Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: Nuclear1 on October 27, 2005, 11:37:04 pm

Title: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on October 27, 2005, 11:37:04 pm
After a long while and many headaching revamps, Rogue Intentions Episode I is finally ready to launch.

Story:

As the NTF crumbles under pressure by the GTVA fleets in Sirius and the Colossus in Polaris, Admiral Bosch makes a bold escape gambit. A steady flow of NTF vessels now stream through the jump nodes of Polaris, Epsilon Pegasi, Capella, and Gamma Draconis as the rebels make a final ditch for the Knossos subspace portal.

In order to prevent the NTF from acquiring control of the portal and the nebula beyond, the GTVA has initiated Operation: Thor's Hammer to cripple the rebel ships en route. Though the jump node defenses are formidable, every reinforcement counts in this final campaign.

You are Alpha 1, a pilot newly-transferred from the 3rd Fleet to a small 4th Fleet Outpost in Vega. Your home: a Deimos-class corvette, the GTCv Spinnaker, and her sister ship, the GTCv Methodus. As the Spinnaker and Methodus are called up to reinforce the jump node defenses, you have to become acquainted with your wingmen and crewmen on the march, fighting the NTF all the way.


Download is here. (http://rogue.woodentoyandgift.com/RogueEp1.zip) Installation is self-explanatory: simply stick it in a folder called "RogueEp1" and run it with the -mod commandline.

The campaign shouldn't require FSO, but if retail players do experience any trouble, please tell me and I'll see what I can do about it.

EDIT: Mission 8 Patch (http://www.game-warden.com/gti/Rogue_A8.zip) for the mixed failure/success debriefings.

Enjoy. :)
Title: RELEASE: Rogue Intentions Episode I
Post by: Mefustae on October 28, 2005, 02:43:39 am
A great campaign so far, but i've run into an extremely annoying problem, which is causing me to write this post angrily:
Spoiler:
In the mission where you are to nick the NTF cargo from the Wayfarer Installation, everything goes to plan. It's a great mission, and the installation looks great in the orbit of the planet, and all the events that take place are spectacular. Although, when the final wing of Vasudan freighters clamps on to the mysterious cargo, command tells me to depart, which I do, only to recieve both the mission succeeded and mission failed debreifings, and it does not let me proceed. What's annoying, is that It's a bloody long mission, and I completed it only to be confronted by this annoying bug. Other than that, it's a great campaign so far, especially the moment the Big C jumps in and saves Spinnaker & Methodus' collective asses. :yes:
Title: RELEASE: Rogue Intentions Episode I
Post by: Kie99 on October 28, 2005, 06:44:09 am
Fantastic, just finished it, got this error

Code: [Select]
Error: Could not load in !
File:\fs2_open\code\menuui\mainhallmenu.cpp
Line: 1044
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


After I completed the final mission.

Spoiler:
It was so great to see the Colossus jumping in and doing what it was designed to for once, kicking the crap out of smaller ships.  Flying with a pair of Deimoses is more fun than I thought it could be.  Great campaign, can't wait for chapter 2


EDIT:  You've made the news at GTD Bastion (http://www.woodentoyandgift.com/GTD/) :thepimp:
Spoiler:
I was convinced a Lucifer or something was going to jump in at Enif Station, I was really surprised when the mission really lived up to it's name.  Nice touch there.
Title: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on October 28, 2005, 11:04:51 am
Quote
Originally posted by Mefustae
Spoiler:
Although, when the final wing of Vasudan freighters clamps on to the mysterious cargo, command tells me to depart, which I do, only to recieve both the mission succeeded and mission failed debreifings, and it does not let me proceed.
[/B]


Spoiler:
Yikes. I was semi-aware of that during testing, but didn't take into account that it was a show-stopper. I'll get a fix for this up in a minute.


Quote
Fantastic, just finished it, got this error

Code: [Select]
Error: Could not load in !
File:\fs2_open\code\menuui\mainhallmenu.cpp
Line: 1044
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------


You've got me here. I'm not all too sure what this could be.
Title: RELEASE: Rogue Intentions Episode I
Post by: Kie99 on October 28, 2005, 11:14:05 am
Probably something wrong at my end, it was after the last mission had finished anyway.
Title: RELEASE: Rogue Intentions Episode I
Post by: Mongoose on October 28, 2005, 05:41:27 pm
Ooh, new campaign-age.  I'll have to give this a try later on tonight. :)
Title: RELEASE: Rogue Intentions Episode I
Post by: Mefustae on October 28, 2005, 08:02:12 pm
Another problem when I fired the campaign up thismorning:

Spoiler:
After the Spinnaker & Methodus had jumped out in the mission where the GTVA suddenly turns against you, which I for one found a little bit forced, I download new orders and the loading screen comes up. When the loading bar gets to the end, it hold for about 10 seconds, and then gives me the 'This program has done something and has to be closed. Would you like to send an error report?' thingy. Any ideas?
Title: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on October 28, 2005, 09:54:42 pm
Quote
Originally posted by Mefustae
Spoiler:
After the Spinnaker & Methodus had jumped out in the mission where the GTVA suddenly turns against you, which I for one found a little bit forced, I download new orders and the loading screen comes up. When the loading bar gets to the end, it hold for about 10 seconds, and then gives me the 'This program has done something and has to be closed. Would you like to send an error report?' thingy. Any ideas?
[/B]


Spoiler:
Which particular mission is this? A10, with the huge battle, or the one right after that? I would have an idea of what it would be if it were A10, and I could easily upload a fix for that. For the Finale, I don't know what it could be. Try running it with a debug build, and I'll see what I can do about it.

As for the GTVA turning on you, I'll better explain that in the later episodes.
Title: RELEASE: Rogue Intentions Episode I
Post by: Depth_Charge on October 28, 2005, 10:07:28 pm
looks good so far, but whats the "Bastion" doing in capella?
Title: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on October 28, 2005, 10:13:38 pm
Spoiler:
For any number of reasons, mostly as a plot device.
Title: RELEASE: Rogue Intentions Episode I
Post by: Kie99 on October 29, 2005, 05:14:40 am
The Bastion was in Capella before the end of FS2, it was deployed from there to collapse the Capella -> Epsilon Pegasi node.
Title: RELEASE: Rogue Intentions Episode I
Post by: Spicious on October 29, 2005, 06:26:03 am
The command briefing of "Their Finest Hour" seems to disagree on the whereabouts of the Bastion:
Quote
Preparations are now underway to collapse the Epsilon Pegasi jump node. A Great-War-era destroyer, the GTD Bastion, will contain multiple meson warheads that will detonate inside the node. Scientists believe an explosion of sufficient magnitude will cause this node to collapse, as evidenced by the destruction of the Lucifer 32 years ago. The detonation of the Lucifer's reactors sealed off the Sol jump node in Delta Serpentis and severed all contact with Earth. The Bastion has completed its modifications in the Vega system and is now entering Capella.
Title: RELEASE: Rogue Intentions Episode I
Post by: Singh on October 29, 2005, 06:37:34 am
Take note...it mentions modifications. I doubt they would be able to do the same inside Capella itself, hence it would have been moved out to Vega....
Title: RELEASE: Rogue Intentions Episode I
Post by: Mefustae on October 29, 2005, 06:55:01 am
Indeed, nuclear1 is simply surmising that the Bastion was in Capella beforehand, and moved out for the modifications in Vega, because it would have been in danger in Capella (as Singh mentioned), and the Meson Production Facilities were based in Vega (I think...), hence making that system the ideal place for the modifications to take place. There's absolutely no evidence to contradict (or support for that matter) that the Bastion wasn't in Capella, and thus it falls within artistic license..

...on a side note, nuclear1, why didn't you use the seperate GTD Bastion Orion model, completele with nameplate...?
Title: RELEASE: Rogue Intentions Episode I
Post by: Kie99 on October 29, 2005, 07:47:41 am
Clash of the Titans II was definitely set in Capella, take a look at the sun, and the name of the jump node the Bastion is going to.
Title: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on October 29, 2005, 10:59:36 am
Quote
Originally posted by Mefustae
...on a side note, nuclear1, why didn't you use the seperate GTD Bastion Orion model, completele with nameplate...?


I was planning on using texture replacement to use the Bastion's nameplate instead of the default blank nameplate, but I wasn't able to figure that out for the life of me. And I didn't think it would be noticeable either way, unless someone rotated the camera to actually get a view of the nameplate.
Title: RELEASE: Rogue Intentions Episode I
Post by: Kie99 on October 29, 2005, 11:30:45 am
I did :nervous:
Title: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on October 29, 2005, 01:17:55 pm
Alright, quick request for those who have played it:

Which parts did you like or not like about it? As I begin work on Episode II, I'd like to know what you guys specifically liked, or which types of missions I can go without. For example, did you like the way the character development went about, or was it unbalanced in any way?
Title: RELEASE: Rogue Intentions Episode I
Post by: Depth_Charge on October 29, 2005, 01:39:33 pm
it looks good so far, but i ran into a problem while i was loading up the next mission, after the mission, when the two corvettes are going after the two NTF ships, anyways when it almost finish loading all the sudden it kicks out...........any ideas???
Title: RELEASE: Rogue Intentions Episode I
Post by: CP5670 on October 29, 2005, 01:42:00 pm
I need to try this out. Missions/campaigns that take place during the main FS2 campaign are very cool in general.

*tries to finish homework quickly*
Title: RELEASE: Rogue Intentions Episode I
Post by: Kie99 on October 29, 2005, 01:51:28 pm
Quote
Originally posted by nuclear1
Alright, quick request for those who have played it:

Which parts did you like or not like about it? As I begin work on Episode II, I'd like to know what you guys specifically liked, or which types of missions I can go without. For example, did you like the way the character development went about, or was it unbalanced in any way?


I liked all of it, seriously.  More of the same, please. :D
Title: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on October 29, 2005, 02:11:52 pm
Quote
Originally posted by Depth_Charge
it looks good so far, but i ran into a problem while i was loading up the next mission, after the mission, when the two corvettes are going after the two NTF ships, anyways when it almost finish loading all the sudden it kicks out...........any ideas???


Ick. Mefustae reported this problem too. What version of FS are you using? There may be an issue with retail here, and if I can confirm my worries on this, I'll fix it up right quick.

Quote
I liked all of it, seriously. More of the same, please.


I'll see what I can do. :)
Title: RELEASE: Rogue Intentions Episode I
Post by: Mongoose on October 29, 2005, 02:26:35 pm
I've made it through two or three missions, and I'm already liking the character development.  I've cracked up at a few of the lines, especially during "storytime." :p  The missions are a lot of fun, too; I'm really looking forward to playing the rest of the campaign. :)

P.S.  In the Bastion mission, I went so far as to fly around the whole thing to see if the nameplate was there. :p
Title: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on October 29, 2005, 02:47:31 pm
Quote
Originally posted by Mongoose
P.S.  In the Bastion mission, I went so far as to fly around the whole thing to see if the nameplate was there. :p


:lol: And I would've gotten away with it, too, if it weren't for you meddling kids and your camera controls. :lol:

I'll fix this up with the big bad patch, which should be coming soon. :)
Title: RELEASE: Rogue Intentions Episode I
Post by: Depth_Charge on October 29, 2005, 03:49:40 pm
Quote
Originally posted by nuclear1


Ick. Mefustae reported this problem too. What version of FS are you using? There may be an issue with retail here, and if I can confirm my worries on this, I'll fix it up right quick.



I'll see what I can do. :)




ah i'm using the 3.6.7.exe, all the media's (of course...), need the flags or no??
Title: RELEASE: Rogue Intentions Episode I
Post by: TrashMan on October 29, 2005, 04:04:00 pm
Hm...that Vasudan freighters bug is still there..

Did you uplaod a fresh file?
Title: RELEASE: Rogue Intentions Episode I
Post by: Ransom on October 29, 2005, 08:16:41 pm
Quote
Originally posted by Mefustae
Spoiler:
After the Spinnaker & Methodus had jumped out in the mission where the GTVA suddenly turns against you, which I for one found a little bit forced, I download new orders and the loading screen comes up. When the loading bar gets to the end, it hold for about 10 seconds, and then gives me the 'This program has done something and has to be closed. Would you like to send an error report?' thingy. Any ideas?
[/B]

I got this problem also. Ended up switching to a really old build (sometime in January this year I think) and it worked.

Pretty enjoyable campaign. Character development was particularly well done, I'm looking forward to the next episode. The ending I also liked, nice and mysterious.

I didn't really encounter any problems aside from a few minor spelling errors, except for one bug in Dodging Flames where I got a 'no debriefing' message in debriefing.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Setekh on November 12, 2005, 03:34:22 am
Hey, nuclear1 - good job completing this. Welcome to the highlights. :)
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on November 12, 2005, 09:50:33 am
Wow. You just made my day, Steak. :)
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: WMCoolmon on November 12, 2005, 01:25:59 pm
Code: [Select]
Error: Could not load in !
File:\fs2_open\code\menuui\mainhallmenu.cpp
Line: 1044
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
------------------------------------------------------------------

It means it couldn't load the main hall mask, I'm guessing because somehow an invalid main hall index got used. I've thrown in a check and a warning so that shouldn't happen.

it looks good so far, but i ran into a problem while i was loading up the next mission, after the mission, when the two corvettes are going after the two NTF ships, anyways when it almost finish loading all the sudden it kicks out...........any ideas???

We need some kind of image that says "DEBUG BUILD" in big letters. :p
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: phreak on November 13, 2005, 07:57:42 pm
In the mission where the Sobek gets wasted, theres a "Jump Node 0"

Also had the problems with crashing before the last mission, switched to a build from july and worked.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on November 13, 2005, 08:01:39 pm
In the mission where the Sobek gets wasted, theres a "Jump Node 0"

Buggy = eww. I noticed that it's the same case for the Finale, where the node should say "Regulus."

Quote
Also had the problems with crashing before the last mission, switched to a build from july and worked.

After thoughtful consideration, I've concluded that this is possibly a 3.6.7 issue. It seems that a lot of campaigns are having issues with 3.6.7, though earlier builds always seem to work out nicely.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: phreak on November 13, 2005, 09:37:48 pm
currently looking into last mission bug.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Ferret on November 14, 2005, 02:43:13 am
A great campaign so far, but i've run into an extremely annoying problem, which is causing me to write this post angrily:
Spoiler:
In the mission where you are to nick the NTF cargo from the Wayfarer Installation, everything goes to plan. It's a great mission, and the installation looks great in the orbit of the planet, and all the events that take place are spectacular. Although, when the final wing of Vasudan freighters clamps on to the mysterious cargo, command tells me to depart, which I do, only to recieve both the mission succeeded and mission failed debreifings, and it does not let me proceed. What's annoying, is that It's a bloody long mission, and I completed it only to be confronted by this annoying bug. Other than that, it's a great campaign so far, especially the moment the Big C jumps in and saves Spinnaker & Methodus' collective asses. :yes:
Spoiler:
I got this exact same problem, except Command told me to depart after the last Vasudan freigter wing warped out. I personally watched then all warp out too, I even destroyed the last remaining fighters before jumping, I get mission succeeded and failed debriefengs, and FS wouldn't let me accept.
*Cries* And it was so fun up till then. (Yay! Nav buoy game!)
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Tyrian on November 15, 2005, 07:12:46 pm
Hey, I know I'm the new guy, so you can take this with a grain of salt... I've gotten a really weird error playing this campaign.  I'm using the 3.6.7 build of FSO with the updated media_vp's.  After the mission Into the Inferno, the load bar fills, then crashes to the desktop.  These are the errors I get:
Quote
Warning: Null vec3d in vec3d normalize.
Trace out of vecmat.cpp and find offending code.

File:math/vecmat.cpp
Line: 776
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
And this:
Quote
Warning: Couldn't open texture 'THRUSTER01'
referenced by model 'fighter2t-03.pof'

File:model/modelread.cpp
Line: 2737
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------
And finally this:
Quote
Assert: be->handle == handle
File: bmpman/bmpman.cpp
Line: 2449
[This filename points to the location of a file on the computer that built this executable]

Call stack:
------------------------------------------------------------------

What does all that mean?  Did I get a corrupted download?
Other than this, nice job.  (Sorry I couldn't get the quotes right...)
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on November 15, 2005, 08:22:38 pm
The solution everyone seems to be finding to this is simply switching to an older build pre-3.6.7, such as this build (http://www.hard-light.net/forums/index.php/topic,33890.0.html) from July.

Once I hear back from Phreak on the problem, I'll see what I can do, if anything, since I'm nowhere near experienced with FSO myself. :)
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: taylor on November 15, 2005, 08:59:26 pm
The last mission crash bug is now fixed.  Just another one of those things that got fixed previously and then I forgot to commit it.  The fix will hit CVS in a little while and should show up in redmenace's next build.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: karajorma on November 16, 2005, 07:54:51 am
The middle one is caused by the Perseus. I've seen it a whole bunch of times in FRED.

Not certain whether it's been fixed in the latest media vp files or in FRED itself but it does seem to have vanished again in recent builds.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Goober5000 on November 16, 2005, 10:15:33 am
The be->handle == handle one seems to be related to ships warping in.  It doesn't appear in 3.6.7 but is in recent CVS.  I hope it doesn't have to do with my warp effect fix. :(
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: taylor on November 16, 2005, 12:56:48 pm
The "Null ved3d in vec3d normalize" thing is almost entirely fixed in more recent builds.  I did just see one more during testing last night but it will get tracked down and fixed soon enough.  The "Couldn't open texture `THRUSTER01`" bug is officially fixed in newer builds.

The be->handle == handle one seems to be related to ships warping in.  It doesn't appear in 3.6.7 but is in recent CVS.  I hope it doesn't have to do with my warp effect fix. :(
Really?  I thought I had fixed all of those aleady.  Got a mission that it always happens in (I can't reproduce so far)?  Also, is it happening in D3D or OGL?  D3D is a bit sloppier with all of this so I wouldn't be terribly surprised if it's just a D3D code bug.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Tyrian on November 16, 2005, 03:47:49 pm
Thanks for the help guys.  I'm gonna try rolling back to the older FSO build first.  Hope that fixes things.
I'm suprised I didn't get beamed... *Warps out before the shot is fired*
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: phreak on November 16, 2005, 04:59:22 pm
:welcome:

damn, it missed.  Since he jumped out though, we can court martial him.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Tyrian on November 17, 2005, 01:06:43 pm
Lol, I ask for help and get arrested...Nice hospitality. 
Thanks for the new build.  It fixed things up nicely.  Good ending too, makes you wonder what's going to happen next.  All-in-all, two thumbs up.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on November 17, 2005, 06:11:55 pm
Spoiler:
I got this exact same problem, except Command told me to depart after the last Vasudan freigter wing warped out. I personally watched then all warp out too, I even destroyed the last remaining fighters before jumping, I get mission succeeded and failed debriefengs, and FS wouldn't let me accept.
*Cries* And it was so fun up till then. (Yay! Nav buoy game!)
Quote
Good ending too, makes you wonder what's going to happen next.  All-in-all, two thumbs up.

Glad you all are enjoying it so far. :) I'm currently half-way finished FREDing Episode 2, and after I'm done with the second half and after playtesting, it should be ready to go.

Ferret, Mefustae, and everyone else who's having issues with Mission 8: I'm still trying to work out a solution to getting that freighter bug fixed, but without any of the post-3.5.5 (my FRED build) features to aid me, I seem to be rather limited in trying to find a solution to this. However, I promise that I will find an answer, even if I have to get a little creative in getting there.

Also, SCP team: Thanks for working out the technical bugs. As a person with little technical expertise of the game, it's a huge help.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: pyro-manic on November 23, 2005, 02:25:26 pm
I'm getting a crash to desktop when clicking start mission for the third mission. No error messages or anything. Using Goober's 20050722 build...
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: DrunkenPirate on November 23, 2005, 07:34:44 pm
Good campaign, I enjoyed it up to mission 8, where I also get the Vasudan freighter bug and consquently the mission succeded and failed messages.
Like the others, I cannot continue so I hope you get a fix soon.

:@
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on November 23, 2005, 09:57:48 pm
Hmm. I'm almost tempted to just suggest those SCP having issues with 8 to use -allslev to get past the bug and finish the campaign.

Next two days. Give me two days, and I'll give you all something to be thankful for.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on November 25, 2005, 03:16:24 pm
First post updated. Then again, if you don't want to scroll up to it, click here (http://www.game-warden.com/gti/Rogue_A8.zip) for a fixed-up Mission 8. The freighter bug shouldn't be a problem anymore, hopefully.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Annorax on December 11, 2005, 05:02:33 am
That fixed mission file goes in fs2/data/missions, right?
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on December 11, 2005, 11:05:32 am
If you're not using the -mod feature, yes. Otherwise, stick in the Freespace2/RogueEp1/data/missions folder.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on April 03, 2006, 12:32:25 am
Alright, anyone who's actually played this, I need opinions/comments. I'm working on two follow-ups to this first part, one featuring the same characters, another a completely different set.

The thing is that I really need opinions as to which character from Episode I was anyone's favorite or if there are any characters that didn't seem to get enough attention (except the Vasudan character; since he only showed up in the second-last mission, this is understandable). So, any opinion as to who should be developed further is welcome.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Smutmulch on April 26, 2006, 05:39:58 pm
Sorry I didn't get this comment in sooner.  I enjoyed the campaign, and wouldn't mind if the second installment had the original characters, as I'm kind of interested in what happens to them next.

only one problem with the missions:

In the mission in which you defend the beam cannons, twice I've managed to have one or more of the ships in Theta wing become disabled.  They could not jump out, nothing else happened for the rest of the mission, and it never ended.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: bigwitt187 on September 07, 2006, 02:41:56 pm
Where can I download this campaign?  The link you have goes to some other web page, no download.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Mobius on September 09, 2006, 12:52:21 pm
Are the links correct?
I moved to another site...
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Nuclear1 on September 09, 2006, 01:22:48 pm
The files were hosted on GTD Bastion, but since it went down, so did the files. I'll see what I can do about getting them hosted elsewhere later today. :)
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Mobius on September 09, 2006, 01:34:01 pm
i'm waiting for ya.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: rbxplayer on February 02, 2008, 05:21:49 am
Nuclear the links are still down... I am dying to play the campaign... Will it work on 3.6.10?
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: TrashMan on February 02, 2008, 10:08:31 am
*Demands link*
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: achtung on February 04, 2008, 11:15:20 am
The files were hosted on GTD Bastion, but since it went down, so did the files. I'll see what I can do about getting them hosted elsewhere later today. :)

e-mail them to me and they'll be up in no time.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: PwettyPony on September 11, 2009, 06:46:09 pm
Links please!
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Macfie on September 14, 2009, 08:33:31 am
It's on freespacemods.net.

http://www.freespacemods.net/download.php?view.259
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: General Battuta on September 14, 2009, 10:58:02 am
FSMods is currently infected with something (some kind of Google AdSense exploit). Wouldn't advise going there.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Renegade on November 28, 2009, 12:01:15 pm
Now where i can get the Mission 8 Fix ???
The links are all death.

I Play with SCP 3.6.10

Greetings Peter
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Renegade on December 05, 2009, 04:09:51 pm
The question is already open !?!!
How can i get this Fix please ???
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Macfie on December 05, 2009, 09:02:57 pm
Here it is

[attachment deleted by admin]
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Renegade on December 06, 2009, 02:36:41 pm
Thanks a lot !!!!
Greetings Peter
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Govenator on April 10, 2014, 02:06:12 pm
The link to the mission 8 patch isn't working for me.  Does anyone know where to get it?  It's a really fun campaign.  Would like to finish it.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Macfie on April 10, 2014, 06:41:05 pm
Here is the patch.

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Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Govenator on April 11, 2014, 05:59:37 pm
I assume you just throw the patch in the Rouge Intentions folder next to the vp file correct?
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Macfie on April 11, 2014, 08:02:39 pm
If you don't have a folder titled data in your Rogue Intentions  folder, create a folder titled data.  Inside the data folder create a folder titled missions and put the patch file in the missions folder
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Govenator on April 11, 2014, 11:38:24 pm
So I put the patch in the missions folder which is inside the data folder but now the game will not load.  Any ideas?

Not sure if I should post this in the mod support section or here?

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Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Macfie on April 12, 2014, 10:55:14 am
It appears something in the file was corrupted.  I think this one will work.

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Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Aurora Paradox on April 12, 2014, 02:24:48 pm
Did Nuclear1 ever finish Episode 2 of this campaign?
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Macfie on April 12, 2014, 06:06:38 pm
Not as far as I know.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Govenator on April 14, 2014, 09:40:42 am
Hey Macfie,

Thanks for the patch!  It worked and I'm finally on the next mission.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Govenator on April 15, 2014, 10:17:53 am
I ran into a problem that someone else had in the past.  When I get to the mission where the
Spoiler:
two GTVA corvettes chase the 2 NTV ships through the node (after being attacked by the Vasudans), the game goes back to the main hall saying I beat the campaign.  I'm pretty sure I did not beat it.  Any ideas?
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Macfie on April 15, 2014, 02:15:15 pm
That is the end of the campaign.  Mission Rogue_AFinale2.fs2 (Far from Home) ends when you depart and that ends the campaign.
Title: Re: RELEASE: Rogue Intentions Episode I
Post by: Govenator on April 15, 2014, 08:31:00 pm
Ohh,

Well it was a fun campaign, not so great ending in my opinion.  Anyways thanks for the help!