The Shattered Stars team
I am the only one at the moment, and as such, I am the project head.The Shattered Stars team
Huh. I thought you were the only one working on it?
So, uhhhh... I didn't play it yet. However:Yes, I did.
- There is not a single VP archive in the installed mod. Everything is just... thrown into data directory.
- You need to have your release topic and download links classified level Omega?
- (Bouncing from the pre-release discussion topic) What do you mean by "FSPort doesn't work at the moment."?
- Why does your mod have inferno core files in its manual download links but everything Knossos uses is in a single main.7z?
- What's with downloading "the full game" via ModDB? Is this something different than Shattered Stars we can get by Knossos? Also, what's with the remaining 12h of wait before these files are released to the public?
- Multiple users report very numerous issues with this mod: it either breaks Knossos when installing (probably due to having it unpack 7686 files in 26 directories), doesn't even launch if installed, spews hundreds of errors into debug logs, and/or crashes during the first couple minutes of gameplay.
Have you even tried to install this mod with Knossos on a fresh FSO, launch it and then play it?
"FSPort doesn't work at the moment." means that I haven't tested FSPort, with the Terran and Vasudan species not added to the species defs table.
We wanted to improve the FSO engine.
Y' know that you can split the mod into several VP files? I mean, they managed to get INF and BP into VPs, don't know which limitations should be there.I see first on whether I should split my mod into VPs...Quote"FSPort doesn't work at the moment." means that I haven't tested FSPort, with the Terran and Vasudan species not added to the species defs table.
Why do you want/need to FSPort at all?QuoteWe wanted to improve the FSO engine.
Except 1 minor thing these things are all unrelated to the FSO engine.
Well if you want to develop Shattered Stars as standalone anyway you put the FSPort stuff directly in there, no need for addontional dependencies.Thanks for that, aside from issues that I (the Shattered Stars team) need to fix. Shattered Stars is standalone. I can put the FSPort stuff directly there without any additional (you got the wrong spelling) dependencies.
I was kinda eager to play it Bryan, but I've got dozens of Unicode errors. FSO just quits to desktop, even after I chose the "debug" button through all errors. :nervous:This is the first standalone mod to use Unicode Mode and to use RocketLib powered high-resolution screens courtesy of m!m and Mjn.Mixael (https://www.hard-light.net/forums/index.php?topic=95091). This is why the reason you said that "the data structure needs some work before we can check it out..."
I mean let's put this in perspective: Don't get me wrong many mods have bugs on release. That's nothing unusual. But this is entirely unplayable and it looks like I'm not the only one. The mod content is probably good but it looks like the data structure needs some work before we can check it out... :confused: :)
TL;DR: Please fix it I want to play it. :D
Oh and BTW I really like the banner on the Knossos page, it's kewl!
Well, with a debug build i have countless errors on Knossos if i load the first mission.
TBP, Diaspora and a couple other games are Standalone but none of them is FS related.Not really. Try the release builds.Well, with a debug build i have countless errors on Knossos if i load the first mission.
You're trying to run this on Debug builts??? :shaking:
TBP, Diaspora and a couple other games are Standalone but none of them is FS related.Well, with a debug build i have countless errors on Knossos if i load the first mission.
You're trying to run this on Debug builts??? :shaking:
Error: Can't open model file <hornet.pof>
File: modelread.cpp
Line: 1057
Well, with a debug build i have countless errors on Knossos if i load the first mission.For the Shivan Comm Node, ask the creators behind it. Maybe the LODding mechanism. That one's beyond my control.
Missing subsystems for the Shivan Comm Node.
Missing textures for several new shivan ships.
At least one null moment of interia error.
Sorry, that is no fun. Seems to be the trolling revenge for all the trolling that happened in the Dev Thread.
TBP, Diaspora and a couple other games are Standalone but none of them is FS related.Well, with a debug build i have countless errors on Knossos if i load the first mission.
You're trying to run this on Debug builts??? :shaking:
Yes, because the release build stopped with aQuoteError: Can't open model file <hornet.pof>
File: modelread.cpp
Line: 1057
Error...
Debug Build changed nothing in this unfortunately :(... but created a purely mess of error messages. Attached a log file in the previous post.
Interestingly there is no error if i start the game for me, maybe because i enforce the english language setting with my language switcher or the Audio options in Knossos... but i do not reach the first mission at all.
For the Shivan Comm Node, ask the creators behind it. Maybe the LODding mechanism. That one's beyond my control.
@Bryan See: :nono: The high resolution UI is not intended for usage in a mod yet. It can cause serious problems if used wrongly so please remove it again. It will also restore the ability to use the options screen...Only the barracks and the login screen are workable at the least. I'm glad to help, after releasing this mod.
NOTE: Knossos can be configured to download recent nightlies by setting "preferred engine stability" in the Knossos tab of the settings menu to "nightlies." Update your SCP "mod" in Knossos to download the latest nightly build, then select it as you would any other build.Please don't tell users to change their settings. This can affect other mods as well and have unintended side-effects (there's a reason we have "stable" and "nightly" releases).
Main: Nebula (https://fsnebula.org/storage/4e/e3/98e5c7c9f2b7acce2da63d07ca677e1e5c44d514ee9003626d97e7410fe5/rn/Main.7z)Please don't link directly to files on Nebula. There are a bunch of reasons why that's a bad idea:
Also, did you make the PBR maps of the Murugan/Monarch just by renaming the -shine maps to -reflect?He did not... But I have no idea what kind of black, forbidden magic he used to make his -reflect maps. Raguel look like covered by snow, and use both -shine and -reflect.
Raguel look like covered by snow
Also, did you make the PBR maps of the Murugan/Monarch just by renaming the -shine maps to -reflect?He did not... But I have no idea what kind of black, forbidden magic he used to make his -reflect maps. Raguel look like covered by snow, and use both -shine and -reflect.
Downloading now, I'm excited to play this!
@Bryan: did you actually figured out how Asteroth translated the messages in Trimurti, or did you just took them without knowing what's written there?
Downloading now, I'm excited to play this!
Actually i also do not have any idea, how to reach any of the branches, because the course of the mission did not gave me any indicator what could be different to reach another mission. I am given command over an shivan capital ship in the next mission and did anything for that, because i end the mission with 0 kills and 0 assists :D
$Formula: ( when
( and
( = @sd1Continue[0] 1 )
( and
( not
( and
( <
( distance "Shiva 1" "Polycephaly" )
200
)
( facing "Orthrus" 30 )
)
)
( not
( and
( <
( distance "Shiva 1" "Polycephaly" )
200
)
( facing "Polycephaly" 30 )
)
)
)
)
( do-nothing )
)
+Name: Branch #1
+Repeat Count: 1
+Interval: 1
$Formula: ( when
( and
( = @sd1Continue[0] 1 )
( and
( <
( distance "Shiva 1" "Polycephaly" )
200
)
( facing "Orthrus" 30 )
)
)
( do-nothing )
)
+Name: Branch #2
+Repeat Count: 1
+Interval: 1
$Formula: ( when
( and
( = @sd1Continue[0] 1 )
( and
( <
( distance "Shiva 1" "Polycephaly" )
200
)
( facing "Polycephaly" 30 )
)
)
( do-nothing )
)
+Name: Branch #3
+Repeat Count: 1
+Interval: 1
Actually i also do not have any idea, how to reach any of the branches, because the course of the mission did not gave me any indicator what could be different to reach another mission. I am given command over an shivan capital ship in the next mission and did anything for that, because i end the mission with 0 kills and 0 assists :D
:rolleyes:
It's soooooo easy:
You just have to...
Or isn't "Unite" just self-explaining, in particular for a branching point?
"Unite with your mothership"... so i simply jumped out.Yes... but since the story doesn't mention the name of your mothership, you might end jumping away from it, resulting in your execution and recycling as Shivan baby food. Think about it.
"Unite with your mothership"... so i simply jumped out.Yes... but since the story doesn't mention the name of your mothership, you might end jumping away from it, resulting in your execution and recycling as Shivan baby food. Think about it.
I hope you don't end up trying to compare your own mod with this. :D Even though I never entirely understood what Lost was telling me I liked it, and it didn't send me to bug hell.
Surely this one would have to be the biggest patch in HLP history. You'd have to rerelease the entire thing just to get rid of the Unicode/high res interface things, unless you want to tell the users which files they have to delete.That would be impossible. Shattered Stars, like many mods in my pipeline, is developed in conjunction with the latest changes in the FSO master code base. Taking out the Options menu in the rocket-ui.cfg file in the configs folder is the solution. I am fine with the login/barracks screen.
#State Replacement
$State: GS_STATE_INITIAL_PLAYER_SELECT
+Markup: data/interface/markup/pilot_select.rml
$State: GS_STATE_BARRACKS_MENU
+Markup: data/interface/markup/barracks.rml
#End
How does this compare to Star Citizen?It didn't costed 200 mio $, only the working time of countless unpaid (=uncredited) workers?
Think of this as like the FreeSpace 2 Demo and the FreeSpace Alpha demo before it.How does this compare to Star Citizen?It didn't costed 200 mio $, only the working time of countless unpaid (=uncredited) workers?
Well, i think instead of $ it is costing at least 200 mio nerves :nod:
I am not sure if any patch can fix this mess, because the missions and story have to be recreated from scratch, so that they actually tease something and make fun.
Even it is sad, that everything of this mod is simple derailed... from the development discussion to the release thread to the actual released mod. There is only chaos... and even she is a supposedly protagonist in this story, there is no Hester Shaw to be seen, that is able to bring order into this.
No, you really should get rid of Unicode entirely. It's one of the biggest bugs of the mod.Maybe you should take a look into the issue (https://github.com/scp-fs2open/fs2open.github.com/issues/1901) and that (https://github.com/scp-fs2open/fs2open.github.com/issues/1941) on GitHub.
I am not sure if any patch can fix this mess, because the missions and story have to be recreated from scratch, so that they actually tease something and make fun.
No, you really should get rid of Unicode entirely. It's one of the biggest bugs of the mod.Maybe you should take a look into the issue (https://github.com/scp-fs2open/fs2open.github.com/issues/1901) and that (https://github.com/scp-fs2open/fs2open.github.com/issues/1941) on GitHub.
I insist on keeping Unicode because not just I wanted to keep up ahead of the FSO development of the master branch, but also wanted to add in Japanese texts later on. I wanted to make full use of TrueType fonts, not bitmap fonts. What is the point of sticking to bitmap fonts? And what is the point of sticking to the past?No, you really should get rid of Unicode entirely. It's one of the biggest bugs of the mod.Maybe you should take a look into the issue (https://github.com/scp-fs2open/fs2open.github.com/issues/1901) and that (https://github.com/scp-fs2open/fs2open.github.com/issues/1941) on GitHub.
Why do you insist on keeping Unicode if it doesn't add much anyway? Especially since I'm pretty sure it's been previously stated that it's not fully implemented.
I'm not calling for the removal of Unicode from FSO I'm calling for the removal of Unicode from Shattered Stars because currently it's too broken to work correctly.And then don't use Unicode ever? Revert to bitmap fonts? Sounds Trump-style authoritarian Luddism to me. Ask m!m. I've removed the high-resolution Options menu from the config file.
Bryan, it would be much easier to help you if you would just stop putting words in my mouth. I never said you should literally never ever use Unicode. I said that it's CURRENTLY too broken to be of any practical use.
All I'm saying is, for the time being you should stay away from Unicode until it's been properly implemented and can be of practical use.
brian see read skype you idiot breaking mod releaserWhat about uploading a private development version of Shattered Stars using Unicode/High Resolution Interfaces?
Have to say, that I do not have any problems with Unicode since I work with it... which is since BtA 3.8.I agree with you, Novachen. An AMD compatibility fix should be offered, until this issue will be solved automatically over time with one of the future builds.
So on my end, there are much bigger problems with SS, because Unicode is one of the things, that will be solve automatically over time with one of the future builds. But maybe an optional AMD compatibility fix should be offered?
Then create one as an additional package on Knossos. ^^Thanks, but... Where can I find these hot fixes?
Also there are some hot fixes available here already you can use for a 1.0.1 release, too...
bryan see read skype and about shatterd stars i can help you im on pc if i got homeNovachen said that an AMD compatibility fix should be offered, until this issue will be solved automatically over time with one of the future builds.
but theres more you need to do
chack everything dhips you know
Then create one as an additional package on Knossos. ^^Thanks, but... Where can I find these hot fixes?
Also there are some hot fixes available here already you can use for a 1.0.1 release, too...
came on skype bryan see@Woutersmits, please don't bring happynewyear into this thread nor any thread about Shattered Stars. Do it elsewhere. Not here.
so we can talk about happynewyear
I see.Then create one as an additional package on Knossos. ^^Thanks, but... Where can I find these hot fixes?
Also there are some hot fixes available here already you can use for a 1.0.1 release, too...
You have posted a corrected weapons.tbl and a new rocket-ui.cfg, as well there was the hint to delete the weapon_hit-sct.tbm... this are already three fixes you can implement. Well, sure, there are things like missing textures you should include from FS2 also some models still have some errors due to missing subsystems in the ships.tbl... but well... at least you can play the mod. The texture and models stuff could be a target for 1.0.2, because i fear it could overstrain you if you do that everything for 1.0.1 already :P
And for the AMD compatibility fix... an optional downloadable package with an own font.vf, fonts.tbl and an deactivated unicode mod.tbm with ANSI converted tables would be the solution for that.
#This is an empty file
came on skype bryan see@Woutersmits, please don't bring happynewyear into this thread nor any thread about Shattered Stars. Do it elsewhere. Not here.
so we can talk about happynewyear
Actually i wonder, why i have to explain you how to create a patch for your mod?
Also i thought, that you use Knossos for a reason.
Actually i wonder, why i have to explain you how to create a patch for your mod?
Also i thought, that you use Knossos for a reason.
Somehow I think the entire "let's help Bryan so that Shattered Stars reaches SGWP2 level" is just getting pointless. :sigh:
Actually i wonder, why i have to explain you how to create a patch for your mod?
Also i thought, that you use Knossos for a reason.
Somehow I think the entire "let's help Bryan so that Shattered Stars reaches SGWP2 level" is just getting pointless. :sigh:
Could be easier to make an own "The Final War for the Multiverse" mod, huh? :D
Error: At least three fonts have to be loaded but only 0 valid entries were found!It requires a nightly build. Configure your Knossos launcher to download a latest nightly build.
File: font.cpp
Line: 376
ntdll.dll! NtWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 162 bytes
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
fs2_open_3_8_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
NOTE: Knossos can be configured to download recent nightlies by setting "preferred engine stability" in the Knossos tab of the settings menu to "nightlies." Update your SCP "mod" in Knossos to download the latest nightly build, then select it as you would any other build.Please don't tell users to change their settings. This can affect other mods as well and have unintended side-effects (there's a reason we have "stable" and "nightly" releases).
If you specify the correct FSO dependency in your mod, it'll work even if the preferred engine stability is set to "stable".
Thread title updated.NOTE: Knossos can be configured to download recent nightlies by setting "preferred engine stability" in the Knossos tab of the settings menu to "nightlies." Update your SCP "mod" in Knossos to download the latest nightly build, then select it as you would any other build.Please don't tell users to change their settings. This can affect other mods as well and have unintended side-effects (there's a reason we have "stable" and "nightly" releases).
If you specify the correct FSO dependency in your mod, it'll work even if the preferred engine stability is set to "stable".
Thread title hasn't been updated yet.
With most of the errors fixed, can I have my release posted at the highlights section?
Why not? Are there any issues?With most of the errors fixed, can I have my release posted at the highlights section?
No.
Why is it so important for you to get into the Highlight section?Because it is a standalone teaser demo and a unique feature that involves Shivan capship command and introns...
There are many very good releases and things on HLP that were never mentioned there...
Why is it so important for you to get into the Highlight section?Because it is a standalone teaser demo and a unique feature that involves Shivan capship command and introns...
There are many very good releases and things on HLP that were never mentioned there...
Why not? Are there any issues?With most of the errors fixed, can I have my release posted at the highlights section?
No.
And what's the criteria?
And I need help.
Indeed.With most of the errors fixed, can I have my release posted at the highlights section?
No.
Why not? Are there any issues?Yes. Tons of bugs.
And what's the criteria?Yes. It must be quality and working stuff.
And I need help.Yes. Indeed...
This mod is set hundreds to even thousands of years into the future, perhaps overlapping with Mortal Engines, of which this mod is a stealth sequel. It's not a mash up of franchises. This is a Teaser Demo. Its about the Shivans. They want to punish transgressions by many races, especially after the events involving the destruction of Earth. In doing so, they attract attention from Vishnu, who want to wage war on the Shivans for some reason after banishing them from the Great Council formed by Brahma in the First Time. It may take place in another universe different than the GTVA's.Why not? Are there any issues?With most of the errors fixed, can I have my release posted at the highlights section?
No.
And what's the criteria?
And I need help.
BloodFleet described this mod quite nicely by saying that what essentially happened was that you took Freespace and took a heaping pile of **** all over it. That is how, we, the community, feel about Shattered Stars. We have told you time and time again that this modification was not ready for release and you essentially put your fingers in your ears like a petulant child. If I were to compare you to a triple A developer, you would be Electronic Arts, but the difference between you and EA is that their games are remotely enjoyable and entirely functional. I have been more than patient with you, and if it were up to me I would of fired you out of a cannon towards the furthest observable star. Your modification, as it currently stands, is hardly worth the attention it has currently received.
I wanted to be like Inferno: Alliance Standalone.Why is it so important for you to get into the Highlight section?Because it is a standalone teaser demo and a unique feature that involves Shivan capship command and introns...
There are many very good releases and things on HLP that were never mentioned there...
:rolleyes:
Everyone take a shot with a gun o' course.
Why does it need to be standalone, actually? I don't see why using a normal mod with MVPs should do any harm to this. BP and INF are WAAAYYYY more complex and use nothing but retail and MVPs. It just pushes DL size to absurd levels.
But it received more attention than INF Nostos in the meantime...Because I wanted to combine Blue Planet and INF into one that is intended to be the "epilogue of the FreeSpace saga."
Yes I can.Indeed.With most of the errors fixed, can I have my release posted at the highlights section?
No.Why not? Are there any issues?Yes. Tons of bugs.And what's the criteria?Yes. It must be quality and working stuff.And I need help.Yes. Indeed...
Start from taking debug build and launch SS using it. I guess it will be the first time you do it. Fix all the errors popping up at start. Than go to techroom, press Ctlr+Shift+S and select every model one after another. If any error pop up, fix it. Do this with every model you have in your modpack.
I wanted to be like Inferno: Alliance Standalone.
Because I wanted to combine Blue Planet and INF into one that is intended to be the "epilogue of the FreeSpace saga."
Why not? Are there any issues?With most of the errors fixed, can I have my release posted at the highlights section?
No.
This mod is set hundreds to even thousands of years into the future, perhaps overlapping with Mortal Engines, of which this mod is a stealth sequel. It's not a mash up of franchises. This is a Teaser Demo. Its about the Shivans. They want to punish transgressions by many races, especially after the events involving the destruction of Earth. In doing so, they attract attention from Vishnu, who want to wage war on the Shivans for some reason after banishing them from the Great Council formed by Brahma in the First Time. It may take place in another universe different than the GTVA's.
Shattered Stars is about a parallel universe. It happens to take place about the same time as Mortal Engines, whose events happen as a local event.Why not? Are there any issues?With most of the errors fixed, can I have my release posted at the highlights section?
No.
Missing textures, subsystems and not properly working models for example?
Use a Debug Build and look at every ship and weapon in the TechDB, fix the issues and atleast the biggest problems could be fixed.
Also the missions have big issues.
Played "The Great Destroyers" moments ago
Well, seems to have some Introns, because i do not have any control over my Afterburners... and it seem to be control the camera sometime. From time to time the HUD vanished and the target monitor was in the left upper corner suddenly...
At the end of the mission, i have a black screen for 15 seconds and get into the AWOL debriefing... right after the camera left my ship again ^^.
And well... even i fight countless enemies... they were not even able to damage my ship, because their weapons does not seem to make any shield damage or it is very low at least... on Insane(!!!). So, there is a big balancing issue.
The capship mission has the same problem... actually you only try to get into firing range of the enemies, shoot your death ball and wait until it is recharged... there does not seem to be any challenge difficult wise at all. Not to speak, that you can not see the recharge timer (if there is any), because the weapon name is too long for the HUD. Aswell.. the already mentioned instant completion of both objectives and directives.
So, there is a mission where i need to do nothing... and two missions where i am actually nearly invurnerable (nearly because you can die... if you do things too wrong). Not a good quota for a 4 mission campaign imo :nervous:
Well, i do not see how Blue Planet and Inferno can take place in the same universe. Is Shattered Stars about parallel universe travel now?
Do I need to write a design doc to make up for this?This mod is set hundreds to even thousands of years into the future, perhaps overlapping with Mortal Engines, of which this mod is a stealth sequel. It's not a mash up of franchises. This is a Teaser Demo. Its about the Shivans. They want to punish transgressions by many races, especially after the events involving the destruction of Earth. In doing so, they attract attention from Vishnu, who want to wage war on the Shivans for some reason after banishing them from the Great Council formed by Brahma in the First Time. It may take place in another universe different than the GTVA's.
(https://66.media.tumblr.com/333bb8cc542418051a0d67bdeb2fbdbd/tumblr_p8szllE19w1w0433po1_400.gif)Do I need to write a design doc to make up for this?This mod is set hundreds to even thousands of years into the future, perhaps overlapping with Mortal Engines, of which this mod is a stealth sequel. It's not a mash up of franchises. This is a Teaser Demo. Its about the Shivans. They want to punish transgressions by many races, especially after the events involving the destruction of Earth. In doing so, they attract attention from Vishnu, who want to wage war on the Shivans for some reason after banishing them from the Great Council formed by Brahma in the First Time. It may take place in another universe different than the GTVA's.
:rolleyes:Help, I'm dying of both lead and alcohol poisoning.
Everyone take a shot with a gun o' course.
Do I need to write a design doc to make up for this?Yes, please do. I'm sure everyone here would be very interested in reading it.
Do I need to write a design doc to make up for this?
A parallel universe? And i thought this one is an Epilogue to the Freespace Saga... and that took place in only one universe as far as i remember.Yeah. Could be. The Shivans are nomadic, trying to find their way home. On their way, they might have happened across the BSG universe and the 2018 Mortal Engines movie universe, in which Shattered Stars is set.
But well, i do not know, maybe the Capella Supernova causes a dimensional rift and actually both games were shifted into a video game in the Dimensional Eclipse universe which could be a parallel universe of Wings of Dawn... who knows? :pimp:
It happens in a parallel universe where logic follows entirely different laws and principles.Indeed it is.
A parallel universe? And i thought this one is an Epilogue to the Freespace Saga... and that took place in only one universe as far as i remember.Yeah. Could be. The Shivans are nomadic, trying to find their way home. On their way, they might have happened across the BSG universe and the 2018 Mortal Engines movie universe, in which Shattered Stars is set.
But well, i do not know, maybe the Capella Supernova causes a dimensional rift and actually both games were shifted into a video game in the Dimensional Eclipse universe which could be a parallel universe of Wings of Dawn... who knows? :pimp:It happens in a parallel universe where logic follows entirely different laws and principles.Indeed it is.
So all the bugs and crashes aren't just errors but... are there to make the player wonder about the nature of the Shivans, as they are living in a universe where not only black holes or gamma ray bursts occur but also CTDs, spontainous space time foldings making parts of ships transparent as if they were missing textures. And the reveal that the multiverse is in fact only a simulation of the Brahman council, running on a Windows OS with incompatible drivers, hence the warped reality?
Why are you drinking water? That's cheating the drinking game we've got going here. (https://i.somethingawful.com/forumsystem/emoticons/emot-colbert.gif)
So all the bugs and crashes aren't just errors but... are there to make the player wonder about the nature of the Shivans, as they are living in a universe where not only black holes or gamma ray bursts occur but also CTDs, spontainous space time foldings making parts of ships transparent as if they were missing textures. And the reveal that the multiverse is in fact only a simulation of the Brahman council, running on a Windows OS with incompatible drivers, hence the warped reality?
god damnit nightmare you just made me choke on my water because i was drinking while reading your comment
Why are you drinking water? That's cheating the drinking game we've got going here. (https://i.somethingawful.com/forumsystem/emoticons/emot-colbert.gif)
I approve the Highlight now... not because of the Mod you can download, but because both Shattered Stars threads went to a modern classic already... :lol: :lol: :lol: :lol: :lol:Yes. After Shattered Stars 1.0.2 is released.
Can we highlight a topic instead of a release then? :nervous:
Maybe we have to delete the Download links for that? :P
Do you mean the Highlight or removing the download links?Highlights (https://www.hard-light.net/forums/index.php?board=139.0). Both.
Guys, I'm wondering... many of us have been talking about promoting HLP more and really putting the community's best face forward, right?HLP is a place where we, the modders, supposed to create projects.
This is literally the most posted-in topic in the past week, or more. New people see this, what do they see? Chaos. No one person is 100% responsible for this. The project head started the mod, yes, but with near everyone with some say in the community repeatedly expressing (if not shouting) their honest and fervent opinions on this unusual affair, things have gotten out of hand. And they will not get better just by continuing to rant at the project head thus giving him attention and something to keep talking about - thus wasting his time and ours.
Advise simply not posting in this topic until things improve. This advice is not an attack on Bryan See. It is a recognition that things have spiraled out of control; out of control until we all take a step back and maybe return to this topic down the road when tempers have cooled and certain issues have been recognized/fixed by those with the prerogative/responsibility to do so.
TL;DR: keep personal attacks focused on Derek Smart ;) leave this topic lie, post about other stuff elsewhere and let the issue cool down, fix itself - or fade away if it will.
HLP is a place where we, the modders, supposed to create projects.
*snippity snap*
And, maybe you'll put it into the Highlights section?
I'm not calling for the removal of Unicode from FSO I'm calling for the removal of Unicode from Shattered Stars because currently it's too broken to work correctly.And then don't use Unicode ever? Revert to bitmap fonts? Sounds Trump-style authoritarian Luddism to me.
Guys, I'm wondering... many of us have been talking about promoting HLP more and really putting the community's best face forward, right?
This is literally the most posted-in topic in the past week, or more. New people see this, what do they see? Chaos. No one person is 100% responsible for this. The project head started the mod, yes, but with near everyone with some say in the community repeatedly expressing (if not shouting) their honest and fervent opinions on this unusual affair, things have gotten out of hand. And they will not get better just by continuing to rant at the project head thus giving him attention and something to keep talking about - thus wasting his time and ours.
Advise simply not posting in this topic until things improve. This advice is not an attack on Bryan See. It is a recognition that things have spiraled out of control; out of control until we all take a step back and maybe return to this topic down the road when tempers have cooled and certain issues have been recognized/fixed by those with the prerogative/responsibility to do so.
TL;DR: keep personal attacks focused on Derek Smart ;) leave this topic lie, post about other stuff elsewhere and let the issue cool down, fix itself - or fade away if it will.
Guys, I'm wondering... many of us have been talking about promoting HLP more and really putting the community's best face forward, right?
This is literally the most posted-in topic in the past week, or more. New people see this, what do they see? Chaos. No one person is 100% responsible for this. The project head started the mod, yes, but with near everyone with some say in the community repeatedly expressing (if not shouting) their honest and fervent opinions on this unusual affair, things have gotten out of hand. And they will not get better just by continuing to rant at the project head thus giving him attention and something to keep talking about - thus wasting his time and ours.
Advise simply not posting in this topic until things improve. This advice is not an attack on Bryan See. It is a recognition that things have spiraled out of control; out of control until we all take a step back and maybe return to this topic down the road when tempers have cooled and certain issues have been recognized/fixed by those with the prerogative/responsibility to do so.
TL;DR: keep personal attacks focused on Derek Smart ;) leave this topic lie, post about other stuff elsewhere and let the issue cool down, fix itself - or fade away if it will.
Well i know what you mean Hope. Actually i even try to play this, even that Mod is totally out of my taste. So i addressed the bugs i have noticed so far.
But yes, i have to say, that i am somewhat very disappointed about the result here.
Even i had doubts about this project from the beginning, because it made the impression that this one lacks any kind of project management and planning whatsoever, i still had the believe, that Bryan See was able to release a working mod after all in time. Yes, i simple ignored the catastrophic status of the "public alpha" in good faith. Because, well... nevertheless of the status of it, he insisted on this release date.
But what is released a few weeks later is nearly identical to the "public alpha" except that the missions were "finished" (hard to tell that actually, but the public alpha missions were indeed in a worse state). But all the errors in the mod package are still the same...
And i have to say... that simple upsets me, because most of the errors are totally unnecessary if this mod was tested with a Debug Build. I mean, Bryan said he tested this mod with Debug builds, but i can not believe it, at least he does not tested that with the same data set he released in the end... in both occasions. Because as i said, the "public alpha" had already the same errors.
And well, it is the same kind of error i encountered as i took over his and wouters Revenge: Final Conflict. That was released as "compatible with 3.8"... and it did not even work because many mission crashed right away as it was not tested at all. So i had my experience with how Bryan See seems to work... and it seems that nothing has changed since then.
But well, have to say that it is a mystery for me, why Bryan See still communicate with woutersmits at all who offend Bryan nearly all the time... that is only another thing i do not understand.
But what is left if i see this mod? Gallows humor unfortunately :(.
But Bryan still insist on his vision, which i appreciate actually and try to support as far as i can. That is the reason why i never had a problem with Derek Smart at all, he also had always a vision with his own universe and defended it by all means.
Regardless of the bad quality of this mod i try to give serious feedback between all the jokes. But well... if i have to explain how to make patches for a mod or to repeat myself what issues this one have, i am not sure, if we players are taken serious, too. Because we are not talking about a new community member here, but about a community member that released models and atleast another mod during all the years... he is no newbie.
It was my mistake of stone-walling any critique related to his campaign and skews the meaning of the rest. What are the critiques of this teaser demo? What is something I need to address in order to get it into the Highlights section?- Bugs
Details? What of turret-less capships such as the Hammerhead (I'm currently working on) and Deltanose? Models?It was my mistake of stone-walling any critique related to his campaign and skews the meaning of the rest. What are the critiques of this teaser demo? What is something I need to address in order to get it into the Highlights section?- Bugs
- Lags
- Errors
- ****
- BoEs
- Unplayable capship command
- Strange names
Of all things, nobody so far (after several pages) has complained about underdetailed ships. Only when they were missing textures or had other bugs.
Could not find index 'Weapon' in type 'HookVariables'
------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------
------------------------------------------------------------------
stack traceback:
[C]: ?
[string "weapon_hit-sct.tbm - On Weapon Collision"]:188: in main chunk
------------------------------------------------------------------
1: Userdata [HookVariables]
2: String [Weapon]
------------------------------------------------------------------
Of all things, nobody so far (after several pages) has complained about underdetailed ships. Only when they were missing textures or had other bugs.
He didn't author 99.9 percent of them though. Just badly packaged them.
It was my mistake of stone-walling any critique related to his campaign and skews the meaning of the rest. What are the critiques of this teaser demo? What is something I need to address in order to get it into the Highlights section?
you know, if he just started from scratch and made this mod into a "Super Smash B" / "PS all stars" type Battle royal of all the Freespace and Standalone FS mod universes with just gauntlet missions and no story, (and made stuff actually work) it would not be half terrible. But it does not look like he is going in that direction.
I can imagine that if this would come from any unexperienced modder other than Bryan See, the community would most deifinitely just swarm around the person, suggesting methods, solutions, improvements and maybe even attempt to fiddle with the mod a bit on their own to fix something.
- Fix bugsDetails? What of turret-less capships such as the Hammerhead (I'm currently working on) and Deltanose? Models?It was my mistake of stone-walling any critique related to his campaign and skews the meaning of the rest. What are the critiques of this teaser demo? What is something I need to address in order to get it into the Highlights section?- Bugs
- Lags
- Errors
- ****
- BoEs
- Unplayable capship command
- Strange names
$Shields: 15000
+Auto Spread: 10
+Spread From LOD: 2
$Shield Color: 100,100,255
$Shield Impact Explosion: ShieldHit
Also, you could use "surface shields" and "Auto Spread Shields"-flags instead of putting shield meshes with 300 polies (which are basically only suitable for fighters) for capship. Recent FSO allows you to specify special impacts as well.Code: [Select]$Shields: 15000
+Auto Spread: 10
+Spread From LOD: 2
$Shield Color: 100,100,255
$Shield Impact Explosion: ShieldHit
I eager to try.Also, you could use "surface shields" and "Auto Spread Shields"-flags instead of putting shield meshes with 300 polies (which are basically only suitable for fighters) for capship. Recent FSO allows you to specify special impacts as well.Code: [Select]$Shields: 15000
+Auto Spread: 10
+Spread From LOD: 2
$Shield Color: 100,100,255
$Shield Impact Explosion: ShieldHit
Cool, never know that. So i actually learned something from this thread that is useful for one of my own projects after all :D
@Nyctaeus, Red Cock is the name of the UIMS fighter in Starblade. But you say it's a strange name for a fighter class. I don't like strange, quirker names. As for demon names, why not Maleficent?- Fix bugsDetails? What of turret-less capships such as the Hammerhead (I'm currently working on) and Deltanose? Models?It was my mistake of stone-walling any critique related to his campaign and skews the meaning of the rest. What are the critiques of this teaser demo? What is something I need to address in order to get it into the Highlights section?- Bugs
- Lags
- Errors
- ****
- BoEs
- Unplayable capship command
- Strange names
- Remove lags
- Fix errors, already told ya how
- Clean ****
- Rework capship command into something useful - Make Raguel faster, firing from that beam faster too
- Rework first mission. Delete 90% of the ships.
- Change all strange names like Red Cock, The Devil's Advocate, Polycephally etc. Find something called Lesser Key of Solomon. Demon names works best for shivans.
And yes. Turret all those turretless ships.
I converted all these UIMS to FSO as temporary models - models are to be remade as hi-poly ones.Could not find index 'Weapon' in type 'HookVariables'
------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------
------------------------------------------------------------------
stack traceback:
[C]: ?
[string "weapon_hit-sct.tbm - On Weapon Collision"]:188: in main chunk
------------------------------------------------------------------
1: Userdata [HookVariables]
2: String [Weapon]
------------------------------------------------------------------
Delete weapon_hit-sct.tbmOf all things, nobody so far (after several pages) has complained about underdetailed ships. Only when they were missing textures or had other bugs.
He didn't author 99.9 percent of them though. Just badly packaged them.
He actually converted all these UIMS to FSO.
I acknowledged that, and I am now fixing these bugs. I am following the advice of Black Wolf.It was my mistake of stone-walling any critique related to his campaign and skews the meaning of the rest. What are the critiques of this teaser demo? What is something I need to address in order to get it into the Highlights section?
Do not focus on this Highlight thing... instead focus on bug fixes of this mod, so that you can play it properly with a Debug Build without any errors. Use the version you uploaded on Knossos for that.
Some mission design flaws were also addressed already...
Maybe you will be highlighted if this mod will work finally without big issues... maybe not. It should not change your priority. As a mod developer it is your main task to release a mod, that can be played properly.you know, if he just started from scratch and made this mod into a "Super Smash B" / "PS all stars" type Battle royal of all the Freespace and Standalone FS mod universes with just gauntlet missions and no story, (and made stuff actually work) it would not be half terrible. But it does not look like he is going in that direction.
Yes, but the missions are the least problem in this package. "FreeSpace All-Stars" would need a properly balancing... and that is a helluva work between all the universes etc.
If you get rid of all assets except the unique models that were created/converted from the Galaxian universe... maybe it has atleast potential for fan made campaigns that take place in this universe. But i do not know.I can imagine that if this would come from any unexperienced modder other than Bryan See, the community would most deifinitely just swarm around the person, suggesting methods, solutions, improvements and maybe even attempt to fiddle with the mod a bit on their own to fix something.
Yes, maybe. Maybe not, i mean HLP had this case with Relentless (https://www.hard-light.net/forums/index.php?topic=68750.msg1358646#msg1358646). And that had many mixed reactions. Some helped him, some panned this mod down. So i am not sure what this community would do eight years later. I think it would be the same case here.
But actually, in both cases there was a mod developer, which does not seem to be interested to create and implement any fixes, what make it even more difficult for everybody. It seems, that the work is considered as "it's done, because it's released" even it is not.
bryan see ehen its fixedBefore the end of this year.