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ATTENTION PLEASE
PLEASE USE THE 3.6.10 MEDIAVPS FOR THIS MOD, NOT THE 3.6.12.
IF YOU CHOOSE TO USE THE 3.6.12 MEDIAVPS, NO SUPPORT WILL BE PROVIDED.
THANK YOU.
Though if you want, I've heard rumors that everything works out fine if you just edit the mod.ini to say mediavps_3612 with the new mediavps, but, don't come screaming for help if something doesn't work :P
Now onto your regularly scheduled programming.
Its still January 1st where I am...phew. Target reached.
(http://img.photobucket.com/albums/v423/kc1991/TODpromo.png)
Dropbox: http://dl.getdropbox.com/u/126554/FS2/TOD-RV.rar
SectorGame: http://sectorgame.com/f2s/downloads.php?action=downloads&id=507 (Thanks, Hunter)
FreeSpaceMods: http://freespacemods.net/download.php?view.456 (Thanks, Swantz)
(~70 MB)
PATCH 1.01: http://dl.getdropbox.com/u/126554/FS2/TOD_Patch.rar
(~115 KB)
PATCH 1.02: http://dl.getdropbox.com/u/126554/FS2/TOD_Patch2.rar
(~145 KB)
The Sathanas fleet has been trapped in Gamma Draconis and Capella for years, cut off from the rest of the Shivans by the sudden collapse of the nebula node. As a radical anti-terran cult make their move, the exiled Terrans that escaped death and joined the Shivans after fleeing to Gamma Draconis are pulled along into the conflict.
This is one of the two campaigns that I have been working on by myself for the past months (more like half a year).
What you need to know about this campaign:
- MediaVPs are required. I'm sorry, I couldn't make the new ships (which use MVPs textures) work without them. Use MediaVPs 3.6.10. MV_Complete, preferably.
- By extension of that, FSO 3.6.10 is also required. Any nightly build that supports 3.6.10 MVPs should work.
- You fly Shivan fighters but you are not playing as a Shivan.
- There will be a second chapter most likely, but I haven't started on it yet, so don't expect it anytime soon (sorry!)
- I don't know how much abuse the bandwidth on the current host can take. It'd be appreciated if people mirrored it on FSmods and SectorGame.
- Yes, it has been tested.
- This is my first campaign release. Please don't kill me.
With that done, here are some (old) screenshots. I'm pretty sure most of you have seen them in Celebration of FS already though. Some of the effects have been upgraded.
(http://img.photobucket.com/albums/v423/kc1991/Kismat.jpg)
(http://img.photobucket.com/albums/v423/kc1991/Kismat2.jpg)
(http://img.photobucket.com/albums/v423/kc1991/Lolwhut.jpg)
And here is a gameplay video demonstrating my lack of skill flying a bomber:
http://www.youtube.com/watch?v=RqvC8NN9jbs
I would like to thank...everyone in the Readme file. Too long a list to put up here, so its stuck in with the download.
And DO read it...
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EDIT 01-18-2009:
Added the patch that fixes the the debug errors with the missing explosion LODs, Plasma Flak, and Shivan EM Cannon. Also fixes the missing weapons references in the ships.tbl.
PATCH 1.01: http://dl.getdropbox.com/u/126554/FS2/TOD_Patch.rar
(~115 KB)
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EDIT 05-31-2009:
Added the patch that fixes all startup debug errors as of 3.6.10 RC3 in preparation for ToD2. Includes patch one.
PATCH 1.02: http://dl.getdropbox.com/u/126554/FS2/TOD_Patch2.rar
(~145 KB)
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Looks good. :yes:
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It's completely not my idea of how Shivans would act(exiled Terrans joining Shivans?, anti-terran cults?) but sounds interesting I might give it a try.
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It's a great campaign. Has a unique story and all.
And yes, definetly try. It's really worth it :D
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Now, I grasp how bad the Seraphim's gunpoints are. They're horrible.
The bomber primaries were nice to have, especially the awesome secret weapon of death.
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Is anybody else having problems with game crashes? When I use a debug build with TOD, the game doesn't even start up to the pilot selection screen, and when I use a regular build it segfaults some minutes into a certain mission (the red alert mission after "Slayer Pt. 1").
When using a debug build, the last lines from my log say:
WARNING: "Weapon explosion 'RailgunImpact' does not have an LOD0 anim!" at weapons.cpp:1241
WARNING: "Outer blast radius of weapon Shivan EM Cannon is zero - EMP will not work. Add $Outer Radius to weapon table entry." at weapons.cpp:2616
WARNING: Weapon 'Plasma Flak' has both LASER and POF render types! Will only use POF type!
WARNING: Laser glow specified on non-LASER type weapon (Plasma Flak)!
Int3(): From weapon/weapons.cpp at line 2199
I attached the complete log as well.
EDIT: Tested with SVN 5020 and 5024.
[attachment stolen by Slimey Goober]
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why are you using a debug build? Did the game crash with a regular build?
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As I wrote,
and when I use a regular build it segfaults some minutes into a certain mission (the red alert mission after "Slayer Pt. 1").
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It didn't crash to me like that at all.
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Maybe you could run a debug build as well and post your log file, so I can compare the output?
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For a second I thought that was a new Shivan ship, then I saw it was an Orion. I lol'd.
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Looks good so far :yes: Downloading now.
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Sure, it's not a good story behind this campaign (it doesn't fit to the shivans ;)). But it's still interesting.
I think i will give this a try.. sooner or later ;)
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I've played 10 missions. So far so good.
I think the backstory could have used more exposition, and not just in the readme. And the dialogue seems a bit too GTVA - too chatty, maybe.
But the concept is interesting and (at least to me) original, the game plays well, no technical glitches yet, and bless you Droid for knowing how to spell or for at least using a spellchecker. Not perfect, but a hell of a lot better than most recent releases.
And the download speed was exceptional. I pay for a fast connection, but I don't often see downloads over 900 kBps.
First campaign? :yes: :yes:
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Not perfect, but a hell of a lot better than most recent releases.
What recent releases have you been playing?
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Well, my apologies to those I single out, but most notably: Flames of War (Coming of the Storm); Ghost Revenants (even after the proofreading), What If... not so much spelling but grammar there as I recall.
The recent restored campaigns were fine as I remember, ST:R was fine...
So I should have said "some" recent releases perhaps.
I recognise it may seem I'm picking on people whose first language isn't English. I don't want to go there. I acknowledge and applaud what people are doing in creating and sharing their work - things that I certainly couldn't do. But it was a pleasure to read Droid803's briefings...
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@smurd: I don't know what is the issue here, but those debug errors shouldn't cause any crashes.
About the story: Now upon reflection I guess the backstory isn't completely watertight, but nothing I can do about that now. I wanted to try something "different". I'll try to patch things up with the sequel if it ever takes off.
As for the briefings: thank ShadowGorrath for making me run everything through a spellchecker, and for helping fix my grammar. :P
The first post has been updated with a download link on SectorGame should dropbox fail to work for any reason.
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http://freespacemods.net/download.php?view.456
Here you go, I mirrored it earlier today. :D
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Alright, I'm mixed here.
What I liked:
1. Production -- The altered music, new reskins for Terran ships, making the Shivans player-flyable, and the new load screens/main halls were very impressive, so hats off to you there.
2. The basic story concept -- I like the idea of having some Bosch fanatics allying with the Shivans and having adapted to the Shivan war machine as such.
3. Atmosphere -- Creepy, just like an operation with the Shivans should. The backgrounds, music, and swarming Shivans, friendly or not, made it just genuinely spooky.
What I didn't like:
1. Balance - There were times here that I was just plain overwhelmed. Not necessarily difficult, just too much going on for me to focus on one thing at once. Mostly because of the sheer number of ships on screen at once, too. Which leads to:
2. BoE Syndrome - Some of those battles were just too massive, especially in the Nightmare mission. I felt like I could just let my Shivan wingmen do whatever and I could sit back, trying not to get shot. Of course, BoE Syndrome leads to my third point...
3. BeamzzzzAAAAAHHH - The one thing I hate about user campaigns in beam-era FS is the habit of missions to have just too many damn beams in one mission at once. For me, it's just not exciting to hear beams continually throughout a mission. SEXP'd weapons best solve this, as well as not having 5 or more warships carrying 4 big beams a piece on screen all firing at each other.
4. (Minor) Speed - What sort of hurt the missions for me was the pace of the missions--one ship or wave of ships goes down, a new wave is almost instantly there to replace them. This is acceptable with fighters/bombers sometimes, but when the Lucifer jumped in almost immediately after the Demon was destroyed, I was somewhat irritated. Like I said, minor complaint.
All that said, for a solo/first campaign, this was fantastic. It's comparable to Singh's Desperation series or Noise's ITDOH (which I'm partly basing Rogue 2 off of, so not a bad campaign at all :) ). Just needed a little bit more fleshing out/balancing before being release.
Because I take balancing seriously, I give it a 7/10. Otherwise good. Sequel/other chapters please! :D
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I can't believe I missed this!
Dl'ing now. Looks really interesting. :D
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Trust me, this is worth playing. I know :D
Congratulations on the job, Droid!
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Good fun, and overall fairly well-constructed, with decent storytelling. Too short, of course, and there's mysterys left for the sequel, but I think I was sold about the time I...
Well, yes, it's gross overkill and irredeemably cruel and a sign of general bastardy, but using the Yali's STinys on enemy fighters is fun dammit!
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Despite the random crashes in Slayer Pt.2 I reported, I finally managed to complete this campaign. I liked it very much, and after watching the final cut scene I hope there will be sequel.
I did however have some more problems with Slayer Pt.2.
I noticed that sometimes the Demon in that mission attacks Omega 2 and 3 with it's beams quite quickly, destroying both ships instantly. One time, I managed to only save Omega 1, which docked with my destroyer. However, the second salvo that the Lucifer class ship fires sometimes hits exactly the place where Omega 1 docks, destroying it as well. Because Omega 2 and 3 had already been lost, the mission failed in that moment. I don't know if this is intentional, if not you should maybe let the transport dock on the other side of the ship, where it can't be hit.
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/me assures Droid803 that Snail won't kill him because he likes the beam cannons.
Post the link to your Slayer video on YouTube, Droid. I'm sure that those who haven't watched it will like it. ;)
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@NGTM-1R: I'll keep those points in mind when designing further missions, thanks for the feedback :D
@smurd: I'm glad you got it to play. Hm...I might need to script the firing of the Demon's beam so that it won't target the transports so soon. I usually attempt to disarm the front beam as fast as possible.
@Androgeos Exeunt: Updated first post with the video. Thanks for reminding me. I totally forgot I had that, and it was for this very purpose too!
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Nice vid. :) :yes:
I'm up to Piercing Gaze and so far I've got to say that the campaign so far is very good. I love the new Shivan ships included. :D
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nuclear said this is comparable to ITDoH. I like ITDoH a lot.
/me downloads ToD from FSMods.
I got an extra bonus as well, in that, after lots of folder shifting in my FoW folder, I can now play that mod as well.
:D x energy released by LRABeam = You don't want to know
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great campaign :yes: :yes: :yes: :yes:
can't wait to see how is this going to continue.
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I'm glad to see you took some of my suggestions and turned TOD from a great campaign to one that really needs a sequel :yes:
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Great campaign.It stinks my Media VPs aren't working.
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Anything we can help with?
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A high quality and thoroughly enjoyable campaign. I especially like your loading screens and plot.
Good work and I think a sequel is to come?
:yes: :yes:
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Yes, most of the tables for part 2 are already done. how long it will take depends on just finding the time to FRED it between my other projects. Unfortunately, it means it might take a while.
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Nice campaign. I really liked all the new ships. Why is the SC Aamon so shiny though? Seemed very non-shivan. Also as others have said the story could have used a little more explanation. Whered another iceni and stuff come from, and why on earth (or in space) did the shivans and terrans redo the paint on the orions and iceni :D. I mean they look nice, but I don't get what that would have accomplished for them. Can't wait for the next one, the Negators' ships look really cool, and make us realize how little purple there is in this game.
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Wow! Downloading now... :)
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[...] why on earth (or in space) did the shivans and terrans redo the paint on the orions and iceni :D. I mean they look nice, but I don't get what that would have accomplished for them.
Built using Shivan materials and manufacturing techniques, I guess. The few Terrans there haven't set up supplies, shipyards and corresponding infrastructure yet?
Wow! Downloading now... :)
Only NOW? :eek:
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Wow! Downloading now... :)
Only NOW? :eek:
University, INFA and INF SCP drain my time, so...well...
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Thanks.. I am downloading it now - can't wait to play it!!!
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I finished it. Very good campaign with some interesting ideas. :yes: Can't wait for the sequel. I loved how you edited most of the tech room database to cover all the backstory. That was a very interesting read. The massive scale of some of the missions was intimidating but it was never a case of BoE syndrome. ei. it was always up to the player to win the battle.
I have to admit that up from mission 2 I played on very easy. I wasn't in the mood for Procyon Insurgency/Blue Planet style repeat 50 times missions. I should probably try re playing sometime on normal.
Highlights:
1.Mission 2 where you defend the Ravana. This was the decider that made me choose very easy. The "Dive, dive, dive! Hit your burners..." moment didn't work well for me. It would have helped if the recent builds had voice synthesizer supported. :p I died on the first try and it kept annoying me after each frustrating restart until I switched to very easy. You have to go for the cruisers from the start for the Ravana to survive. But that wing of Scorpions on your tail or a stray anti-fighter beam always nails you while you're at it.
2.The mission in the Yali was jaw dropping. Those Stiny beams would toast incoming fighter wings and the subsystems on the Lucy. Along with the super rapid fire 8 gun mount you really felt like flying some experimental ubership.
3.I really liked the style of the Terran-shivan hybrid ships. I hope the next chapter is centered around it. Also the new race has me interested. Nightmare ships look best in the nebula. ;)
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I thought they were called...
...Negators.
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Oh my god :( I so looked forward to this and now errors appear...
http://pastebin.com/d22e16b7c
Then it crashes. I have all cache folders empty, am using fs2_open_3_6_10d-20081225_r5020.exe, latest launcher, latest mediavps.
That's the debug build, right?
Ideas?
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Try a normal build :P
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am using fs2_open_3_6_10d-20081225_r5020.exe...
That's the debug build, right?
Yes. If you're trying to play with it, you're doing it wrong. Debug builds are for testing and bug hunting. Normal/regular/release builds are for playing.
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I haven't got round to playing the entire thing yet but from the first few missions it's looking really, really good. I like the atmosphere you've captured. Not exactly what I'd call Shivan but still rather interesting.
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Yep, everything works out. I had the wrong exe file in the launcher, well, stupid me. Thanks!
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I would have fixed those debug errors...but I must have forgotten to check debug one last time after making fixes and weapon revisions :/ Sorry.
The Negator ships are retextured nightmares, yes.
As for the Shivanized Terran ships, yeah - its cause the NTSI Terrans wanted something closer to what they're used to commanding, and wanted something different from the standard Shivans that fit with their needs more. With most of the higher-ups being former NTF leaders, they were most familliar with the Iceni and the Orion. Bosch based the NTF's secret agenda on the work of the rogue GTI, hence the development of a second 'Hades'. The others are developments with another purpose that will be expanded upon...probably.
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What are those Negator ships anyway? I've never seen the before playing ToD.
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Rearmed and remaped Nightmare ships from fsmods.
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When you see it, you'll **** Ursas: http://www.hard-light.net/wiki/index.php/ND_Unknown
The retexture was :yes: :yes: :yes:
Purple suits them very well.
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Very Nice :D
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What are those Negator ships anyway? I've never seen the before playing ToD.
Most of them were retextured Nightmare ships by Aldo, there was 1 'second-generation' Nightmare ship also by Aldo (NF Banshee) and I'm certain one of them was a Shadow battlecrab.
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And one of them was a retextured SB Vindhyachal.
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hmmm interesting ;7
downloading right now
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Hey, I've just started this campaign and I'm sorry to say I'm gonna leave it. It's HEAVILY unbalanced. As a simple example 2nd mission is IMPOSSIBLE in medium difficult level. I've failed 20 times in a row.
The problem is not the initial beam trick. It's the SWARM of fighters that chase you. You just can't do anything with more than 5 fighters on your tail. I've tried everything. If I just try to survive while dogfighting then the SD is destroyed even if I command every other single ship to chase the enemy SCs.
But if I try to hit the SCs I just get fried...
IMO there's no point building a mod which must be played in very easy in order to advance. The mod looks really good but plays really bad.
Sorry about this aggressive post. I don't have much time for FS2 lately and trying to play through a SO difficult mod is quite frustrating . I suppose you've spent a lot of time in it. But, please, tell me if you've really finished it at medium difficulty without cheats.
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I got through it easily on Medium.
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Droid803 doesn't play on any lower difficulty than Medium, so don't blame the campaign for your bad piloting skills :p
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OK, then I'm the worst pilot in the whole universe.
But could you tell me how you've finished that 2nd mission? Unless you get quite lucky shots from the Ravana to the SCs, it's plainly impossible. And don't try to convince me that you are able to chase the SCs while evading the hordes of Scorpions on your tail.
And even if you are able to do that, it's still unbalanced. If the player needs to be an ULTRA top ace in order to beat a NORMAL mission, I still think it's a bad design. (In a lot of mods there are quite hard missions: BP massive battle mission, in Warzone there are some of them where the primary ship barely holds alive..., but this one is just crazy).
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Try different loadout combos.
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I too had trouble with that mssion and I don't consider myelf to be a bad pilot. I beat the original campaign on Insane without too many restarts. I have trouble with certain fan-made missions that require doing exactly what the mission designer had in mind to the letter. All of Procyon Insurgency comes to mind along with Blue Planets Forced Entry and Keepers of Hell. Mission 2 in ToD has the same issue as the latter. You are forced to rush to defend a capital ship while also surviving an entire wing of fighters on your tail. It mostly comes down to luck more than skill at these moments, whether your wingmates survive or whether you can land a good secondary weapon hit to take out the fighters in a split second or restart the mission.
To me the second mission was frustrating also because after each restart I had to go through the beam dive moment again and kept forgetting about it. :ick: also the beam seemed to often hit some of my wingmen leaving them at critical hull and soon to die. I could have probably beat it eventually but wasn't in the mood at that time.
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Take a Mara with one bank of Harpoon-equivalents, and one bank of Tempests-equivalents. Do the beam dive, head to the cruiser on the left and pummel it with dumbfire missiles. When it blows up, the Demon should be jumping out. Tell all your wingmen to go after the Rakshasa while you use your dogfight missiles to take out a few of the fighters. Then help out destroying the Rakshasa. The Cain can be quite easily ignored.
If needed, shunt all power from your primary weapons to shields. The missiles will do enough.
I could make an easier version of that particular mission without so many fighters on your tail to begin with, if you so wish, though it should be possible to complete on medium, and definitely possible on easy.
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Alright, i'm surprised nobody has said this before: BHs music does not fit well with this campaign, and I honestly think it could've used some metal here and there.
This aside, what really bugs me is the storyline. It's like PI except with Shivans. :rolleyes:
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Firstly, I picked BH's music because 1) I liked them, and 2) I had them on hand.I don't know of any places where to look for music tracks, so I had to make do with what I had (originally, I just had no special event music at all which kinda felt 'meh').
Also, I haven't played PI past the third mission (and when I completed the missions, the only custom campaign I had played was BluePlanet), so I don't know.
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Well... next time you make a campaign, you should play through everything popular first.. PI was easily my favorite campaign, and this just feels like a cheap watered down rip of it.
...However, since you never played it, you're forgiven.
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I love the Duress track, and I think it fits very well with the climax of the campaign. And I don't like metal :P
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Aye. BH's music is well used and suitable for the mission. It's all a matter of perspective. :nod:
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Sorry for my temporary thickness but BH = ???.
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blackhole
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. . . a.k.a Erik McClure :nod:
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I just played through this and... some elements may end up in my mod... :nervous:
DISCLAIMER
I am extremely biased (guess why :P), so feel free to ignore parts of this post.
GAMEPLAY
The setting and plot might be a bit iffy (see disclaimer), but the missions were action packed and a lot of fun. I found missions much easier when I gave all my wingmen giga lasers (the Scarlash), though some did seem a bit BOEish (fitted the context, so I don't really have a problem with that :D).
LOOK/FEEL
I liked the music. The retextures of the nightmare ships also looked very good. However, with shivan vs shivan battles, my whole screen was filled with flashing red and black (probably not something you can do much about).
TECHNICAL
The shiny capship problem other people have mentioned can be solved by mucking around with the alpha on the texture shinemap (you tested with environment mapping on, right?).
I remember spotting a couple of errors in text (few and minor, and not too big a deal, can't even remember where I found them).
I'm currently trying to figure out a good way to make animated glowmaps for the SF Gorgon in line with the mediavps (hopefully in an automatic and generic way so other shivan ships can be done too), so you might be interested in my results when I'm done.
Ditto for normal maps.
Have you considered using autoaim for the seraphims? This can be highly unbalancing, though. That and it requires a fairly recent build.
Have you also considered going all the way with the interface screens?
SUMMARY
It's fun. Go play it. :D
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The game crashed in Piercing Gaze, when I was scanning the Saraknyal.
It also crashes at the title screen on debug. Take a look at the attached fs2_open.log.
Here's an IRC dialogue that might be useful:
[21:24] <Wanderer> make sure you dont have the warnings #
[21:24] <Wanderer> WARNING: "Weapon explosion 'RailgunImpact' does not have an LOD0 anim!" at weapons.cpp:1241
[21:24] <Wanderer> #
[21:24] <Wanderer> WARNING: "Outer blast radius of weapon Shivan EM Cannon is zero - EMP will not work. Add $Outer Radius to weapon table entry." at weapons.cpp:2616
[21:25] <Wanderer> #
[21:25] <Wanderer> WARNING: Weapon 'Plasma Flak' has both LASER and POF render types! Will only use POF type!
[21:25] <Wanderer> #
[21:25] <Wanderer> WARNING: Laser glow specified on non-LASER type weapon (Plasma Flak)!
[21:25] <Androgeos> Huh?
[21:25] <Wanderer> each and every one of those _needs_ to be fixed
[21:25] <Wanderer> from the log you posted
[21:25] <Androgeos> Oh, okay.
[21:25] <ShadowGorrath> Try it with a new build now
[21:26] <Androgeos> Wait wait wait. Downloading r5040...
[21:26] <Wanderer> the warnings are there not to annoy you but to prevent the game from crashing... should modder ignore them then it is highly likely that the game will ctd or worse sooner or later
[21:27] <Nuke> hahahahaha
[21:27] <Androgeos> Switched to debug r5040.
[21:27] <ShadowGorrath> The plasma flak errors are from not having the flak flag?
[21:29] <Androgeos> Crashed at the same spot.
[21:29] <Wanderer> of course it does
[21:30] <Wanderer> it is supposed to crash due the bad data
[21:30] <Wanderer> so...
[21:30] <ShadowGorrath> Why didn't it crash to anyone else then?
[21:31] * Androgeos has updated http://pastebin.com/d31f0cd1b
[21:31] <Wanderer> plasma flak seems to (looking from code) have a pof file defined for it (ie. pof renderer) while having also laser renderer enabled. weapon should use model OR laser renderer, not both
[21:32] <ShadowGorrath> Doesn't flak use both?
[21:32] <Wanderer> or then it lacks laser bitmap field
[21:32] <Wanderer> flak uses neither
[attachment stolen by Slimey Goober]
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Battle of Endor Syndrome. Battles that are so large and chaotic the player can't really affect them. Considered poor mission design.
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BOE = Battle of Endor.
In FS, its generally carries a negative connotation of being a battle which is too big for the player to make any difference in.
I've certainly tested that you do fail your objectives if you do not follow your directives (as in do nothing)...
Yes, the scale is a bit big, but the player has a defined purpose.
As for the warnings:
I'm sorry that I forgot to check debug one final time after rebalancing the modpack. Trust me, there were a whole ****load more than that and it still ran. At any rate, these will be fixed, and I'll put a patch up :P
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You might want to download Flaming_Sword's Shivans! v0.2 mod and check out the Single Mission "The Face of BoE". ;)
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That is the neat thing I noticed with the Freespace SCP. Not only are they improving all the retail ships but many of the fan made ones as well to have htl and normal maps, it seems. Other SCP for other games don't seem to mess with the fan made textures and stuff, but this community does, which makes it interesting.
Also, I like Duress and Temperature sound tracks. I do listen to them out of game. I deemed the tracks that good.
Also, what does BOE mean? I can't find that slang in wikipedia or the urban dictionary that seems to match how it is being used here. The closest I came was Blades of War, a computer game. Maybe that is what it meant, though I never played it nor heard of that game.
Wait a minute, there's more sources that people have been allowed to mess with besides FreeSpace and Descent 2? :P
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The patch is up:
GET IT HERE: http://dl.getdropbox.com/u/126554/FS2/TOD_Patch.rar
(~115 KB)
Its just a *.ani and a few *.tbls which have been fixed.
Should get rid of most if not all of the debug errors (it did when I ran it on my build).
Only download this if you're getting a crash...you shouldn't need it otherwise.
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Neat - although since I experienced no crashes I can do without it. :)
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www.descent2.de
It's called D2X-XL.
You might want to download Flaming_Sword's Shivans! v0.2 mod and check out the Single Mission "The Face of BoE". ;)
For the number of ships that appear in the battlefield the mission is way too short.
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You might want to download Flaming_Sword's Shivans! v0.2 mod and check out the Single Mission "The Face of BoE". ;)
For the number of ships that appear in the battlefield the mission is way too short.
Any longer and it starts to get boring and repetitive, just like in a real BOE mission. :P
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Other than Trancsend's storyline, it's all pretty much the same anyway each mission. :p
You have your convoy escort missions, defend installation / disabled Destroyer missions, bomb capital ship missions, raid cargo depot missions, and act as fighter cover for other bomber missions. ;)
And usually the Fast Mod mission takes about 14 minutes, I like trying to rack up as many kills as I can. ;7
A six minute battle of epic proportions would be like "OMG DOOMSDAY, oh...it wasn't that bad." ;)
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Two things that made me dislike Transcend like liver:
- Repetition;
- Inability to choose ship or weapons loadout.
ToD is nothing like that. :nod:
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It is the first campaign I have seen that you actually always fly Shivan ships and they are always the good guys.
What do you mean? The Shivans are the good guys. Always. :P
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It's always comes down to a matter of perspective. :P
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Here is a screen:
(http://img131.imageshack.us/img131/8720/fs2open3692009012015090yx8.jpg) (http://img131.imageshack.us/my.php?image=fs2open3692009012015090yx8.jpg)
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Played the mission and I like it. But there are a few things which bother me.
1. The fact that you have the opportunity to carry beam weapons in your ship in the last mission.
I don't think the player should be able to get them and even more so he shouldn't be able to use them in a fighter class ship. There the balance gets frakked up.
2. The mission outgoing of the last mission.
I expected something like a superdestroyer arrives and kills everything allied. The superdestroyer was there, but it got killed by two vessels which are only destroyer class ships. It doesn't look really reasonable to me.
3. Destruction of the Lucifer class vessel.
You remember in FS1 this ship was the great threat of two races. It wasted an entire planet within a few hours and its shields were that strong that nothing could break through it. In you campaign you can simply damage it with a simple beam cannon. All the mysticism has just gone.
4. The way how things get explained.
Things happen too fast and a consequential explanation is falling by the wayside. Where did this shivan knossos device come from? If it was deactivated a long time, then I can understand why the allied forces haven't recognised it, but that's missing in the explanation.
5. Weapon and ship loadout.
It doesn't matter which laser I click I always get the Mekhu HL-7 in right display. The new weapons should have their own icons and animations, but maybe that was a bit too much for you. Then the missile selection. You always get the original missile description, but not the one you have later in your cockpit. I never knew which missile I'm taking now. I just did try and error.
But there are also enough things I like and not just things I dislike.
The redesigned Orion class looks great. I really loved the original model, but that vessel is simply awesome. :jaw: But the Iceni could need a redesign. I'm not quite sure, but neither it looks terran nor shivan. Not even like a hybrid. Maybe a bit more glowy red, eh? The design of the new Negotiator (I hope I typed it right) reminds me to the shadows of the Babylon 5 series. I know the next thing I do now is to watch some episodes ;) I really really enjoyed the music in this campaign. You may tell me from whom it is?
The video sequences were also quite interesting. Didn't even know that FS2 supports such things.
The mission design was just great with only a few exceptions. I loved those dogfights where everywhere were jumping enemy forces in and you didn't know if this will ever come to an end. But the mission with that cruiser firing its main beam cannon at you was nasty. It took me about a minute to realise what happened. But doesn't change the fact that it took three attempts to survive the first five seconds...
I'm done :D
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Where can I download the new Shivas ships from? (If those will be invisible in-game which are invisible in the Tech Room, then the problem is greater, since even the Lucy doesn't display)
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You running with the 3.6.10 Mvps?
The ships use the textures without the a's and b's so they're absolutely required.
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You running with the 3.6.10 Mvps?
The ships use the textures without the a's and b's so they're absolutely required.
FSO is 3.6.9.
Thus thje vp-s are so, eh?
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You running with the 3.6.10 Mvps?
The ships use the textures without the a's and b's so they're absolutely required.
FSO is 3.6.9.
Thus thje vp-s are so, eh?
No.
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Here are some more screens :) :
(http://img246.imageshack.us/img246/7665/fs2open3692009012316444op4.jpg) (http://img246.imageshack.us/my.php?image=fs2open3692009012316444op4.jpg)
(http://img246.imageshack.us/img246/6396/fs2open3692009012316372ad5.jpg) (http://img246.imageshack.us/my.php?image=fs2open3692009012316372ad5.jpg)
(http://img89.imageshack.us/img89/5337/fs2open3692009012316364qn7.jpg) (http://img89.imageshack.us/my.php?image=fs2open3692009012316364qn7.jpg)
(http://img407.imageshack.us/img407/8159/fs2open3692009012316363es2.jpg) (http://img407.imageshack.us/my.php?image=fs2open3692009012316363es2.jpg)
Opss... I forgot to turn off the HUD...
(http://img407.imageshack.us/img407/6563/fs2open3692009012316343yu8.jpg) (http://img407.imageshack.us/my.php?image=fs2open3692009012316343yu8.jpg)
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Played the mission and I like it. But there are a few things which bother me.
1. The fact that you have the opportunity to carry beam weapons in your ship in the last mission.
I don't think the player should be able to get them and even more so he shouldn't be able to use them in a fighter class ship. There the balance gets frakked up.
2. The mission outgoing of the last mission.
I expected something like a superdestroyer arrives and kills everything allied. The superdestroyer was there, but it got killed by two vessels which are only destroyer class ships. It doesn't look really reasonable to me.
3. Destruction of the Lucifer class vessel.
You remember in FS1 this ship was the great threat of two races. It wasted an entire planet within a few hours and its shields were that strong that nothing could break through it. In you campaign you can simply damage it with a simple beam cannon. All the mysticism has just gone.
1) It is balanced in some ways because you are slower and less manueverable. Also, You will play as fighters with beams in Inferno, I believe and in this mission, it was a good choice to avoid risking warship damage and there were too many beam turrets that needed disabling for a warship to simply jump in and destroy the Lucifer's turrets with their beams turrets. If a destoryer tried, it would be wiped out by the other beams on that Lucifer.
2) That was not a superdestroyer; it was a destroyer. Plus, the Nightmare species only have 1 destroyer class, one cruiser class, one fighter class, and one bomber class. I'm not sure if that changed. I know that sounds boring, but check the tables in vp viewer to know for sure. I will recheck too.
Also, it isn't very easy if you don't disarm the right beam turrets pronto, and just look at how powerful its flak is. I failed to protect the Orion several times, meaning I failed several times at first.
3) Think about the fact that AAA beams damage your hull while doing no damage to your shields. They completely bypass your shields. So it makes sense for anti-warship beams to be able to bypass warship shields too and hit their hulls. Also think about how both beams and shields use electro-magnetism, in which light is one form of that. Light can pass through other light since it isn't dense like matter (matter is a highly concentrated form of energy with much less space in between the particals, and in this case, you never sometimes go through it like a ghost because each atom generates electro-magnetism that also holds the electrons in orbit around the nucleus and is an opposing force to most things on the outside normally unless you have enough heat for chemical or nuclear reactions). I guess a shield works in a similar way, but it not being around the nucleus and electrons of the atom and instead it being around the whole ship instead of just each atom of the basic elements that the ship is made of. Like the ship is the nucleus, I suppose.
So beams can pass through shields since light can pass through other light most of the time. I'm guessing that is an accurate scientific reason why. Not sure if I'm 100% correct though but I know enough to use common sense to guess that is how it works. Feel free to correct me if I'm wrong, anyone.
Light waves if in certain frequencies can be small enough to pass through just about anything, like if the light is in the gamma ray spectrum, for example. Even in between subatomic particals, I think. So it makes sense.
I don't see that from the technically point of view, since I'm not even educated enough to understand what you wrote there. In a mission anywhere in the middle of the campaign a destroyer fired its beam cannons at the Lucifer and only a few percent of hull damage were made. Now I have a beam cannon and have the ability to kill the entire ship alone? Sorry, but there the balance is gone. Something like in FS1 where you had to follow the vessel into subspace, so its shields were off would've been much more reasonable.
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The only "technical" part you need to know of is that despite the Lucifer having it's WC2-style phase shieldingmabob, beams will damage it regardless. The purpose of sending in several wings of beam-equipped bombers was to conduct a surgical strike against the Lucifer in order to destroy the reactors so that it would become weakened for larger ships to damage it with their full potential.
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Uh...you can't kill the Lucifer alone.
As Commander Zane has said - You can destroy its subsystems in a surgical strike role, just without following it into subspace. Destroying its reactors doesn't even cause it to go up, only weaken it. You're still entirely reliant on the SD Valarauko to do the majority of the damage to the Lucifer.
As for the mysticism, do recall that you're siding with the Shivans, against other Shivans. (Yes, I know that is slightly awkward, I understand). I would believe that you would know the weakness of your own weapons, and be able to design something to exploit it. What is so mystical about your own ships?
And regarding the final battle of the last mission - why the two destroyer-level ships were able to destroy the Requiem will be explained in the sequel. For now, just think that everything allied was very lucky.
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As for the mysticism, do recall that you're siding with the Shivans, against other Shivans. (Yes, I know that is slightly awkward, I understand). I would believe that you would know the weakness of your own weapons, and be able to design something to exploit it. What is so mystical about your own ships?
I don't see anything awkward about that. :)
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Just finished the campaign.
(Review)Storyline-wise, there were some shivan rebels, attempting to bring some higher power to the play and possibly siding with them, that reminded me a bit of the original Neo Terran rebels, which we found amongst the shivans, too. The final negator SD also left me very surprised and we can only speculate what were their intentions and what will our heroes find in the knossos.
However, there were several story elements missing. Was the knossos build by red hand in such a short time? Or was it there already, but, uhm, not noticed ( Gamma drac? ) Not wanting to be a huge fs geek or something, but some semblance of a shivan star map would definitely encourage the players to see more, as we know little about shivan systems at all. That would be some major plus points.
I liked flying shivan ships, but with some, like the nephilim or aeshma, I felt they were a bit nerfed, since they were very easily flown. That was good.
Also, the ship pool was big enough, so, ok.
You could have tried and bring some difference to the main lasers for your ships, since 3/3 superfast/ 4/4 fast / 5/5 normal and 6/6 slow was just :/
On the contrary, the beam weapon was cool to use and innovative, too.
I had no bugs except the one at the beginning (and that was because of me )whatsoever, so that was ok.
Missions were very entertaining and full of suspense, I personally liked the one where you destroy the Lucifer and the Requiem. The first one was very BP-ish, you really needed to train yourself with the beam to take down all the beams, as that was the only bomber-class weapon.
One annoying mission was the first one with the "DIVEDIVE" factor. The initial swarm of fighters and virtual incogruity of forces made me go one difficulty bit down.
The music impressed me a lot, especially Duress. Fine choice for epic battle music.[/review]
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I finished it. Very good.
Again, some screens:
(http://img135.imageshack.us/img135/8583/fs2open3610r20081210r49fy8.jpg) (http://img135.imageshack.us/my.php?image=fs2open3610r20081210r49fy8.jpg)
(http://img135.imageshack.us/img135/3908/fs2open3610r20081210r49ag0.jpg) (http://img135.imageshack.us/my.php?image=fs2open3610r20081210r49ag0.jpg)
(http://img135.imageshack.us/img135/2848/fs2open3610r20081210r49cc4.jpg) (http://img135.imageshack.us/my.php?image=fs2open3610r20081210r49cc4.jpg)
(http://img135.imageshack.us/img135/7715/fsoyg4.jpg) (http://img135.imageshack.us/my.php?image=fsoyg4.jpg)
(http://img135.imageshack.us/img135/6117/fs2open3610r20081210r49qw7.jpg) (http://img135.imageshack.us/my.php?image=fs2open3610r20081210r49qw7.jpg)
(http://img178.imageshack.us/img178/826/fs2open3610r20081210r49tl4.jpg) (http://img178.imageshack.us/my.php?image=fs2open3610r20081210r49tl4.jpg)
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Hmm, you like things blowing up, don't you? :P
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who doesn't?
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Hmm, you like things blowing up, don't you? :P
Yes. ;)
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The original music in this is top notch. I plan on stuffing my mp3 player with them ASAP!
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Hmm, you like things blowing up, don't you? :P
The beauty of death . . . ;)
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/me bumps the thread and runs
Original:
(http://img10.imageshack.us/img10/9468/screen0365.jpg)
Quick normalmap:
(http://img10.imageshack.us/img10/8994/screen0364.jpg)
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No need to run; it's relevant, and I don't feel like testing my new SABeam at the moment.
The normalmaps seem incomplete.
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Better?
(http://img212.imageshack.us/img212/6167/screen0378.jpg)
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Nice :yes:
I never figured out how to make normal maps.
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For this ship, I used GIMP to scale the original textures to powers of 2 (so DDS would work, and it was already done for the glowmaps).
Then I used a 2 pixel radius gaussian blur to smooth out the jaggies from the scale (otherwise resulting normal map would look like crap).
Next I used the normalmap plugin to create the actual normal map.
Added alpha channel, decomposed into 4 layer image (RGBA), recomposed with:
red --> alpha
green --> green
black mask --> blue & red
Saved as DXT5 (above recomposition made it into DXT5NM).
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There's a normalmap plugin?
Is it the option in the DDS exporter to convert it to Normal or something?
EDIT: Oh wait, that's in Photoshop
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Better?
(http://img212.imageshack.us/img212/6167/screen0378.jpg)
Pixellation aside, yes.
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Better?
(http://img212.imageshack.us/img212/6167/screen0378.jpg)
47 FPS???? :wtf:
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That is certainly strange.
It's usually at 60, 30, or 20, depending on how much it's lagging...(unless the cap is off)
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Windowed on a dual boot laptop running windows xp (where i had to slipstream drivers into the disc to get it to load, rather than the vista home it came with). Also running on a version compiled from SVN.
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This is the absolute hardest campaign I've ever played. Not hard as in challenging, the odds are just overwhlemingly against me and my non-capital-ship-proof shivan fighter! :eek2:
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. . . or cheats, but most people are too honourable for that! ;)
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Sorry for being so late to the party. :nervous:
Anyways,
I can't even pass the first mission.
As expected the Rakshasa jumps in an destroys a freighter, something I can't prevent.
After destroying the bombers I'm left defending a SFr Mephisto with nothing to do, failing the mission when I jump out.
What am I doing wrong, do I need to save the freighter?
BTW, I'm using the latest nightly build with 3.6.10 mediavps minus adveffects.
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Both of the freighters ought to be destroyed by the Rakshasa when it jumps in.
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Remind me to use self-destruct SEXP next time...
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That explains everything...
Thanks for the replies :) I'll come back with feedback as soon as possible.
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So this wont work AT ALL with 3.6.9?
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It might work, as that was the build it was FREDed on, and run on, until then ew mediavps came out, and at which point I fixed the new bugs that cropped up because of it.
However, it's only tested on 3.6.10, because its modpack is based off the latest mediavps which needs 3.6.10, and most people have that by now. It's a better idea than running 3.6.9 and the mvp betas. (I can pretty much guarantee you'll get invisible ships if you use the 3.6.8 zeta mvps though, so don't bother trying).
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I only use the 3.6.9 build when I don't want to read everything. :P
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Wow... excellent campaign, left me wishing chapter 2 was already out so I wouldnt have to wait to see what happens next. Few campaigns have done that for me, so congratulations. Just out of curiosity, the SCv Horror class corvette... it looks suspiciously like the Vishnan Arbiter class ship from BP:AoA. Is that right or am I way off the mark there?
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The Horror and Arbiter are both a reskinned ACv Malia.
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I just played through the campaign tonight, I loved it, any chance of a sequel? Perhaps with the Orions at the end through the portal?
And, are these ships in other campaigns? Cuz I loved them.
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Does this have anything whatsoever to do with Warcraft 2?
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W. T. F.
Dude, this is FreeSpace, NOT Warcraft. Where the hell did you get that idea?
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Does this have anything whatsoever to do with Warcraft 2?
:wtf:
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How did I miss this? It's even highlighted.
Now I have two campaigns to play. ^.^
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How did I miss this? It's even highlighted.
Now I have two campaigns to play. ^.^
You probably won't regret it. This is the only mod (besides Shivans!) that allows you to fly most of the Shivan ships.
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Does this have anything whatsoever to do with Warcraft 2?
:wtf:
W. T. F.
Dude, this is FreeSpace, NOT Warcraft. Where the hell did you get that idea?
Because the subtitle to Warcraft 2 was Tides of Darkness?
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Warcarft II: Tides of Darkness (http://en.wikipedia.org/wiki/Warcraft_II), as was said. I read the title, and thought, Orcs in Freespace! And I saw someone mention something about a portal at the end somewhere in the thread (a la the Dark Portal...), so it did remind me of WC2 a bit.
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Your question implied that it had a direct storyline relation to Warcraft 2, not that there was any inadvertant relation to it.
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Actually I'm pretty sure that's exactly what 'anything whatsoever' implies, not a direct storyline relation.
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It has nothing whatsoever to do with Warcraft, at least, none intentionally.
In fact, I never realized there was an expansion to Warcraft II (which in turn I only knew existed because I know there's a Warcraft III, but have never played it).
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And if the guy that makes the campaign says it has nothing to do with it at all...
How's the campaign going anyway?
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*sigh* Tides of Darkness was the subtitle for the main game. The expansion was named Beyond the Dark Portal.
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Shows you how little I know about it :P
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Can I use the nightmare ships?
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Apart from the texture edits and tabling, the models are not made by Droid803. You need to ask for permission from whoever made them ( Aldo, I think? Should be written in the credits here ).
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Yeah it was Aldo.
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Right so, how come nobody told me about this one before? (I blame you, all of you!)
Downloadan.
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Right so, how come nobody told me about this one before? (I blame you, all of you!)
Downloadan.
Go blame yourself. This was Highlighted a year ago for a relatively long time.
And if you're talking about who made the Nightmare ships, you should browse the ship list on FSWiki a lot more often. :p
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No no no, blaming others is far easier and more convenient :p
And my excuse is that I joined HLP 17 days after this was released, I still had so much mods to play back then
Edit: Ugh, mission 2.
No matter what I do, It's either me or the ravana that dies. Usually the Ravana, at random durations. So many beams and so many fighters on your ass.
It gets rather frustrating after 15 attempts.
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Haha...yeah...I have no sense of mission balance.
I fail that mission routinely too, I think my pass rate is like 5% during testing. If I ever go back and re-do it I'd have made it like half as hard.
Just cheat :P
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Had to skip a few missions because some missions are just plain unfair toward the player.
A lot of: Disarm all beam cannons everywhere and at the same time! MAKE IT SNAPPY! missions, kinda reminded me of DoS :p and when all warships are firing beams at each other, my initial reaction (oddly enough :P ) isn't to move inside close range to help disarm.
I liked the explaination for the capella supernova but the story in general made little sense to me and wasn't very involving.
I hate to say this but in all complete and open honesty, I didn't liked it too much
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;-)
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I played the first 2 Missions and must say very funny so long.
In mission 2 i died 3 times in a row by Beam fire. After them i noticed the chatter they say move away..
Yeah Droid do you hate the player :wtf: and kill him quickly at the start of Mission 2. :beamz: :lol:
But if you know this - they will be nothing kill you again. Move move. *gg*
I played on "Very Easy" and the Ravana survived with 11% Hull.
I think on "Medium" this mission will be a nightmare :D
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I did forget to mention that I really did liked taking on the lucy with the beam equipped fighter. After all, if you can't defeat the beamz0r's, join them in their madness :lol:
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;-)
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I did forget to mention that I really did liked taking on the lucy with the beam equipped fighter. After all, if you can't defeat the beamz0r's, join them in their madness :lol:
I remember giggling madly about attacking fighters with the STinys. Something about the massive overkill.
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I did forget to mention that I really did liked taking on the lucy with the beam equipped fighter. After all, if you can't defeat the beamz0r's, join them in their madness :lol:
I remember giggling madly about attacking fighters with the STinys. Something about the massive overkill.
It would have been very useful in the last mission to have that.....
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~ + 0? :drevil:
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Yeah I forgot to check the date on the previous post before posting. Still, I just recently played it through, except on the last mission where I got stuck.
There's also two missions that CTD'd on startup, but I don't see anyone else having that problem.....
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Actually, Kosh, I think I do have the CTD problem as well, but since I couldn't be bothered to ask for help here (I still can't), I resorted to CMD + SHIFT + S.
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What does that do?
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;-)
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Shift + S shrinks the game's window to the taskbar. Not sure why he included CMD though since that is not a key on he keyboard but looks like the abbreviation for 'command'. If the game crashes, I have to resort to Ctrl+Alt+Delete usually though.
You're clueless.
What does that do?
Ctrl-Shift-S unlocks all missions of a campaign in the techroom.
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;-)
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Tides of Darkness With Mediavps_3612 miss SF Dragon textures, if you look in the tech room with 3612 mediavps and select sf dragon its look like invisible ship. it the only bug (if i could call it) i have found.
Sorry for my spelling
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and here I thought battuta split it.
Try with 3.6.10 mediavps.
Not my fault FSU decided to go **** all and screw backwards compatibility. Sure as hell ain't going back and fixing **** cause god knows whats just gonna break again the next time around >.>
/bitter rant
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FSU has never promised backwards compatibility, assets come and go with each release. Why that impression was ever made is beyond me. If you depend on specific assets that exist in the mediavps, you're better off including those assets yourself than relying on them to always be around. The only things the MediaVPs are supposed to do is enhance retail data.
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There need to be, like, guidelines, for how to handle dependencies like that and stuff.
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FSU has never promised backwards compatibility
Except with retail.
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I meant when used as a dependency :P
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Well yeah, I'm going to put in big letters at the front use the 3.6.10 mediavps.
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ME again. i don`t know if somebody else write about it, but in mission 1 if you save at list one of the freighters (sfr vial and sfr vile) you can`t finish the mission, the order to depart never came, but if the badguy distroy the 2 freighters, another friendly ship appear and the depart appear and you can finish the mission
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They're supposed to self-destruct after being shot, they're suppose to die... O_o
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Both freighters you have to defent,have to been destroyed or the Kismat doesn´t appaire to help you out.
If they don´t die then you can´t acomplish the mission.
In standard mod.ini is the line secondarylist = ,mediavps; is for the standard 3.6.10 ,,big letters not needed. ;7
Peter
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so what storyline are you following droid? Do we get any teasers for chapter 2?
Also, what's the status of that other project of yours? nightfall... is it?
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Chapter 2 is kinda on the back burner cause I haven't decided how it was going to end yet.
As for the other one, that one's about halfway done, minus testing...
Right now I'm more concerned about doing the remake of EW:DoS.
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It would be nice to see this campaign updated for the latest build and mediavps pack as it looks pretty well done.
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ToD on my FSO is running on any build and Mediavps as well. From the 3.6.16 and up the fighters and bombers are firing faster than before and all effects are visible.
Peter
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ToD on my FSO is running on any build and Mediavps as well. From the 3.6.16 and up the fighters and bombers are firing faster than before and all effects are visible.
Peter
You might want to get the most recent build. There was a problem with the older builds around 3.6.16 that caused the difficulty to not work as intended and the fighters and bombers to fire too fast.
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I´m just tested it up to the 3.7 RC2 and the firing from fighters and bombers(inclusive player ship) is faster from the 3.6.16 up to the latest build. And from 3.6.18 on the FLAK is exacter directed to the targets. ...my sight...
Peter
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This problem was noted back in February and fixed.
http://www.hard-light.net/forums/index.php?topic=83631.msg1671333;topicseen#msg1671333
http://scp.indiegames.us/mantis/view.php?id=2788
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Not sure why I can't get this MOD to work. I have a bunch of others working fine.
Crashed on loading. I did a clean install of TOD with the latest patch (Log file is attached)
[attachment deleted by ninja]
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you need to change MediaVPs_3612
it is now
K:\Games\Freespace2\mediavps\ 0 found
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yes, woutersmits is right. You have to edit mod.ini inside the ToD folder, and where in the last line it reads "mediavps" change it to "mediavps_3612".
Make sure you have mediavps 3.6.12 installed.
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yes, woutersmits is right. You have to edit mod.ini inside the ToD folder, and where in the last line it reads "mediavps" change it to "mediavps_3612".
Make sure you have mediavps 3.6.12 installed.
its not build for 3.6.12
but for 3.6.10
there's downloadlink http://www.hard-light.net/forums/index.php?topic=65038.0
read 1 post
ATTENTION PLEASE
PLEASE USE THE 3.6.10 MEDIAVPS FOR THIS MOD, NOT THE 3.6.12.
IF YOU CHOOSE TO USE THE 3.6.12 MEDIAVPS, NO SUPPORT WILL BE PROVIDED.
THANK YOU.
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Hi Macfie,
thanks for this info. :yes: I remember i played the Solar wars campaign with 3.6.12 and the "old" Nightmare fighters spin so fast that i could not get an exactly target of them.
Step by step i can bring this to the normal flight. (i hope)
ATTENTION PLEASE
PLEASE USE THE 3.6.10 MEDIAVPS FOR THIS MOD, NOT THE 3.6.12.
IF YOU CHOOSE TO USE THE 3.6.12 MEDIAVPS, NO SUPPORT WILL BE PROVIDED.
Do you think so? :P
Peter
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Ok I made a copy of my Freespace 2 folder and installed the 3.6.10 MEDIAVPS and used the fs2_open_3_6_10.exe
I installed the TOD files and the patch 1.2
I now get this error log
[attachment deleted by ninja]
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Slight issue, the shivan roflstomp fighter does not show up. It's kinda invisible. Got the patch, MVP's 3.6.12. I loaded at least 2 missions (out of four I played.) where the dragon does not show up. It's there, but I can't see it without targeting it. Then I see the brackets. Same thing when I played as a dragon.
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Ok I made a copy of my Freespace 2 folder and installed the 3.6.10 MEDIAVPS and used the fs2_open_3_6_10.exe
I installed the TOD files and the patch 1.2
I now get this error log
Um, yes, so what happens when you play it with the regular (non-debug) build? Does it crash? The log indicates no problems, aside from the odd warning.
Slight issue, the shivan roflstomp fighter does not show up. It's kinda invisible. Got the patch, MVP's 3.6.12. I loaded at least 2 missions (out of four I played.) where the dragon does not show up. It's there, but I can't see it without targeting it. Then I see the brackets. Same thing when I played as a dragon.
As said five posts before this, you need the 3.6.10 MVPs :P
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It pops up a box that says it has 230 warning and or errors
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It pops up a box that says it has 230 warning and or errors
The mod was not really debugged properly - it should, however, be playable.
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I don´t know exactly what i did with the 3.6.12 mediavps but the Dragon fighter is visible on my screen,it was a thing with the effects of the glowing textures.
Peter