Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: Deka1184 on March 24, 2010, 01:08:23 am

Title: RELEASE - Relentless
Post by: Deka1184 on March 24, 2010, 01:08:23 am
After more than four years of development, I am proud to announce the release of Relentless.

I apologize for the extremely long time frame, but the latter 3 years were spent in frustration at beta testers who make commitments they can't keep, but I won't mention any names. Its not a flawless campaign by far. The missions are breakable if you don't follow the implied course of action. Although there are no directives, looking back at the message log should keep you on track if you feel lost. You shouldn't need to, though. Unlike the storyline, the gameplay is pretty straightforward. Using cheats also tends to break missions, as well as being a godly awesome or pathetically terrible pilot. I feel it is calibrated to standard difficulty, though, meaning that easy really means easy, medium is medium, and so on. Hopefully this will negate a lot of "bug reports".

EDIT: Do not be fooled by 5 pages of argument over bugs. As I've said above, there are a few minor flaws to the campaign. In the end, they detract very little from the experience. Playing through with 3.6.10 works just fine for everyone, so that would be your safest bet. If you will accept nothing less than BP quality, please keep your comments to yourself.


(http://hphotos-snc1.fbcdn.net/hs027.snc1/2394_1017147357778_1497934410_30083208_1899_n.jpg)

After being KappaWing for 5 years, I have a new callsign now, but I don't mind if you still call me Kappa. =)

DOWNLOAD
http://www.mediafire.com/?cqkwtmxgmyw
EDIT: mirror http://www.filefront.com/15938183/Relentless.7z
EDIT: A special thank you to The E and -Norbert- for improving the mod.

I did all the FRED work here, but I also used a lot of mods. A long time ago I had a running list of the mods I used and their respective creators, but I seem to have lost it. My apologies, but a few names that pop into my head are TrashMan and the Inferno team. I used quite a bit of their stuff. If you recognize mods in this campaign, please send me a private message so that I can add them to this post.
EDIT: StratComm's Raynor and Chimera
EDIT2: Benji303's Music, along with the Inferno team's music.
Inferno team's various shivan ships

Trailer:
http://www.youtube.com/watch?v=ZidWzQ35O8I

This trailer is very old. Don't let it fool you - Relentless now requires SCP 3.6.10 or later.

Just a friendly remeinder to use spoiler tags where appropriate.

Please, Enjoy.  :)
Title: Re: RELEASE - Relentless
Post by: Nuclear1 on March 24, 2010, 01:32:07 am
I'm coming home from deployment in a month.

This is priority one on FS playlist. :D Welcome back Kappa.
Title: Re: RELEASE - Relentless
Post by: SpardaSon21 on March 24, 2010, 01:46:04 am
No mod.ini makes me a sad panda. :(
Title: Re: RELEASE - Relentless
Post by: NGTM-1R on March 24, 2010, 01:50:41 am
I remember a demo for this. Or something else. I'm not sure.
Title: Re: RELEASE - Relentless
Post by: Nuclear1 on March 24, 2010, 01:54:53 am
I definitely remember the Mein Herz Brennt trailer.
Title: Re: RELEASE - Relentless
Post by: TrashMan on March 24, 2010, 03:34:10 am
Yeah. A very nice trailer. The words seems somewhat appropriate (speaking of nightmare demons :P )
Title: Re: RELEASE - Relentless
Post by: Dilmah G on March 24, 2010, 04:36:36 am
Deka, who beta-tested this?

Noticed a briefing issue or so, and a number of bugs in-game. The Blue Lions also seemed to be wearing red shirts.
Title: Re: RELEASE - Relentless
Post by: -Norbert- on March 24, 2010, 05:07:42 am
He wouldn't say who beta tested the campaign in the first post, so I doubt he will give out their names now.
Anyway before I download and try it out two suggestions for the YouTube video.
You should put the name of the song in the describtion (to avoid having the trailer removed due to copyright issues) and I'd also put a link to this thread or a homepage into the describtion, so people who stumble across the trailer and get interrested know how to find the actual mod.
Downloading now....

For the lazy people out there I put together a quick mod.ini and a picture for the campaign (just a cutout of the name from the picture in the first post, nothing fancy).
Am I right in the assumption that it is supposed to work with the MediaVPs?

[attachment deleted by admin]
Title: Re: RELEASE - Relentless
Post by: The E on March 24, 2010, 07:31:46 am
I'm sorry, but have you EVER run this mod through a recent debug build? There is one crash issue that will kill .12 RC1 debug, and even after fixing that (a simple correction of the Raynor's tech description to remove a semicolon), there is still a ****load of errors remaining.

Code: [Select]
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:2143
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:2143
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:2143
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:2143
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:2143
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:2143
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:2143
WARNING: "Secondary bank capacities have not been completely specified for ship class GTF Myrmidon... fix this!!" at ship.cpp:1922
WARNING: "Unable to find WEAPON_LIST_TYPE string "Assault Plasma Cannon"  in ship: Alliance Jump Gate's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Assault Plasma Cannon"  in ship: Alliance Jump Gate's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "SVa"  in ship: GVC Mafdet's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Prometheus U"  in ship: GVB Anhur's primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "S-Swarm"  in ship: SB Yali's default secondary banks." at parselo.cpp:2259
WARNING: "SB Yali has no secondary weapons, this cannot be!" at ship.cpp:1910
WARNING: "Unable to find WEAPON_LIST_TYPE string "T3l-SB"  in ship: SB Yali's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "T3l-SB"  in ship: SB Yali's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2259
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2259
TBM  =>  Starting parse of 'test-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'xerxes-shp.tbm' ...
TBM  =>  Starting parse of 'scorpion-shp.tbm' ...
TBM  =>  Starting parse of 'sclamia-shp.tbm' ...
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem arm_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem arm_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem arm_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem tendon_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem tendon_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem tendon_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem fin_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem fin_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem fin_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals

Here are a few more errors, courtesy of me browsing through the ship lab:

Code: [Select]
Model cutter.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
WARNING: "Subsystem "communications" in model "cutter.pof" is represented as "communication" in ships.tbl.  Although FS2_OPEN 3.6 and later will catch and correct this error, earlier versions (as well as retail FS2) will not.  You are advised to fix this if you plan to support earlier versions of FreeSpace." at modelread.cpp:604
Found live debris model for 'radar'
Frame  0 too long!!: frametime = 12.530 (12.530)
Frame  1 too long!!: frametime = 0.341 (0.341)
Loading model 'corvette3t-01.pof'
IBX: Found a good IBX to read for 'corvette3t-01.pof'.
IBX-DEBUG => POF checksum: 0x8b452963, IBX checksum: 0x101a8a28 -- "corvette3t-01.pof"
Model corvette3t-01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Frame 379 too long!!: frametime = 0.992 (0.992)
Frame 380 too long!!: frametime = 0.372 (0.372)
Loading model 'raynor.pof'
IBX: Found a good IBX to read for 'raynor.pof'.
IBX-DEBUG => POF checksum: 0x0165d55e, IBX checksum: 0x917cb0e6 -- "raynor.pof"
Model raynor.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
WARNING: "Not all subsystems in model "raynor.pof" have a record in ships.tbl. This can cause game to crash.  List of subsystems not found from table is in log file." at modelread.cpp:633
Subsystem turretarm13 in model was not found in ships.tbl!
Subsystem turretarm14 in model was not found in ships.tbl!
Subsystem turretarm15 in model was not found in ships.tbl!
Subsystem turretarm16 in model was not found in ships.tbl!
Subsystem turretarm17 in model was not found in ships.tbl!
Subsystem turretarm18 in model was not found in ships.tbl!
Subsystem turretarm19 in model was not found in ships.tbl!
Subsystem turretarm20 in model was not found in ships.tbl!
Subsystem turretarm21 in model was not found in ships.tbl!
Subsystem turretarm22 in model was not found in ships.tbl!
Subsystem turretarm23 in model was not found in ships.tbl!
Subsystem turretarm24 in model was not found in ships.tbl!
Subsystem turretarm25 in model was not found in ships.tbl!
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship raynor.pof
Frame 650 too long!!: frametime = 8.454 (8.454)
Frame 651 too long!!: frametime = 1.192 (1.192)
Frame 967 too long!!: frametime = 0.486 (0.486)
Frame 1222 too long!!: frametime = 0.271 (0.271)
Frame 1424 too long!!: frametime = 1.545 (1.545)
Loading model 'bomberR-01v.pof'
IBX: Found a good IBX to read for 'bomberR-01v.pof'.
IBX-DEBUG => POF checksum: 0xbc6a98e8, IBX checksum: 0x132aa96a -- "bomberR-01v.pof"
Model bomberR-01v.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Frame 1826 too long!!: frametime = 0.585 (0.585)
Frame 1827 too long!!: frametime = 0.262 (0.262)
Loading model 'cruiserR-01v.pof'
IBX: Found a good IBX to read for 'cruiserR-01v.pof'.
IBX-DEBUG => POF checksum: 0x9e003f3a, IBX checksum: 0x4aec3de2 -- "cruiserR-01v.pof"
Model cruiserR-01v.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Subsystem turret04-destroyed in model was not found in ships.tbl!
Frame 1979 too long!!: frametime = 1.570 (1.570)
Frame 1980 too long!!: frametime = 0.309 (0.309)
Frame 2935 too long!!: frametime = 0.447 (0.447)
Loading model 'Ammit.pof'
IBX: Found a good IBX to read for 'Ammit.pof'.
IBX-DEBUG => POF checksum: 0xe6429e75, IBX checksum: 0xbd109281 -- "Ammit.pof"
Frame 3022 too long!!: frametime = 0.730 (0.730)
Loading model 'Apep.pof'
IBX: Found a good IBX to read for 'Apep.pof'.
IBX-DEBUG => POF checksum: 0x27355a85, IBX checksum: 0x982a2cd7 -- "Apep.pof"
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship Apep.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship Apep.pof
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship Apep.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship Apep.pof
Frame 3428 too long!!: frametime = 0.974 (0.974)
Loading model 'SCLamia.pof'
IBX: Found a good IBX to read for 'SCLamia.pof'.
IBX-DEBUG => POF checksum: 0x5e22303e, IBX checksum: 0x0eb758ac -- "SCLamia.pof"
Model SCLamia.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Potential problem found: Unrecognized subsystem type 'tendon_t', believed to be in ship SCLamia.pof
Potential problem found: Unrecognized subsystem type 'tendon_l', believed to be in ship SCLamia.pof
Potential problem found: Unrecognized subsystem type 'tendon_r', believed to be in ship SCLamia.pof
Potential problem found: Unrecognized subsystem type 'arm_l', believed to be in ship SCLamia.pof
Potential problem found: Unrecognized subsystem type 'arm_r', believed to be in ship SCLamia.pof
Potential problem found: Unrecognized subsystem type 'arm_t', believed to be in ship SCLamia.pof
Potential problem found: Unrecognized subsystem type 'fin_l', believed to be in ship SCLamia.pof
Potential problem found: Unrecognized subsystem type 'fin_r', believed to be in ship SCLamia.pof
Potential problem found: Unrecognized subsystem type 'fin_t', believed to be in ship SCLamia.pof
Frame 4600 too long!!: frametime = 2.076 (2.076)
Loading model 'fighter12.pof'
IBX: Found a good IBX to read for 'fighter12.pof'.
IBX-DEBUG => POF checksum: 0x7ecfae3a, IBX checksum: 0x6920832e -- "fighter12.pof"
Frame 6992 too long!!: frametime = 0.300 (0.300)
Loading model 'x3.pof'
IBX: Found a good IBX to read for 'x3.pof'.
IBX-DEBUG => POF checksum: 0xa22e45d3, IBX checksum: 0xd3d1276b -- "x3.pof"
Model x3.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Frame 7115 too long!!: frametime = 0.757 (0.757)
Loading model 'corvette_scylla.pof'
IBX: Found a good IBX to read for 'corvette_scylla.pof'.
IBX-DEBUG => POF checksum: 0x0713362a, IBX checksum: 0x0156640b -- "corvette_scylla.pof"
Model corvette_scylla.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship corvette_scylla.pof
Frame 8797 too long!!: frametime = 0.914 (0.914)
Loading model 'SuperCap4S-01.pof'
IBX: Found a good IBX to read for 'SuperCap4S-01.pof'.
IBX-DEBUG => POF checksum: 0x603a8e8d, IBX checksum: 0x91da2029 -- "SuperCap4S-01.pof"
Model SuperCap4S-01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship SuperCap4S-01.pof
Potential problem found: Unrecognized subsystem type 'reactor1', believed to be in ship SuperCap4S-01.pof
Potential problem found: Unrecognized subsystem type 'reactor2', believed to be in ship SuperCap4S-01.pof
Frame 9130 too long!!: frametime = 0.722 (0.722)
Loading model 'Comm2S-01.pof'
IBX:  Warning!  Found invalid IBX file: 'Comm2S-01.ibx'
IBX: Starting a new IBX for 'Comm2S-01.pof'.
BMPMAN: Found EFF (commtiles1-glow.eff) with 40 frames at 26 fps.
BMPMAN: Found EFF (commtiles2-glow.eff) with 35 frames at 40 fps.
Potential problem found: Unrecognized subsystem type 'piece1a', believed to be in ship Comm2S-01.pof
Potential problem found: Unrecognized subsystem type 'piece2a', believed to be in ship Comm2S-01.pof
Potential problem found: Unrecognized subsystem type 'piece3a', believed to be in ship Comm2S-01.pof
Potential problem found: Unrecognized subsystem type 'piece4a', believed to be in ship Comm2S-01.pof
Potential problem found: Unrecognized subsystem type 'piece5a', believed to be in ship Comm2S-01.pof
Potential problem found: Unrecognized subsystem type 'core', believed to be in ship Comm2S-01.pof
Frame 9430 too long!!: frametime = 1.640 (1.640)
Loading model 'ShivWorm.pof'
IBX: Found a good IBX to read for 'ShivWorm.pof'.
IBX-DEBUG => POF checksum: 0x25d18b4d, IBX checksum: 0x1af3e744 -- "ShivWorm.pof"
WARNING: "Couldn't open texture 'shivworm01a' referenced by model 'ShivWorm.pof'" at modelread.cpp:2264
WARNING: "Couldn't open texture 'shivworm01b' referenced by model 'ShivWorm.pof'" at modelread.cpp:2264
Model ShivWorm.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship ShivWorm.pof

Loading the first mission crashes debug:

Code: [Select]
ASSERTION: "Player_weapon_precedence[j] > 0" at ship.cpp:7641
This is related to this debug warning:
Code: [Select]
WARNING: "There are 3 secondary banks in model, but only 2 secondary banks specified for GTF Myrmidon" at ship.cpp:7637
Fixing one will probably fix the other.

In addition, your music.tbl seems to be incompatible with mv_music.

Also, you are aware that there are HTL versions of both the Chimera and the Raynor out there (Check Blue Planet AoA)?
Title: Re: RELEASE - Relentless
Post by: TopAce on March 24, 2010, 08:21:13 am
Yes, the debug builds are there for this purpose: to run through it and fix everything you can. It'll save your players from a lot of trouble.
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 24, 2010, 08:26:10 am
Hrm, a bit bemused by the low-poly StratComm ships. There are high-poly ones available for public download or in the Blue Planet: Age of Aquarius Director's Cut.

Looking forward to trying this out, though, always good to see new campaigns. Unfortunately it sounds like this one should maybe have picked up a few more testers and spent a little longer in iteration?
Title: Re: RELEASE - Relentless
Post by: Spoon on March 24, 2010, 08:31:37 am
Quote
Unfortunately it sounds like this one should maybe have picked up a few more testers and spent a little longer in iteration?
I'm starting to notice a bit of a trend here in recent releases...

I guess I'll wait with playing this one till the biggest issues are resolved then  :p
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 24, 2010, 08:50:20 am
I don't understand why you guys are running this through the latest and greatest builds. Its designed to work with 3.6.10, which is a fully finished version, not some release candidate. Use this mod with volatile builds at your own risk!

And no I was unaware that there are hi-poly versions of these ships, probably because I never heard of "Blue Planet: Age of Aquarius Director's Cut", but it sounds cool so I'll give it a play. =)

Trust me, with some of the missions you will encounter in this campaign, low poly may actually be preferable. :P

You should put the name of the song in the describtion (to avoid having the trailer removed due to copyright issues) and I'd also put a link to this thread or a homepage into the describtion, so people who stumble across the trailer and get interrested know how to find the actual mod.

Ah, good idea. I used to have that when it was hosted on my old KappaWing account but I forgot to re add it. Done.

Also, I have no idea what a mod.ini is. Do we not use mod directories anymore or something? I've been out of the loop for too long it seems.
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 24, 2010, 08:57:53 am
3.6.12 debug builds will pick up errors that 3.6.10 didn't. Thus, they are very important for error-checking. The problems they detect are still problems under 3.6.10, except the game will choke on them instead of speaking up.

3.6.10 is also very much less stable and very much more buggy than 3.6.12 RC1, so people tend to steer clear of it. 3.6.10 is the 'volatile build' here.

If you're new to the community or have been away for a while, the big must-play campaigns are Derelict, Transcend, Silent Threat Reborn, and Blue Planet. Windmills is also fantastic, The Procyon Insurgency is a good challenge and quite well-FREDded, and there are TCs to check out as well.
Title: Re: RELEASE - Relentless
Post by: Jeff Vader on March 24, 2010, 08:58:00 am
I don't understand why you guys are running this through the latest and greatest builds. Its designed to work with 3.6.10, which is a fully finished version, not some release candidate. Use this mod with volatile builds at your own risk!
3.6.12 RC1 is at least as stable as 3.6.10. Both of them would find bugs/errors/quirks in Relentless, though 3.6.12 would find more of them. The E was just pointing out that they exist and they are caused by the mod, not by 3.6.12. They may be problematic and should be dealt with.

Also, I have no idea what a mod.ini is. Do we not use mod directories anymore or something? I've been out of the loop for too long it seems.
With a mod.ini, a mod can use another mod at the same time. Mainly people like it, because then they can play mods and use the MediaVPs at the same time.
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 24, 2010, 09:00:59 am
Right, even under the bug-infested 3.6.10 it's a good idea to test your mod in debug builds to make sure it's debugged.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 24, 2010, 09:04:14 am
3.6.12 RC1 is at least as stable as 3.6.10. Both of them would find these bugs/errors/quirks in Relentless. The E was just pointing out that they exist and they are caused by the mod, not by 3.6.12.

Well they work fine in my 3.6.10 and worked fine with all the beta testers 3.6.10's.  :blah:

With a mod.ini, a mod can use another mod at the same time. Mainly people like it, because then they can play mods and use the MediaVPs at the same time.

Can't you just do that by sticking the mediaVPs in the main directory?
Title: Re: RELEASE - Relentless
Post by: The E on March 24, 2010, 09:05:22 am
Well, for one, .12 RC1 is very, very stable. Using it to check mods for errors (since it introduces massive speed boosts for debug builds as well as improved error checking) is something every developer should do. Second, you said
Quote
Relentless now requires SCP 3.6.10 or later.
See that "or later" part? It's too tempting to pass up, and just because .10 may not have caught these errors (which I find hard to believe), does not mean that this would have been stable on .10.

Also note that there are at least two errors in your tables that WILL cause .12 to crash and burn, and that your mods' music.tbl seems to be incompatible with mv_music.

Quote
Also, I have no idea what a mod.ini is. Do we not use mod directories anymore or something? I've been out of the loop for too long it seems.

Read the wiki for your education. (http://www.hard-light.net/wiki/index.php/Mod.ini)

Right. With that out of the way, let me add a few more bits and pieces of criticism: You are using lots and lots of pcx and tga textures. Please always use dds for release textures; they are just that much better.
There's a "scorpion-shp.tbm" in your maps folder. This is not guaranteed to work.
You are using p_dead2.dds as a planet effect. AFAIK, this is a TBP asset, and as such, cannot be used outside of TBP.
In your missions folder, you distribute the Backup.00x and .bak files FRED uses for undo operations and backup. While not an error, it is just a bit of wasted space.
In your tables folder, you have both a ships.tbl and -shp.tbms as well as a weapons.tbl and -wep.tbms. Using both in the same directory is unnecessary (better to just create one unified tbm), and will lead to both tbls to be marked as invalid after startup.

EDIT:
Well they work fine in my 3.6.10 and worked fine with all the beta testers 3.6.10's.  :blah:

Right. But as I think we've pointed out, using .10 for error checking is not that good an idea.

Quote
Can't you just do that by sticking the mediaVPs in the main directory?

I despair. Yes, you could do that. No, you shouldn't. Why? Because mod.inis are there for a reason. Because doing that may invite errors. Because the installation instructions tell you NOT TO DO THIS. So don't, OK?
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 24, 2010, 09:05:45 am
3.6.12 RC1 is at least as stable as 3.6.10. Both of them would find these bugs/errors/quirks in Relentless. The E was just pointing out that they exist and they are caused by the mod, not by 3.6.12.

Well they work fine in my 3.6.10 and worked fine with all the beta testers 3.6.10's.  :blah:

Did you use a 3.6.10 debug build to test your mod? That's what they're for, debugging!

Quote
With a mod.ini, a mod can use another mod at the same time. Mainly people like it, because then they can play mods and use the MediaVPs at the same time.
Can't you just do that by sticking the mediaVPs in the main directory?

This must absolutely never ever happen. So the answer is 'no'. If you have your MediaVPs in the main directory, please remove them immediately and place them in a folder called 'mediavps'.
Title: Re: RELEASE - Relentless
Post by: Jeff Vader on March 24, 2010, 09:09:21 am
With a mod.ini, a mod can use another mod at the same time. Mainly people like it, because then they can play mods and use the MediaVPs at the same time.

Can't you just do that by sticking the mediaVPs in the main directory?
Of course! And while at it, let's throw all the other mods there as well. That way we won't have to keep changing mod directories with the Launcher.

FSO basics:
- No mod files in the root \freespace2\ directory. Not a single one.
- Each mod must have its own subfolder. No two separate mods in the same folder.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 24, 2010, 09:11:34 am
So now mediavps are considered a mod because now its possible to use two at once with mod.ini. cool story, bro  :pimp::yes:
Title: Re: RELEASE - Relentless
Post by: Dilmah G on March 24, 2010, 09:12:43 am
'Aye, ladies and gentlemen, lay off him for a little while.

He's spent four years FREDing this baby, and going through ****ty testers (don't we all mate :P ), and fair enough, he's been out of the loop on a few modern FSO conventions, but I think a few more of you should do him the respect of playing his campaign and move aside from the technical issues.
Title: Re: RELEASE - Relentless
Post by: Jeff Vader on March 24, 2010, 09:12:52 am
So now mediavps are considered a mod because now its possible to use two at once with mod.ini. cool story, bro  :pimp::yes:
The MediaVPs are, have been and will be a mod. They modify the contents and/or gameplay.
Title: Re: RELEASE - Relentless
Post by: The E on March 24, 2010, 09:16:16 am
Oh, and as for
Quote
Well they work fine in my 3.6.10 and worked fine with all the beta testers 3.6.10's.

No, they don't. 3.6.10 debug crashes while parsing your ships.tbl, just like .12 does. It even reports a lot of the same errors.

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -normal
  -3dshockwave
  -dualscanlines
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod Relentless,mediavps
  -no_set_gamma
  -fps
  -debug_window
  -window
Building file index...
Found root pack 'D:\FS2\Relentless\Relentless.vp' with a checksum of 0xa7b3a9e2
Found root pack 'D:\FS2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'D:\FS2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\FS2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\FS2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\FS2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\FS2\mediavps\mv_music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\FS2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\FS2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\FS2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\FS2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\FS2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\FS2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\FS2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\FS2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\FS2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\FS2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\FS2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\FS2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\FS2\Relentless\' ... 0 files
Searching root pack 'D:\FS2\Relentless\Relentless.vp' ... 421 files
Searching root 'D:\FS2\mediavps\' ... 8 files
Searching root pack 'D:\FS2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'D:\FS2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\FS2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\FS2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\FS2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\FS2\mediavps\mv_music.vp' ... 32 files
Searching root 'D:\FS2\' ... 3135 files
Searching root pack 'D:\FS2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\FS2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\FS2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\FS2\root_fs2.vp' ... 157 files
Searching root pack 'D:\FS2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\FS2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\FS2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\FS2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\FS2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\FS2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\FS2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\FS2\warble_fs2.vp' ... 52 files
Found 22 roots and 17068 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon Xpress 1200 Series  
  OpenGL Version    : 2.1.8545 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'csbar-sct.tbm' ...
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
CFILE: Created new directory 'D:\FS2\Relentless\data\'
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'lamiabeam-wep.tbm' ...
TBM  =>  Starting parse of 'beams2-wep.tbm' ...
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Secondary bank capacities have not been completely specified for ship class GTF Myrmidon... fix this!!" at ship.cpp:3991
WARNING: "Unable to find WEAPON_LIST_TYPE string "Assault Plasma Cannon"  in ship: Alliance Jump Gate's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Assault Plasma Cannon"  in ship: Alliance Jump Gate's default primary banks." at parselo.cpp:2525
ships.tbl(line 3927:Warning: Error parsing XSTR() tag XSTR("Designed to more adequately hold its own against Shivan ships first enountered during the second great war, the Terran Raynor class is the largest production destroyer in service within the GTVA.  Its twelve primary beam cannons, each devastating in its own right, can focus at least 50% of the ship's main firepower across most of the ship's length.  The Raynor was designed more to provide heavy fire support than to deploy fighter wings, and has a significantly smaller hanger WARNING: "ships.tbl(line 3927: Warning: Error parsing XSTR() tag XSTR("Designed to more adequately hold its own against Shivan ships first enountered during the second great war, the Terran Raynor class is the largest production destroyer in service within the GTVA.  Its twelve primary beam cannons, each devastating in its own right, can focus at least 50% of the ship's main firepower across most of the ship's length.  The Raynor was designed more to provide heavy fire support than to deploy fighter wings,Int3(): From f:\space\fs2_open_3_6_10\code\localization\localize.cpp at line 993

Fixing that gives me:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -normal
  -3dshockwave
  -dualscanlines
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod Relentless,mediavps
  -no_set_gamma
  -fps
  -debug_window
  -window
Building file index...
Found root pack 'D:\FS2\Relentless\Relentless.vp' with a checksum of 0xa7b3a9e2
Found root pack 'D:\FS2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'D:\FS2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\FS2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\FS2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\FS2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\FS2\mediavps\mv_music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\FS2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\FS2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\FS2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\FS2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\FS2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\FS2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\FS2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\FS2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\FS2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\FS2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\FS2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\FS2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\FS2\Relentless\' ... 419 files
Searching root pack 'D:\FS2\Relentless\Relentless.vp' ... 421 files
Searching root 'D:\FS2\mediavps\' ... 8 files
Searching root pack 'D:\FS2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'D:\FS2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\FS2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\FS2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\FS2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\FS2\mediavps\mv_music.vp' ... 32 files
Searching root 'D:\FS2\' ... 3135 files
Searching root pack 'D:\FS2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\FS2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\FS2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\FS2\root_fs2.vp' ... 157 files
Searching root pack 'D:\FS2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\FS2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\FS2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\FS2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\FS2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\FS2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\FS2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\FS2\warble_fs2.vp' ... 52 files
Found 22 roots and 17487 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon Xpress 1200 Series  
  OpenGL Version    : 2.1.8545 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'csbar-sct.tbm' ...
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'lamiabeam-wep.tbm' ...
TBM  =>  Starting parse of 'beams2-wep.tbm' ...
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Secondary bank capacities have not been completely specified for ship class GTF Myrmidon... fix this!!" at ship.cpp:3991
WARNING: "Unable to find WEAPON_LIST_TYPE string "Assault Plasma Cannon"  in ship: Alliance Jump Gate's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Assault Plasma Cannon"  in ship: Alliance Jump Gate's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "SVa"  in ship: GVC Mafdet's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Prometheus U"  in ship: GVB Anhur's primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "S-Swarm"  in ship: SB Yali's default secondary banks." at parselo.cpp:2525
WARNING: "SB Yali has no secondary weapons, this cannot be!" at ship.cpp:3979
WARNING: "Unable to find WEAPON_LIST_TYPE string "T3l-SB"  in ship: SB Yali's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "T3l-SB"  in ship: SB Yali's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Swarm of Death"  in ship: SCa Shiamak's default secondary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SCa Shiamak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
WARNING: "Unable to find WEAPON_LIST_TYPE string "Shivan Ultra Laser"  in ship: SPD Vinaashak's default primary banks." at parselo.cpp:2525
TBM  =>  Starting parse of 'test-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'xerxes-shp.tbm' ...
TBM  =>  Starting parse of 'scorpion-shp.tbm' ...
TBM  =>  Starting parse of 'sclamia-shp.tbm' ...
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌarm_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌarm_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌarm_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌtendon_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌtendon_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌtendon_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌfin_t:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌfin_l:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
Use of deprecated subsystem syntax.  Please use the $Flags: field for subsystem flags.

At least one of the following tags was used on ship SC Lamia, subsystem ÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌÌfin_r:
+untargetable
+carry-no-damage
+use-multiple-guns
+fire-down-normals
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 771
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.317 (0.317)
Frame  0 too long!!: frametime = 0.408 (0.408)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.427 (0.427)
Frame  0 too long!!: frametime = 0.427 (0.427)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Frame  0 too long!!: frametime = 0.475 (0.475)
Frame  0 too long!!: frametime = 0.345 (0.345)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
 300
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xd8be5fd9, IBX checksum: 0x5560c5b0 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'XC-01.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: Shivan Gunship
Using alternate ship type name: SB Kali
Using alternate ship type name: SF Druid
Starting mission message count : 205
Ending mission message count : 205
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcdb3e195, IBX checksum: 0x3176ea32 -- "fighter2t-02.pof"
Loading model 'capital2s-01.pof'
IBX: Found a good IBX to read for 'capital2s-01.pof'.
IBX-DEBUG => POF checksum: 0xb93e46fe, IBX checksum: 0x66a3cf77 -- "capital2s-01.pof"
BMPMAN: Found EFF (htlravana-glow.eff) with 63 frames at 26 fps.
BMPMAN: Found EFF (capital04-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (scap02-glow.eff) with 21 frames at 20 fps.
Potential problem found: Unrecognized type subsystem 'fighterbay01', believed to be in ship capital2s-01.pof
Potential problem found: Unrecognized type subsystem 'fighterbay02', believed to be in ship capital2s-01.pof
Allocating space for at least 38 new ship subsystems ...  a total of 200 is now available (38 in-use).
Loading model 'cruiser03.pof'
IBX: Found a good IBX to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xd227e3e6, IBX checksum: 0x83665023 -- "cruiser03.pof"
BMPMAN: Found EFF (cruiser03-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (cruiser03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 0x96a2dce5, IBX checksum: 0x96ea7eea -- "cruiser2s-01.pof"
BMPMAN: Found EFF (cruistiles2-glow.eff) with 50 frames at 25 fps.
BMPMAN: Found EFF (cruistiles4-glow.eff) with 50 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Potential problem found: Unrecognized type subsystem 'reactor', believed to be in ship cruiser2s-01.pof
Loading model 'corvette_scylla.pof'
IBX: Found a good IBX to read for 'corvette_scylla.pof'.
IBX-DEBUG => POF checksum: 0x0713362a, IBX checksum: 0x0156640b -- "corvette_scylla.pof"
Model corvette_scylla.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Potential problem found: Unrecognized type subsystem 'reactor', believed to be in ship corvette_scylla.pof
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0xef71a6a2, IBX checksum: 0x58d8919e -- "corvette2t-01.pof"
Loading model 'cruiser01.pof'
IBX: Found a good IBX to read for 'cruiser01.pof'.
IBX-DEBUG => POF checksum: 0x971dcc75, IBX checksum: 0x23618816 -- "cruiser01.pof"
Loading model 'freighter2s-01.pof'
IBX: Found a good IBX to read for 'freighter2s-01.pof'.
IBX-DEBUG => POF checksum: 0x0853bc1b, IBX checksum: 0xec7077f2 -- "freighter2s-01.pof"
BMPMAN: Found EFF (stiles2-glow.eff) with 50 frames at 25 fps.
BMPMAN: Found EFF (tile2-glow.eff) with 50 frames at 25 fps.
Unknown special object type $path01 while reading model freighter2s-01.pof
Loading model 'cargo2s-01.pof'
IBX: Found a good IBX to read for 'cargo2s-01.pof'.
IBX-DEBUG => POF checksum: 0xc0e9ca3f, IBX checksum: 0xed8382ef -- "cargo2s-01.pof"
BMPMAN: Found EFF (tile4-glow.eff) with 50 frames at 25 fps.
Loading model 'transport03.pof'
IBX: Found a good IBX to read for 'transport03.pof'.
IBX-DEBUG => POF checksum: 0xefff5acf, IBX checksum: 0x2b5f514e -- "transport03.pof"
BMPMAN: Found EFF (transport03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'Bomber2T-03.pof'
IBX: Found a good IBX to read for 'Bomber2T-03.pof'.
IBX-DEBUG => POF checksum: 0xf62d5e93, IBX checksum: 0x2b3b45d8 -- "Bomber2T-03.pof"
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xc8b2f868, IBX checksum: 0x3dfad880 -- "fighter2t-05.pof"
Loading model 'bomber08.pof'
IBX: Found a good IBX to read for 'bomber08.pof'.
IBX-DEBUG => POF checksum: 0x7b356a24, IBX checksum: 0x437da241 -- "bomber08.pof"
BMPMAN: Found EFF (bomber08-01-glow.eff) with 36 frames at 25 fps.
Loading model 'fighter10.pof'
IBX: Found a good IBX to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 0xd2a0181f, IBX checksum: 0x45c747bf -- "fighter10.pof"
BMPMAN: Found EFF (fighter10-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0x85ec93bc, IBX checksum: 0x50640674 -- "fighter2s-02.pof"
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter2s-03.pof'
IBX: Found a good IBX to read for 'fighter2s-03.pof'.
IBX-DEBUG => POF checksum: 0x26d0ea87, IBX checksum: 0x39c109f5 -- "fighter2s-03.pof"
BMPMAN: Found EFF (fighter2s-03-glow.eff) with 40 frames at 26 fps.
Loading model 'fighter11.pof'
IBX: Found a good IBX to read for 'fighter11.pof'.
IBX-DEBUG => POF checksum: 0x4809458e, IBX checksum: 0x6715b902 -- "fighter11.pof"
BMPMAN: Found EFF (fighter11-01-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber158s-01.pof'
IBX: Found a good IBX to read for 'bomber158s-01.pof'.
IBX-DEBUG => POF checksum: 0x585dd5b2, IBX checksum: 0x8edcedd4 -- "bomber158s-01.pof"
Model bomber158s-01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'SF_Naga.pof'
IBX: Found a good IBX to read for 'SF_Naga.pof'.
IBX-DEBUG => POF checksum: 0xacfd6a80, IBX checksum: 0x2f911b1b -- "SF_Naga.pof"
Model SF_Naga.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
WARNING: "Subsystem "communications" in model "SF_Naga.pof" is represented as "communication" in ships.tbl.  Although FS2_OPEN 3.6 and later will catch and correct this error, earlier versions (as well as retail FS2) will not.  You are advised to fix this if you plan to support earlier versions of FreeSpace." at modelread.cpp:1771
Loading model 'cruiser02.pof'
IBX: Found a good IBX to read for 'cruiser02.pof'.
IBX-DEBUG => POF checksum: 0xee515f57, IBX checksum: 0xf76f3046 -- "cruiser02.pof"
Loading model 'corvette2v-01.pof'
IBX: Found a good IBX to read for 'corvette2v-01.pof'.
IBX-DEBUG => POF checksum: 0xd5ba13a1, IBX checksum: 0x276f59ff -- "corvette2v-01.pof"
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0x2eea6501 -- "fighter2v-01.pof"
Loading model 'bomber2v-02.pof'
IBX: Found a good IBX to read for 'bomber2v-02.pof'.
IBX-DEBUG => POF checksum: 0xf8211b62, IBX checksum: 0x3660125c -- "bomber2v-02.pof"
Loading model 'fighter07.pof'
IBX: Found a good IBX to read for 'fighter07.pof'.
IBX-DEBUG => POF checksum: 0x14e1c998, IBX checksum: 0x137838df -- "fighter07.pof"
Loading model 'fighter08.pof'
IBX: Found a good IBX to read for 'fighter08.pof'.
IBX-DEBUG => POF checksum: 0x0404af46, IBX checksum: 0xc431e70f -- "fighter08.pof"
Potential problem found: Unrecognized type subsystem 'ABFlaps', believed to be in ship fighter08.pof
Loading model 'fighter2v-03.pof'
IBX: Found a good IBX to read for 'fighter2v-03.pof'.
IBX-DEBUG => POF checksum: 0x01e9f487, IBX checksum: 0xef3f8f82 -- "fighter2v-03.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 400 is now available (201 in-use).
WARNING: "There are 3 secondary banks in model, but only 2 secondary banks specified for GTF Myrmidon" at ship.cpp:9220
ASSERTION: "swp->secondary_bank_weapons[i] >= 0" at ship.cpp:9224
    fs2_open_3_6_10d.exe 008a6beb()
    fs2_open_3_6_10d.exe 00748c1d()
    fs2_open_3_6_10d.exe 00748a61()
    fs2_open_3_6_10d.exe 0074dcc9()
    fs2_open_3_6_10d.exe 0074fd24()
    fs2_open_3_6_10d.exe 00752717()
    fs2_open_3_6_10d.exe 007524b7()
    fs2_open_3_6_10d.exe 00753881()
    fs2_open_3_6_10d.exe 009946ee()
    fs2_open_3_6_10d.exe 00730dc9()
    fs2_open_3_6_10d.exe 0073dd53()
    fs2_open_3_6_10d.exe 00953636()
    fs2_open_3_6_10d.exe 0073c8d2()
    fs2_open_3_6_10d.exe 00953c08()
    fs2_open_3_6_10d.exe 0073ffb8()
Freeing all existing models...

And still crashes while loading the first mission.
Title: Re: RELEASE - Relentless
Post by: Dilmah G on March 24, 2010, 09:17:55 am
It's likely they didn't test with debug builds. I played fine on .10 RC3.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 24, 2010, 09:20:53 am
It's likely they didn't test with debug builds. I played fine on .10 RC3.

He's right, E. We all used RC3, not debug build.
Title: Re: RELEASE - Relentless
Post by: Dilmah G on March 24, 2010, 09:23:25 am
However, as The E'll point out to you, debug crashes are usually indicative of instability with the regular version, or somesuch. But I can vouch for Deka here, and say his campaign is most definitely playable with .10 RC3 exes. :)

(Psst: Fixing the debug issues quietly in a patch won't hurt though!)
Title: Re: RELEASE - Relentless
Post by: The E on March 24, 2010, 09:25:44 am
Okay, first? RC3 != Final. Second? As has been pointed out, if debug builds complain, it means something went wrong. In some cases, this means that regular builds will be unstable. See that crash? It's an Assertion, which means that something the programmer thought would always be true was violated. The game basically can not be guaranteed to work properly after that point, even if regular builds will just continue past it. So basically, your mod is not as stable as it could be, and will sooner or later crash.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 24, 2010, 09:40:30 am
Okay, first? RC3 != Final. Second? As has been pointed out, if debug builds complain, it means something went wrong. In some cases, this means that regular builds will be unstable. See that crash? It's an Assertion, which means that something the programmer thought would always be true was violated. The game basically can not be guaranteed to work properly after that point, even if regular builds will just continue past it. So basically, your mod is not as stable as it could be, and will sooner or later crash.

I gathered. Well, I'll do something about it if people actually start crashing using a non-debug build, but I will most likely then ask for outside assistance to release a patch, because I don't understand the fine intricacies of these reports.
Title: Re: RELEASE - Relentless
Post by: Sushi on March 24, 2010, 09:58:42 am
'Aye, ladies and gentlemen, lay off him for a little while.

He's spent four years FREDing this baby, and going through ****ty testers (don't we all mate :P ), and fair enough, he's been out of the loop on a few modern FSO conventions, but I think a few more of you should do him the respect of playing his campaign and move aside from the technical issues.

Aye.

I came here to say this too.
Title: Re: RELEASE - Relentless
Post by: The E on March 24, 2010, 10:06:12 am
I am sorry if what I said came across as overly critical. Yes, people should play this to check out the story and gameplay.

However, as one of the support guys, I feel it's my duty to point out technical issues I find, as stable mods lead to less support work for me.
Title: Re: RELEASE - Relentless
Post by: Jeff Vader on March 24, 2010, 05:31:03 pm
Yeah. Deka1184, not that I wanted to belittle Relentless in any way or anything. I respect the amount of work you must have sacrificed for it. It's just that you've done so much already; why not finish the job and try to make sure that your mod is as flawless as possible? I also have my selfish motives here (less bugs in mods means less work for me and The E), but I'm also thinking about the average players. Surely they'd like to experience an adventure that is as bugless and error-free as possible.

Also, I was about to highlight this thread, but then I saw you saying
Its not a flawless campaign by far. The missions are breakable if you don't follow the implied course of action. Although there are no directives, looking back at the message log should keep you on track if you feel lost. You shouldn't need to, though. Unlike the storyline, the gameplay is pretty straightforward. Using cheats also tends to break missions, as well as being a godly awesome or pathetically terrible pilot.
and thought that maybe it is best to see how people manage with it. If it seems that people can play it through without really having to make an effort to pass the missions, it can be highlighted.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 24, 2010, 08:23:14 pm
Yeah. Deka1184, not that I wanted to belittle Relentless in any way or anything. I respect the amount of work you must have sacrificed for it. It's just that you've done so much already; why not finish the job and try to make sure that your mod is as flawless as possible? I also have my selfish motives here (less bugs in mods means less work for me and The E), but I'm also thinking about the average players. Surely they'd like to experience an adventure that is as bugless and error-free as possible.

I totally understand, but like I said I have no idea how to work through those bugs without breaking more stuff. That stuff is way over my head. I'd reach out to the community, but after driving hard I only got 5-7 beta testers and I don't believe any of them went past mission 15. None of them had the courtesy to email me saying they couldn't beta test anymore. A lot of their feedback was helpful but they also seemed to miss the detailish stuff that I tend to miss. None of them, however, experienced a crash. I never even got to this point, however, because I was totally unaware of the procedure of using the debug build being to debug the mods themselves, I always thought it was simply a version of the normal build to use when the normal build crashes for some reason. Its like airline safety; I'm not going to pay attention to it until someone actually crashes.

Also, I was about to highlight this thread, but then I saw you saying
Its not a flawless campaign by far. The missions are breakable if you don't follow the implied course of action. Although there are no directives, looking back at the message log should keep you on track if you feel lost. You shouldn't need to, though. Unlike the storyline, the gameplay is pretty straightforward. Using cheats also tends to break missions, as well as being a godly awesome or pathetically terrible pilot.
and thought that maybe it is best to see how people manage with it. If it seems that people can play it through without really having to make an effort to pass the missions, it can be highlighted.

Yeah, I just said that because in the demo people were complaining that (1) there were no directives. they werent actually confused on what to do, they were missing that little box on the left side of the screen and (2) they thought they'd be wiseguys and do things intended to break the missions, then complain about it being a bug. Granted, Alpha 1 has plenty of choices to make, but I can't take every possible action into account, especially ones that involve ~k'ing things. There was also some guy who claims to have destroyed a capship in the first mission in an incredibly short amount of time, which broke the mission. I have no idea how he did this without setting all his wingmen to bombers, which would have made the rest of the mission completely impossible. Its just stuff like that I am just trying to avoid.

I'm pretty confident that at least 95% of people will make it through the campaign with no crashes or confusion.

Spoiler:
I am expecting a lot of confusion on the storyline, however. It gets more and more.... surreal.... as the campaign progresses.
Title: Re: RELEASE - Relentless
Post by: The E on March 24, 2010, 08:37:28 pm
Quote
I never even got to this point, however, because I was totally unaware of the procedure of using the debug build being to debug the mods themselves, I always thought it was simply a version of the normal build to use when the normal build crashes for some reason.

Well, now you know, and I hope this episode didn't dissuade you from doing more campaigns.
As for the errors in this release, I'll try and give you some advice on how to fix it once I can take a closer look at it; Most of it just seems to be issues stemming from the use of old models that had bugs that previous versions of FSO didn't report. Others, however, stem from a lack of understanding of the tbm system itself, those will take a bit longer to fix.

Quote
Yeah, I just said that because in the demo people were complaining that (1) there were no directives. they werent actually confused on what to do, they were missing that little box on the left side of the screen and (2) they thought they'd be wiseguys and do things intended to break the missions, then complain about it being a bug.

Actually, they were doing what good testers are supposed to do. Missions that can be broken by just not doing exactly what the mission designer intended are one of my pet peeves in terms of mission design. When we get WIP missions for Blue Planet, one of the things we always try is to break the mission by acting crazy; as a result, our missions are much more resilient and, I think, more fun.
Now, you have a valid point about not even trying to adapt a mission to somebody using the cheats; that's basically futile, and any mission breakage resulting from cheats is something that no mission designer should have to fix.

As for directives, yeah, I am firmly in the "If they're missing, it's a bug" camp. It's just something that I, as a player, expect to see (just like that little summary screen at the end of the briefing).

Oh, and this may be self-advertisement, but maybe you should read this: http://www.hard-light.net/forums/index.php?topic=68328.0

Quote
I'm pretty confident that at least 95% of people will make it through the campaign with no crashes or confusion.

Well, I am a bit more paranoid than that. I don't like to release stuff that I know is buggy and inefficient, even if it works OK on my machine.
Title: Re: RELEASE - Relentless
Post by: Nemesis6 on March 25, 2010, 02:43:09 am
Bypassing the little debate here, holy crap this campaign is long. I usually chug these campaigns in one go, but this one has me begging for a break!  :D
Title: Re: RELEASE - Relentless
Post by: TrashMan on March 25, 2010, 02:52:58 am
Deka1184, don't be dishearted.

A debug build points you directly to an error, one after an other.

The messages you get are informative enough that even a n00b can fix most of them.
Title: Re: RELEASE - Relentless
Post by: High Max on March 25, 2010, 02:55:24 am
Bypassing the little debate here, holy crap this campaign is long. I usually chug these campaigns in one go, but this one has me begging for a break!  :D

In that case, once it is fixed up, I will download it. Can you define 'long'? How many missions? Also, is the gameplay and story any good and worth downloading?
Title: Re: RELEASE - Relentless
Post by: Dilmah G on March 25, 2010, 04:53:06 am
Give it a download and decide for yourself, I reckon.
Title: Re: RELEASE - Relentless
Post by: High Max on March 25, 2010, 05:03:19 am
Well, I am using 3.6.12 and I'm worried it will crash it according to what I read on the forum. Will it work or do I have to use 3.6.10?
Title: Re: RELEASE - Relentless
Post by: Dilmah G on March 25, 2010, 05:13:06 am
.10 is a must, in my experience.
Title: Re: RELEASE - Relentless
Post by: High Max on March 25, 2010, 05:18:18 am
Ok, will do. I kept the .10 exe on my hard drive incase it was needed again, just like it was needed in ASW. Best to keep it until .12 final, at least.
Title: Re: RELEASE - Relentless
Post by: Jeff Vader on March 25, 2010, 05:19:52 am
I kept the .10 exe on my hard drive incase it was needed again, just like it was needed in ASW.
If you get my superduper awesome patch from FreeSpaceMods (http://www.freespacemods.net/files/campaign_addons/1337_ASW_Patch.vp), you can play ASW with builds newer than 3.6.10. Or at least you should be able to.
Title: Re: RELEASE - Relentless
Post by: -Norbert- on March 25, 2010, 05:58:40 am
Bugreports missions 9 and 12:
Spoiler:
I have an issue with mission 9 "Out of reach". Using a quad maxim I was able to destroy the Hedetes engines before it jumped out. After that it was shot to 1% by our ships and stopped there invulnerable.
I investigated the sensor blip (which turned out to be some 30.000ish clicks away from the node, came back towards the node and then let the game run a bit more on full timecompression.
But still nothing.
So I take it the Hedetet is supposed to escape.
I suggest you change the misson to make it impossible to disable the Hedetet.

Edit:
Spoiler:
In mission 12 "Sealing our fate" I get reprimanded because the destruction of the GVA Schooner was "very preventable loss" and I "should have been able to handle the Seraphims".... which I was.... the AWACS was crushed when the Shivan destroyer jumped right into it at the end of the mission....
Oh and a message from command telling you, you are allowed to leave would be nice in this one.
Title: Re: RELEASE - Relentless
Post by: Nemesis6 on March 25, 2010, 07:12:24 am
Well, I am using 3.6.12 and I'm worried it will crash it according to what I read on the forum. Will it work or do I have to use 3.6.10?

Haven't experienced any problems running the latest .12 inferno build.
Title: Re: RELEASE - Relentless
Post by: -Norbert- on March 25, 2010, 07:28:58 am
The GVB Anhur (or somesuch) can't fire it's second primary bank. When I try to fire them, I hear the sound of them being fired, but nothing else happens. The first bank and the secondaries work fine tough.
Bugreport mission 15:
Spoiler:
Oh and since those bombers are supposed to be a surprise, I'd suggest you make sure they don't show up on the loadout screen, or someone might switch his Artemis out with one of those like I did  ;7

In mission 15 "Demigod" I fullfilled all my goals and jumped out with the Aquitain being at 100%. In the debriefing I was told that I let the Aquitain die, but could proceed to the next mission anyway.[\spoiler]
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 25, 2010, 07:57:57 am
Right, sounds like it's best to hold off on this one until it's patched, it has directives, and the missions are re-FREDded to be unbreakable (as any complete mission should be.)

Not going to play a campaign that's both long and broken, but I look forward to checking it out when it's done.  :) And, if it's any reassurance, fixing these issues should be relatively pain-free compared to FREDding a campaign over four years. Most of the mission breaking stuff like Norbert reported will probably just require some nicely timed guardians and whatnot.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 25, 2010, 10:45:12 am
-Norbert- PLEASE edit your posts and use SPOILER TAGS!!!!,

Those are all valid bugs. See, that is where my beta testers started to drop out.

edit:

Spoiler:
In mission 15 "Demigod" I fullfilled all my goals and jumped out with the Aquitain being at 100%. In the debriefing I was told that I let the Aquitain die, but could proceed to the next mission anyway.

false debreifing, but the campaign will always LET you proceed, but mission fails are pretty clear in the debriefing, because command verbally abuses you.
Title: Re: RELEASE - Relentless
Post by: Spoon on March 25, 2010, 10:50:14 am
I am certainly amused after playing five minutes into the first level but for all the wrong reasons  :D
First off, I am having a really hard time believing you actually spend 4 years on this, unless you meant with that "I started in 2006, left it alone for 3 years and then continued on it again". 

The mission pretty much plays itself, capships have attack orders, weapon loadout has Cyclops and Cyclops#short, a raksasha and some other shivan ship were actually stuck together, making it seem like it was some kind of monster ship. Really obvious arrival flags 'Objective-destroyed-delay-0'.
Its just one big BoE with everything done wrong.

There is only one pro tip I can give for this campaign: http://www.hard-light.net/wiki/index.php/List_of_FRED-related_topics
    * General hints
    * Mission balance
    * Spellchecking a mission
    * Testing
    * Typical FREDding mistakes
I highly suggest you read those.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 25, 2010, 10:52:07 am
why dont you play past the first level

edit:

"a raksasha and some other shivan ship were actually stuck together, making it seem like it was some kind of monster ship"

Spoiler:
I assume you mean the ravana and the cain, and that was intentional. if you want a traditional BOE, wait until the mission called "First Strike/
Title: Re: RELEASE - Relentless
Post by: Rodo on March 25, 2010, 10:52:19 am
can we get a smaller .rar or a .7z file? or it doesn't change that much the size if it gets compressed?
Title: Re: RELEASE - Relentless
Post by: -Norbert- on March 25, 2010, 11:14:18 am
With Winrar I got it down to 37.6 (including the mod.ini and bmp file) from 81 something uncompressed, so yes a compressed download would make quite a difference and be very cutreous to those with lower bandwith.
And I went back and put some spoiler tags in my earlier posts. I guess it's better than keeping my comments intentionally vague.
Title: Re: RELEASE - Relentless
Post by: Rodo on March 25, 2010, 11:32:05 am
With Winrar I got it down to 37.6 (including the mod.ini and bmp file) from 81 something uncompressed, so yes a compressed download would make quite a difference and be very cutreous to those with lower bandwith.
And I went back and put some spoiler tags in my earlier posts. I guess it's better than keeping my comments intentionally vague.

Ok, when you got the .rar uploaded please provide the link... for me downloading a file from that site is like a Chinese torture.
Title: Re: RELEASE - Relentless
Post by: -Norbert- on March 25, 2010, 11:46:06 am
I don't have a place to upload it.... I just did that to safe space on my own disc.
Title: Re: RELEASE - Relentless
Post by: Rodo on March 25, 2010, 11:48:46 am
use any free host service ^^

maybe freespacemods.net, but I guess some will claim they won't take the file until it's completely bugfixed.
Title: Re: RELEASE - Relentless
Post by: Jeff Vader on March 25, 2010, 12:01:46 pm
Edit: Link removed. Was the older version. Try downloading the newer version from the first post. If it seems that you can't download it in a reasonable time/can't download it at all, give me a shout and I'll try to upload it somewhere.
Title: Re: RELEASE - Relentless
Post by: Spoon on March 25, 2010, 12:30:54 pm
why dont you play past the first level

edit:

"a raksasha and some other shivan ship were actually stuck together, making it seem like it was some kind of monster ship"

Spoiler:
I assume you mean the ravana and the cain, and that was intentional. if you want a traditional BOE, wait until the mission called "First Strike/
Why don't I? Well if the sloppiness of the first mission is any indication for the rest of the campaign  :P

And you assume I can't tell the difference between a cain, a ravana and a raksasha? Amusing.  :D
Title: Re: RELEASE - Relentless
Post by: The E on March 25, 2010, 01:22:37 pm
I went through the mod to fix the various tabling issues. As a result, this mod now loads without errors; However I had to make some changes to several ships' loadouts to account for weapons that were missing from weapons.tbl. As such, mission balance may be affected.

Complete changelog:
Code: [Select]
--Table consolidation (all ships this mod needs can now be found in one -shp.tbm, music.tbl deleted in favour of a new -mus.tbm, weapons.tbl deleted in favour of a consolidated -wep.tbm)
--Added missing textures for Shiamak
--General cleanup (Empty directories, unusable files)
--Replaced Chimera and Raynor with HTL versions

Also, here's a 7-zipped download that includes the mod.ini and Launcher bitmap created by -Norbert-.

http://www.mediafire.com/?mzm0idb3yb1
Title: Re: RELEASE - Relentless
Post by: NGTM-1R on March 25, 2010, 01:40:55 pm
weapons that were missing from weapons.tbl.

You know I hate to say it, but that's just unacceptable regardless.
Title: Re: RELEASE - Relentless
Post by: The E on March 25, 2010, 01:43:24 pm
Indeed. It's just sloppy work; you can't just take another mods' tables and use it in your mod; there's some amount of work left to be done. Again, Debug would have told you about them, and allowed you to correct it before release.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 25, 2010, 01:49:14 pm
First post edited with mediafire link and props to The E and -Norbert- Thanks guys.  ;)
Title: Re: RELEASE - Relentless
Post by: Rodo on March 25, 2010, 02:29:57 pm
Enjoy it while the site still lives (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/relentless.7z).

aha ahahahaaa!!

please wait 8hs more  :(
Title: Re: RELEASE - Relentless
Post by: High Max on March 25, 2010, 04:45:50 pm
I just looked at the mission folder and it is not that long. It was an exaggeration. If this is long then Derelect is very long. This is only 26 missions. I think BP is about the same.
Title: Re: RELEASE - Relentless
Post by: Scotty on March 25, 2010, 05:09:38 pm
That's pretty long.  The main FS2 campaign is a grand total of 30 (not counting SOC loops).
Title: Re: RELEASE - Relentless
Post by: -Norbert- on March 25, 2010, 06:02:07 pm
I just looked at the mission folder and it is not that long. It was an exaggeration. If this is long then Derelect is very long. This is only 26 missions. I think BP is about the same.
You forget that BP has the hunt for the Duke, which is pretty much a single mission spread over several systems (and thus mission files). Off the top of my head I'd say it's five mission files for that chase.
Then there are those two "missions" that are really ingame cutscenes as well.
Title: Re: RELEASE - Relentless
Post by: The E on March 25, 2010, 06:04:54 pm
Blue Planet has 22 missions, several of which can not be considered "full" missions (Journey Of A Thousand Miles and Frankensteins' Monster, for example is basically one mission split up into 4 parts).
Title: Re: RELEASE - Relentless
Post by: High Max on March 25, 2010, 06:30:47 pm
I am not sure how short these missions are though. Some could be very short.

I just tried to load the first mission after downloading E's fixes and it gave me an error saying that at least 1 ship class could not be loaded. This can happen if the campaign you are playing is incompatible with the current mod. It then goes on to say that the campaign is Relentless and the mod is Relentless mediavps, etc etc. This is silliness, and like NGTM-1R said, not acceptable.

Is this because I'm using .12? Nemesis said he had no problems with running .12, so I think it is ok. Also, is there a difference between Jeff Vader's file and The E's file? I just downloaded The E's file only because it had fixes after Jeff posted his link and it is larger, making me think it has Jeff Vader's file with additional fixes. Must I use .10? I won't if not absolutely vital.
Title: Re: RELEASE - Relentless
Post by: The E on March 25, 2010, 06:33:46 pm
Thanks for the report. I'll fix it ASAP.

This may take some time, as it will probably take some messing around in PCS2 to fix the models.

Note, for future reference: Wherever these models were found? Don't use that source.
Title: Re: RELEASE - Relentless
Post by: High Max on March 25, 2010, 06:43:52 pm
You mean this file?

[attachment deleted by admin]
Title: Re: RELEASE - Relentless
Post by: The E on March 25, 2010, 07:30:01 pm
Right. Fixed the Scylla model and a few other crash issues.

http://www.mediafire.com/?cqkwtmxgmyw

Note: This will be the last patch I will provide for this. If ANY OTHER ISSUES ARE FOUND, it's Deka's job to fix them. If there are questions on how to do them, feel free to contact me, but I will NOT do any more work on this.

This mod, in my estimation, still needs A LOT of work, mainly in terms of balancing and assets. There are still missing assets that I do not have, and at this point cannot be arsed to track down.

Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 25, 2010, 07:40:23 pm
Thanks again, The E, first post edited, again.

Enjoy it while the site still lives (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/relentless.7z).

aha ahahahaaa!!

please wait 8hs more  :(

First post was updated by then dude. check the first post!

I think its balanced well, personally, and quite a few others did too, up till mission 10-15 or so.

And yes its a longish campaign. The last few missions are a quick string but many of the early to mid campaign missions are very long and segmented.
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 25, 2010, 10:21:28 pm
I'd suggest either taking the mod down until you can get it into consistently playable shape, or editing your first post to suggest that this is a public beta, because other people are fixing your mod for you pro bono.

If these criteria aren't met I'd suggest a moderator leave a note in the first post that this campaign will not be supported and should be considered unfinished.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 26, 2010, 12:50:53 am
I'd suggest either taking the mod down until you can get it into consistently playable shape, or editing your first post to suggest that this is a public beta, because other people are fixing your mod for you pro bono.

If these criteria aren't met I'd suggest a moderator leave a note in the first post that this campaign will not be supported and should be considered unfinished.

Perhaps you should have checked the first post before you wrote this. I credited the two generous individuals who patched up my mod a bit. This is not a public beta. This is a release. I'm not asking for "support", I never felt that I implied SCP coders should somehow support my mod in their future releases. That would be ridiculous.

There has not been a godamn crash in 3.6.10 and I trust that The E and Norbert have maintained this attribute while making it compatible for other builds too.

I am so done with this campaign, honestly. Take it or leave it. I really don't care anymore. It already looks like I'm not getting a highlight so I don't see why you need to bash my campaign further when it hasn't even ****ing crashed yet. Here is four ****ing pages and not a single post about the mod itself, just a bunch of technical bull****. I dont want to see another ****ing comment related to technical ANYTHING, if I do, I'm out of here. I'm done dealing with this ****, so you're just going to have to blow it out your ass.

COULD WE CHANGE TOPIC TO THE ACTUAL CONTENT OF THE MOD NOW PLEASE.
Title: Re: RELEASE - Relentless
Post by: High Max on March 26, 2010, 01:28:22 am
Over reaction and extreme lack of emotional control? I know how that feels when it comes to certain things and I do it too from time to time, though not often to your extent, but I would hold back a lot if people helped me. I would feel guilt to blow up at them. So many people are not thankful. Of course in this situation that can go both ways, both from you or from others.

Fame and highlights shouldn't matter. I surely would feel too humble to want that kind of attention most of the time. Why give up so easily when you came this far? Also, technical details are necessary for anyone who makes a campaign, and fixing bugs makes a campaign more enjoyable since it is stable and can be played with less worry of problems and less interruptions and frustrating show stoppers. Maybe your computer, software and hardware was somehow just the right type and set up in such an unlikely way with a certain configuration to where you were the only one who got no problems and you just got lucky as a result. Perhaps it was made to work when installed the wrong way in FSO and you didn't know it was the wrong way, but if set up the correct way for FSO, it can't work properly.

You say you are done with this campaign and you don't care anymore, but then you say 'could we change the topic to the actual content of the mod itself' and that comment means you care and are not done with this campaign.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 26, 2010, 01:58:24 am
Over reaction and extreme lack of emotional control? I know how that feels when it comes to certain things and I do it too from time to time, though not often to your extent, but I would hold back a lot if people helped me. I would feel guilt to blow up at them. So many people are not thankful. Of course in this situation that can go both ways, both from you or from others.

Fame and highlights shouldn't matter. I surely would feel too humble to want that kind of attention most of the time. Why give up so easily when you came this far? Also, technical details are necessary for anyone who makes a campaign, and fixing bugs makes a campaign more enjoyable since it is stable and can be played with less worry of problems and less interruptions and frustrating show stoppers. Maybe your computer, software and hardware was somehow just the right type and set up in such an unlikely way with a certain configuration to where you were the only one who got no problems and you just got lucky as a result.

You say you are done with this campaign and you don't care anymore, but then you say 'could we change the topic to the actual content of the mod itself' and that comment means you care and are not done with this campaign.

So your argument is that its not a prick move to come into someones mod thread and say that its so terrible it should be reduced to unfinished beta status and a mod should flag it as such in the first post, so no one plays it. I am under complete emotional control thank you, but I do not take kindly to assholes.

The bottom line is that no one whose played on 3.6.10 has had any problems, so as far as I'm concerned, what bugs are there are negligible. The same people who criticize my campaign based on its theoretical performance and not its actual performance are the same people who said that including a few stray files was a bug. The VP was a few kilobytes bigger because of some extra .bak mission files. Who the **** cares. So some people are fixing my mod "pro bono", well guess what, I've credited those people in the first mod edit: post, but more importantly i made this entire ****ing mod "pro bono".

And the software and hardware of 10 beta testers had no problems so thats at least a 90% playability rate at the least, and its probably much higher than that. the fact that the first four pages of this thread has to do with the extra 10% that may not even exist is disgusting, and with each passing post i regret more and more releasing this mod.

I don't care about "improving" or "fixing" the campaign at this point, because its clear that some anal-retentive prick will always find something and in a fit of self-deemed authority declare the ****ing mod a beta because of it. Its done as far as im concerned. If someone else wants to redo the whole thing, as they've done for "Derelict" they are welcome to, but of course this mod isnt as good as Derelict so I sure as hell don't expect it. It is more than adequately playable as is. I will discuss the content of the mod, issues relating to plot, storyline, strategies for missions, etc. no more technical aspects relating to it. have i made myself crystal clear?
Title: Re: RELEASE - Relentless
Post by: High Max on March 26, 2010, 02:12:11 am
I'll read the rest of what you said later, but for starters, you said:

Quote from: Deka1184
So your argument is that its not a prick move to come into someones mod thread and say that its so terrible it should be reduced to unfinished beta status and a mod should flag it as such in the first post, so no one plays it. I am under complete emotional control thank you, but I do not take kindly to assholes

and I said:

So many people are not thankful. Of course in this situation that can go both ways, both from you or from others.

And for the record, you are not in emotional control because if cursing people out is not emotionally out of control, then nothing is. Holding back is showing control, and really does take true emotional strength to do. You can't deny that. You don't need to use offensive language to let people know how you feel. It just isn't mature for one, and also displays lack of emotonal control, politeness and education.

Bottom line is, you should have bug fixed it before release, if you knew there were bugs. Did you playtest it? I will try it again tomorrow because I want to play it.
Title: Re: RELEASE - Relentless
Post by: Fury on March 26, 2010, 02:40:55 am
I'm locking this topic for now.

Deka1184, nobody here is trying to be impolite or an asshole. However, everyone who release mods should use either 3.6.10 debug or 3.6.12 debug builds to ensure that the mod has as few bugs as possible. Normal (aka retail) builds ignore most errors by design, they're meant for normal gaming, not developing a mod. Debug builds are essential tool for developers, as it will caught countless of errors. Many of those have now been fixed by The E, and it didn't even take that long.

It's great if your mod doesn't crash or cause problems when played with normal builds, but that is nothing but an illusion of a working mod if debug builds bombard you with errors. Debugging is part of a process developing a mod and should not be underestimated or ignored. End-user experience will be that much better when you know that the modpack itself doesn't cause errors and most errors that occur, are due to mission design. Worst mission design errors are caught by a debug build too by the way.

These are simple facts of live in any product you develop, whether it is a mod for fun or even a commercial product. Even so do not be disheartened by this feedback. You're not the first and surely not the last to release a buggy mod or campaign. Even community veterans have made mistakes (and still do) of not properly debugging their stuff. These things happen.

I'll open this topic later when I've decided what to do with it, if anything. At least it'll give everyone some time to cool down.
Title: Re: RELEASE - Relentless
Post by: Fury on March 26, 2010, 05:43:34 am
Right, I'm re-opening this topic. After reviewing the posts here, I decided not to split them as most of them are quite valid as part of mod discussion.

Deka1184, I really would like to emphasize on the fact that there have been plenty of mods and campaigns released thus far with poor debugging. Each one of them have gotten more or less serious flak for it, regardless of whether mod developers are community veterans or not. Perhaps they've received more flak if they were, because they should've known better as active community members. As a developer you need to be mentally prepared to receive harsh criticism not only for mission quality, but also modpack quality. Together these two form a product end-users play. Lack of quality in one or the other means overall end-user experience is reduced.

What I try to say, the critique you've received is nothing personal. Some people like The E have actually gone through the trouble of debugging your mod for you. There is absolutely no reason to get angry at people when they point out bugs that can be fixed, as proven by The E.

As for other people participating in this topic, I believe we've told Deka1184 about the problems and importance of debugging enough times by now. There's no reason to keep rubbing it on his face. We're hardly perfect ourselves as many other recent releases have proven. And it would seem that this mod was done by Deka1184 mostly by himself, so we shouldn't really expect miraculous quality. The very first release of Blue Planet ages ago, which was done by Darius alone was hardly a prime example of proper debugging. In fact, it got emergency update in less than an hour, which still left many other bugs unfixed.

So now, if people would continue to keep reporting further issues in a civil manner. Perhaps Deka1184 would be willing to continue supporting this mod. This is all a learning process. What you don't know how to do, ask for help and someone will instruct.

That said, if someone can't keep things civil (that goes for Deka1184 as well), he will be promptly monkeyed for a week.
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 26, 2010, 07:14:07 am
To avoid this kind of situation in the future, I think we should put together a sticky topic (Before You Release Your Campaign...) with a checklist of things to do before release: debug build, table checks, types of mission testing, so on.

All that said: Deka1184, you've already received a couple reports of broken missions, your campaign has no directives, and you can apparently proceed along the campaign even when you fail. Both Spoon and Norbert have reported issues unrelated to technical bugs. So even under 3.6.10 your campaign is a bit screwy.

Your campaign isn't playable as is.

That would've been unacceptable even in a retail campaign release. Now, as you've seen, the community is happy to help you get things into shape. Instead of ragequitting, why not take this as a learning experience? You could probably have Relentless in good shape in fairly little time.

I'm still interested in experiencing your story, since you made it sound quite interesting, but you need to take the time to get it in good shape first.

Of course, you felt it necessary to call me an 'anal-retentive prick' when I tried to help out. That was more than a bit hurtful. Do you want honest responses to your mod or not? My remarks weren't anything personal. Why did you feel the need to attack me?
Title: Re: RELEASE - Relentless
Post by: -Norbert- on March 26, 2010, 07:26:12 am
As far as not commenting on the story goes: I can't speak for other players, but I don't like to comment on the story untill I finished a campaign.
Things that initially make no sense at all might make sense, once put into the right context later in the campaign, or things you thought make sense might be screwed up in later missions.

A little spoilerish example:
Spoiler:
Intitially it made absolutely no sense at all to have Lennes up for execution, just because he ordered to board the cruiser right away instead of scanning it first. And it made even less sense to leave him in command even after telling him he was going to be executed.
But with the information of later missions, it becomes obvious that command was suspecting him of being a traiter and putting together a rebellion and they tested him that way. So while it initially made no sense, getting the additional information and context made is make sense (okay, that sentence sounds weird....)
As I said because of such situations, I'd rather comment on a storyline only once I'm completely through it once.

Quote
you can apparently proceed along the campaign even when you fail
A little misunderstanding, if you are refering to mission 15. I didn't fail the mission and proceeded, I just got the wrong debriefing message after succeding in the mission.
Title: Re: RELEASE - Relentless
Post by: Kosh on March 26, 2010, 09:46:36 am
Quote
After being KappaWing for 5 years, I have a new callsign now, but I don't mind if you still call me Kappa. =)

Why change your name? I can't say "KappaWing, this is Allied Command, please respond" on messanger anymore. :P

Anyway, anyone got any mirrors for this?
Title: Re: RELEASE - Relentless
Post by: Qent on March 26, 2010, 11:00:49 am
Okay, here's some non-technical stuff:
Spoiler:
The first thing I noticed was that Myrms can carry Harpoons. It made it easier I suppose, but it bugs me for some reason. I guess I just fall in the :v:-never-intended-the-Myrm-to-get-Harpoons camp.

The first mission was fun. Maybe a little BoE-ish, but I actually enjoy wading through swarms of puny Shivan fighters. :P That fighter thing with loads of beam cannons looked awesome too.

But then the second mission... had way too much waiting (karma?). No fighting and not even any dialog. First I turned on time compression, then I wandered off to shoot asteroids. To top it all off, I got caught in the beam spam when the destroyers jumped in.

That's all I've played at the moment, but I plan to finish the campaign. Ironically, the long discussion about bugs and bug testing is the only thing that made me download this.

But don't get so hostile over this. People have been trying to tell you gently that your standards of bug-freeness are too low. As an engineer I can tell you that anything built/programmed/whatever needs some margin of safety built in.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 26, 2010, 11:35:01 am
I'll read the rest of what you said later, but for starters, you said:

Quote from: Deka1184
So your argument is that its not a prick move to come into someones mod thread and say that its so terrible it should be reduced to unfinished beta status and a mod should flag it as such in the first post, so no one plays it. I am under complete emotional control thank you, but I do not take kindly to assholes

and I said:

So many people are not thankful. Of course in this situation that can go both ways, both from you or from others.

And for the record, you are not in emotional control because if cursing people out is not emotionally out of control, then nothing is. Holding back is showing control, and really does take true emotional strength to do. You can't deny that. You don't need to use offensive language to let people know how you feel. It just isn't mature for one, and also displays lack of emotonal control, politeness and education.

Bottom line is, you should have bug fixed it before release, if you knew there were bugs. Did you playtest it? I will try it again tomorrow because I want to play it.

Quoted so he doesn't change it. Seriously.


General B, I am absolutely not taking that comment back, nor responding to your PM. I understand your role in tech support, and you started off very cordially, but then your criticism got harsher and harsher until you declared my mod unplayable, unfinished, and a beta even though a ton of people have already played it through no problem, and even after I made it it clear that I am NOT willing to do additional work on the mod while understanding exactly what the problems are. Yes, the mod is not polished to the degree of the legendary mods here, however I drove hard for beta testers and other kinds of support at various points throughout the last five years here and didn't get much help. As a result, I am done working on the mod, thats that. Maybe in some alternate universe I have the time and motivation to polish it and release it again, but the quantity of those alternate universes decreased significantly with each declaration of the mod as worthless as is. Maybe the mod isn't polished enough for you or Spoon, so i'm sorry the mod doesn't meet your quality standards. but don't come into my thread saying its unfit for everyone, when most people play through the mod just fine. I never asked for SCP to support my mod, so I am not making anyone else's job harder. Mr. E and -Norbert- pointed out and fixed technical flaws with my mod, which I am of course thankful for. This is my mod which conforms to my quality standards dictated by how much time I felt it appropriate to take out of my life and put into this mod. Its not BP quality, I understood that before you and high max felt it necessary to ruin my release thread. It was supposed to contain some satisfaction for me and others, releasing content to the community. Its now an unsalvagable nightmare. However, I don't believe other people who have less astronomical standards of quality should be deprived of the opportunity to discuss the content of the mod with me, so I am staying around for people who will still play my mod while somehow not being intimidated by four pages of how my mod sucks, which I'm willing to bet would be hardly anyone now. This also dashes the possibility of a Relentless 3, which I had already begun writing, since the chances of people being inspired enough by the initial campaign to form a mod team with me have dropped to null because of this ruined wreck of a thread.

So, Fury, I guess letting High Max fire a string of irrelevant personal insults against me in a release thread for my campaign is, in your words, "quite valid as part of mod discussion". I understand locking the thread, but not when THAT was the last post before it was locked, and said post was not deleted or edited, even after the thread was reopened. Well if unrelated personal criticism against me is "valid as part of mod discussion", then apparently I still have a severe misunderstanding of what a mod comprises of. As for the insults themselves, I am not going to respond to the because (1) they are off topic, maybe not by Fury's standards, but by mine, and (2) they are so off base and invalid that I am not going to honor them with a response. I'd leave now, but I have faith that the silent majority of HLP does not necessarily represent the views of you.

Now for actual content.
Okay, here's some non-technical stuff:
Spoiler:
The first thing I noticed was that Myrms can carry Harpoons. It made it easier I suppose, but it bugs me for some reason. I guess I just fall in the :v:-never-intended-the-Myrm-to-get-Harpoons camp.

The first mission was fun. Maybe a little BoE-ish, but I actually enjoy wading through swarms of puny Shivan fighters. :P That fighter thing with loads of beam cannons looked awesome too.

But then the second mission... had way too much waiting (karma?). No fighting and not even any dialog. First I turned on time compression, then I wandered off to shoot asteroids. To top it all off, I got caught in the beam spam when the destroyers jumped in.

That's all I've played at the moment, but I plan to finish the campaign. Ironically, the long discussion about bugs and bug testing is the only thing that made me download this.

But don't get so hostile over this. People have been trying to tell you gently that your standards of bug-freeness are too low. As an engineer I can tell you that anything built/programmed/whatever needs some margin of safety built in.

Spoiler:
I gave myrms harpoons mainly because i tend to avoid hornets. In my experience, they never hit anything moving. :lol:

Second mission DOES have a lot of waiting but there was a bug that on some playthru's the the freighters take a lot longer to navigate the field and I coulden't find the source of the issue, so I let it be. I couldn't make a when-arrived function because sometimes the freighters don't even survive. In retrospect i should have used a when-arrived.or.when-destroyed function. It is a very long lull I admit, but it makes it all the more surprising when the Nebiros arrives. Getting caught in beamspam is a terrible way to end that mission i sympathize with you, but at least next time you know to use time compression.  ;7
Title: Re: RELEASE - Relentless
Post by: Fury on March 26, 2010, 11:44:40 am
I have yet to see anyone insulting you in this topic, let alone High Max. Feel free to prove me otherwise in case I missed something.
Title: Re: RELEASE - Relentless
Post by: Snail on March 26, 2010, 11:53:38 am
I think constructive criticism devolves to insults once it becomes directed at the creator rather than at the campaign itself.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 26, 2010, 12:03:48 pm
Spoiler tagged because this is all irrelevant to the topic.

Spoiler:
I have yet to see anyone insulting you in this topic, let alone High Max. Feel free to prove me otherwise in case I missed something.
Spoiler:
And for the record, you are not in emotional control because if cursing people out is not emotionally out of control, then nothing is. Holding back is showing control, and really does take true emotional strength to do. You can't deny that. You don't need to use offensive language to let people know how you feel. It just isn't mature for one, and also displays lack of emotonal control, politeness and education.

Bottom line is, you should have bug fixed it before release, if you knew there were bugs. Did you playtest it? I will try it again tomorrow because I want to play it.

Spoiler:
I think constructive criticism devolves to insults once it becomes directed at the creator rather than at the campaign itself.

Spoiler:
Snail is right. Also, what makes High Max's uncalled for commentary even more insulting is that he clearly did not even read the thread beforehand or at the very least skipped over most of it, as shown by his statements "Bottom line is, you should have bug fixed it before release, if you knew there were bugs. Did you playtest it?" If he honestly felt the need to say that to me, the least he could do is send a PM instead, not personally attack me in my own MOD RELEASE THREAD.
Title: Re: RELEASE - Relentless
Post by: Fury on March 26, 2010, 12:12:46 pm
I'm sorry if you feel like those are personal insults directed towards you, while they clearly are not.
Title: Re: RELEASE - Relentless
Post by: The E on March 26, 2010, 12:20:58 pm
Actually, what High Max said (in his typical, totally-oblivious-to-everything way), is insulting. As deka pointed out, he was not aware of the tools to use to test a mod; it wasn't that he wanted to release it this way, it's just that he didn't know there were errors in there.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 26, 2010, 12:21:29 pm
Quote
After being KappaWing for 5 years, I have a new callsign now, but I don't mind if you still call me Kappa. =)

Why change your name? I can't say "KappaWing, this is Allied Command, please respond" on messanger anymore. :P

Anyway, anyone got any mirrors for this?

Does mediafire not work for some people? Regardless, I have created a mirror at filefront. Please check your first post. :)

I changed it just because I've changed it everywhere else on the 'net and I am OCD about having a consistent tag. It sometimes leads to cool situations where people recognize you from a totally opposite side of the internet. I have a friend who cannot keep a constant tag for more than 5 months much less 5 years, so compared to him I felt I was due for a change.  ;)

EDIT: But of course I'll always still respond to Kappa.  ;)
Title: Re: RELEASE - Relentless
Post by: captain-custard on March 26, 2010, 12:23:00 pm
this seems to be aptly named

relentless !
Title: Re: RELEASE - Relentless
Post by: Qent on March 26, 2010, 12:32:41 pm
It already looks like I'm not getting a highlight so I don't see why you need to bash my campaign further when it hasn't even ****ing crashed yet. Here is four ****ing pages and not a single post about the mod itself, just a bunch of technical bull****. I dont want to see another ****ing comment related to technical ANYTHING, if I do, I'm out of here. I'm done dealing with this ****, so you're just going to have to blow it out your ass.
High Max's comments could be construed as trolling... or he could have been trying to defuse the situation. I prefer to assume that people have good intentions. Reviewing High Max's other posts in this thread, he has generally been supportive and sympathetic, which also suggests the latter possibility.

You also seem to despise betas for some reason. Betas aren't bad. In fact, I try to use betas whenever it's reasonably safe to do so. Many betas are very stable, and some software is perpetually in beta (sometimes abandoned). It's more of an acknowledgment that there could be bugs and that you want people to give feedback on them (if any).
Title: Re: RELEASE - Relentless
Post by: ReeNoiP on March 26, 2010, 12:37:37 pm
Deka1184, if you look around other release threads, you will notice that, for the most part, people give feedback depending on the quality of the mod. People report any bugs and errors and recommend ways to fix them, as was the case before this thread escalated.

From what I can gather, you have no intention of fixing the problems pointed out, and it seems you have simply released the campaign because you got fed up with working on it (sorry if this is not the case). People are not really used to this as most of those who take the time to make campaigns usually want a result people can appreciate.

Now, I have not played this campaign, but between the bug reports, and you own comment about the freighters in that one mission (couldn't fix the problem, so you left it in), I certainly don't feel compelled to either.

I hope you don't take this the wrong way, but if you want to expect a positive response when releasing a campaign on a site dedicated to custom content in FS2, you should also make sure what you release is of decent quality at least. It doesn't have to be BP level, but it should at least be stable, playable and without any glaring errors.
In this case, it sounds as if a lot of trouble could have been avoided with a little testing.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 26, 2010, 12:43:38 pm
Quent, (again, players, sorry for the irrelevance)

I do not have anything against betas, thats the most bizarre accusation I've ever heard. thats like saying I like windows but have something against glass. My point is that this is not a beta. This is a release. If general B actually worked on the mod, then he'd have a say in what exactly the status of the mod is. Also, clipping my statements out of context doesn't make your point any more valid.

I don't care if high max was trolling or not, his statements were unwarranted, inappropriate, and inflammatory and thats the bottom line. There is no way his statements could be construed as trying to diffuse the situation!
Now, I have not played this campaign, but between the bug reports, and you own comment about the freighters in that one mission (couldn't fix the problem, so you left it in), I certainly don't feel compelled to either.

Wow, another person too lazy to read the thread, just as i predicted. The bug reports are theoretical. People play through 3.6.10 just fine. Secondly, the freighter bug is really one of only one of a few major bugs in a twentysomething mission campaign. If thats not "decent" quality for you, then you can kindly not play my mod and gtfo this thread.

This mod is reasonably stable. This mod is certainly playable, and furthermore highly enjoyable. This mod did not have any glaring errors during my EXTENSIVE playtesting and the somewhat sketchy testing of my AWOL beta team. Do not be misled by this person's comments.

I released this mod because I felt it was finished. Upon releasing this, I wasnt even aware of the purpose of debug builds or mod.ini and stuff like that, so yes, ReeNoiP, you are wrong in your assessment.

Its people like you that cause other people not to download the mod and ruin an experience that they could have had. Thanks for your insightful contribution to this thread.

Finally, I've edited a note into the initial post so hopefully more people aren't misled by this idiocy.
Title: Re: RELEASE - Relentless
Post by: MatthTheGeek on March 26, 2010, 02:02:59 pm
Quote
Upon releasing this, I wasnt even aware of the purpose of debug builds or mod.ini and stuff like that
That doesn't seem physically possible :nervous:

Oh, and wasn't that a triple post ? You should try the Modify button, it's great too :)
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 26, 2010, 03:42:14 pm
Easy there, fellow. You're blowing a gasket here.

I'll happily play your mod and give you constructive criticism on how to improve it. Would you like that?

You need to understand that you're receiving feedback in proportion to the quality of the mod. It wouldn't mean much if we all just told you it was a great mod.

Does that make sense?

I understand you're upset about the way this thread has gone, but you're getting honest responses here.

From this I can see:
Quote
I released this mod because I felt it was finished. Upon releasing this, I wasnt even aware of the purpose of debug builds or mod.ini and stuff like that

that you're a novice modder, and we absolutely don't want to drive people away. Take this as an opportunity to improve, rather than to quit in disgust.

One thing I'd suggest in the future is to compare your releases to other mods that have received some acclaim. Take a look at their missions in FRED, look at the setups of their folders and so on.

It's not your fault that you didn't do something you didn't know about, but we're here to help you, and the only way this can go wrong is if you don't accept that help.
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 26, 2010, 04:15:27 pm
And just to clarify, mate, the suggestion to call this a beta release was intended to help out.

I think the best thing you could do right now is just listen to incoming feedback from your players and learn what you can from it. Assuming that your mod is 'highly enjoyable' on its own is probably not the best plan.  :p

Don't mind High Max, either. He's got his own very special style, and you'll more or less just have to get used to it. Goodness knows it took me a few years.

Just by sticking with a project and releasing it you've proven you have a talent most modders don't, so good on you for that.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 26, 2010, 04:24:28 pm
This is not the first mod I've released. The first mod I released was, in my opinion, of far less quality than this, yet it didn't draw nearly as much criticism. I don't understand why this correlation exists.

As I've stated before for reasons I've stated before I'm no longer interested in improving the mod. If someone else wants to improve it, thats fine, but I'm done. I'm not a novice modder, this is my 4th or 5th mod I don't quite remember which, yet it is by far my best. It was all up to code about two or three years ago, when the bulk of the work was done. I made the mistake of just thinking I could put some finishing touches on it and release it as if it were still 2007. The E and -Norbert- got it up to code. There are still a few problems with a few missions that I admit and acknowledge, but 95% of the mod is flawless but naturally people only care about the 5%. This thread should be 95% discussion about the mod, strategies, plot, etc and 5% technical stuff, but this ratio has been reversed because people like to blow a few glitches way out of proportion. I'll probably never release another mod, especially after this episode. If I do, however, I will certainly follow the technical notes I've learned in this thread, but thats where the constructive criticism should have stopped. Instead, it went way over the line, blew the criticism way out of proportion, and people read this **** and think its unplayable, dooming the mod itself to a disproportionate amount of backlash for its faults, ensuring that a bunch of people who would have otherwise enjoyed it just fine will never play it. Excuse me if I don't view that as positive.

You don't need to TELL me its a great mod, but RECOGNIZE its mostly a great mod. I've seen mods receive incredible praise that don't even use the Z axis, which IMO is a far greater sin than omitting directives. It has solid gameplay and a solid story. Its no Derelict or Blue Planet but I am just one person and certainly not particularly talented in this sort of thnig, as individuals such as BR and RA are.

The first three pages are alright, disproportionate, but alright, but then you crossed the line saying that the mod that I, as the creator, clearly have no say over whether my own ****ing mod is a release or a beta, and that some moderator should make sure that no one plays it. 90 percent of people play it fine, and as the creator of this mod, I say thats good enough and thats the final word. I don't need people like ReeNoiP telling me the quality level that I should be obligated to live up to. This isn't a crap mod like all these comments suggest, its 95% great, but there is not a single ****ing comment about that so far. It was not a suggestion that I call it a beta release, it was a suggestion that a moderator come and deem this a beta release, overriding my own release. There is a big difference there.

I suspect there are plenty of people who played through it seamlessly and enjoyed it greatly, but are not bothering to post, or are waiting to enjoy it and haven't gotten around to playing it yet. I hope they don't see this **** and are misled into thinking its fatally flawed.

I stated clearly several times that I am not doing any more work on this mod. Further tearing the mod apart past that point is just useless bashing of it, especially since every single ****ing bug detected so far must have been mentioned at least five times.
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 26, 2010, 04:27:22 pm
Right, mate, just to clear something up:

The technical problems described here would have been just as fatal in 2007 as they are today. The mod was never quite all there technically.

Now, setting the tech problems aside, the first few missions tell me that this mod is all right, but that you've got a lot of learning to do. The missions are getting there, but still not up to par.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 26, 2010, 04:28:59 pm
Right, mate, just to clear something up:

The technical problems described here would have been just as fatal in 2007 as they are today. The mod was never quite all there technically.

Now, setting the tech problems aside, the first few missions tell me that this mod is all right, but that you've got a lot of learning to do. The missions are getting there, but still not up to par.

Did it ever cross your mind that perhaps a four year development timeline would indicate that the missions improve in quality as you progress through the campaign? Even some of the early missions, "First Stike", for example, I contend to be flawless work.
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 26, 2010, 04:29:53 pm
Also, you're ignoring the nice things I said about you.  :(

Right, mate, just to clear something up:

The technical problems described here would have been just as fatal in 2007 as they are today. The mod was never quite all there technically.

Now, setting the tech problems aside, the first few missions tell me that this mod is all right, but that you've got a lot of learning to do. The missions are getting there, but still not up to par.

Did it ever cross your mind that perhaps a four year development timeline would indicate that the missions improve in quality as you progress through the campaign? Even some of the early missions, "First Stike", for example, I contend to be flawless work.

I'll see as I progress, but you should take time to polish up your early missions. Good first impression!
Title: Re: RELEASE - Relentless
Post by: Scotty on March 26, 2010, 04:31:38 pm
Did it ever cross your mind that perhaps a four year development timeline would indicate that the missions improve in quality as you progress through the campaign? Even some of the early missions, "First Stike", for example, I contend to be flawless work.

Um, I hate to sound like a jerk, but that's really more the realm of people who play and review the mission to say.  Mission designers are inherently biased (either for or against) missions they themselves create. :nervous:
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 26, 2010, 04:39:44 pm
Also, you're ignoring the nice things I said about you.  :(

-clip-

I'll see as I progress, but you should take time to polish up your early missions. Good first impression!

What, that I stuck thru with a mod and released it? Yes, I can operate FRED at a basic level and post threads on HLP, thank you.

Yes, just PLAY the damn thing and don't comment again till you're done, please. The quality of the first few missions are not indicative of the quality of the rest of the mod, as everyone who hasnt played the rest of the mod likes to assume.

Um, I hate to sound like a jerk, but that's really more the realm of people who play and review the mission to say.  Mission designers are inherently biased (either for or against) missions they themselves create. :nervous:

I challenge you to give me one artistic or technical criticism of that mission. Beauty is in the eye of the beholder, I know, but one can also easily get a sense of when something is going to be well received or not.  Some missions cater to certain styles, but I think First Strike really has a lot to offer for everyone. mmk?
Title: Re: RELEASE - Relentless
Post by: Vrets on March 26, 2010, 08:42:45 pm
Why isn't this locked?

I'm sure that the technical critiques were well-founded; however, the author has no plans to continue development. At this point, people are just feeding off Deka1184. Is HLP so starved for drama?
Title: Re: RELEASE - Relentless
Post by: High Max on March 26, 2010, 08:49:35 pm
It already looks like I'm not getting a highlight so I don't see why you need to bash my campaign further when it hasn't even ****ing crashed yet. Here is four ****ing pages and not a single post about the mod itself, just a bunch of technical bull****. I dont want to see another ****ing comment related to technical ANYTHING, if I do, I'm out of here. I'm done dealing with this ****, so you're just going to have to blow it out your ass.
High Max's comments could be construed as trolling... or he could have been trying to defuse the situation. I prefer to assume that people have good intentions. Reviewing High Max's other posts in this thread, he has generally been supportive and sympathetic, which also suggests the latter possibility.
I was not trying to be mean, just honest.

@The E: I was not oblivious, I said 'if he knew that there were bugs'. I didn't mean he knew. Maybe I worded that wrong.


@Deka: I also said I would try this campaign again because I want to play it.

Edit to add this:

Quote
I don't care if high max was trolling or not, his statements were unwarranted, inappropriate, and inflammatory and thats the bottom line.

And yours were not? Seriously.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 26, 2010, 09:05:07 pm
I've already defended my statements and proved that they were warranted, appropriate, and pertinent to general b's comment about how some moderator should come around and declare my mod a beta so no one plays it. This discussion is over.
Title: Re: RELEASE - Relentless
Post by: achtung on March 26, 2010, 09:28:19 pm
Let's all calm down now, this thread shouldn't need to be closed over silly squabbles.
Title: Re: RELEASE - Relentless
Post by: Spoon on March 26, 2010, 09:44:03 pm
Quote
Even some of the early missions, "First Stike", for example, I contend to be flawless work.
I stand in awe by your flawless fredding. Truely, never before have I witnessed such magnificant display of beamz.
It makes for a great show really, just keep your hands off the controls and watch glorious beams. You only have to keep yourself entertained for 9 minutes before you can press Alt+J and read a debrief of 3 lines.

Actually, I forgot to mention. There is a pause of about 2 minutes inbetween waves. So there is only 7 minutes of actual beam content. I got less then I paid for!
Title: Re: RELEASE - Relentless
Post by: Shivan Hunter on March 26, 2010, 09:45:53 pm
I've been playing through the campaign with the bugfixes provided by The_E and -Norbert-, so I can get the plot up to the First Strike mission. I've noticed some very amateurish and some very original/creative aspects of mission design, and overall it's a more solid campaign than some have made it out to be. The lack of directives is bugging me, and I'll note that in my C&C of First Strike.

Anyway, I've reached the mission now, and I'll be using this post to comment on it (the good as well as the bad).

[EDIT]: Going by Spoon's reply, I may find it necessary to be a bit harsh.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 26, 2010, 09:53:42 pm
Well you can make a choice to sit back and watch the mission but you can also make the choice to participate. Sure, its downright cinematic on "very easy", but on "medium" or "hard" you better get your ass in the battle or the friendly destroyers are going down.  :)
Title: Re: RELEASE - Relentless
Post by: Spoon on March 26, 2010, 09:58:50 pm
Well you can make a choice to sit back and watch the mission but you can also make the choice to participate. Sure, its downright cinematic on "very easy", but on "medium" or "hard" you better get your ass in the battle or the friendly destroyers are going down.  :)
Really? Well I guess I wasn't playing on medium then

Oh wait
I did!

Well color me confused.
Title: Re: RELEASE - Relentless
Post by: Quanto on March 26, 2010, 10:00:44 pm
Well you can make a choice to sit back and watch the mission but you can also make the choice to participate. Sure, its downright cinematic on "very easy", but on "medium" or "hard" you better get your ass in the battle or the friendly destroyers are going down.  :)
Really? Well I guess I wasn't playing on medium then

Oh wait
I did!

Well color me confused.
Maybe mission objectives would be helpful?
>_>
<_<
Title: Re: RELEASE - Relentless
Post by: Spoon on March 26, 2010, 10:09:47 pm
Here's a walkthrough for the campaign for the people that are having trouble completing it:
From Mission 1 and onward: Alt+J, press accept
repeat.

With this guide, even Quanto could do it!
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 26, 2010, 10:20:23 pm
Incase it isn't obvious to you, the implied objective is to shoot red stuff until it explodes.

That said, it appears there are no formal objectives for that mission, which is somewhat disturbing because i remember going around to every mission and ensuring there was at least 1 objective so all the music would play at the right times.

Here's a walkthrough for the campaign for the people that are having trouble completing it:
From Mission 1 and onward: Alt+J, press accept
repeat.

With this guide, even Quanto could do it!

Troll detected. Honestly, mission fails are pretty obvious due to the recommendation text giving a valid recommendation. If you want to skip ahead anyway thats your choice.

Spoiler:
except for the mission where the lucifer rams the vasudan awacs ship, which is an unfortunate occurrence that i didn't run into during at least 50 playtests, but now i see how it is possible if the timing on some player-caused events is just right

Unfortunately I'm not a very detail oriented person, hell I've failed calculus 4 times even though I know the concepts cold, just because I make procedural errors on everything. These little blips are what happens when I come to you guys and don't get any quality beta testers, but plenty of jeering when I actually release the mod, which is a strange paradox.
Title: Re: RELEASE - Relentless
Post by: Shivan Hunter on March 26, 2010, 10:51:46 pm
Spoiler:
Act I: The Command Briefing
First of all, you have the Vice Admiral "on trail[sic] for destruction of property and loss of life", along with a mention of "insubordination". It would seem to me that if an admiral is being charged with insubordination, he would not be still commanding his squadron. I noticed something mentioning this earlier on, so I won't judge it too harshly- I haven't played any of the campaign except the missions leading up to First Strike.

In the very first part of stage 1, you recap part of what happened in the previous mission (which, btw, I though was put together well). I'm not sure why this was done, but it seems to me to be unnecessary.

There are numerous minor spelling and grammar mistakes, along with some wordy or confusing syntax. A common mistake (and an understandable one), so I'll gloss over this part.

Overall, the command brief is solidly put together with just a few nitpicks. 9/10.

Act II: The Briefing
The two stages have the exact same viewpoint, which is not lined up with the grid. This is a minor problem, but a well-placed viewpoint- whether lined up with the grid or not- can add immersion to a briefing.

I like the comment about Lennes that Roy makes. It's kept professional, like a briefing, but personal enough to give some life to the characters. It could have been worded a bit better, but either way it adds to the immersion. 9.5/10.

Act III: The Loadout
I do like that Alpha 1 can choose either a fighter or bomber role for the mission. That also implies that the wingmen don't have default orders, so I'm going to have to order them around- which is good. If Alpha 1 is leading a squadron, they should be waiting for his orders.

You have 5 of each fighter type available. To me, this screams "I HAVEN'T EDITED THE DEFAULT LOADOUTS". There should be 4 or 8 of each fighter available (12 if you want a surplus of some). Also, the choices available are a bit weird- Why would anyone take a Pegasus to a blockade? Why would anyone use, say, a Myrmidon when an Erinyes is available?

You have 100 Akhetons available for weapons and 500 Tempests, which means that you re-allowed these in the editor, then forgot to set the value (or thought the value was alright). 100 Akhetons is, needless to say, too many, and 500 Tempests is too few (500 Tempests will not fill even a single Herc 2). I'm only taking off a point for the Tempests, since it affects gameplay.

I'll make a note here about weapon compatibility: you've expanded the weapon compatibility of several fighters, which IMO decreases the variety in the fighters available. Weapon compatibility is as crucial an aspect of a ship as speed or hitpoints- many times I've taken a Herc 2 or a Perseus for a space superiority role, since the Myrmidon cannot normally use Harpoons. By removing these limitations, you've made choosing a fighter less interesting and less crucial to strategy.

You have both variants of the Cyclops available. How many Cyclops boms are there in FS2? Uno. They aren't both supposed to be available in the same mission, especially since the player cannot tell them apart.

I took a Herc 2 loaded up with Hornets and Harpoons to fly intercept. I'll probably need the cavernous missile bays for an extended engagement.

All in all, there are several problems with an otherwise passable loadout. 8/10.

Act IV: The Mission
The first thing I see is the Aquitaine sending a message... starting with "Petrarch here." First of all, Petrarch wouldn't be sending a transmission directly- he'd be with some tactical advisers planning for the mission. Also, he doesn't seem like the type to say "<name> here" - he's a bit more verbose than that.

The Aquitaine and Kiev are... disabled? Why is that? As far as I was aware, they were taking up formation to broadside anything that came through the node (which can be done by not giving them orders and beam-free-all'ing them, btw).

Unfortunately, you have a condition that we call "BoE syndrome". First of all... BEAMS BEAMS BEAMS! Being more of a junkie for more traditional warfare, I kind of prefer to see bombs, missiles and flak going everywhere. Second of all...

I've started engaging fighters, and now you've started to creep in to one of the worst aspects of BoE syndrome there is- My job as an interceptor is superfluous. So far, I have 5 kills, and I don't think any of them except one Seraphim have contributed to the mission. Sure, there's a lot to do, but my squadron and the capships' beams are doing it for me. If I don't kill a Seraphim or take out a beam turret, I can be assured that my wing will kill the fighter or that the cruiser will be dead before it can do much damage anyway.

The Vasudan cruisers arrive. I get killed by beamspam. The Vasudan cruisers arrive. I get killed by beamspam. The Vasudan cruisers arrive. I get killed by beamspam. I actually played this part of the mission through 4 times before deciding to retreat entirely from the engagement so I couldn't be fired at by the beams... and therein lies the main problem with the mission. I can do that, and it won't have any effect on the outcome. Basically what I'm playing is a glorified cinematic, where my fighter has nothing whatsoever to do with the battle. Even when the destroyer arrives, I can sit quietly at my starting position and watch the fireworks.

After the destroyer was pwned by the inordinate beam firepower, Command immediately tells me to warp out. Like they know nothing else is coming through. You know what I like to imagine happens after a mission like that? That the enemy force arrives with several juggernaughts and takes the entire system by force. It could happen.

At the moment, I have FS running in a window behind Firefox. My fighter is warping out. I have one kill- an Astaroth which decided to attack me. We sustained minimal casualties- I don't even think we lost a cruiser. The Demon didn't get a chance to fire its beams, since it took an odd turn to the left and then got disabled.

Overall, it was an alright cutscene, even though the camera didn't move much. 5/10.

Act V: The Debriefing
There isn't much to say here, because even after a long engagement involving a Shivan destroyer, you apparently didn't think there was much to say. Which is true in a way, the briefing covered it all- the mission went entirely according to plan.

Remember what I said about command briefings and recapping what's happened? The debriefing is an excellent place to do that. You'd need to disguise it or mask it so it sounds realistic, but it can (easily) be done.

Overall, there's not much, and what's there is somewhat lacking. 7/10.

Overall score: 7.7/10

[EDIT]: Haven't read some of the most recent replies. Will read and respond.

[EDIT2]: Spoon brought up the point that you can simply jump out and you can still pass, even getting the same debriefing (for this mission anyway). Grade for the mission dropped from 5 to 3.5, overall from 7.7 to 7.4. (I really should have weighted the mission more).

Also, (http://upload.wikimedia.org/math/c/d/8/cd86ce9e84d77a2e5b861fc05cecaec7.png)
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 26, 2010, 11:13:31 pm
I've already defended my statements and proved that they were warranted, appropriate, and pertinent to general b's comment about how some moderator should come around and declare my mod a beta so no one plays it. This discussion is over.

Whoa, you missed the point entirely: the idea was to mark it as a beta so people would go easy on it and you'd get more helpful remarks. If I hadn't resigned my global mod-dom I'd have done it myself.

I was trying to help.

Anyway, I'll get back when I've got more to say. Looking forward to the rest of the campaign.  :)
Title: Re: RELEASE - Relentless
Post by: AndrewofDoom on March 26, 2010, 11:27:42 pm
I'm going to be blunt, you're campaign is simply rage fuel. RAAAAAGGGEEE FUEL. >=(

I'm sorry, this campaign gets worse as you move along, with more and more canon defilement. Into the Void III is totally random and canon defilement to the max. Another Colossus? How what?! The real lasts level? You just blow up.

GRAAAHHH.

EDIT: Explain yourself. This is the final mission "Into The Void IV" (http://img98.imageshack.us/img98/4476/wtfkm.png)
Title: Re: RELEASE - Relentless
Post by: Shivan Hunter on March 26, 2010, 11:32:37 pm
Your actions jeopardized the lives of those involved in this mission and the GTVA's objectives in this theatre. Desertion is grounds for a court martial, and you are confined to quarters pending your preliminary hearing. Until a military court decides otherwise, you are hereby stripped of your wings and all privileges bestowed upon you as an officer of the Galactic Terran-Vasudan Alliance.

(http://img98.imageshack.us/img98/4476/wtfkm.png)

That's from the last mission. Yes, those are the only two events.

One of them doesn't even fire. No, time-elapsed doesn't work after the player has died.

Srsly, wtf.
Title: Re: RELEASE - Relentless
Post by: High Max on March 26, 2010, 11:45:21 pm
I want to play this but I worry after seeing all this. What if I get stuck from errors and show stoppers? Will I be able to complete the campaign and enjoy it without getting angry from serious errors? How is it possble not to spot any of these errors when it was being developed? I'm not trying to sound bothersome, but seriously. I am saying what concerns me. Should I wait for awhile before giving this a shot?
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 26, 2010, 11:47:51 pm
The campaign should be playable as is after The_E's patch, so go for it, make up your own mind.
Title: Re: RELEASE - Relentless
Post by: Axem on March 26, 2010, 11:50:54 pm
I salute you sir on this grand campaign.

Never before did I think that anyone could, not only out do me, but absolutely destroy whatever legacy my work could ever have on the history in this community. I cannot hope to ever rise to your level, good sir. I feel I must take a new direction in life, away from FreeSpace...

Your last mission is truly a work of art, I would have- no could not have thought of such an outstanding display of SEXP work and the innate knowledge of FRED and FreeSpace.

I don't know what I'll do with my life now. Maybe I'll become a Nun, or take up Macrame. But where ever I go... I will remember you!
Title: Re: RELEASE - Relentless
Post by: AndrewofDoom on March 26, 2010, 11:55:54 pm
The campaign should be playable as is after The_E's patch, so go for it, make up your own mind.

...

*pimpslaps Battuta*

WHY MUST YOU FOOL THE INNOCENTS WHO HAVE NOT BEEN POISONED?! Gah!
Title: Re: RELEASE - Relentless
Post by: SpardaSon21 on March 26, 2010, 11:58:13 pm
Ah, how sharper than a serpent's tooth Axem's tongue is...
Title: Re: RELEASE - Relentless
Post by: Spoon on March 26, 2010, 11:59:02 pm
Relentless offers a unique player experience. You can either grab popcorn, sit back and relax. OR, actively decide to be part of the action, almost like these new interactive horror movies they have going. The choice is yours! The choice is also optional.
The campaign is user friendly, no longer do you have to be ashamed when in the company of your peers. Hate it how they always talk about beating that awesome campaign but you never got past mission two? Well, that time is over! Victory and Failure are the same thing! Even when you lose, you win! Away shame! You too are now a winner!

Its innovating!

This is a feel good campaign for the whole family!
Title: Re: RELEASE - Relentless
Post by: Nuclear1 on March 27, 2010, 12:01:44 am
This thread's going to make me OD on sarcasm.
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 27, 2010, 12:04:35 am
See, Kappa, if you'd called this a 'public beta', all these lovely people would be giving you helpful tips instead of the ****ty testers you got stuck with. I am wise!  :p

I can tell you from experience that the best way to learn FRED is to do so by examining the missions of a better FREDder - I don't envy you having to go it alone, but you can always open missions from Derelict or the BWO demo or whatnot and check them out.  (Tip one: never use attack orders on capships, EVER! Except sometimes when it's useful, but that's very rare.)

The campaign should be playable as is after The_E's patch, so go for it, make up your own mind.

...

*pimpslaps Battuta*

WHY MUST YOU FOOL THE INNOCENTS WHO HAVE NOT BEEN POISONED?! Gah!

All right, 'playable' might be stretching it, but it shouldn't vomit asserts like it would have under 3.6.10/12 before.

Oh and for another tip: Kappa, good place to start for FREDders is Karajorma's FreeSpace Oracle. (http://homepage.ntlworld.com/karajorma/FAQ/fredcommonmistakes.html)

For bonus points, scroll all the way down!
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 27, 2010, 12:05:43 am
And may I remind everyone - although I do not have my global mod hat on - that the goal here is not to cause Kappa to ragequit forever, in spite of whatever claims he might have made to a perfect mission or a highly polished campaign. Let's try to keep the criticism above the belt.
Title: Re: RELEASE - Relentless
Post by: Axem on March 27, 2010, 12:14:55 am
Sorry to post again when I said I was leaving for good, but something was nagging me. I don't want to say it in a way that shames the campaign but I think we can all agree it is actually.. incomplete.

It is missing...

Voice Acting.

As a matter of honor and integrity, I cannot, under any circumstances, leave this community that I love, until I play this shining campaign with Voice Acting! Even if you do not wish to continue with the Relentless torch, I am sure there are many others who would gladly love to have the honor of Voice Acting Director for Relentless on their CV.
Title: Re: RELEASE - Relentless
Post by: Quanto on March 27, 2010, 12:16:46 am
I for one would love to lend my beautiful singing voice into this wholesome project.
Title: Re: RELEASE - Relentless
Post by: Nuclear1 on March 27, 2010, 12:18:42 am
I want a duet.
Title: Re: RELEASE - Relentless
Post by: AndrewofDoom on March 27, 2010, 12:20:40 am
Make it a trio!
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 27, 2010, 12:29:44 am
drama bomba has left the runway

Seriously, everyone keep a level head about you. It's spring, the HLP RAEGGGG juices are at high tide.
Title: Re: RELEASE - Relentless
Post by: Deka1184 on March 27, 2010, 12:32:22 am
The last missions work fine in 3.6.10. You've already ruined it, so i wont bother with spoiler tags.

Into the void II or whatever, the player dies. just as hes dying, hes transferred into into the void III, which is a hallucinogenic experience that A1 experiences as hes dying. Into the void IV is just a cutscene of A1 blowing up in front of the lucifer, which immediatley ends the campaign. If it doesent work on 3.6.10 then I'm afraid The E or -Norbert- may have broken something while fixing the campaign, because the last string of missions works flawlessly all the times i've tested it.

Someone lock or delete this ****ing thread please, delete my new account while you're at it. You can be damn sure I will never make the mistake of posting at these boards again.
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 27, 2010, 12:35:42 am
What you wanted to use on that mission was end-mission. End-campaign is a really bad idea since it triggers several hardcoded behaviors including (I believe?) playing the FS2 end cutscenes (though I'm not 100% sure on that last one.)

A better way to do it would probably have been with cutscene SEXPs, blowing up a proxy ship. You could then fade out all artsy-like.
Title: Re: RELEASE - Relentless
Post by: High Max on March 27, 2010, 12:52:55 am
I just deactivate video playback in the launcher when I'm not playing the main FS2 campaign.
Title: Re: RELEASE - Relentless
Post by: Nuclear1 on March 27, 2010, 12:56:56 am
Kappa, I'm only being silly seeing as how I'm a couple thousand miles away from my FS computer.  I'll play it as soon as I get back, but I just can't do anything about it right now.
Title: Re: RELEASE - Relentless
Post by: Mongoose on March 27, 2010, 01:00:29 am
Y'know, the way this thread has unfolded has been really disappointing in a number of ways.
Title: Re: RELEASE - Relentless
Post by: General Battuta on March 27, 2010, 01:03:46 am
Bit of a cluster****, but honestly, I can't say it was any one individual's responsibility.

*shrug*

He clearly had a lot invested in the campaign and I think it came out a little earlier than it needed to. Standards are high of late, and one-man mod teams have it difficult, especially given the lack of proper documentation.

This whole affair highlights the need for me or The_E or a team to do a 'Before You Release Your Mod...' thread.
Title: Re: RELEASE - Relentless
Post by: achtung on March 27, 2010, 01:06:23 am
Alright, may as well end the discussion.  If anyone else feels they have input, feel free to notfiy.... someone.
Title: Re: RELEASE - Relentless
Post by: Black Wolf on March 27, 2010, 03:03:19 am
What the **** guys? :wtf:

This is going to go down as one of the sadder little moments here on HLP I think. Someone posts a campaign - maybe not the greatest campaign ever, but still something he's put plenty of hard work into , and we get this. Seven pages of what is essentially ragging on the guy. Now yes, ideally he should have run the latest debug build over it and found the bugs, and yes there may have been table issues. But as far as I can tell from the comments (I haven't yet played the campaign) none of these were showstoppers. He beta tested the campaign in the version he felt was a safe and stable and then released it because it worked. Sure, when the errors were pointed out, things could have been handled better - Deka, you maybe need to think about how you handle criticism in a few cases. But nobody, with the exception of The E and Norbert - can really come away from this with their heads held high.

Seriously, and I shouldn't have to be reminding you people of this, especially those of you with project badges, but this is something he did on his own time, for his own amusement. If posts like these had come up on the Diaspora board, or the BP board or any of the hosted boards really, most of you would be jumping up and down to remind the poster of that fact. This is especially bad because you're going on about stuff like it's some kind of assumed knowledge where, as has been pointed out, there's no resources to help with the final release of a campaign anywhere, so people just have to muddle along. When mistakes get made, they're generally from ignorance rather than malice and yet people still get essentially driven away because of it.

I know that posting in a locked thread is a bit... less than ideal, because you lack right of reply. Tough. I hope that people read this, then go back and read their own posts and hopefully will think a little bit before we get this sort of a situation again.

[EDIT]It's been pointed out to me that using "Nobody" in the sense of "nobody, with the exception of The E and Norbert - can really come away from this with their heads held high" isn't fair. There are some people in here doing the right thing, with reasonable, constructive criticism or just non inflammatory comments. So to those people, I apologize for tarring you all with the same brush.