06 pm
Highlighted, because I can!
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 08, 2014, 04:49:18 pm
Highlighted, because I can!

Quoting you because I can!

Hope you enjoy Dusk Wars and thank you :).
Title: Re: RELEASE: Dusk Wars Act II
Post by: Nick123q23 on August 08, 2014, 10:47:57 pm
I stopped lurking just to ask you, what is dusk wars? It certainly sounds interesting.
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 08, 2014, 11:00:39 pm
I stopped lurking just to ask you, what is dusk wars? It certainly sounds interesting.

[Insert Welcome to HLP Poster here]

What an excellent question, Dusk Wars is a modification for Freespace 2, a set of campaigns set in a universe completely different from the Freespace 2 universe with its own models, weapons, sound effects and assets.
Title: Re: RELEASE: Dusk Wars Act II
Post by: Knarfe1000 on August 09, 2014, 06:51:56 am
The download doesn´t start   :confused:

"File not found on server" error message.
Title: Re: RELEASE: Dusk Wars Act II
Post by: Nyctaeus on August 09, 2014, 08:13:43 am
Quote
Second Reality plays here and brings grim feel about unavoidable defeat, while there are only few wings of shivan fighters.

All in a learning experience, wasn't exactly an atmosphere I was trying to go for :)

Also...my attempt to create a unique race using a Shivan backbone has clearly failed...will need to make them more unique in future releases :D
Yeah, Anshari are just... Too shivan. I have this awkward feel when I'm fighting them. When I want to feel that I fight Anshari, I feel like during ordinary fight with classic shivans. Bal'ran are better in that case. Windu beams rlz :D.

People said that storyline and missions are much more important than ships. This situation leads me to different conclussion. I can say: Indeed, storyline and missions are the most important, bur proper fleet is important as well.

Maybe try with some recoloured Nightmares, "white" shivans or something.
Title: Re: RELEASE: Dusk Wars Act II
Post by: Nick123q23 on August 09, 2014, 08:25:08 am
Played through to mission 22 of act II, it's like playing ASW with beams and a bunch of homeworld references. Really fun and enjoyable, though I did encounter one problem,

In the very second mission of act I, the mission is nearly impossible to complete without either you dieing or the pylos exploding. They're just too many damn bombers and those dragon-esque fighters preventing you to focus on the bombers. Wing men in that mission die near instantly after the demon's engines are holed and the bombers abandon the scene. I ran it on very easy, it still happened.
Other than that, every other mission had balanced difficulty.

Also, a nitpick if you care about them, the tech room doesn't display all the ships, like the demon,scorpion and shaitan, and some bal'ran ships
Title: Re: RELEASE: Dusk Wars Act II
Post by: CapellaGoBoom on August 09, 2014, 11:11:50 am
Code: [Select]
Too many beam sections for weapon SVas - max is 5
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! SCP_DumpStack + 354 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! Warning + 416 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! parse_weapon + 13937 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! parse_weaponstbl + 172 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! parse_modular_table + 267 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! weapon_init + 101 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! game_init + 1741 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! game_main + 519 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! WinMain + 330 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_7_2_RC3-DEBUG.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes


I'm having major problems running the mod. Act 1 is fine but Act 2 is not. I installed them correctly, have the latest mod launcher for freespace, as well as MVPs 3612  :confused:
Title: Re: RELEASE: Dusk Wars Act II
Post by: AdmiralRalwood on August 09, 2014, 11:20:23 am
Code: [Select]
Too many beam sections for weapon SVas - max is 5
That's a Warning, not an Error; if you hit "no" on the window that pops up, it will continue onwards, and if you run a Release build instead of a Debug build, it won't even mention it to you (Debug builds are really not recommended for normal gameplay).
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 09, 2014, 11:33:14 am
Also, a nitpick if you care about them, the tech room doesn't display all the ships, like the demon,scorpion and shaitan, and some bal'ran ships

Damn, I knew I forgot to do something lol, will need to fix that but as you said it's a bit of a nitpick so it's not very important.
Title: Re: RELEASE: Dusk Wars Act II
Post by: CapellaGoBoom on August 09, 2014, 11:40:14 am
Code: [Select]
Code: [Select]
Too many beam sections for weapon SVas - max is 5
That's a Warning, not an Error; if you hit "no" on the window that pops up, it will continue onwards, and if you run a Release build instead of a Debug build, it won't even mention it to you (Debug builds are really not recommended for normal gameplay).


Invalid Species Bal'ran defined in table entry for ship BF Serio.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_2_RC3.exe! <no symbol>
fs2_open_3_7_2_RC3.exe! <no symbol>
fs2_open_3_7_2_RC3.exe! <no symbol>
fs2_open_3_7_2_RC3.exe! <no symbol>

I ran the game itself before I used the debug and kept getting these errors. I kept pressing OK and eventually got into the game. I tried starting the campaign but got a bunch of warnings and then the game crashed
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 09, 2014, 11:59:43 am
Alright, three things:

1. Did you extract Dusk Wars Act 1 and Act 2 into your Freespace 2 folder?

2. Is the mod.ini in the Dusk Wars Act 2 folder set up like this:

Code: [Select]
[launcher]
image255x112 = dusk.bmp;
modname      = Dusk_Wars Act II
infotext     = As the Bal'ran begin to push the Anshari Empire back beyond the Perseus Veil, a dark weapon will soon be unleashed.

[multimod]
secondarylist = Dusk_Wars,mediavps_3612;

3. Are you using Media VP 3.6.12?
Title: Re: RELEASE: Dusk Wars Act II
Post by: CapellaGoBoom on August 09, 2014, 12:08:40 pm
Alright, three things:

1. Did you extract Dusk Wars Act 1 and Act 2 into your Freespace 2 folder?

2. Is the mod.ini in the Dusk Wars Act 2 folder set up like this:

Code: [Select]
[launcher]
image255x112 = dusk.bmp;
modname      = Dusk_Wars Act II
infotext     = As the Bal'ran begin to push the Anshari Empire back beyond the Perseus Veil, a dark weapon will soon be unleashed.

[multimod]
secondarylist = Dusk_Wars,mediavps_3612;

3. Are you using Media VP 3.6.12?

Problem solved...what I like to do is create separate folders in my freespace2 directory because I tend to get worried about conflicts with so many mods in 1 place. I guess putting this mod into the main FS2 folder itself did not create any strange conflicts for me. I just ran act 2 and the splash screens started popping up and it works. I probably should not be such a worry wart but I have had problems with conflicts in the past and I had to start making subfolders as a precaution
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 09, 2014, 03:16:36 pm
Good to see that your problem has been solved :D
Title: Re: RELEASE: Dusk Wars Act II
Post by: CapellaGoBoom on August 09, 2014, 08:22:21 pm
Bug report: "Collapse of the Boundaries" fails even after objectives have been completed. I could not skip it even after 5 tries
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 09, 2014, 10:27:21 pm
Good to see that your problem has been solved :D

There seems to have been an issue with the campaign file, silly me, a fix will be readied for the public shortly.

Sorry about that.

EDIT: A fix has been made available, just follow the instructions above. Sorry again!
Title: Re: RELEASE: Dusk Wars Act II
Post by: CapellaGoBoom on August 10, 2014, 11:39:32 am
Bug report: "Fall of Rome 1" doesn't end after all enemies die. Only the 1st primary objective is acknowledged. Sorry to burst your bubble man  :(
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 10, 2014, 12:10:43 pm
Bug report: "Fall of Rome 1" doesn't end after all enemies die. Only the 1st primary objective is acknowledged. Sorry to burst your bubble man  :(

If anyone else can confirm this because this mission should be working the way it should.

Sometimes events don't like to work the way you want them to...

...The mod will be pulled down and scavenged for errors and will be retested.
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on August 10, 2014, 02:16:12 pm
Darn, I just downloaded it last night and now I see this.  :p
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on August 10, 2014, 03:34:13 pm
If I may make a minor suggestion: 

Since it seems to be DWA2 people are having trouble with, maybe just re-release that instead of the whole package (DWA1 and DWA2) so people don't have as much to redownload?
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 10, 2014, 04:29:34 pm
If I may make a minor suggestion: 

Since it seems to be DWA2 people are having trouble with, maybe just re-release that instead of the whole package (DWA1 and DWA2) so people don't have as much to redownload?

Think I'll do that, a download link will be available soon.
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 11, 2014, 10:43:49 am
Dusk Wars Act 1's Graphical Update has been added to the download link section in the main post.

Dusk Wars Act 2 should be available again at some point before Wednesday. Sorry for the inconvenience.
Title: Re: RELEASE: Dusk Wars Act II
Post by: Master_of_the_blade on August 11, 2014, 11:34:52 am
Need testers?
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 11, 2014, 11:43:27 am
Need testers?

I can handle the bug fixing and testing myself but thank you for the offer :)
Title: Re: RELEASE: Dusk Wars Act II
Post by: CapellaGoBoom on August 11, 2014, 11:48:58 am
should the current build be deleted from our FS2 directories? or just overwrite?
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 11, 2014, 01:40:12 pm
should the current build be deleted from our FS2 directories? or just overwrite?

You can overwrite it if you wish, the only change between this DWA1 and the original is a slight change to the sound.tbl for a small little mistake was discovered.
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on August 11, 2014, 01:59:51 pm
I downloaded your complete package (DWA1 and DWA2). 

I know DWA2 will be fixed so I shouldn't use that folder, but should I be able to keep the DWA1 folder and still get the upgraded DWA1 experience?
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 11, 2014, 04:51:41 pm
I downloaded your complete package (DWA1 and DWA2). 

I know DWA2 will be fixed so I shouldn't use that folder, but should I be able to keep the DWA1 folder and still get the upgraded DWA1 experience?

DWA1 adds graphical improvements that is essential for DWA2 to run, it is recommended to get the DWA1 folder that is currently available for download.
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on August 11, 2014, 04:57:29 pm
I downloaded your complete package (DWA1 and DWA2). 

I know DWA2 will be fixed so I shouldn't use that folder, but should I be able to keep the DWA1 folder and still get the upgraded DWA1 experience?

DWA1 adds graphical improvements that is essential for DWA2 to run, it is recommended to get the DWA1 folder that is currently available for download.


Just to be clear, this "revamped" folder that's currently in the OP is DWA1 and DWA2 will be re-released at some point (hopefully in the near future)?
Title: Re: RELEASE: Dusk Wars Act II
Post by: Nyctaeus on August 11, 2014, 04:58:41 pm
I have crash in Fortune's Turn. Briefing, Team Loadout works fine. Game crashes when I launch the mission itself. Too bad, I really liked previous misions with cool, exotic music :P.
Title: Re: RELEASE: Dusk Wars Act II
Post by: BritishShivans on August 11, 2014, 07:18:44 pm
I'm really not sure why people keep giving Dusk Wars such positive reviews. For whatever reason I've been playing through this and while DWA1 is amazingly stable, DWA2 is incredibly crash prone. I've had at least 6 crashes, before I hit a mission where it finally just froze outright and can't be progressed past with persistence. I believe it's the mission after those Attis guys are all "yo **** this rebellion" and there's a bunch of destroyers and a Akrotiri close together.

Either way, I'm going to be collecting some debug logs for this later, but case in point:

DWA1 and DWA2 feature incredibly repetitive missions. While I like being able to get a ton of kills like everyone else, I got bored of the "go here, kill this" type stuff. In addition, while I'm not as pissy about music as some people are on this forum, DW doesn't know when to use the right music. If there's a cool track, DW will blast it until it loses it's oomph. I'm still amazed by how little feeling a great deal of the tracks used in BP have in DW. There is also amazingly bad balance - So many times have I ruined the tone of a mission by murdering everything with my copypasta'd ASW weapons? Overwhelming force? What overwhelming force?

In addition, the story is.... terrible. Who are we even fighting for? Why are these Not-Shivans just... lame Shivans, except they talk? What is with all the Halo and Homeworld references?

I mean, it's *hard* to make new races, but these Boringans or whatever they're called again are just Ancients from ASW except religious and with funny colors. The Anshari are just Shivans who sometimes backstab each oher and sometimes talk. There is so much here that could be done to make them feel *actually* alien, but it's mostly just lame stuff.

I'd write a better criticism, but right now I haven't been feeling too well, so that's going to wait until I can word things better.

Really man, the fact that you've made this all on your own indicates you can make something *amazing*, like Spoon did with WoD. But it's like you're not even trying.
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 12, 2014, 11:17:59 am
Quote
Really man, the fact that you've made this all on your own indicates you can make something *amazing*, like Spoon did with WoD.

I appreciate the fact that you think I can measure up to someone like Spoon but lets be quite honest, I can't. I also appreciate your views on the mod and I do agree, I could have done better and I'll be honest, I'm not quite proud of it. But I refuse to let it just drop dead so I decided to finish it up as much as I can and release it.

What can be done now though, is improve on the mistakes I've made with DWA2 and make sure they aren't made again in future releases, and I'm glad you're being outright on the problems I've made in my storytelling and ability to project a certain, feel, per say for the races and I'll try better next time.

Title: Re: RELEASE: Dusk Wars Act II
Post by: Nyctaeus on August 12, 2014, 01:27:39 pm
Meh, I deleted WoD from my HD after first launch of intro and I've never seen menu to be honest :P. Despite that I'm not saying that WoD is bad. Everything is depending on personal preferences, but I have to admit one thing. Universe of DW requires much more work. Not because it's bad, but it's just pretty simple for today's standards. All three races are pretty generic and there is nothing that makes them sophisticated or even "alien". In case of storyline of DW2, there is only thing that lacked so far - some twist of action during first part of campaign [to Attis rebelion]. Just random missions all the time without any deep storyline as a background. I would like to see some intrigues, secret plans and other "mysterious" things here.
Title: Re: RELEASE: Dusk Wars Act II
Post by: Lorric on August 12, 2014, 01:44:15 pm
Meh, I deleted WoD from my HD after first launch of intro and I've never seen menu to be honest :P.
Nooooooooooo... :shaking:

The description and opening movie make the game look silly and half-baked. And the ship models in the opening are far inferior to their models in the game. Anyone reading should not be fooled by these.
I knew that intro was dangerous... :(

I urge you to give Wings of Dawn a chance. The first mission is also a huge red herring in terms of fooling you into thinking it's not going to be that good, so at least play past that if you do.

Apologies to BTA for non-Dusk Wars related post.
Title: Re: RELEASE: Dusk Wars Act II
Post by: Nyctaeus on August 12, 2014, 02:09:32 pm
Subspace fluctuations in my stomach caused by anime-themed music and stuff effectively prevents me from touching anything like this. I would rather leave productions like this to people who likes anime-themed mods. Also my project calls me :P.

Now let's get BTA his thread back.
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 12, 2014, 02:37:28 pm
lol to be quite honest I wouldn't care, a WoA discussion would of kept this thread busy, however I think the gods of this forum section, Turey and achtung or the mighty Zeus of HLP: The E would probably disapprove of such...

Title: Re: RELEASE: Dusk Wars Act II
Post by: est1895 on August 12, 2014, 09:02:54 pm
Is the Dusk Wars Act I listed on this thread that same as the 3/3/2013 thread? (Dusk Wars Act I Take 2?)
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 12, 2014, 11:33:12 pm
Is the Dusk Wars Act I listed on this thread that same as the 3/3/2013 thread? (Dusk Wars Act I Take 2?)

No it is not, it's a graphic update to the original Dusk Wars Act 1.
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on August 13, 2014, 12:36:59 am
I've downloaded the DWA1 in the OP and will try it out soon.


Looking forward to the fixed DWA2 to see the story continue.
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 13, 2014, 09:53:21 am
I've downloaded the DWA1 in the OP and will try it out soon.


Looking forward to the fixed DWA2 to see the story continue.

It's basically the same as before gameplay wise except now it looks better.
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on August 14, 2014, 01:55:49 pm
I've tried this new DWA1, it looks good.

How's progress on the DWA2 fixes going?
Title: Re: RELEASE: Dusk Wars Act II
Post by: Gloriano on August 17, 2014, 01:37:30 pm
Going to try this when i have some 'free time'
Title: Re: RELEASE: Dusk Wars Act II
Post by: Sarkoth on August 18, 2014, 01:54:52 am
How's progress on the DWA2 fixes going?

Any sort of ETA would be awesome, can't wait for the second act! :)
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on August 18, 2014, 01:35:26 pm
I just completed the new DWA1 and enjoyed it.

Looking forward to DWA2!  :)
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 24, 2014, 06:18:13 pm
Took longer then expected but a fix is being prepared as we speak.

I do apologize for the inconvenience this may have caused

Download link will be posted in the main forum post by midnight Eastern Standard Time.
Title: Re: RELEASE: Dusk Wars Act II
Post by: est1895 on August 25, 2014, 10:25:38 am
DWA2 link seems to only have the patch and not the campaign too?
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on August 25, 2014, 12:53:43 pm
Within the DWA2 fix folder there should be a folder simply titled "DWA2".
Title: Re: RELEASE: Dusk Wars Act II
Post by: est1895 on August 25, 2014, 01:44:51 pm
Within the DWA2 fix folder there should be a folder simply titled "DWA2".

But its only 64mb.
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on August 25, 2014, 02:15:27 pm
You install Dusk Wars the same way as you did before I pulled down the mod, except this time DWA1 and DWA2 are in individual .rar files, I do not see the problem here.
Title: Re: RELEASE: Dusk Wars Act II
Post by: Sarkoth on August 25, 2014, 04:00:23 pm
But its only 64mb.

The Dusk_Wars folder is in the secondarylist of the DWA2 mod.ini, so all the assets effectively are in there. 64 MB is basically just the campaign files. That would be my elaborate guess.
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on September 19, 2014, 08:11:48 pm
I PM'ed you about this but I figured it wouldn't hurt to post it here too:

In the mission "7 Demon Gates" (I think that was the title, sorry I can't remember it exactly) where you're supposed to destroy the shield generators and the weapon subsystems of the enemy superdestroyer before it jumps out the mission says you should have Nova bombs, but when I started the mission all I had in secondaries were Spirit swarm missiles.
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on September 19, 2014, 09:43:54 pm
I PM'ed you about this but I figured it wouldn't hurt to post it here too:

In the mission "7 Demon Gates" (I think that was the title, sorry I can't remember it exactly) where you're supposed to destroy the shield generators and the weapon subsystems of the enemy superdestroyer before it jumps out the mission says you should have Nova bombs, but when I started the mission all I had in secondaries were Spirit swarm missiles.

Well maybe if this was more detailed in the PM...

This is quite a bizarre problem that has surprised me, seems the campaign file doesn't regard "Nova#End" as a separate entity.

Long story short, the mission appears to be unplayable in the campaign but playable as a standalone, however I severely debuffed the subsystem's strength so you should have the capability to eliminate the subsystems through the use of primaries. I didn't suspect that this would of been a problem. How embarrassing.
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on September 19, 2014, 10:00:01 pm


Well maybe if this was more detailed in the PM...



I didn't mean to be rude.  Sometimes people have said they don't check PMs so I sent it two ways to have more chances of getting a response.
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on September 19, 2014, 11:08:29 pm
I didn't mean to be rude.  Sometimes people have said they don't check PMs so I sent it two ways to have more chances of getting a response.

Oh no you weren't rude, just you left out a little bit of detail that caused a bit of confusion that's all.
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on September 19, 2014, 11:26:40 pm
Interestingly, when I played the mission through the tech room, I did have Nova bombs.
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on September 21, 2014, 12:21:28 am
Now that I've completed the campaign, I'm looking forward to your next campaign BTA! :)
Title: Re: RELEASE: Dusk Wars Act II
Post by: Deepstar on November 06, 2014, 07:38:53 pm
Try to playing right now... i can not even finish the second mission of Act 1  :nervous:

The mission runs fine until the Demon gets disabled... then the Bombers jumps out and my wingmen gets raped by this damn shivan corvette and the overwhelming force of fighters and beams... even if i am able to reach the Golgi alive... both escort cruisers are too far away to give fire support for the destroyer... and both escort fighters will be destroyed instantly by these damn Ifrit fighter and i stand alone against these Ifrits and countless Bombers. Sometimes even Scorpions because i can not kill the third Aries wing early enough...

Any strategies how to finish this mission?
If i am able to lure the fighters to the escort ships, they are indeed a good help, but until all of the fighters are down, the Golgi explodes, because i can not stop all these bombs in time. The best try was when the Demon gets down to 10%.

Hoped that this mission gets the urgently needed rebalance, because this thing was (more or less) impossible in the earlier version as well... but i do not want to skip it again.


If i think of (re)balance... during my last playthrough of Dusk Wars Act 1 (well, except the 2nd mission...) i had the feeling, that this mod misses some balancing in weapons and ships in general. Some ships and weapons are totally overpowered in comparsion to others, especially on "Shivan" side... it seems that the stats were copypasted from their invidual mods...  there are ships that seems to be adjusted for a Post-Capella era... and others are still these Great War era pieces of cake.


EDIT:
Got finally through Act 1... the second mission is still the hardest... only the last one of Act 1 was challenging after that. But the last one was still fair, on the second mission i think, that you need too much luck to get through it...


I played the first three missions of Act 2 so far... i think too, that the music choice did not follow any order... or the situation that is happening in the mission. It feels like i am playing FreeSpace with Winamp in the background...
But actually i am more curious about the BF Taygete... why it is less maneuverable than the BF Aether? A Mantis or Ifrit can outmaneuver you easily, if you are flying a much heavier Aether, they can not.
So the first both missions were harder if you stick with the Interceptor, because you can not follow your enemies very well. I am not sure, was the Phylaki in ASW really more maneuverable than the Tylisos? If it so, then it is a very interesting phenomena. Because in all mods i played so far, Interceptors were much more agile than heavier fighters :).

And i still think, that this mod misses a balance in difficulty completely... the first mission of Act 2 was again a very tough one, especially with the Succubi at the end... otherwise the third mission was way too easy for a bombing mission, because there are only few enemies.

This campaign is very frustrating sometimes... regardless if you play on Very Easy or Medium :(. I hope i am able to complete it before it completes me ;).
Title: Re: RELEASE: Dusk Wars Act II
Post by: volitiongmmx on March 02, 2017, 04:16:33 pm
Sorry to necro this thread, but the link to DW Act II appears to be inoperative. Can anyone provide a working link please?

Moreover, the DL link on freespacemods.net for DW Act I always stops at ~390 MB/680 MB for me. Is this normal?
Title: Re: RELEASE: Dusk Wars Act II
Post by: Makhpella on March 02, 2017, 04:51:24 pm
Don't know about your download stopping, mine worked fine just now.

Confirming the dead Act II link though.
Title: Re: RELEASE: Dusk Wars Act II
Post by: perihelion on December 13, 2018, 10:18:46 pm
Not sure if anyone is still keeping up with this mod, but I am having a problem with both Dust Wars I and Dusk Wars II on Knossos.  I've never seen a problem quite like this before.  I tried running the debug build, and this is the spew I got.

Interestingly, whether I am in the debug build or the regular build, I'm not getting past the slash screen before I'm sent back to my desktop.  There is an instance of FS2Open still running on the task bar.  Whenever I click on it, I get an error message popping up asking me to either debug or exit.  But I cannot click anywhere on that window, let alone one of the buttons!  If I try, my screen flashes and the window disappears back into the taskbar.

Weird.  Something wrong with my setup?

Code: [Select]
Uploaded on: 13.12.2018
==========================================================================
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\snbailey\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\fs2_open.log', Wed Dec 12 22:49:18 2018 ...
Legacy config mode is DISABLED.
Reason: Legacy mode disabled since the new config location was used more recently than the old location.
  Initializing SDL 2.0.8 (compiled with 2.0.8)...
FreeSpace 2 Open version: 3.8.1.20181107_0396d56
Passed cmdline options:
  -no_emissive_light
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fxaa_preset 9
  -fb_explosions
  -fb_thrusters
  -enable_shadows
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -stretch_menu
  -mod DWA1-2.0.0-A,MVPS-3.8.2
  -parse_cmdline_only
Building file index...
Found root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_CBAnims.vp' with a checksum of 0xc571891d
Found root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Effects.vp' with a checksum of 0x761b52dd
Found root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_HUD.vp' with a checksum of 0x7f51628c
Found root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Interface.vp' with a checksum of 0xc51576f1
Found root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Maps.vp' with a checksum of 0x959dd671
Found root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Missions.vp' with a checksum of 0x46608a0b
Found root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Models.vp' with a checksum of 0x1b399ea7
Found root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Music.vp' with a checksum of 0x91942a99
Found root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Sounds.vp' with a checksum of 0x1c864655
Found root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Tables.vp' with a checksum of 0xf7330faa
Found root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Voices.vp' with a checksum of 0xe6208bcf
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\MV_Advanced.vp' with a checksum of 0xaa083400
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_animglows.vp' with a checksum of 0x59d9b456
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_assets.vp' with a checksum of 0x040bf9ff
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_assets_s.vp' with a checksum of 0x09bf6875
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_assets_t.vp' with a checksum of 0xbf6bf3ee
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_assets_v.vp' with a checksum of 0x28766e56
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_cb_ani_1.vp' with a checksum of 0xe74894ce
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\MV_CB_ANI_2.vp' with a checksum of 0x704bef0b
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\MV_CB_ANI_3.vp' with a checksum of 0x4dd494ae
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\MV_Compatibility.vp' with a checksum of 0x8e4d6abc
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_effects.vp' with a checksum of 0x6ad58327
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_music.vp' with a checksum of 0x12918c9a
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_radaricons.vp' with a checksum of 0xb29bee49
Found root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_root.vp' with a checksum of 0xf04deb91
Found root pack 'C:\Games\FreespaceOpen\FS2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Games\FreespaceOpen\FS2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreespaceOpen\FS2\multi-voice-pack.vp' with a checksum of 0xd50e7442
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\snbailey\AppData\Roaming\HardLightProductions\FreeSpaceOpen\DWA1-2.0.0-A\' ... 0 files
Searching root 'C:\Users\snbailey\AppData\Roaming\HardLightProductions\FreeSpaceOpen\MVPS-3.8.2\' ... 0 files
Searching root 'C:\Users\snbailey\AppData\Roaming\HardLightProductions\FreeSpaceOpen\' ... 1 files
Searching root 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\' ... 0 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_CBAnims.vp' ... 5 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Effects.vp' ... 715 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_HUD.vp' ... 54 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Interface.vp' ... 1149 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Maps.vp' ... 391 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Missions.vp' ... 9 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Models.vp' ... 102 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Music.vp' ... 166 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Sounds.vp' ... 21 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Tables.vp' ... 21 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\DWA1-2.0.0-A\DWA1_Voices.vp' ... 6 files
Searching root 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\' ... 0 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_animglows.vp' ... 1735 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_assets.vp' ... 1106 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_assets_s.vp' ... 190 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_assets_t.vp' ... 333 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_assets_v.vp' ... 209 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_cb_ani_1.vp' ... 26 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\MV_CB_ANI_2.vp' ... 31 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\MV_CB_ANI_3.vp' ... 32 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\MV_Compatibility.vp' ... 943 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_effects.vp' ... 2080 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_music.vp' ... 32 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_radaricons.vp' ... 24 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\MVPS-3.8.2\mv_root.vp' ... 688 files
Searching root 'C:\Games\FreespaceOpen\FS2\' ... 3 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreespaceOpen\FS2\multi-voice-pack.vp' ... 307 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 ... 57 files
Found 44 roots and 19205 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
Game Settings Table: Parsed target version of 3.8.1
TBM  =>  Starting parse of 'DWA1-mod.tbm' ...
Game Settings Table: Setting briefing window FOV from 0.293750 to 0.500000
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
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: 44100 (44100)
  EFX enabled: NO
  Playback device: OpenAL Soft on Speakers (ASUS Xonar DG Audio Device)
  Capture device: OpenAL Soft on Microphone (ASUS Xonar DG Audio Device)
... 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 GTX 950/PCIe/SSE2
  OpenGL Version   : 4.5.0 NVIDIA 388.13

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-particle-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-particle-f.sdr
   Loading built-in default shader for: gamma.sdr
   Loading built-in default shader for: effect-screen-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:

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:
FXAA
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
Shader Variant Features:
Compiling new shader:
FXAA Prepass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.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: 16384x16384
  Max render buffer size: 16384x16384
  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...
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' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
Compiling new shader:
Default material
   Loading built-in default shader for: passthrough-v.sdr
   Loading built-in default shader for: default-material-f.sdr
   Loading built-in default shader for: gamma.sdr
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...
Printing joystick info:
  Joystick name: CH COMBATSTICK USB
  Joystick GUID: 030000008E060000F400000000000000
  Joystick ID: 0
  Joystick device ID: 0
  Using 'CH COMBATSTICK USB' as the primary joystick

  Number of axes: 3
  Number of buttons: 10
  Number of hats: 1
  Number of trackballs: 0

  Initializing Haptic...
  Available haptic devices:
    <none>
    ERROR: Unable to open haptic joystick: Haptic: There are 0 haptic devices available
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'Dusk-mus.tbm' ...
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 'mv_effects-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 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'ASW_effects-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 (bomb_flare.eff) with 100 frames at 25 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
ANI Kratos_impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (ParticleExp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (ParticleSmoke01.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (sup.eff) with 109 frames at 25 fps.
BMPMAN: Found EFF (ScythImpact.eff) with 4 frames at 30 fps.
WARNING: "Couldn't load effect 'Kayzer_Impact' for weapon 'Quasar'." at weapons.cpp:1637
Title: Re: RELEASE: Dusk Wars Act II
Post by: PIe on December 13, 2018, 11:09:28 pm
Interestingly, whether I am in the debug build or the regular build, I'm not getting past the slash screen before I'm sent back to my desktop.  There is an instance of FS2Open still running on the task bar.  Whenever I click on it, I get an error message popping up asking me to either debug or exit.  But I cannot click anywhere on that window, let alone one of the buttons!  If I try, my screen flashes and the window disappears back into the taskbar.
That is a known SDL issue.  You could revert to an older version but the easiest solution is running in windowed mode.
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on December 13, 2018, 11:27:25 pm
Wait, people are still interested in this?
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on December 13, 2018, 11:48:51 pm
Wait, people are still interested in this?

Absolutely.  I'd love to see that DW3 someday that you talked about previously.
Title: Re: RELEASE: Dusk Wars Act II
Post by: perihelion on December 14, 2018, 03:11:47 am
Sure!  Being uploaded to Knossos makes it so darn easy to try something new there's little excuse not to.  I've been working my way through quite a large back-catalog of campaigns I didn't have time for previously.  You know.  Bit by bit.  This had the sound of something a bit more novel than yet another post-Capella campaign, so sure I'm interested!  Especially since you went to the trouble of making a sequel.
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on December 15, 2018, 07:29:49 pm
Sure!  Being uploaded to Knossos makes it so darn easy to try something new there's little excuse not to.  I've been working my way through quite a large back-catalog of campaigns I didn't have time for previously.  You know.  Bit by bit.  This had the sound of something a bit more novel than yet another post-Capella campaign, so sure I'm interested!  Especially since you went to the trouble of making a sequel.

Well, your determination has swayed me. I will be removing Dusk Wars from Knossos pending a refurbish and both Acts will be reuploaded at a later date: modernized and fixed of any nuisances, bugs and other unsavorery and cringy problems with its gameplay and story.
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on December 15, 2018, 07:55:24 pm
Awesome news! 

Does this mean that further down the road there's a chance for the DWA3 you talked about?
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on December 15, 2018, 08:01:37 pm
Awesome news! 

Does this mean that further down the road there's a chance for the DWA3 you talked about?

Perhaps, I won’t make any promises though.
Title: Re: RELEASE: Dusk Wars Act II
Post by: perihelion on December 16, 2018, 03:46:25 am
 :yes: :D :yes:
Always glad to provide encouragement!
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on February 15, 2019, 07:39:15 pm
On the mission "Enemy Of My Enemy Is My Friend" I ran into a technical error.


It seems you're not allowed to change the default ship for that mission.  I tried changing to the Aether assault fighter but the game crashed after I tried to click the button to begin the mission.  It's a pity because the Aether is much better than the interceptor that's default for that mission. 
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on February 26, 2019, 08:23:40 am
On the mission "Enemy Of My Enemy Is My Friend" I ran into a technical error.


It seems you're not allowed to change the default ship for that mission.  I tried changing to the Aether assault fighter but the game crashed after I tried to click the button to begin the mission.  It's a pity because the Aether is much better than the interceptor that's default for that mission. 

Which version are you playing? Knossos or the original?
Title: Re: RELEASE: Dusk Wars Act II
Post by: tomimaki on February 26, 2019, 09:56:25 am
Huh? There is no Dusk Wars on Knossos.  :wtf:
Title: Re: RELEASE: Dusk Wars Act II
Post by: Novachen on February 26, 2019, 10:18:27 am
Huh? There is no Dusk Wars on Knossos.  :wtf:

It was ^^. Made even some fixes and balancing changes for some missions back then, so that it is the same versions i used in my Video playthrough (surprisingly it is still available here (https://www.dailymotion.com/playlist/x3kcs4_novachen_dusk-wars-act-2)). But because of some compatibility errors which most had in reasons in Knossos back then, i took it down at least a half year ago and forgot to reupload it after most of the problems were fixed  :D.
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on February 26, 2019, 02:52:52 pm
On the mission "Enemy Of My Enemy Is My Friend" I ran into a technical error.


It seems you're not allowed to change the default ship for that mission.  I tried changing to the Aether assault fighter but the game crashed after I tried to click the button to begin the mission.  It's a pity because the Aether is much better than the interceptor that's default for that mission. 

Which version are you playing? Knossos or the original?

Original.  Though the problem seemed to fix itself in later missions and eventually the Aether was selectable again (in other words, for a few missions after that the Aether defacto couldn't be selected but eventually you could play as it after a few missions).
Title: Re: RELEASE: Dusk Wars Act II
Post by: 5thAce on July 14, 2019, 10:01:39 pm
Sorry to necro, but is Dusk wars act 2 available somewhere? The link on the first page is not working for me. On another note, is dusk wars going to be returning to knossos?
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on July 15, 2019, 08:28:53 pm
Sorry to necro, but is Dusk wars act 2 available somewhere? The link on the first page is not working for me. On another note, is dusk wars going to be returning to knossos?

It is presently not available and Dusk Wars won't be returning to Knossos for the foreseeable future.
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on July 17, 2019, 02:26:45 pm
So basically, if we have a copy/download of DW2 that works for the most part...hold on to it?
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on July 17, 2019, 03:12:49 pm
So basically, if we have a copy/download of DW2 that works for the most part...hold on to it?

If you want. Due to present IRL obligations I cannot divert any time to the production of a Total Conversion mod and I have no plans to modify Dusk Wars on Knossos to work properly.
Title: Re: RELEASE: Dusk Wars Act II
Post by: perihelion on July 17, 2019, 04:13:41 pm
That's a bummer, but real life always trumps video games!  Thank you for sharing the campaigns you've made, and I hope your IRL is fantastic!
Title: Re: RELEASE: Dusk Wars Act II
Post by: Nightmare on July 17, 2019, 04:45:34 pm
Interestingly it seems that Act 2 managed to disappear entirely; it's neither on SG nor FSMods, even I don't have a copy.
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on July 17, 2019, 04:46:40 pm
That's a bummer, but real life always trumps video games!  Thank you for sharing the campaigns you've made, and I hope your IRL is fantastic!


Starting Real Estate, I intend to continue my passion when I get established with my business. Thank you very much! :)

Interestingly it seems that Act 2 managed to disappear entirely; it's neither on SG nor FSMods, even I don't have a copy.

Interesting, who do I talk to about that?
Title: Re: RELEASE: Dusk Wars Act II
Post by: Nightmare on July 17, 2019, 04:49:58 pm
Well you upload it on MediaFire if you feel you want that (and time permits you of course). Both sides have a re-release of Act I ( https://www.freespacemods.net/download_896.html ) and another version ( https://www.freespacemods.net/download_826.html ) which appears to be older than the re-release.

Good luck establishing your business :) :yes:
Title: Re: RELEASE: Dusk Wars Act II
Post by: Novachen on July 18, 2019, 05:13:51 am
I actually still have my modified/fixed/rebalanced playthrough version that worked atleast under 3.7.4 (was it?)

Well because it is mostly a TC actually a conversion to 3.8.2 should cause not much problems.

It is presently not available and Dusk Wars won't be returning to Knossos for the foreseeable future.

And with this announcement i understand, that it is actually not wished, that i reupload the previous Knossos version back to it. I forgot that again during the last couple of months  :D
Title: Re: RELEASE: Dusk Wars Act II
Post by: NeonShivan on October 20, 2020, 10:16:41 am
Boop

(https://i.imgur.com/qd2qZPU.png)
Title: Re: RELEASE: Dusk Wars Act II
Post by: CT27 on September 15, 2021, 11:51:57 pm
I recently got done with a playthrough of the two DW acts.  With Act 1 I didn't have problems, but I ran into technical glitches in Act 2.

-Starting with "Battle For Akrotiri" and for about seven missions after that, trying to pick the Aether fighter causes the game to crash (same with picking it for your wingmen).  It's a pity, because it's the best fighter IMO in the game with 10 guns and excellent maneuverability for a heavy fighter.

-I forget the mission name, but toward the end of Act 2 when you're in a bomber and supposed to take out the shield generators and weapons system of the Sidragasm...you don't have access to bombs.  After the mission briefing, it won't let you select a ship or weapons so you're supposed to have a default loadout.  The mission briefing says you're supposed to have bombs but you don't have bombs...just Spirit swarm missiles.

Could these errors get fixed?