sotc-mus.tbm(line 19:
Error: Missing required token: [#Menu Music End]. Found [$Filename: silence.ogg ] instead.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
sotc-mus.tbm(line 21:
Error: Missing required token: [#Menu Music End]. Found [$Name: Counterattack ] instead.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>
sotc-mus.tbm(line 22:
Error: Missing required token: [#Menu Music End]. Found [$Filename: counterattack.ogg ] instead.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>
sotc-mus.tbm(line 24:
Error: Missing required token: [#Menu Music End]. Found [$Name: Despair-Filled Farewell ] instead.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>
sotc-mus.tbm(line 25:
Error: Missing required token: [#Menu Music End]. Found [$Filename: farewell.ogg ] instead.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20100924_r6508.exe! <no symbol>
<no module>! <no symbol>
We know. Don't run debug.
We know. Don't run debug.
I wasn't running the debug build. :nervous:
Is there a reason for Turtle wing playing dead in mission 1 instead of docking with the cargo?
Spoiler:It is a solid good demo pack. Enjoyed playing it especially blowing the Orff up. Really shows what would happen if the vasudans knew how to fight properly (hidden racism bwahaha). Seriously though the Vasudan atmosphere is caught greatly. The weapons are original and FSPort looks greater than ever. The terran heads didn't really ruin the immersion much for me. I have faith in you that it will be replaced in the final version. Good Luck finishing this very promising mod.
The funny factor:
This proves that Alpha 1 isn't immortal. Blew up a few of them.
And by the way nice job with the Bosch Beer cargo :lol:
We know. Don't run debug.
I wasn't running the debug build. :nervous:
What release are you running? You should be running release 3.6.12r.
You will receive wingman messages from Terran personas. This is a bug in the code; all wingmen have the Vasudan persona assigned to them.It's not so much a bug as it is Volition simply not bothering to have certain Vasudan wingmen lines. "Alpha arrives" through "Epsilon arrives" are the most glaring omissions.
Goob, if you had played the campaign, you would know that your wingmates are not Alpha through Epsilon. :(I did play the campaign! :( Remember all those comments I sent to you about it?
Enjoying playing this campaign so far but I have a little problem : my wingmen don't respond to the order of departure i give them after they destroy the second freighter in the second advanced training mission. :confused:
It´s a Vasudan story about the great war.... Any time after anybody will make the Shivan story of that?
Peter :yes:
Any time after anybody will make the Shivan story of that?
Just grabbed this and started playing. I've gotten up to the mission "Ruins", where I found a major problem. I click the "Commit" button in the briefing...Then die. Instantly. I keep getting hit by the same piece of destroyer-sized debris. It seems to start in the same location that you warp in at. I had to restart the mission at least a dozen times before the debris was far enough away that I could evade without going faster than 40m/s.
Also, and this one isn't a showstopper, but it is noticeable. In the second set of training missions, the instructor tells you to destroy the target ship's engines, but the directive window says destroy the weapons. The target ship has no weapons subsystem.
Other than that, when I realized that the last mission was the attack on Tombaugh station...That was pure joy. When the Lucifer arrives and starts launching fighters...My exact words were, "Oh my God..."
Once the Plato is destroyed you are ordered to disable its escape pod. Only problem is I can't select any of the subsystems on the pod. I got around this by ordering one of my wingmen to disable the pod.
The second bug/glitch is hard to describe. When it shows my fighter being destroyed the game goes into slow motion. Once the fighter is in pieces the game returns to normal speed. I have seen this happen in several missions.
One other small note about the "Ruins" mission. You may want to consider raising the speed limit to 45m/s. The subspace entry speed for your fighter is also 40m/s and will generate a warning from Command, which doesn't make sense, IMO.
The subspace entry speed for your fighter is also 40m/s and will generate a warning from Command, which doesn't make sense, IMO.
I will look at the warp speeds for all fighters available to you in this mission and change the speed limit appropriately.The warp speed is always 40 m/s.
One other small note about the "Ruins" mission. You may want to consider raising the speed limit to 45m/s. The subspace entry speed for your fighter is also 40m/s and will generate a warning from Command, which doesn't make sense, IMO.
I will look at the warp speeds for all fighters available to you in this mission and change the speed limit appropriately.
Oh, I found some minor bugs:
Where do you have the giant vasudan face of the start-up screen from and can I has? :p
secondarylist = fsport_mediavps,fsport,mediavps_3612;
secondarylist = fsport-mediavps,fsport,mediavps_3612;
Too bad this is a dead project with Galemp seemingly being done with modding now.
$Load Retail Configuration: No
$Reticle Style: FS2
$Max Escort Ships: 14
#Gauge Config
$Base: (1440, 900)
$Required Aspect: Wide Screen
$Min: (1280, 720)
$Max: (1920, 1200)
$Gauges:
+Messages:
Position: (7, 6)
+Fixed Messages:
+Training Messages:
Position: (533, 146)
+Multiplayer Messages:
Position: (11, 281)
+Support:
Position: (645, 625)
+Damage:
Position: (619, 71)
+Wingman Status:
Position: (1311, 169)
+Auto Speed:
Position: (1350, 788)
+Auto Target:
Position: (1350, 759)
+Countermeasures:
Position: (1238, 705)
+Talking Head:
Position: (7, 66)
+Directives:
Position: (7, 326)
+Weapons:
Position: (1238, 615)
+Objective Notify:
Position: (613, 216)
+Squad Message:
Position: (1163, 6)
+Escort View:
Position: (1238, 326)
+ETS Weapons:
Position: (1238, 759)
+ETS Shields:
Position: (1263, 759)
+ETS Engines:
Position: (1288, 759)
+Target Monitor:
Position: (7, 691)
+Extra Target Data:
Position: (7, 647)
+Target Shields:
Position: (503, 785)
+Radar:
Position: (617, 691)
+Player Shields:
Position: (827, 785)
+Afterburner Energy:
Position: (428, 439)
+Weapon Energy:
Position: (924, 439)
+Text Warnings:
Position: (720, 322)
+Center Reticle:
Position: (700, 438)
+Mini Target Shields:
Position: (705, 552)
+Throttle:
Position: (570, 317)
+Threat Indicator:
Position: (791, 313)
+Voice Status:
position: (7, 193)
+Ping:
Position: (1260, 6)
+Lag:
Position: (881, 620)
+Supernova:
Position: (239, 199)
+Target Brackets:
+Lead Indicator:
+Lock Indicator:
+Offscreen Indicator:
+Hostile Triangle:
Position: (720, 450)
+Target Triangle:
Position: (720, 450)
+Missile Triangles:
Position: (720, 450)
+Orientation Tee:
Position: (720, 450)
+Mission Time:
Position: (1363, 839)
+Kills:
Position: (1238, 731)
;; +Weapon Linking:
;; Position: (791, 413)
+Center Reticle:
Position: (594, 287)
Filename: 2_toparc1.ani
$End Gauges
#End
This was such a good demo... Then you guys got involved with chicks. :P
I will look at the warp speeds for all fighters available to you in this mission and change the speed limit appropriately.The warp speed is always 40 m/s.
The CBani patch in the first post is for FSPort 3.2; I'm assuming you have a more up-to-date version of FSPort than that, so you shouldn't have to do anything with it. The mod.ini is probably going to be looking for the 3.6.12 MediaVPs; you can try modifying it to point towards the newer version, but I can't guarantee the mod will still work if you do.
I have set a hard deadline of October 1st 2020Dang, I only have a Vasudan calander :D
I have set a hard deadline of October 1st 2020 for the full campaign release, the 10th anniversary of the original demo release. Mark your calendars.
This mod has been uploaded to Knossos and lightly updated to use the Vasuda Prime skyboxes provided by the Scroll of Atankharzim team.
I have set a hard deadline of October 1st 2020 for the full campaign release, the 10th anniversary of the original demo release. Mark your calendars.
checks internal thread Looks like we have 24 missions on deck in addition to the ones in the demo.
However I've missed our first deadline thanks to my architect's registration exams; scheduled the last one for November 30th though. Still targeting that deadline!