Author Topic: Knossos installer?  (Read 2768 times)

0 Members and 1 Guest are viewing this topic.

Has there any discussion about getting WCS into the Knossos installer?  It would nice to see this available to a new group of players.

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Given that Knossos only works with FSO 3.8 and that WCS is incompatible with that version of the engine, it's probably not going to happen.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Admiral Nelson

  • Resurrecter of Campaigns
  • 211
  • The GTA expects that every man will do his duty.
I'll be making a beta WCS for "normal" FSO release within the week.  That will work with Knossos.
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 

Offline The E

  • He's Ebeneezer Goode
  • 213
  • Nothing personal, just tech support.
    • Steam
    • Twitter
Are you going to reimplement the sexps the WCS team added in? I mean, we have that technology in the nightly builds now, you could reimplement the sexps using lua.....
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Admiral Nelson

  • Resurrecter of Campaigns
  • 211
  • The GTA expects that every man will do his duty.
The missions all work 99% now in regular FSO.  I've either replaced with a Standard SEXP or made a script to address anything else.  What's missing is the hide-ship-name stuff Admiral Ralwood mentioned he had in a WIP code branch, and the "force-battle-music" SEXP for which I don't have a solution at the moment -- thus a "beta" release.
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 
I and I am sure others appreciate the work being done.

 

Offline gevatter Lars

  • Another wingnut
  • Moderator
  • 213
    • http://gevatter_lars.tripod.com/
A little late but thanks for the conversion. I will try it out.
"Yes! That is my plan, and I see nothing wrong with it. I figure that if I stick to a stupid strategy long enough it might start to work."
 - comment to "Robotech: The Masters"

  

Offline CT27

  • 211
The missions all work 99% now in regular FSO.  I've either replaced with a Standard SEXP or made a script to address anything else.  What's missing is the hide-ship-name stuff Admiral Ralwood mentioned he had in a WIP code branch, and the "force-battle-music" SEXP for which I don't have a solution at the moment -- thus a "beta" release.

I've tried WCSaga via the Knossos download page (I put all the files into a folder manually as I don't use Knossos yet...this was done years ago and I'm just trying the Knossos download of this campaign now)...and I've run into a couple relatively minor errors:

-The cutscenes don't play.  I tried starting the main Darkest Dawn campaign and that intro movie with the Hermes attack group didn't play.  Same with the movies in the WCSaga prologue.  The cutscenes don't play when I get to the right spot in the campaign or after certain missions.  They are there though.  I can watch them in the tech room...they just don't play in a normal campaign playthrough.

-It seems like the head shot segments of people (that show up in the upper left when they have dialogue) go fuzzy toward the end quite a bit more than in the original 'official' version of WCSaga.

Can either of these relatively minor errors be fixed?

 

Offline CT27

  • 211
Unfortunately I've run into a gamebreaking error in the Knossos version.  This was on the final Vega mission where you're supposed to escort the governor's convoy out of the system.  I do all that and I get to the final part of the mission.  I defeat the enemies attacking the Hermes and then get the objective to land on the Hermes.  Usually in this version of WCS the mission ends and you get the debriefing as long as you just go somewhere close to the Hermes' fighterbay.  But nothing happens.  I've tried flying through the Hermes and nothing happens...the mission won't end.

Am I supposed to be playing on a certain build or something?  Or does anyone have any suggestions? 

I would hate to have to ditch this version because it seems to do some things better than the 'official' WCSaga release (you can skip some long dialogue portions and you can timeskip to cover larger distances for example).

 

Offline Admiral Nelson

  • Resurrecter of Campaigns
  • 211
  • The GTA expects that every man will do his duty.
Don't use the dialogue skip in this mission.  See the known issues in the release thread.
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 

Offline CT27

  • 211
Don't use the dialogue skip in this mission.  See the known issues in the release thread.

Thank you.  Do you have any suggestions for the landing issue I had with this mission (i.e., after rescuing the governor's convoy I can't land)?   Also, I get the 'mission complete' audio in the second to last waypoint (where allied cruisers come in to attack the three enemy destroyers).  but then I still have to do the final waypoint of saving the Hermes from that small strike.  The mission complete notice should probably come then.

EDIT:  Also, this was without me doing any dialogue skips in mission.

Is there any reason why this mission doesn't have you automatically land like usual in this version of WCSaga?
« Last Edit: September 17, 2021, 07:57:03 pm by CT27 »

 

Offline Admiral Nelson

  • Resurrecter of Campaigns
  • 211
  • The GTA expects that every man will do his duty.
The mission complete bit was always there - I imagine it is supposed to be a surprise that the Kilrathi are attacking your carrier and thus that the mission isn't really complete.

I just replayed this mission and autolanded when I got near the Hermes as usual, so I'm not certain what happened to you.
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 

Offline CT27

  • 211
The mission complete bit was always there - I imagine it is supposed to be a surprise that the Kilrathi are attacking your carrier and thus that the mission isn't really complete.

I just replayed this mission and autolanded when I got near the Hermes as usual, so I'm not certain what happened to you.

Do I have to play this on a certain build?  I've played Vega 5 on a couple builds normally and through the tech room and it wouldn't autoland on this mission (I also tried landing in the carrier...and I made sure to not use dialogue skip or even time compression and the debriefing/Vega bombardment movie wouldn't play).  For what it's worth though, I purposefully died 5x and passed the mission (so hopefully that's the only time I have to do it.)

Also, do you have any idea what might be causing the issue of the cinematics not playing (for instance the Hermes attack squad intro that should play when starting Darkest Dawn)?  (Though I can see them in the techroom.)

 

Offline Admiral Nelson

  • Resurrecter of Campaigns
  • 211
  • The GTA expects that every man will do his duty.
I can't reproduce either of those issues - this video shows the autoland and cutscenes both working using just 21.2:


I did just push version0.95 to knossos, which contains a fix for the Alcor 2 issues others have mentioned above.  Try downloading the new version and see if it clears up any issues you may have had.
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 

Offline CT27

  • 211
I can't reproduce either of those issues - this video shows the autoland and cutscenes both working using just 21.2:


I did just push version0.95 to knossos, which contains a fix for the Alcor 2 issues others have mentioned above.  Try downloading the new version and see if it clears up any issues you may have had.

I downloaded the .9.5 version (since I don't use Knossos yet what I did was just downloaded the new files from the Knossos page and put them in my /Freespace2/Wing Commander Saga folder to replace the older version).  I tried it out and I have good news and bad news:


Good news:  I tried Vega 5 through the techroom and the game autolanded me this time and I saw the Vega bombardment and got the debriefing afterwards.  I wasn't even able to do that on the techroom before so it looks like this particular issue is fixed for me.  Thank you.


Bad news:  I've ran into a couple other technical issues now:
-Alcor 2 (the mission you said the new version was designed to fix) won't load now.  When I try to start this mission I click on the part of the screen where you're suppsed to click to start/continue a campaign...it goes to the loading screen with the Confed logo on it and the loading bar at the bottom.  The loading bar progresses a little bit but then I always get a popup that says "Attempt to load mission failed."  Other missions seemed to load fine but Alcor 2 wouldn't.  I tried this on campaign mode on my Alcor 2 save file and it wouldn't load...Alcor 2 wouldn't load in the techroom either.  Same thing on a Hyperion 2 save file I tried...Alcor 2 wouldn't load.  In other words I can't even get into the mission to do the 5x death skip trick.  I tried this on multiple builds including 21.2...it looks like Alcor 2 is inaccessible now unfortunately.  Can this be fixed?

I don't know if this is relevant to help out but I figured I might as well give you more info: I noticed under /data/missions that mission 36 aka Alcor 2 has two files in this new version.  It has M-36-BG-hermes.fs2 like all the other missions do (they just have their respective number in place of 36) but it also has M-36-BG-hermes.bak (it's the only "bak" file in there).

-The Excalibur missions (starting with Hyperion 1) don't have any guns for the Excalibur.  After Hyperion 1's briefing, I went to the weapon select screen and missiles were there to pick from.  But it showed my Excalibur as having zero guns (primaries) loaded.  There were also zero guns shown on the weapon select (left) side of the screen.  Usually on the weapon select screen you're able to see the guns you have (even if WCS doesn't let you change guns).  When I started the mission there was nothing at all in the lower right part of the screen where your primaries are shown and you can select which gun/guns to fire.  It only showed missiles.  So now Excaliburs don't have guns.
I was going to say this earlier but I didn't get to it before the recent update, but to be fair this wasn't just an issue with this new version.  .9.4 did not have guns for Excaliburs either.  I tried the 5x death skip to see if this was an issue in more than one mission but campaign Hyperion 2 had this problem as well.
Now, Excaliburs had guns in techroom mission playthroughs, but not when playing through the missions as a campaign.  Can this be fixed too please (I remember no Excalibur guns was a problem in the original standalone WCS release as well)?

 

Offline Admiral Nelson

  • Resurrecter of Campaigns
  • 211
  • The GTA expects that every man will do his duty.
Give this copy of Alcor 2 a try. 

I do recall that WCS had that Excalibur bug but I hadn't encountered it in this version.  I will look into it.

[EDIT] Mission 36 has in it the sexps to allow the Reaper and Tachyon weapons, so if you skip this mission the Excalibur will have no weapons.
« Last Edit: September 25, 2021, 10:27:44 am by Admiral Nelson »
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.