Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: Strygon on December 30, 2018, 08:17:17 pm

Title: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: Strygon on December 30, 2018, 08:17:17 pm
After 36 hours of non-stop FREDding, several sleepless nights, lots of frustrated screaming and way too many bottles of beer, it is finally complete.


(https://i.imgur.com/LTH4MR2.png)



Yep, my probably disappointing 6 mission mini campaign is now ready to be played. It's a bit rough on a couple edges, but as far as I've checked (and I've checked many many times), there's no game breaking or otherwise really obvious and damaging bug.

All ships (except for the Polaris/Pharos) were made by me. Sounds were taken from various sources such as Ace Combat 3, System Shock 2, Star Ixiom and a MiG-21 afterburner
Music is mostly Patlabor 2 soundtracks, with one Star Fox Assault and one JoJo soundtrack crammed in.



The Plot:

You are Scorpion 3, part of the 26th Scorpions Anti-Piracy Squadron of the interstellar peacekeeping organisation, the Allied Defense Force (ADF for short). Your job is to hunt down pirates and suppress piracy and related activities where possible.

Operation: Cloak and Dagger specifically revolves around toppling the biggest pirate gang in Terran Space, the Legion of Dragons. This means it's not just blind pirate hunting, but also espionage and sabotage.

Requirements
All you need is the latest build of FSO. Yep, that's it.

DOWNLOAD LINKS:

Knossos Link: https://fsnebula.org/mod/OCaD


Mediafire Link: https://www.mediafire.com/file/1y3183j7ddm32bb/OCaD-1.0.5.rar/file


Special thanks go to:

-Nyctaeus, both for releasing the FractalSpace skybox pack which this mod heavily relies on, and for fixing several of my capships.
-Asteroth for giving me thorough feedback on the mod and how to improve it.
-Axem for highlighting the mod
-bomb3rman for helping me out with Mainhalls and Interface
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.5
Post by: Strygon on December 30, 2018, 09:04:49 pm
NOTE: If any of you have trouble with fighting fast craft such as the CSDF Yaomitl or the Starfury, one thing that could help is making use of the Firefly's gliding ability. It could give you a better edge in battle.
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.5
Post by: bomb3rman on December 31, 2018, 01:51:55 pm
Congratulation on the release! Once I fand a few hours during the next days, I'll certainly look into it!
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.5
Post by: Nyctaeus on December 31, 2018, 04:13:58 pm
Simple, fresh, no critical bugs and the most importantly, stable. Very good first first release. I will write more detailed description later.
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.5
Post by: woutersmits on December 31, 2018, 04:42:57 pm
so congrats on your first release
i didnt expact that
you are good busy
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.5
Post by: HLD_Prophecy on December 31, 2018, 08:10:19 pm
but strygon sounds like you killed yourself making this

we dont want that  :(

Quote
various sources such as Ace Combat 3... and one JoJo soundtrack crammed in.

nvm 11/10 would watch strygon endure sleepless nights again if he fits fighting gold into an fs2 mod.  ;7


:lol:


Beg pardon, looking forward to checking this out m8!

Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.5
Post by: Strygon on December 31, 2018, 08:14:25 pm
but strygon sounds like you killed yourself making this

we dont want that  :(

Let's just say, I have a very unhealthy work ethic when deadlines are involved, and those deadlines are on important days, such as the 31st for example.
Oh well, if it means I brought a fun little mod for all of you to enjoy, then it's more than worth it.
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.5
Post by: HLD_Prophecy on December 31, 2018, 08:18:31 pm
but strygon sounds like you killed yourself making this

we dont want that  :(

Let's just say, I have a very unhealthy work ethic when deadlines are involved, and those deadlines are on important days, such as the 31st for example.
Oh well, if it means I brought a fun little mod for all of you to enjoy, then it's more than worth it.

Just take care of yourself, ok!  :nod:
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: Strygon on January 01, 2019, 05:41:29 pm
Version 1.0.6 is out!

It's full of fixes, adjustments and minor improvements, along with newer balancing.

New version's up on Knossos.


Here's a full list of all changes that were made:

Code: [Select]
1.0.6 Changelog

===OVERALL===

-Crossbow has been buffed with higher DPS and slightly lower energy consumption
-CSDF Yaomitl maneuverability greatly nerfed
-Spear and Arrow have had their Armor/Shield factors changed to be more specialized
-Firefly turning speed buffed
-HS-14 Sidewinders were slightly nerfed in damage

===MISSION 1===

-Scorpion wingmates now have invulnerable engines
-Chimalli spawn distance increased
-Freighters were given actual cargo
-Text spill in Briefing Stage 2 fixed

===MISSION 2===

-Fighter placement changed a bit
-Murasame given more attention in dialogue

==MISSION 3===

-Loadout changed
-More time given until solar flare
-Hacking range extended to 200m

===MISSION 4===

-Nidhogg's Siege Cannon is invulnerable now

===MISSION 5===

-A slightly better jump animation was implemented
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: PIe on January 02, 2019, 03:12:30 pm
Overall impressions:  A very nice first release.  It's not overly ambitious but manages a few cool ideas
Spoiler:
like gliding while scanning and the massive sun in the stealth/scanning mission
to spice up the pretty straightforward combat.  The new interface and number of new ships are pretty impressive for the short development time.
I have a list of nitpicks I'd like to see addressed (and I apologize if any of these have been fixed in the v1.0.6) but don't let the length either depress you or put you off playing this.  It's a solid campaign with no breaking bugs.
Spoiler:
Overall:
Pirate behavior can be a bit off.  For instance, in the first mission, the fighter wings won't jump out even when their target has jumped.  It's counter-productive to hang around just to get killed.
Fighters don't actually jump out through the warp animation; the animation forms and shrinks to nothing and then the fighter just disappears.
The loadout artwork for several weapons is the same, making it hard to tell what's currently mounted.
Some of the weapons are displayed in the tech room with FS2 names, i.e. Subach HL-7 and to me at least a blank description would be better than "Descriptive text".
The Vasudans and Shivans should be hidden in the F3 lab.
The default FS2 loading animation looks a bit out of place.  A custom one like ASW's might be cool.
DM01:
Secondaries are available in the loadout screen even though the only fighter can't carry any missiles.
Weapons and engines aren't locked during the cutscene.
It would be nice if I started off at 100% throttle just so I don't start off a ways back from my wingmen (yeah this is really nitpicky).
The bonus objective is fulfilled even if a freighter is destroyed.
The defend transports directive and bonus objective aren't fulfilled until the wings are killed, even if the freighters have already jumped out.
The bonus objective seems very luck based.  Several freighters can be disabled before I even make it to them.  It's not a big deal since it's just a bonus objective but I'd rather have it be more skill based.
DM02:
Did I just miss it or is De Gaulle wing a complete non-sequitur?  Chekhov's rifle might apply here.
DM03:
Removing the hacked satellites from the escort list would be nice.
I could give orders to the Nimitz (I'm assuming that was the carrier but I don't know).
The gradual sensor destruction was cool but maybe could be improved by making it slower and disabling hacking after the sensors were completely destroyed.  To me, this would be a better way of time-limiting the mission, rather than the supernova/sensor flare, which seemed a bit cliche.
DM04:
One enemy fighter got stuck in the hangar bay and another got stuck literally inside the carrier model.
The Overload has attack order so it just flies around uselessly, taking forever to kill the aurora with or without fighter help.  I don't know if it would be any faster if it just sat there but either way flying around is pointless and the carrier takes too long to die.
DM05:
Somehow my fighter got stuck in the back of the hangar bay (again literally inside the model) so I died and had to replay.
Maybe wait a bit after finishing scanning to turn everyone into enemies?
When the Accountant died, the built-in death scream played.
DM06:
Turn off the built-in messages.
The briefing warned about the Nidhogg's dangerous point defense but it was completely passive in-mission.
The friendly capships were pointless and felt put there just to add urgency to destroying the beam cannon.
Again, don't let the list discourage you; it's mostly really minor fixes anyway.  I'm really happy you had the dedication to release this in such a short amount of time and I wish you a productive modding future.
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: Strygon on January 02, 2019, 04:00:17 pm
Overall impressions:  A very nice first release.  It's not overly ambitious but manages a few cool ideas
Spoiler:
like gliding while scanning and the massive sun in the stealth/scanning mission
to spice up the pretty straightforward combat.  The new interface and number of new ships are pretty impressive for the short development time.
I have a list of nitpicks I'd like to see addressed (and I apologize if any of these have been fixed in the v1.0.6) but don't let the length either depress you or put you off playing this.  It's a solid campaign with no breaking bugs.
Spoiler:
Overall:
Pirate behavior can be a bit off.  For instance, in the first mission, the fighter wings won't jump out even when their target has jumped.  It's counter-productive to hang around just to get killed.
Fighters don't actually jump out through the warp animation; the animation forms and shrinks to nothing and then the fighter just disappears.
The loadout artwork for several weapons is the same, making it hard to tell what's currently mounted.
Some of the weapons are displayed in the tech room with FS2 names, i.e. Subach HL-7 and to me at least a blank description would be better than "Descriptive text".
The Vasudans and Shivans should be hidden in the F3 lab.
The default FS2 loading animation looks a bit out of place.  A custom one like ASW's might be cool.
DM01:
Secondaries are available in the loadout screen even though the only fighter can't carry any missiles.
Weapons and engines aren't locked during the cutscene.
It would be nice if I started off at 100% throttle just so I don't start off a ways back from my wingmen (yeah this is really nitpicky).
The bonus objective is fulfilled even if a freighter is destroyed.
The defend transports directive and bonus objective aren't fulfilled until the wings are killed, even if the freighters have already jumped out.
The bonus objective seems very luck based.  Several freighters can be disabled before I even make it to them.  It's not a big deal since it's just a bonus objective but I'd rather have it be more skill based.
DM02:
Did I just miss it or is De Gaulle wing a complete non-sequitur?  Chekhov's rifle might apply here.
DM03:
Removing the hacked satellites from the escort list would be nice.
I could give orders to the Nimitz (I'm assuming that was the carrier but I don't know).
The gradual sensor destruction was cool but maybe could be improved by making it slower and disabling hacking after the sensors were completely destroyed.  To me, this would be a better way of time-limiting the mission, rather than the supernova/sensor flare, which seemed a bit cliche.
DM04:
One enemy fighter got stuck in the hangar bay and another got stuck literally inside the carrier model.
The Overload has attack order so it just flies around uselessly, taking forever to kill the aurora with or without fighter help.  I don't know if it would be any faster if it just sat there but either way flying around is pointless and the carrier takes too long to die.
DM05:
Somehow my fighter got stuck in the back of the hangar bay (again literally inside the model) so I died and had to replay.
Maybe wait a bit after finishing scanning to turn everyone into enemies?
When the Accountant died, the built-in death scream played.
DM06:
Turn off the built-in messages.
The briefing warned about the Nidhogg's dangerous point defense but it was completely passive in-mission.
The friendly capships were pointless and felt put there just to add urgency to destroying the beam cannon.
Again, don't let the list discourage you; it's mostly really minor fixes anyway.  I'm really happy you had the dedication to release this in such a short amount of time and I wish you a productive modding future.

Thank you for your review. It's my first mod, so it's important that I know what to watch out for in future projects and such.
Glad you liked it.

As for the issues you've listed:

Spoiler:
Fighters don't actually jump out through the warp animation; the animation forms and shrinks to nothing and then the fighter just disappears. -  I have yet to actually figure out how to fix it and what's causing the issue in the first place.
DM02:
-De Gaulle being non-sequitur - While I admit it was rather badly implemented, both the name in itself and the debriefing imply that they're a rogue element, secretly disrupting and resisting the actions of the Legion. They appear again in DM06 as one of the wings that participate in the huge dogfight.
DM04:
-Aurora taking too long to die - That's, according to several test runs, not supposed to happen. The Kinetic Batteries along with Armor Piercing Flak Cannons should allow the Overlord to rip the Aurora to shreds very quickly. Although said Cannons tend not to work in the first run, so I'd advise restarting the mission, which usually solves any weapon related problems with the Overlord.
DM05:
-Delay before turning into enemies - That does happen. The last system is scanned, there is a message about the Nidhogg identifying your ADF signature and about a couple seconds later they send out the alarm.
DM06:
-Passive PD - If memory serves me right, it was specified that the Nidhogg's Kinetic Batteries (which are mainly Anti-Capship weapons that it fires at unaware fighters) can quickly destroy you if you're not careful. It did not specify they were point-defense weapons. They're huge red blobs, similar to Retail Blob turrets but far more dangerous, easily killing a fighter in three or four consecutive shots.

The remaining issues you've mentioned, I will try to address them asap and put them into 1.0.7.
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: Bryan See on January 04, 2019, 01:23:34 pm
Is it an original release?
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: Strygon on January 04, 2019, 01:39:32 pm
Is it an original release?

What do you mean?
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: Bryan See on January 04, 2019, 02:55:09 pm
This whole release.
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: Nightmare on January 04, 2019, 03:01:26 pm
It is set in an original universe.
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: Strygon on January 04, 2019, 03:36:51 pm
Yep, it's all a new original universe written entirely by me.
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: DefCynodont119 on January 08, 2019, 04:38:56 pm
ohh, an original universe mod!  Downloading now.
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: Nightmare on January 18, 2019, 07:55:43 pm
Finally played this neat thing. :) I really love the fight dynamics with speed and autoaim, and it's overall an amazing fun thing, especially if one considers how long it took from first dev post to release. :yes:
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: Strygon on January 19, 2019, 05:20:41 am
Thank you very much, Nightmare! Glad you liked it.
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: theperfectdrugsk on April 01, 2019, 08:00:22 pm
Finally got around to playing this.  Quite an enjoyable bit of pew pew pew...and dang impressive for a first campaign.  At first I was a little "hrrrrmph no secondaries", but then I actually grew to really enjoy the combo of auto-aim and just spraying lasers everywhere.  Very old-school space shooty style.
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: Mito [PL] on December 05, 2020, 04:42:42 pm
So, I took a moment to appreciate this mod. I am in no way disappointed. This is one solid piece of gameplay, and a very decent first campaign. A whole lot of bonus points for it being a functional total conversion, too.

Generally, this is quite fun. This mod should be used as a positive example of the "if it not FRED, it ded" principle of Freespace modding. There is no deep, mystic and epic plot, no vast amount of super high quality assets or ambitious lore spread around the place. The mod has filled its basic responsibilities: be playable, don't have serious bugs, be released.

So here's just some things I've noticed while playing through it, some of these seem to have been noticed by others too.
Hidden Text: Show
General:
cosmetic - no music track in the main menu? what's that noise?
The "apply loadout to rest of wing" button seems to be hidden unless you hover your cursor over it

M1:
freighters get disabled but the mission still progresses... maybe add events that make it look like they've repaired them and are heading to the node, or tell the player that someone else will take the duty of covering these until they repair their drives
the firefly fighter has improper warp effect position, also its second primary bank has terrible position for dogfighting
wingmen often get disabled by the last enemy wing, which knocks out the immersiveness a bit - enemies just stand there and unload at disabled friendlies, being sitting ducks for me

M2:
De Gaulle wing says "let's jump out" but they say it before enemies are destroyed and jump out only after the last enemy dies. Also I can give them orders.
The subsystems on the Fubuki (namely turrets) are massive!
also, another disgusting primary placement fighter :P

M3:
A fun little mission. I like it. Although the player ship has botched warp placement, again?

M4:
Oh, that's pretty fun too. The fighter you get is fantastic, and missiles make my day...
One more thing is that the message about the energy spike is being played by Command and quite a bit after Nidhogg unloads its weapon.

M5:
Wow, the concept of glide scanning is a really new and fun one. Although it might be a tad frustrating when you need to find *exactly the perfect angle and speed* to scan a subsystem. Still, fantastically innovative!
As for the mission itself, I would really dream of a checkpoint at the start of the Accountant fight. After such a long time spent scanning, it's quite annoying to have to fight in such a strange fight and need to repeat the entire sequence again. The fight is really unbalanced, because you have a really sluggish fighter (which actually kinda helps with the scanning, though) and if the enemy as much as looks at you for more than two seconds, you're dead. I'm not saying that this fight should be made easier, because it was actually fun in a way, but reaching that fight to repeat it might be a little less tedious. Eventually, you could do it like in Antagonist or something, when you just start a new mission after that subspace entry.
Speaking of the subspace entry, the warp effect appears in a totally wrong position.
Also, the fighters chasing you just break off their pursuit after some distance.

M6:
Hm, Gryphon wing's default loadout has no primaries... also, only Sidewinders as bombs?
Okay I didn't need the bombs anyway. Because the Nidhogg doesn't fire its turrets at all. Also I think I just got under its shield and unloaded at the beam cannon. Maybe make the ship invulnerable until shields go down?
lol egg planet

I realise that many of these nitpicks are mostly related to me playing on Insane, and that you have no intention of making changes to accomodate me specifically, but I'm too lazy to cut them out of my copy-paste. :P Also I'm pretty much aware that you can't really invest the time into this mod anymore, so I'm just leaving this feedback here just in case you feel nostalgic at some point and want to touch up on that again, or if some Freespace content archeologist comes over to fix something.

Still, this mod deserves praise for simplicity that doesn't compromise on fun, and for some really innovative and cool solutions you came up with. The scanning mission is definitely the crown jewel here, but the buoy hacking is worthy of mentioning too, as you managed to make a semi-stealth mission that isn't annoying in the slightest.
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: ShivanSlayer on May 03, 2021, 12:13:12 am
The scanning mission is ridiculously patience trying and anything but fun.  Engine wash makes it nearly impossible to scan the engine, the fighterbay is a death trap, and the other two subsystems require you to be at ridiculously specific angles.  It's too easy to glide of course and lose the scan. Severely hurts replay value in what was otherwise a really good campaign
Title: Re: [RELEASE] Operation: Cloak and Dagger 1.0.6
Post by: Strygon on May 03, 2021, 06:02:35 am
Taking your time to line up your velocity more precisely is exactly what you're supposed to be doing, rather than rush through it like you did by the sounds of it. The Nidhogg is going to take at least 15 minutes to get to its waypoint, so you can take all the time you need to ensure you've got a clear angle and position.