Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: Goober5000 on April 01, 2010, 08:41:10 am

Title: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 01, 2010, 08:41:10 am
Ladies and gentlemen, I present...

Deus Ex Machina: Interlude
A FreeSpace 2 Open Campaign

Story

Only eighteen short months into the Neo-Terran Rebellion, amongst fleet skirmishes and the struggle to defend the systems of Neo-Terra, mysterious things have been happening on the edge of NTF space.  Unexplained appearances, strange plot holes...

You're not even sure if you should disclose your recollection of the last engagement, so completely foreign was it to anything in your experience.  Things that were once beer now have no meaning, and the fourth wall is beginning to crack...

Features
This isn't a strict sequel to Deus Ex Machina, but it takes place in the same continuity, so I've called it DEM 1.5 instead of DEM 2.  I still have an idea for DEM 2 (if I ever get around to it), but I had a bunch of fun ideas all come together in beautiful synergy, so I thought I'd add an in-between story.

Here is the current download site.  New mirrors appreciated: http://www.sectorgame.com/goober/dem1_5.html

Mirrors
FreeSpaceMods.net (http://freespacemods.net/download.php?view.619)

The campaign REQUIRES RC2 due to several important bugfixes*.  Download it from here. (http://www.hard-light.net/forums/index.php?topic=68944.0)

* Unfortunately, one of those fixes is still not present in OSX builds. :(  Mac users will not be able to view the cutscene until this bug is fixed.  This fix is expected to be in 3.6.12 Final.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Snail on April 01, 2010, 08:43:42 am
oh awesome
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Titan on April 01, 2010, 09:05:30 am
I really want to check this out...

...but i'm right next to a calendar...  :(

I will try tommorow when the april fools goes away, and this campaign is no longer a prank.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Angelus on April 01, 2010, 01:51:19 pm
 :yes:
Downloaded, gonna play it this evening.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: NGTM-1R on April 01, 2010, 03:15:07 pm
It's gonna fill my hard drive up with 1s, isn't it?
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Jeff Vader on April 01, 2010, 03:30:08 pm
It's gonna fill my hard drive up with 1s, isn't it?
Yes.

Spoiler:
Actually, it seems to be the real deal and is quite funny. But I won't blame people if they choose to wait until tomorrow.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: TopAce on April 01, 2010, 03:46:48 pm
What changes in the campaign tomorrow? That it's not April Fools' then doesn't mean the missions will change, and deleting the thread of ANY released campaign is, I think, cruel.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Renegade on April 01, 2010, 04:19:11 pm
It's gonna fill my hard drive up with 1s, isn't it?
Yes.

Spoiler:
Actually, it seems to be the real deal and is quite funny. But I won't blame people if they choose to wait until tomorrow.

 :yes: :D
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 01, 2010, 04:39:57 pm
It's a perfectly playable five-mission campaign, just like the original Deus Ex Machina.  It'll play exactly the same today as it will tomorrow.

And I pulled an all-nighter to ensure that it would be ready for today, so I shall feel insulted if you wait. :p
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: TopAce on April 01, 2010, 04:41:44 pm
Nice new avatar, Goober. :P
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 01, 2010, 04:43:29 pm
:D
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Titan on April 02, 2010, 12:18:01 pm
...  :nervous:

Is it real?
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Jeff Vader on April 02, 2010, 12:35:35 pm
...  :nervous:

Is it real?
No. It's just your imagination.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Timerlane on April 02, 2010, 02:24:58 pm
Yes, it is, and it's pretty awesome, IMHO.

Minor spoiler(The campaign's launcher 'tagline' suggests it, but you'd only know if you were familiar with the material, anyway):
Spoiler:
Familiarity with the works of Ransom Arceihn strongly recommended, though. Probably won't be anywhere near as funny if you haven't played Transcend and Sync(or, at least, the former).

Slightly more serious spoiler/discussion:
Spoiler:
It took me a little while to actually figure out what I was being asked to do to invoke the Deus Ex Machina. Then I realized that a certain model mentioned in the readme hadn't shown up yet...

Also, note that the MediaVPs are not "multimod"ed in the mod.ini, so you might want to edit that in beforehand.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Colonol Dekker on April 02, 2010, 03:08:16 pm
Downloading now,


Hope it's as funny as i remember DEM being the first time around.

Cheers G5K
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Nuclear1 on April 03, 2010, 01:20:26 am
Yes yes yes yes yes yes yes yes yes yes yes yes yes yes
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: blowfish on April 03, 2010, 01:28:09 am
Ehh couple of problems ... the ogg movie is not playing correctly, and I get a crash a few seconds after it starts.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Koth on April 03, 2010, 03:46:07 am
That Build you linked is giving me horrific memory leaks from time to time, imagine FS2 taking up 2 GB's of RAM all by itself.  :shaking:
It's impossible to play it with such a buggy build, is there some way around it?
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Kosh on April 03, 2010, 05:38:46 am
Quote
That Build you linked is giving me horrific memory leaks from time to time, imagine FS2 taking up 2 GB's of RAM all by itself. 


Are you sure it isn't a "feature"? :D
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Firartix on April 03, 2010, 09:09:54 am
Everything went fine with me with that build.

And that idea of mixing campaigns was really funny :P
BTW. This is really stupid in a sense, because telling people which campaigns to play to understand this one would be like spoiling people who played them (since they would know what would happen in that one...)

And as always when i play JAD or DEM, i wonder how you can make such cool stuff
Spoiler:
The spinning ship was cool o.o

Yeah btw
Spoiler:
Idk about you, but it took me almost 5 seconds to recognize Beta 2 was the one from Sync. As soon as i read "Beta 2", i was like HEY, IT'S HIM !
..... And 20 minutes to understand the Sink is the Sync. ><
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Vrets on April 03, 2010, 10:31:58 am
That build erased my hard drive, closed my gmail account, disabled my steam account, burned down my house, and forced me to watch old Fawlty Towers episodes.

Spoiler:
I haven't downloaded the build yet.

Spoiler:
All of this resulted from clicking the link to download the build. I didn't want to scare anyone.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Colonol Dekker on April 03, 2010, 12:33:26 pm
Finished it. . . . Goober.
 
You ass. :p
 
 
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Scourge of Ages on April 04, 2010, 02:24:51 am
Yessss, most impressive. All done.

Warning! This spoiler below is actually plot related!
Spoiler:
When time compression dropped to almost nil, I was expecting a Half-Life 2 reference.
"Well-done *wheeeeeze* Mr. Alpha 1. *wheeeeze* But you're not done *wheeze* yet, oh no. You're on a *wheeeeze* rollllll. *haack*"
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 04, 2010, 02:27:28 am
Ehh couple of problems ... the ogg movie is not playing correctly, and I get a crash a few seconds after it starts.
Are you sure you're playing with the linked build?  This is a bug that was fixed a week or so after RC1.  It should be okay in the build I provided.


That Build you linked is giving me horrific memory leaks from time to time, imagine FS2 taking up 2 GB's of RAM all by itself.  :shaking:
It's impossible to play it with such a buggy build, is there some way around it?
Yes.  Wait for RC2.


Spoiler:
Idk about you, but it took me almost 5 seconds to recognize Beta 2 was the one from Sync. As soon as i read "Beta 2", i was like HEY, IT'S HIM !
Awesome. :D


Spoiler:
When the unknown was destroyed and time compression dropped to almost nil, I was expecting a Half-Life 2 reference.
Haven't played Half Life 2, so I don't know what you could be referring to.  What you're describing was a direct ripoff of the parodied campaign.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: blowfish on April 04, 2010, 02:37:57 am
Are the changes from that build in trunk (my build is 6047)?  You see, Windows builds don't exactly work for me...
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Scourge of Ages on April 04, 2010, 02:39:45 am
Haven't played Half Life 2, so I don't know what you could be referring to.  What you're describing was a direct ripoff of the parodied campaign.
Ah, I see. I haven't actually played the parodied campaign so I didn't know that.
Spoiler:
I guess I just assumed that you had played HL2, since you obviously had Team Fortress 2, or had some familiarity with it. Unless the sandvich of doom was another multi-source reference.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 04, 2010, 02:50:44 am
Spoiler:
I guess I just assumed that you had played HL2, since you obviously had Team Fortress 2, or had some familiarity with it. Unless the sandvich of doom was another multi-source reference.
Spoiler:
A reasonable, but incorrect, assumption.  My familiarity with Team Fortress 2 is entirely due to the "Meet the Team" videos.  And the Sandvich of Doom was provided by pecenipicek, as described in the readme.  The prototypical example is here (http://www.hard-light.net/forums/index.php?topic=66939.0).
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Firartix on April 04, 2010, 03:52:27 am
Spoiler:
How did you see the sink in the last mission :s ?
I took me sometime to realize there was one.

The first time i played the mission, i didn't know what to do, so i ordered both freighters to dock with the Perseverance.
It resulted in a massive crash, a cargo and the sink just close to the Perseverance...
In fact i really though you had to make it crash.
Then i restarted and saw it just trigger from targeting it e_e

BTW, you should have included some cool evil fedder missions!
Like, a mission that's impossible at start, but gets easier as you restart it (with dialogues changing accordingly o.o)
Or just a mission where the easier the difficulty, the more the enemies or something like that
It would be damn so fun (yeah yeah, IMO <_<')

Cargo: JUST KIDDING
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 04, 2010, 04:45:20 am
Spoiler:
How did you see the sink in the last mission :s ?
I took me sometime to realize there was one.
You target it.

Quote
Spoiler:
The first time i played the mission, i didn't know what to do, so i ordered both freighters to dock with the Perseverance.
Spoiler:
What Perseverance?

I shall remove the player orders.  Thanks.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: TrashMan on April 04, 2010, 06:23:57 am
OK campaign.

Spoiler:

the only things that made me laugh was actually the contraband mission and the ? fighters.

Good idea on having the (supernova) TIMER as a ship in the ships communications window. I didn't even notice it the first time, but the second time I ordered it to depart :P

and the Rick Roll video..really...REALLY?
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Snail on April 04, 2010, 08:10:00 am
HEY I HAD THE ? FIGHTERS LONG BEFORE YOU DID
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Angelus on April 04, 2010, 12:05:05 pm
HEY I HAD THE
Spoiler:
? FIGHTERS
LONG BEFORE YOU DID

USE SPOILERTAGS, FRENCH DELICATESSE!
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Firartix on April 04, 2010, 02:12:53 pm
Mh, i just replayed the mission and got something funny :lol:

Spoiler:
I ordered both freighters to capture the Triumphance (hmh yeah i think i messed up with the name), and all others to destroy it.
But this time, instead of resulting in a crash, Lambda 4 actually docked with Triumphance while staying docked with the sink, and started spinning. It resulted in a rotating deimos and many ships turning around it o.o
Here's a screenshot : http://img177.imageshack.us/img177/2291/rotatingcorvette.jpg

At first when i saw the unlocked orders, i though you could order all the ships to attack the Triumphance, therefore destroying it o.o (it would have been funny, since the other ships are kindda like unanimated or something like that..... like uh, the crew following your orders like zombies.)
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Timerlane on April 04, 2010, 02:28:01 pm
For me, a lot of the appeal was the sort of refuge in audacity in actually parodying that. It also kind of helped that I was musing over fighter-intersystem-jump-drive continuity during the first mission run,
Spoiler:
and when I got to the node... :P
Along with the sudden realization that the campaign was indeed a parody of that, just set the tone for the whole experience for me. The sprinkled showcasing of the new features also kept things interesting, though maybe there were a few too many cargo containers.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 04, 2010, 02:29:48 pm
Bear in mind that the dialogue in mission 3 takes note of the continuity errors.  And then you have yet another continuity change at the end of mission 3...
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Timerlane on April 04, 2010, 02:43:46 pm
I know; it was just so serendipitously awesome at the time. :yes:

Spoiler:
I was actually a little surprised at first that my ammo counts didn't reset on the second mission, but as said, it was presented and lampshaded later.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 04, 2010, 02:57:54 pm
What did everyone think of the music in mission 4?
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: rubixcube on April 05, 2010, 12:05:32 am
It was pretty epic, it definitely rivaled BP music  :)

P.S. wonder if Ransom has played this yet
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Cobra on April 05, 2010, 11:01:12 am
Third mission. I am such a ****ing nerd, I got every single joke so far, including the Tuesday one.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 05, 2010, 11:49:22 am
:D
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: IronBeer on April 05, 2010, 05:32:32 pm
Short, but I presume that's the point. The silliness didn't really kick in until mission 3, but wow...

Spoiler:
The first "null MoI" ship, the Qeb, just shattered the quiet scanning mission and any semblance of sanity. It's like... "serious, serious, BAM! Craziness!" Then the madness never lets up (at least until the last mission, but you're just landing there, so eh). 
Took me a bit to figure out how to beat the question mark. The Deus ex Machina you pull there is probably the most absurd thing I've ever seen. Granted, I knew about the sandwich, but I never would have guessed that somebody would have used it.
I could tell you were parodying Transcend and Sync pretty much from the start. Actually, in the first mission, I was half-expecting something to jump out of the node at me or summat, and I was surprised to find that the campaign took a few missions to warm up, actually....

Brilliant work, overall. I shall keep my eyes open for DEM2.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 05, 2010, 06:20:09 pm
Awesome, thanks. :)

Spoiler:
The first mission, by the way, is a lampshading of many missions in Sync, Transcend, and similar campaigns that are literally nothing more than jump in, hear some dialogue, maybe fight a wing of fighters, and jump out.  So that's what I was going for there.  And in the second mission, you need Beta 2 to set the tone, and the Transcendant to (literally) play the tone, while still keeping things a bit mysterious.

Glad you liked the sandwich. :D  I am in pecenipicek's (and Sandwich's) debt for that.

Also, the madness continues in the final mission.  Aside from the cutscene, stick around for a little while during the debriefing.

Oh, and FYI to everyone: RC2 is now out!  Go download it and play DEM with it. :D
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Droid803 on April 05, 2010, 06:38:57 pm
RC2 is out? EXCELLENT! I was just waiting for that cause I was afraid of a shady exe :P
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Spoon on April 05, 2010, 07:29:02 pm
RC2 is out? EXCELLENT! I was just waiting for that cause I was afraid of a shady exe :P
That was exactly my thoughts.
So now that I played it, my review:

Spoiler:
I got rickrolled  :p

Spoiler:
okay, now for a serious one
I admit that I only very recently played DEM1 and that made me laugh quite a bit. While I certainly got what you were aiming for with the parody, it wasn't really outright funny. But you did capture the boring part of it right :P, DEM1 had a better ' overal funniness ratio'
Same for those damned cargo containers, I lost count on how many times I yawned. But then I laughed like some crazy dude on drugs when Promise started playing. I should have seen it coming, considering the ship is named Kohmi  :lol: And then it happened again! I almost got killed because I couldn't keep my hands on the control because of the laughter  :P  (For those that don't get the joke: Here (http://www.youtube.com/watch?v=SP5c_MEs9mo) and here (http://www.youtube.com/watch?v=f7thB-4Sa-M) and here (http://www.youtube.com/watch?v=h3quTc2-GyM) crazy japanese meme)

The subspace madness was kinda long. I actually just shot down the Kelpie because it was talk too much. Then I got killed by the supernova. Read the spoilers here and gave it an other try, now armed with the info that the communication menu was the key to victory. Had to time compress like 8 minutes though. Not sure if I think its clever or just a bastard move of a mission :P

(http://i39.tinypic.com/2v2fwqo.jpg)
Love the nameplate  :p

Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: NGTM-1R on April 05, 2010, 07:58:57 pm
That photo saved for posterity.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Ariel on April 07, 2010, 04:48:19 am
when i'm mounting the the campaign on the 3.6.12 rc2  build the model of the ships are just like retaild freespac2.
  why it happens?
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Jeff Vader on April 07, 2010, 05:18:46 am
the model of the ships are just like retaild freespac2.
  why it happens?
The mod.ini doesn't set the MediaVPs as a secondary mod.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 07, 2010, 09:20:49 am
Another thing I can fix in the patched version.  The campaign is supposed to be playable without the MVPs, but there's no reason you can't use them.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Ariel on April 07, 2010, 10:07:48 am
how do i mount the mediavps with the campaign on the 3.6.12?
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Jeff Vader on April 07, 2010, 10:12:45 am
when i'm mounting the the campaign on the 3.6.12 rc2  build
how do i mount the mediavps with the campaign on the 3.6.12?
Uh, I wouldn't call either of those "mounting". But anyways. You use the MediaVPs with DEM like this:
- There is a file called mod.ini in your \dem1_5\ folder. Open it with a text editor.
- Edit it so that it looks like this:
Code: [Select]
[launcher]
modname      = Deus Ex Machina: Interlude;
image255x112 = 47th.bmp;
infotext     = You're out of a limit...;
website      = http://www.sectorgame.com/goober/dem1_5.html;
forum        = http://www.sectorgame.com/forums/viewforum.php?f=32;

[multimod]
primarylist   = ;
secondarylist = mediavps;
- Save the changes.

Note that the word "mediavps" must be the same as the name of the folder where you have your MediaVPs.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Ariel on April 07, 2010, 12:01:13 pm
i have an eror message on the 2nd mission and there are strrange happenings like there is a the nebula of the supernova if capella and the colossus enetering subspace  , a wing of perseus and then there is an odd narrantion and the supernove image flickering the screen.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 07, 2010, 06:02:39 pm
What error message?
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Nuclear1 on April 08, 2010, 02:29:40 am
Well whatever it is, Goob most make update to fix it
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 08, 2010, 09:35:31 am
I'm half-wondering if he thinks the EBS messages were errors. :)  Strange happenings are part-and-parcel of this campaign.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: achtung on April 08, 2010, 05:15:33 pm
Here's a mirror:

http://freespacemods.net/download.php?view.619
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 08, 2010, 06:19:54 pm
Thanks!
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Commander Zane on April 10, 2010, 09:37:47 am
I will say this, the mission 4 battle music was in fact, A-1 SUPAR.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 11, 2010, 01:51:28 am
Yay. :)  Glad you liked it.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 12, 2010, 07:26:00 pm
The downloads (both SG and FSMods) have been updated to fix a minor bug as well as add the missing mediavps line to mod.ini.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Mongoose on April 12, 2010, 09:41:04 pm
Before I forget, I wanted to pop in and say that this was fantastic stuff. :) You had me chuckling as soon as I realized what that long flight to the node was poking fun at, and it just got better from there.  I'm very grateful I'd seen that meme beforehand, because as soon as it popped up in the third mission, I just about laughed my head off. :lol: I died at least twice during the fourth mission, once because I suck as a pilot and once because I had no freaking clue what to do at the end, but a little bit of forum-cheating solved that, and the payoff was spectacular. Part of me feels like I should have picked up on far more of those ship references than I did, but oh well.  You've done it again, and I hope we will get to see DEM2 somewhere down the line.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 12, 2010, 09:57:13 pm
Yay!  Thanks much. :)
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Ravenholme on April 13, 2010, 05:07:14 am
I'm going to play Transcend and Sync before I play this (So many awesome fan campaigns to play D:), but it looks great, and congratulations on releasing it :D
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Commander Zane on April 13, 2010, 06:35:41 am
Yes, definately play those if you haven't yet.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Charismatic on April 13, 2010, 06:55:06 pm
I forget, is this like JAD 1-3?
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 13, 2010, 07:00:22 pm
No, it's like Deus Ex Machina (http://www.sectorgame.com/goober/dem.html).
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: pecenipicek on April 18, 2010, 07:19:33 am
Goob, i didnt play it yet, but from a screenie, i've seen you didnt use the "check-hull" flag on the sandwiches turret?

it really craps it out :p




[edit] after playing, it seems that the olive isnt doing sheet. it should turn and track the target which it shoots. At least thats how it was set up in my table.



Unless i released the unfinished one and not the finished one :P


[edit] in any case, i've updated the original release (http://tap.hard-light.net/downloads/Sandwich.7z). Use the damn tbm thats included :p
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Commander Zane on April 18, 2010, 07:22:42 am
It's an olive! :P
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 18, 2010, 02:23:26 pm
Goob, i didnt play it yet, but from a screenie, i've seen you didnt use the "check-hull" flag on the sandwiches turret?

it really craps it out :p
How so?

Quote
after playing, it seems that the olive isnt doing sheet. it should turn and track the target which it shoots. At least thats how it was set up in my table.
The olive turns and tracks perfectly fine.  But I hard-coded it to fire directly at the center of the question mark, simply because the question mark contains so much empty space.  Half the time, the sandwich was missing altogether, which screwed up the sequence timing.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: pecenipicek on April 18, 2010, 02:30:40 pm
it didnt turn at my end during the mission. it stayed turned to the center of the body.


check hull is more useful if its used as a conventional capship, without needed precision. but imho, fire down normals and fire on target should have fixed the tracking issue up.

perhaps its just a bug on my end, not that it matters much :p (btw, its the build that you posted to use with DEM2, 3.6.12-R2, inferno version.)
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 18, 2010, 03:04:58 pm
Yes, it didn't turn because as I said above, I hard-coded it (using fire-beam) to fire at the center.  Since the two ships are lined up there's no need for the turret to turn. :p
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: pecenipicek on April 18, 2010, 04:14:41 pm
it looks bad :p


but yeah, a nitpick :p
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Firartix on April 19, 2010, 01:36:53 pm
I wonder if you guys noticed the Delta guys have shields ?

I though this was because it's DEM, just to add to the LOLWTF feeling at first, but i'm a bit sceptic in the end oO'
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 19, 2010, 02:33:23 pm
Pbhh.  I thought I removed shields from everyone in that mission. :doubt:
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: MatthTheGeek on April 29, 2010, 11:21:28 am
Spoiler:
Someone should explain me the "A-1 SUPAR" joke.

Why was the supernova timer smaller than usual and moving across my screen ?
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Commander Zane on April 29, 2010, 11:24:28 am
Because it was. :P
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: MatthTheGeek on April 29, 2010, 11:37:25 am
Thanks for the useful answer. Next time I don't need anything, I'll ask you.

Seriously, that's not funny. If it's a bug, I'd like to know if I have to Mantis it or not.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Commander Zane on April 29, 2010, 11:43:51 am
It's not a bug, it does it to me as well, actually the version prior to this one it could be ordered like every other ship.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: MatthTheGeek on April 29, 2010, 11:46:54 am
Alright, good to hear that. It's just that it didn't move during my two first playthrough and start going across my screen on my third, after being hit a bit too much by morning stars, which didn't look like anything I've experienced before.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Droid803 on April 29, 2010, 11:54:42 am
heaven knows why it was intentionally made to be like that, though.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 29, 2010, 11:55:55 am
What do you mean "smaller than usual"?
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Commander Zane on April 29, 2010, 11:57:46 am
heaven knows why it was intentionally made to be like that, though.
Depends on what you mean, if you're talking about why it moves around I'd assume it's for the sake of the silliness of the mission, not to mention campaign as a whole.
If you mean why it could be commanded before, maybe that was unintended.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: MatthTheGeek on April 29, 2010, 12:37:32 pm
What do you mean "smaller than usual"?
Simply what that means : the size of the font was smaller than the standard supernova timer.
Spoiler:
especially noticeable given that it reverts back to standard supernova timer after the last "Transcent" appearance.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 29, 2010, 01:05:23 pm
Can you grab a screenshot?  Because when I checked, it was the same size.

Also, A-1 SUPAR is a traditional HLP expression meaning "awesome".  Sometimes used ironically.  (It's also an echo of the previous A-1 SUPAR usage in DEM 1.)
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Commander Zane on April 29, 2010, 01:56:18 pm
It remained the same size for me as well.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: MatthTheGeek on April 29, 2010, 03:21:32 pm
Here you go.

Hum, forgot to run it in a debug build. Tell me if you need a log.

/off topic/ Why is the forum so laggy today ?

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Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Commander Zane on April 29, 2010, 04:06:47 pm
That's the size it starts off as in the start.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on April 29, 2010, 10:35:28 pm
You're playing at a nonstandard resolution.  Can you try it at 1024x768?
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Nuclear1 on April 30, 2010, 01:08:57 am
Just played it :lol:

Quote
LOOK AS THE PUNY HUMANS RUN FROM SANDWICH!!!!!!!!!!!
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: MatthTheGeek on April 30, 2010, 01:38:53 am
Non-standard ? It's the native resolution of my freaking laptop !

Anyway, ran in a debug build this time, in 1024, and crashed at the first "Transcent" appearance. Sounds like an error that the standard build bypasses and not the debug build. The size of the font was normal in 1024 though.

Oh, and nice new avatar :)

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Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Jeff Vader on April 30, 2010, 01:57:54 am
Non-standard ?
Non-standard in terms of FS2, which was released in '99. That is, not 4:3 and certainly not 1024x768.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Qent on April 30, 2010, 05:57:16 am
I also thought it was intentional, for emphasis or something.

Spoiler:
And I don't know why the whole text dancing thing was so funny, but it was. :D :yes:
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: MachManX on May 03, 2010, 04:43:44 pm
Spoiler:
OMG! I must've died a gazillion times before realizing I had to simply call in for reinforcements...EPIC!  :yes: And it was totally by accident too.  I just started banging the keyboard and there it was: "Reinforcements -> Deus Ex Machina".  

And I love those colortest screens! Never knew you could use stuff like that in the middle of missions.  Thanks for making this campaign!  :)

PS: I dunno if others have this issue, but when I played this campaign, I experienced some jerkiness during gameplay.  I tried a couple of FS2 missions in the simulator and none of those had the issue.  So what is causing this?
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: FreeSpaceFreak on May 04, 2010, 01:42:44 am
"Jerkiness" ? Please specify.
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: MachManX on May 07, 2010, 01:24:12 am
Now that I think about it, perhaps it's simply my framerate dropping.  But it's so quick, like 1-2 second drops and then goes right back to full.  Not enough to affect gameplay but still annoying.  Maybe your campaign is more resource intensive than the other ones I've played?  Perhaps some of those non-standard ships have more polys and that causes the slowdowns???

Eh, I'm already done with this campaign.  If no one else is having this issue, then let's just write it off as an "unknown phenomenon of space"  :D
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: GruntMinion on May 08, 2010, 08:34:39 pm
Hey, how come I keep getting this message on the second mission saying Windows - No: Exception processing message 0xc0000013 parameters 0x761A92A0 0x00000004 0x, ugh not saying all of it. whatever it is, it is preventing me from continueing on to the second mission, can somebody help me out here?
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: The E on May 08, 2010, 08:38:09 pm
/me points at the Support Board, and this thread (http://www.hard-light.net/forums/index.php?topic=69279.0) in particular
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on May 15, 2010, 06:17:20 pm
Anyway, ran in a debug build this time, in 1024, and crashed at the first "Transcent" appearance. Sounds like an error that the standard build bypasses and not the debug build. The size of the font was normal in 1024 though.
What about the emergency broadcast image (the rainbow of colors)?  Did that cover the entire screen, or just part of it?  And can you provide a screenshot?
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: MatthTheGeek on May 16, 2010, 03:19:13 am
No problem with the emergency broadcast, covered the entire screen. Lemmie grab a screen...

Here we go.

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Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: ssmit132 on May 17, 2010, 03:20:40 am
I finished the campaign this morning. Really, really well done (A1-SUPAR). I enjoyed it, and it was interesting how it started off serious and then devolved into hilarity shortly after. :)

Spoiler:
I found that emergency screen thing to be pretty amusing, especially as I had to take of my headphones the first time it happened because it was LOUD :lol:! Also liked your parody of Sync and Transcend (I still need to play Transcend :p), it didn't take me long to notice that, although I didn't think about it right away when I saw Beta 2, I was thinking 'didn't all of the bombers self-destruct in the last DEM?'.

I recognised the Japanese music thing immediately, although I only knew it from the Goldeneye 007 video I watched once on YouTube. I didn't find scanning the cargo too bad because of all of the sarcastic scans :).

The last mission, that was really good, including the music. It was hilarious to suddenly come up nose-to-nose with Beta 2, who then proceded to say 'You die now!' I'll confess though, I was confused as to how to finish it so I digged in to the mission file (and I was like 'ohhh, it seems so obvious now!'), but it didn't really ruin the end :D. Being rickrolled was funny too, seeing as I haven't been before IIRC :P.

All in all, a very well made and funny campaign. :yes:
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on May 17, 2010, 11:17:07 am
Thanks! :D

And I got the idea from the Goldeneye video as well.  I didn't know it was a full-fledged meme until I started doing further research on it. :)
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: ssmit132 on February 15, 2011, 07:39:10 am
:bump:
Sorry for the bump, but I found this while looking at beams-wep.tbm (for no real reason):
Code: [Select]
$Name:                          Beamblu
...
$Damage:                        9001
i c wut u did thar :lol:
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on February 15, 2011, 03:16:15 pm
:D

And bumping is fine... it gets more people to play the campaign. :)
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Thisisaverylongusername on March 19, 2014, 05:20:42 pm
Can't believe I played this before I played Transcend. >.>
Title: Re: RELEASE: Deus Ex Machina: Interlude
Post by: Goober5000 on March 19, 2014, 07:46:09 pm
Haha!