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THIS IS OLD TOPIC, GO HERE: http://www.hard-light.net/forums/index.php?topic=68213.0
Blue Planet - Age of Aquarius
"Everything that has passed has been building up to this moment. It's as though my entire life before coming here has merely been a prelude, and everything that has taken place since then has a weight upon it which threatens to crush me. As though my actions carried the weight of an entire universe."
Right, now that it's finished, I present to you all my very first completed campaign. While the finished product may have turned out nothing like I imagined it to be when first starting, I hope it is nevertheless a sufficiently engaging story and a fun play through.
Lightspeed's nebula pack is used in this campaign, so make sure you've got a copy of it before you download the campaign. This campaign was made using the 3.6.9 version of Freespace 2 Open.
I've done my best to go through and make sure that there aren't any bugs to get in the way of an enjoyable experience, but if you do come across any, let me know.
ABOUT:
Blue Planet is set eighteen years after the Capella Incident which marked the end of the Second Shivan Incursion. The focus driving Terran engineering has been the construction of the portal which would reconnect the Sol system with the rest of the GTVA. Upon its completion, probes were sent to scout the surrounding area and to test the stability of the portal. Imbued with confidence after several successful missions, GTVA has deployed the GTD Orestes, a state-of-the-art destroyer, and her complement of ships to establish contact with a long-isolated Earth and to reunite the Lost Generation with humanity's ancestral home.
The Orestes and her ships embark on an historical journey which is to have profound consequences for the future of the GTVA, Earth, and the entire human race.
FEATURES:
* New music - 3 entirely new tracks with full tabling and synchronisation, plus further tracks that are event-triggered
* New ships - To reflect the next generation of GTVA technology. There is also a new race to discover along the way
* Storyline-based action - Telling a unique story set within the Freespace universe, with its own characters, life-changing events, setting and themes
* Custom communication ani's - Giving new faces to Command, characters and ships
DOWNLOAD:
BP 3.6.10 Thread (http://www.hard-light.net/forums/index.php/topic,61406.0.html): Latest updated VPs
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I'm getting a 404 on that link at the moment.
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confirmed.
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Same here
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I'm getting a 404 also :(
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Ok try the link again.
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DOWNLOADING :D Can't wait :)
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OMG, OMG, OMG, Its Out! I am so downloading it when I get off work!
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I have been waiting for this moment, *downloads*.Of and congratulation.
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Alright , I have to say , the first missions caught my interest very strongly ! ;)
But there are a few things I want to know :
1. Is the background supposed to look "empty" in Sol ? I mean , only the star and etc. , no more background effects . Very little ammount of stars too . And I have the nebula effects ( without the TGA versions of them ) .
2. Are the weapons supposed to be invisible ? I fire my primaries , they inflict damage and the sound plays , but no weapon effect ( no green blob , no red laser or something at all when I fire ) .
Those are the only concerns for now . But the begining already caught my interest , so I feel this is gonna be awesome . :yes:
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From going through the Tech database...
Error: Can't open model file <geb.pof>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Haven't gone through all the entries but at least that one gives an error and crashes FS2_Open consequently.
Also "Preserving the Balance" gives
Error: Invalid subsystem name.
In sexpression: ( when
( has-arrived-delay
2
"Unknown Destroyer"
)
( add-goal
"Kabhanda"
( ai-chase "Unknown Destroyer" 89 )
)
( add-goal
"Dantalion"
( ai-chase "Unknown Destroyer" 89 )
)
( ship-subsys-guardian-threshold
70
"Unknown Destroyer"
"turretmaina"
)
)
(Error appears to be: turretmaina)
File:J:\src\cvs\fs2_open_3_6_9.final\code\Mission\MissionParse.cpp
Line: 5792
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
and when I lose the mission, it gives no de-briefing (haven't completed it successfully yet and due to those errors I'm not even sure if it's possible).
Otherwise, a compelling campaign. :yes:
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img2dds does stupid things to me and crashes the tech room . Normally without img2dds , the tech room works fine ...
And I'm having a problem on one mission , it doesn't load some ship and crashes ( I think it's the same problem as Herra Tohtori's , but I don't know - I lost the error code :rolleyes: ) .
Also , the fact that most weapon effects are invisible ( all except for the beam fire and missiles - beams charging up doesn't work either ) is very annoying . Please help/fix these probs , this is an awesome idea and campaign , and I'm kinda sad that there will be more waiting needed to finish playing it . :(
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Downloaded and played a few missions. So far, I'm positively stunned. The story is different from what I would have expected, but nonetheless, I'm intrigued. I just have one question. Where does one need to extract the custom loading screens? I read the thread about the subject but didn't really get anything from it.
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This is definitely a must have. Excellent, Darius! :D
Do you mind if we use your soundtracks? :P
EDIT: *cough* Community Highlight *cough* ;)
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so, is this safe to download, or is it full of bugs, which will in turn force me to download it again
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Enjoying the story so far, good stuff :yes: :yes:
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Woah. No weapons effects at all? That's very strange. Is this a global problem people are experiencing or is it limited to a few people?
The only thing I can think of is to run the game in OpenGL, not Direct3d. Most of the Terran Capship weapons are using MediaVP textures, and the beamglows are *.effs included in the VP. Also, this campaign will not run in Retail FS2
That Geb entry is just a result of me not cleaning up ship.tbl properly :mad: and the mission bug is fixable. I can upload the fixed table and mission now, but I'll wait for more bugs to show up before putting them together into an update vp.
BTW: "Preserving the Balance" is finishable, and it shows a debriefing upon a successful mission completion.
Sol is empty, yes. I wanted it to feel familiar and home-like, thinking it'll look too alien with nebula around the place.
Extract the pics to any folder in your data folder, perhaps missions or interface would be best.
EDIT: Glad to see such a positive response to the campaign! :)
[attachment deleted by ninja]
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So you finally released it, eh? About time! :p Also, just by looking at your post, it sounds like you put a lot of work into this. :)
Congrats on releasing this, though. Is this going to be in episode format? Or is this the whole thing?
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In like three missions, (I have no idea which ones with no brief or debrief, its kind of hard to tell you :P) I get a blank screen.It is not my computer, I can change programs and no blank screen on them.It has to be a fred hiccup or something.
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Okay, the previous problems were solved by the new table and mission files.
[And the story gets even more unpredictably from there, which is good, very good... :nod: :yes:]
Anyway, I'm into mission "Keepers of Hell", I can't go into Weapons selection - if I try, it invariably crashes. Not that I likely could change anything, but it still shouldn't crash...
...and, the mission itself is like hell indeed. In a masochistically excruciatingly good way... :shaking:
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A superb campaign all in all! Definitely amongst the best of all time.
I particularly liked the excellent use of cutscenes, and the kitbashed fighters. And also the surprising inclusion of the old Apocalypse model.
My only criticism is the "turretmaina" bug which appeared. I had to open up the relevant mission files in notepad and change that to turret01 so the mission would load.
I also have two slightly pedantic questions, which I know I'm probably supposed to ignore: ;)
1) What happened to the Sanctuary's fighters? They didn't appear in the final mission.
2) How did they get part of a Myrmidon to use on the Comanche? The Myrmidon had not been introduced at the time of the Great War.
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May I ask how to install the two fixes you provided? :confused:
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Copy the ships.tbl to ../Freespace2/BluePlanet/data/tables/ and the mission file into ../Freespace2/BluePlanet/data/missions/
That'll make them to override the same named files in blue planet VP file.
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Darius, you goofed up. Some tech entries don't have tech descriptions. :nervous:
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Extract the pics to any folder in your data folder, perhaps missions or interface would be best.
K, I'll try \missions once I get home. I punched them into \interface yesterday but that didn't do a thing.
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1) What happened to the Sanctuary's fighters? They didn't appear in the final mission.
2) How did they get part of a Myrmidon to use on the Comanche? The Myrmidon had not been introduced at the time of the Great War.
1) Heh. All fighters had docked with their respective ships once they had entered subspace, with the exception of Alpha wing. Gameplay-wise it was so that the player wing could see the final mission in a fighter's perspective and then depart, but storyline-wise...it's got something to do with Admiral Bei's final transmission to Sam in the Command Briefing of the previous mission. That's a hole I left intentionally in case people playing wanted to fill it in themselves.
2) I know, that's the only discrepancy in the kitbashed fighters I could find, and when I did, :mad: But I finally decided that maybe early Myrmidon blueprints were lying around, and these were incorporated into the Sanctuary's fighter design.
Darius, you goofed up. Some tech entries don't have tech descriptions. :nervous:
Hrm. Which ones in particular? The Uglies shouldn't be showing up in the tech database, and the 4th race ships shouldn't be there either, so I deliberately left those descriptions blank.
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I used control-shift-s. :nervous:
But I've found a FRED mistake.
In the second mission where you're following the unknown ships, during the fade out sequence, it doesn't fade back in. :(
Other than that... I ****ing BOW to you, dude. This is one amazing campaign, right up there with PI and Blaise Russel's campaigns and Derelict. Nice ****ing work, man. The Knossos mission music had me PUMPED. :D :yes:
[EDIT] You are a god if this is your first campaign.
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Are you planning more on this *Blue planet* or was this it? i just finished it and the ending just screams more more!
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When I turn on the ship-choice-3d option , it gives me this :confused: :
Error: Can't open model file <none>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
AND , I'm also getting this ( with or without the ship-choice-3d mode - doesn't matter ) :
Error: Can't open model file <cruiser03x.pof>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
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Yes I'm outlining the story for the next episode now. I was going to judge the reaction to the first part before thinking about doing a second episode.
I'm sorry to hear you've been having trouble with it ShadowGorrath. I need to know what Freespace 2 version you're running it on, whether it's under OpenGL or D3D or something to pinpoint the source of the problem. Ship-choice-3d is supposed to be enabled, and so far no one else has had invisible weaponry.
Interesting...cruiser03x.pof is the new Cain model with the red spotted Shivan texture over most of its body. I had assumed it was a MediaVP addition, but I can't seem to find it in any of the VPs. Anyone else had any problems with this model?
EDIT: Found it in mv_effects.vp
[attachment deleted by ninja]
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FreeSpace SCP 3.6.9 . I have the slightly updated version though , but I'm using this one .
And I changed it to OpenGL before trying to run that mission again . I downloaded the fixes too . And damn me , I forgot the name of the mission ...
EDIT : And the problem with the cruiser - I DON'T have the mediavps . Only the background/nebula effects are in the mediavps folder . :sigh: I suppose I will have to download them ... But I don't think my computer will like this . And I didn't think that the mediavps had an effect on campaigns without them . I always thought they were only a replacement of the old stuff , not an addon of new stuff .
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Media VPs are an optional add-on for the main campaign. As shown here they may or may not be mandatory for 3rd party campaigns.
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So I need all the effects and models from the mediavps ? My PC will explode ! And IMG2DDS mixes up all of the textures ( or maybe it only messed them up on direct3d ) . :(
EDIT: Ok , I added the models , but not the effects . Gonna try now . But without the weapons it will still look ugly :(
EDIT2: Didn't work . I have an outdated version of the models though . Maybe someone can upload that model and the weapon effects somewhere , please ?
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Oh, one question - Is the big hazy more-or-less monocolour Shivan beam supposed to be... big, hazy and more-or-less monocolour static tube of reddish light?
It doesn't appear very powerful to me... :nervous:
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AAAH ! I can't find the download of the model anywhere , nor can I find a download of the mediavps that have them :mad:
And I think it's supposed to be like that .
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Someone seems to have forgotten MY problem. :nervous:
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In like three missions, (I have no idea which ones with no brief or debrief, its kind of hard to tell you :P) I get a blank screen.It is not my computer, I can change programs and no blank screen on them.It has to be a fred hiccup or something.
Ooops I've just mantised (http://scp.indiegames.us/mantis/view.php?id=1510) what I think it can be your very same issue.
I'm going to try digging something more about it, but some extra confirmation could be worthy... :yes:
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Mod.ini for you guys, by the way.
[attachment deleted by ninja]
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I used control-shift-s. :nervous:
But I've found a FRED mistake.
In the second mission where you're following the unknown ships, during the fade out sequence, it doesn't fade back in. :(
Darius, Cobra is right. You've got FRED mistakes. The missions work with official 3.6.9. because of a 3.6.9. build bug: set-camera SEXPs seem to cause a fade-in somehow, (SCP confirmation needed please). You have more info in my previously Mantised 1510 bug (http://scp.indiegames.us/mantis/view.php?id=1510).
I upload here a fixed mission. I've just added a fade-in SEXP.
[attachment deleted by ninja]
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Mod.ini for you guys, by the way.
Cobra, do not use the obsolete mod.ini syntax. Use SecondaryList instead of SecondryList and delete the comma before "mediavps". There's no need for them any more if you use a recent version of Launcher. I upload a fixed mod.ini.
[attachment deleted by ninja]
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ARSPR, it works perfectly fine that way, I just copied Sync's mod.ini and chnged some stuff around because I was lazy. Personally, I think it's easier to understand that way.
[EDIT] That's the only mission I've had problems with though. The (spoiler) Knossos run mission was a tad evil and hard, but that's it.
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Oh, that cutscene bug. Yes I was quite annoyed that when the screen faded to black it didn't stay black, but I hadn't realised it had already been fixed.
Affected missions would be bp-01-02 and bp-12-2 (off the top of my head) and others which I'll check this afternoon.
The was a tad evil and hard, but that's it.
Yes, I made "Forced Entry" one of if not the hardest mission in the campaign :)
Sorry haven't got much time, I'll come back later this afternoon.
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Blagh, trying to find that fade-out cutscene mission, but 9, 10, and 13 are going "wtf lolz no cruiser03x.pof"
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Just completed the campaign and I don't know what to said. The music kicked ass and the cutscenes were great. I knew this was going to be a cool campaign ever since you posted it in Skippy's campaign list. I hope you continue where you left off, still playing as Samuel Bei if you decide to make a second chapter. Blue Planet is now in my top three all time favorite campaigns. On a side note, would you consider voice acting for this great campaign? One more thing, Darius. Outstanding work!
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Well I've played a couple of the missions and I've encountered 1 problem. In the second mission the screen will fade to black when the Elysium transport arrives, but the mission won't end. I have to jump to end it. Other than that I think I will like this campaign, especially the ships. They're sleek and sexy, like me. :pimp:
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ARSPR, it works perfectly fine that way, I just copied Sync's mod.ini and chnged some stuff around because I was lazy. Personally, I think it's easier to understand that way.
Yes, Launcher understands old wrongly spelled SecondryList but I think we should use SecondaryList...
And the extra comma was just a trick because old launchers added an extra space before the SecondaryList, so they looked in " mediavps" folder instead of "mediavps" one. With the comma, you generated a " ,mediavps" string which caused the game to look in " " folder (which nobody usually has) and then in "mediavps". But it was a trick to work arround a buggy Launcher and it's not needed any more.
Well I've played a couple of the missions and I've encountered 1 problem. In the second mission the screen will fade to black when the Elysium transport arrives, but the mission won't end. I have to jump to end it. Other than that I think I will like this campaign, especially the ships. They're sleek and sexy, like me. :pimp:
Read the previous posts about my mantised bug... (and grab the fixed version of the mission)
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I got the weapons to work ! :D And I copied the basic cruiser03.pof and renamed it to cruiser03x.pof . Same for the leviathan .
By the way , is the player supposed to be able to fly through the GTD Titan ? :rolleyes:
The weapons now have effects , but they're in different colour everytime I fire . First cyan , the pink , then gold , then green , and etc.
Now there's nothing but random mallocs to stop me finishing this awesome camapign ! ;)
P.S. Darius , can you upload an mp3 version of the machineamb music somewhere so I can direct link and download it to my mobile phone , if you don't mind ?
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P.S. The weapons now have effects , but they're in different colour everytime I fire . First cyan , the pink , then gold , then green , and etc.
...say again?! :eek:
Is that even possible? :shaking:
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It only is like that on fighter/bomber primaries and normal FS2 capship secondaries . :p All because of the old mv_effects.vp . Where can I download the new ones ?
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ARSPR, it works perfectly fine that way, I just copied Sync's mod.ini and chnged some stuff around because I was lazy. Personally, I think it's easier to understand that way.
Yes, Launcher understands old wrongly spelled SecondryList but I think we should use SecondaryList...
And the extra comma was just a trick because old launchers added an extra space before the SecondaryList, so they looked in " mediavps" folder instead of "mediavps" one. With the comma, you generated a " ,mediavps" string which caused the game to look in " " folder (which nobody usually has) and then in "mediavps". But it was a trick to work arround a buggy Launcher and it's not needed any more.
It's honestly not that big of a deal. The launcher, AFAIK, is eventually going to be phased out and its functionality will be built into FSO. So it's not like we need these mod.ini's to be usable for the next ten years.
EDIT: Oh, and Darius, nice work. Haven't played it yet, but if it's as good as everyone says, I'll see about putting it into the Installer once all the bugs are ironed out and the main download is updated with fixes.
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It only is like that on fighter/bomber primaries and normal FS2 capship secondaries . :p All because of the old mv_effects.vp . Where can I download the new ones ?
I mean you shouldn't get rainbow weapons anyway, because the weapon should be using some defined single image file as a texture... It should definitely not be alternating between shots, or at least I would think so... :confused:
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Not a major thing but if you aren't using a primarylist you can just delete the entire line.
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Only the new fighter/bomber primaries are rainbow coloured now . :p
And I get this annoying thing - black squares around some impact effects .
Also , mission 13 has a white background ... :confused:
Damn my old PC and lack of knowledge when it comes to mods :hopping: :mad:
P.S. Can someone put this on the community highlights ? Pretty please , with a Sathanas on top ? ;)
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I was highlighting it as you were writing that. :D
The only reason I didn't highlight this when I first posted was cause the link was still 404ing at the time. :D
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is this voice acted ? the file is pretty big...
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Only the new fighter/bomber primaries are rainbow coloured now . :p
It's still strange to me... does anyone have a plausible explanation for this?
And I get this annoying thing - black squares around some impact effects .
Alpha channel issues... Are you using OpenGL or Direct3D?
Also , mission 13 has a white background ... :confused:
Sounds like the skybox texture is too big for your graphics card...? What graphics card are you using anyway?
I took the liberty to resize the texture to closest smaller power-of-two dimensions, 2048x1024... here (http://users.tkk.fi/~lmiettun/Kuvat/FS2_Open/blue_stars-trans-amb_TGA_RESIZED.7z), open the archive and save the TGA file in
..\FreeSpace2\BluePlanet\data\maps\
and see if the whiteness disappears... I would guess that the upper limit of texture size for your GPU is 2048x2048. But try and see if it works.
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is this voice acted ? the file is pretty big...
No, but there are new music tracks and ships that aren't in the mediavps.
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Ok I've put together a vp that currently addresses the following:
* the cutscene fadeout bug on missions 01-02, 10 and 13
* adds the cruiser03x.pof model and associated maps for those without mv_effects.vp
* new ships.tbl without Geb entry
* Herra Tohtori's smaller blue_stars skybox texture.
Get it here (http://darius.rabidcarrot.com/releases/bpfix.rar).
Anything else I've missed? I'll update the vp with more bug fixes when I become aware of them. I'll also upload a new BP main VP that incorporates these bugfixes for those who haven't downloaded the original yet.
I think the Titan being fly-throughable is something to do with the model itself. Strattcomm mentioned something about the model not being 100% finished yet. I've noticed that I can fly through the ship when fighters are departing through the docking bay, most other times the ship is pretty solid.
ShadowGorrath: machineamb mp3 (http://darius.rabidcarrot.com/machineamb.mp3)
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This is awesome ! Thanks a lot . :)
EDIT: The Leviathan is MIA . Crashes the game if you choose it . But I think it can be simply deleted from the tables , since I don't think the GTVA would use a Leviathan in that year .
In response to Herra Tohtori : I'm using OpenGL . On Direct3D it's slower and totally screws up img2dds . And I think it's because of img2dds , not because of open gl/direct3d .
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Forced Entry isn't so much hard as it is, 'typical escort mission, typical escort mission, BAM! Ravana one-shotting your ****ing destroyer!'
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Just finished the campaign and I think I can sum it up to one word: Wow. The story, even though a bit spooky at the beginning, really dragged me with it. The cutscenes and fadeouts gave it a unique atmosphere since both of them are rarely seen in use. And the new music tracks. Fantastic work. They too gave a tremendous boost to the atmosphere and it's' always nice to hear something new. Also, I'm not normally into this trance sort of stuff, but this time I actually had to extract the tracks so that I could listen to them outside the game. Particularly the Machine track, that ShafowGorrath already mentioned, is kick-arse.
The end was a bit sad, but then again it makes me happy, since it practically screams 'Sequel!'.
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Two sentences:
Definitely one of the best campaigns I played in a long time. :yes:
And
Make a sequel!
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It crashes on the first red-alert mission. (I have the patch)
Is this a known problem?
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Well I'm at the Force Entry mission, the only real trouble is protecting the Tamerlane(or whatever its called). The Ravana destroys it way too quickly. :mad: I can't get to the beams on time.
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Also, Darius, M12-2 had the same cutscene issue, so I fixed it. Fade-in doesn't seem to work like you'd want it to. :(
Uploaded.
Well I'm at the Force Entry mission, the only real trouble is protecting the Tamerlane(or whatever its called). The Ravana destroys it way too quickly. :mad: I can't get to the beams on time.
Use [/spoiler] tags. :blah:
Also, it's Temeriere. :p
Well, since it's FS2, you have foresight, so adjust your loadouts for stuff like that. :)
[attachment deleted by ninja]
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Yeah I found using a Myrmidon helped. Thanks for teaching how to do the spoiler tags also. :P
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Using an Aurora I can do it. Saving a couple Trebuchets for that helps, but even without them I did it the first time through just by being near the Temeraire and going full-burn to the Ravana the second it jumped into range. (I thought it'd just be more bombers, frankly, but caution did help.)
Tho I will note that on my first time through the Lambouchere got disabled by Taurvis and just sat there until the mission ended. Apparently it got through okay regardless, according to the debrief. *shrug*
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Thanks Cobra, updated fix to include 12-2.
I might also make a new mission pack without red alerts if more people are experiencing the dreaded Red Alert bug.
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OK, Darius? Hear that sound? That's the sound of my jaw hitting the floor with the weight of a ****ing sun. Screw it, you're right up there with CP5670 and Blaise Russel and Agetheron and Kellan. Excellent campaign, and excellent music choices. You have to PM me the "whole" versions of those songs. ;)
Not really sure I liked the ending though. :nervous:
Thanks Cobra, updated fix to include 12-2.
I might also make a new mission pack without red alerts if more people are experiencing the dreaded Red Alert bug.
Played through the entire campaign and the only problem I had with mission bugs was 12-2.
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hi,
impressive work :yes: 9/10 points and the soundtrack wow.
i hope its possible that you can release the tracks.
but i have there one thing:
the end doesnt seems so right logical, i mean they want to invasion earth?
thats like the usa wants to invade the united kindom, i mean that will splitt most of the humans of the gtva and some of the vasudans too.
if we take a look at the NTF a lot of people chance the side but if the people must fight againts earth, thats seems cracy for the gtva.
yeah i know propanda and so, like: they open fire first, but i think its hard for the gtva to substantiate why the leader of the that fleet defection to the earth.
i think for the gtva its easier to blow up herself :D.
Mehrpack
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I finished the campaign and decided to write a review :) .
ShadowGorrath's review of the Darius' 'Blue Planet: Age of Aquarius' campaign :
Creativity: 100 - no story/campaign I know has such awesome ideas ! ;)
Gameplay: 99 - it's great , challenging and makes you feel like the character you play as . It's easy to die in some missions though . And you can fly through some of the ships ( but this one's not your fault I guess ) .
Story: 100 - unlike in other campaigns , everytime I finish a mission I want to play the other to find out what happens . And that's a good thing . :nod:
Sounds: 95 - not much stuff new in the sounds department ... But they fit perfectly and that's all I care ! :yes:
Music: 100+ - OH YEAH ! I bet that if not for the music fitting well with the awesome story , the campaign would look slightly dull .
Graphics: 99 - enough to make you forget that you've got a few hundred missiles incoming , and make you look around instead .
Feel: 100 - you made the campaign have a very nice feel .
Overall : 100+ - Honestly , I have to say this is the best non-FS2 campaign I have ever played ! It easily beat my previous favorite - Sol: A History campaign ( I didn't like the others as much ) . No offense to other campaigns , but they feel dull when you play them . They feel like it's a regular thing - nothing speacial . And all missions are similar to other ones . But the Blue Planet campaign - it's totally different . It gives some special feel to the player . The only 2 campaigns that have that special feel are the FreeSpace2 main campaign ( when you first play it ) and the Blue Planet campaign . ( the overall isn't based on the score the other parts got )
So my final words :
1.Darius - congratulations on making such an awesome campaign . It was a long time I played a really good campaign .
2.I really recomend people to download and play this campaign .
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An excellent I downloaded and played it with the fixes some of the guys put up and I have to say WOW great work.
The Story line was really well thought out (though the end didn't 'seem' right...) and the music was brilliant, I agree with Cobra you've got to put up the full versions of those tracks somewhere.
Anyhow great work and looking forward to Episode 2 :yes:
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Just finished the campaign. Thanks for an all-round exellent gaming experience, without any diminishing towards the end. :yes:
Now I'm eagerly waiting for the next chapter.
And I hope that in the future we'll learn a bit more about the motives of GTVA high command... Need to boost economy with increased war industry (and itäs hard to do that without a war to fight), or some ominous political/ideological agenda?
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Yeah I totally didn't expect the campaign's ending to be like it was. My whole world was turned upside down. I haven't experienced such a WTF ending since the season two finale of Battlestar Galactica. Good Job. :yes:
Though I must say, you have to make a sequel. There has to be closure. :warp:
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Not to worry, I fully intend to expand upon and explain the final events of the campaign in the next chapter. While it may not be to everyone's tastes, there was a reason for the ending to happen as it did :)
Also, one thing that I'd like to throw out as well, in case it wasn't picked up.
If the mishap with the portal hadn't occured and the original orders went through as planned, would the GTVA crews have been more willing to carry them out? After all, "BETAC dismantled the governments of the Terran blocs and recognized the General Assembly, the Security Council, and the Vasudan Imperium as the supreme authorities of Terran-Vasudan space." Perhaps Admiral Morian's blunder with the order to stand down may have pre-empted the mass defection of the 14th Battlegroup, something that could have been avoided with more diplomatic handling under Admiral Bei.
Let me know what you think ;)
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If the mishap with the portal hadn't occured and the original orders went through as planned, would the GTVA crews have been more willing to carry them out? After all, "BETAC dismantled the governments of the Terran blocs and recognized the General Assembly, the Security Council, and the Vasudan Imperium as the supreme authorities of Terran-Vasudan space." Perhaps Admiral Morian's blunder with the order to stand down may have pre-empted the mass defection of the 14th Battlegroup, something that could have been avoided with more diplomatic handling under Admiral Bei.
I'm not quite sure - definitely the events in the campaign changed a lot in how Admiral Bei behaved and acted, but did it change everyone else in the battlegroup as well? I think the general consensus would still have been against it, but it all boils down to how the leaders of individual ships were affected, and how many of them actually knew of the actual orders in the beginning.
One thing I missed (or wasn't clear) - how much of the battlegroup actually followed Admiral Bei aside from Alpha Wing and the Sanctuary? Was the exact amount of defectors meant to be hidden until the next chapter, or did I just miss it?
Also, I didn't fully comprehend the last sentence, partially due to that unclarity I descriped... was there a mass defection or was it pre-empted by Morian's blunder? :confused:
The campaign invoked almost as many questions in me as the FS2 campaign... :drevil:
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"Within 12 hours, half of all personnel in the Sol Expeditionary Force had either resigned from service, or actively defected to Earth." Yes, it's not quite clear how many followed Admiral Bei to Earth, but the loss of so many personnel would have hurt the initial invasion fatally. I'm also trying to imply by this sentence that the journey has affected a lot of personnel in the fleet, making them disillusioned with the orders to fight their own people.
Heh, yes I should have been a bit more clear with the last sentence. I was just saying that Bei may have made a better leader than Morian and may have sustained the invasion towards a successful conclusion by saying something more diplomatic than: "You are ordered to stand down and prepare to be boarded." When you're doing something as risky as starting a civil war, it would be advantageous for your soldiers to be happy to be fighting for your cause and for them to feel it is a just one.
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This was one of the best campaigns I have ever played.:jaw:
The end seems to be what started Inferno. ;7
Make a sequel!
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It crashes on the first red-alert mission. (I have the patch)
Hello?
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Darius, who did Joshua 2?
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Darius, who did Joshua 2?
What kind of a question is that? He did.
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Well, this sounds like it may rival derelict. i'll have to try this ASAP, meaning monday or tuesday (damn family functions)
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This was one of the best campaigns I have ever played.:jaw:
The end seems to be what started Inferno. ;7
Make a sequel!
Yeah if you put both campaigns in the same "universe" it would definitely alter your perspective of the Inferno campaign. Might also explain why the Vasudans where against the GTVA-Earth Alliance War in the beginning and how that one rogue Vasudan Admiral would ally with the EA. Mindf**k. :eek:
[spoiler/]
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Yeah if you put both campaigns in the same "universe" it would definitely alter your perspective of the Inferno campaign. Might also explain why the Vasudans where against the GTVA-Earth Alliance War in the beginning and how that one rogue Vasudan Admiral would ally with the EA. Mindf**k.
SPOILER TAGS!!!
Yeah if you put both campaigns in the same "universe" it would definitely alter your perspective of the Inferno campaign. Might also explain why the Vasudans where against the GTVA-Earth Alliance War in the beginning and how that one rogue Vasudan Admiral would ally with the EA. Mindf**k. :eek:
[/quote]
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Well I don't think I spoiled anything considering a person who hasn't played Blue Planet won't understand what I'm talking about. I mean my post could be interpreted in several ways. In any case I spoiler tagged it. Sorry if I somehow revealed the ending.
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Okay, so I just downloaded it, found the primaries don't fire, and since I'm a complete newb at editing ANYTHING FS related... How do I get them to work? They make noise, but I can't see them. I need to see them to lead my shots right, it's just kind of a thing... I didn't see any fixes in the thread, so I'm going to reread it to make sure...
Timely help would be much appreciated. :yes:
Edited to add: Also, does anyone have a current link for Lightspeed's Nebula pack? Searching here and google leads me to a lot of dead links or nothing.
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Also, does anyone have a current link for Lightspeed's Nebula pack? Searching here and google leads me to a lot of dead links or nothing.
The Useful stuff for FSO link in my sig.
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Thanks, still having issues with the guns though... I miss my glowy blobs of destruction.
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Okay, so I just downloaded it, found the primaries don't fire, and since I'm a complete newb at editing ANYTHING FS related... How do I get them to work? They make noise, but I can't see them. I need to see them to lead my shots right, it's just kind of a thing... I didn't see any fixes in the thread, so I'm going to reread it to make sure...
Timely help would be much appreciated. :yes:
Edited to add: Also, does anyone have a current link for Lightspeed's Nebula pack? Searching here and google leads me to a lot of dead links or nothing.
I can bet my PC that you don't have the mediavps . Primaries work only if you have the mv_effects.vp . Also , the campaign might crash at one point if you don't have the mediavps or the patch . Sorry , I don't know where to get them . I found the mv_effects on one link though , I forgot where .
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http://www.hard-light.net/forums/index.php/topic,39905.0.html
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I can bet my PC that you don't have the mediavps . Primaries work only if you have the mv_effects.vp . Also , the campaign might crash at one point if you don't have the mediavps or the patch . Sorry , I don't know where to get them . I found the mv_effects on one link though , I forgot where .
I have the original mv_effects.vp from the other data folder where I have Freespace2 and FSOpen installed... I put it in a mediavps folder in the folder for blueplanet, but I haven't gotten a chance to fire them. I was working to see if I could get the nebulae working, but I don't know if there are supposed to be any in the opening cutscene.
Unless I need a different mv_effects.vp, it should work now, right?
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downloaded the stuff from the link... trying it now... will edit with results...
Edit: Okay, put them in the main mediavps folder, still no glowy blobs of death. Going to try them in the local mediavps folder I created in the blueplant1 folder. will re-edit.
Edit2: Still nothing... Why won't it work? :( I want to play this so bad, just based on the comments from other players... and the
Part where you fly to Earth and it's been turned into a molten wasteland.
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And in which one of them is the HTL Leviathan ( not the Fenris ) and the HTL Cain ( not Lilith ) ? I don't see them listed .
And I got the mv_effects.vp from there . :nod:
JoshuaII is for download on Darius' 'Blue Planet' website .
EDIT: To Terashell : ShadowGorrath to the rescue ! The nubulae effects seem to be in a larger file . I am looking for the link right now . Once you download them , extract them all into mediavps/data/effects , and the tbl files into mediavps/data/tables . The mv_effects must be extracted to the mediavps folder itself . The mediavps folder has to be in the main FS2 directory . Now you have to make mod.ini in the BluePlanet folder ( in which there is the blue planet vp file ) . The mod.ini should look like this :
[launcher]
modname = Blue Planet: Age of Aquarius;
[multimod]
secondrylist = mediavps;
That is all .
P.S. I have the whole soundtrack in mp3 :D
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Yeah, I didn't really like the ending. Why on Earth would they start a war when they weren't even sure they would need to? For all they knew, Sol might have been willing to peacefully join up with the GTVA. That was a really, really strange ending. I'm not saying bad, on account of the possibility of a deeper reason to the way unknown to me. Overall, though, it was a really great game.:yes:.
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They did it because BETAC had ordered that , and Earth wouldn't have been hostile to them - after all , according to the debriefing , people on Sol reached a new level
To Terashell: read my previous post .
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ShadowGorrath, you are my savior. They work now! Thank you! :D :yes: :yes:
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No prob . By the way , do you have the patch ? You will need it if you don't want to experience a crash on one of the missions ( the patch vp has to go into the blue planet folder ) .
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I'll get the patch, but I have another question now...
In the mission where you have to board the Duke, I can't get Alt-A to eject me like it says. I'm practically sitting on the hull, hell, if I pull up I collide with it... Do I need the patch for that to work as well?
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I think you have to be near the ship , but not too close . Then press the keys at the same time to board the Duke . But maybe a simple mission reload would do the trick . And I don't think the patch has anything to do with that mission
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Restarted the mission twice, rebooted the game twice. It's the only control that won't work. I've tried from 0 to 4300 away and nothing's working. I don't know... there's not even an "eject" keybind option in the options screen. I don't know what to do and I want to keep going, this game has a serious WTFISGOINGON!!??!? factor that I'm enjoying immensely.
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What is your keyboard like ? If I remember right , there are a few versions of keyboards , where some of the keys are in different places . Maybe that's the prob ? I dunno . Wait Darius to reply to that , since I'm no expert in FREDing .
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It's a standard Dell QWERTY keyboard. I know both alt keys work, and obviously the a key does judging by how many A's I've put into this and previous posts...
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Damn ... Then I don't know how to help you . Try pressing it with the left shift key and every other letter key ( w , a , v , etc. ) . I didn't have that kind of problem .
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Please help. My game is crashing on the first red-alert (the mission after the GTC Duke deserts).
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Damn ... Then I don't know how to help you . Try pressing it with the left shift key and every other letter key ( w , a , v , etc. ) . I didn't have that kind of problem .
Tried it, didn't work, still can't do the objective cause it won't let me... >.<
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It's actually the autopilot key. Try binding that.
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Please help. My game is crashing on the first red-alert (the mission after the GTC Duke deserts).
really don't think you can be helped, mate.
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Stupid Duke, being sent in before we could destroy the cruisers... time to try some different armaments... though, I think the fighters were what owned it...
All in all, a good campaign so far, with an excellent WTF factor.
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Yes, Alt-A is the default binding for the autopilot key, and FRED takes into account any other possible rebindings of that command (as well as non-bindings, so if it's not bound, it's not going to trigger). There isn't any "eject" function as such, it just triggers an event which ends the mission.
Sorry for the delay, Snail. I've no idea what could be causing your crash, but I've gone through the Red Alert missions and made them regular missions instead. Let me know if they work for you.
[attachment deleted by ninja]
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This looks like an awesome campaign, I'm just having one issue:
Whenever I inflict damage (or see any damage particles) they are these horribly ugly, thick blocks of black texture. It almost looks like really sooty, heavy tar or something. Anyone know what that could be and how to fix it?
Thanks for any and all help.
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For the red alert problem, you can also try downloading the latest release build of scp, not the standard 3.6.9. build. You can get it at the Procyon Insurgency website.
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Uh, Mars? PI's build is a little older than 3.6.9. CP5670 recommends it because it's the most bug-free build to play the procyon insurgency on.
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Darius:
The mission where you have to escort the ships to the knossos portal is freaking hard on VERY EASY. I've tried it 18 times now and I always end up dying to a bomb radius, friendly fire, or losing because the sheer numbers of enemies wipes out one of the ships before I can do anything and I fail.
Is there a secret?
I love the campaign, but I'm about ready to give up...
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When all else fails, cheat. ;)
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When all else fails, cheat. ;)
Won't that prevent me from moving on?
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No.
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This looks like an awesome campaign, I'm just having one issue:
Whenever I inflict damage (or see any damage particles) they are these horribly ugly, thick blocks of black texture. It almost looks like really sooty, heavy tar or something. Anyone know what that could be and how to fix it?
Thanks for any and all help.
Why don't you enable the jpg/tga textures from the Launcher?
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On the "...With Vast Seas" mission, is there supposed to be a background with Earth on it? i figured there should be since your wingmen are talking about orbital bombardment etc, etc. My problem is that Earth (if its supposed to be there) isn't showing up,
can someone help me with this problem, or if i missed a file that should fix this. Thanks!
Edit: Sorry, i didnt think to put the spoiler tags when i made this post.
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Goblix , edit your post and add a [ spoiler ] tag . You kinda ruin the begining for someone who wants to download the campaign .
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Why don't you enable the jpg/tga textures from the Launcher?
I had them enabled and I have all the mediaVP's installed. It's really weird, it was working the last time I played (before getting this campaign)
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Why don't you enable the jpg/tga textures from the Launcher?
I had them enabled and I have all the mediaVP's installed. It's really weird, it was working the last time I played (before getting this campaign)
Ok... well, do you have a mod.ini in your Blue Planet folder?
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Uh, Mars? PI's build is a little older than 3.6.9. CP5670 recommends it because it's the most bug-free build to play the procyon insurgency on.
Oh my mistake then.
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I have another question: Who created the Razorback and Aim music tracks? Perhaps the most awesome battle tracks I've ever heard in FS. :D
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Check the readme file . If it's not listed in the credits part , then Darius made it .
And if Darius doesn't mind , I can upload the soundtrack somewhere ( I managed to convert it all to mp3 ) .
And one last thing : Darius - where can I get the fleet pack that you used ? The one with the GTD Titan and GTD Raynor . I can't find it .
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:mad: :mad: I'm having the Alt-A trouble too. My keyboard is QWERTY but Spanish, so the letters are in the same place than English one, only some symbols are in other positions...
I've edited the mission and if I put Alt-"Unused key" (example Alt-F, Alt-K) it never works, key press is not detected :confused: :confused:
I upload the mission with Alt-J (Subspace jump) and then it works...
(What the HELL is happening? A fsopen bug? A corrupted pilot? FYII if I press Alt-A during game I get a view of my ship from above far far away. Is this the normal Alt-A binding?)
[attachment deleted by ninja]
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And if Darius doesn't mind , I can upload the soundtrack somewhere ( I managed to convert it all to mp3 ) .
And one last thing : Darius - where can I get the fleet pack that you used ? The one with the GTD Titan and GTD Raynor . I can't find it .
Sure go ahead. I'd do it myself, but ever since my laptop died I haven't found a wav editor replacement for Cool Edit Pro. I need something like it to join up the separate battle tracks into one song.
Fleet pack (http://www.hard-light.net/forums/index.php/topic,31128.0.html).
I'm not sure I can help you ARSPR, my knowledge of how Alt-A is implemented into the game isn't all that crash hot. As far as I know, it's used as an autopilot feature in Wing Commander.
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Why not use the blue texture?
To me it looks better IMO.
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ARSPR: Bind Alt-A to your Autopilot function in the options, that'll fix it.
Darius: My reaction on finishing it: :jaw: *stutter* Abuh...duba...buh..daba! HNNNN! *flail*
SEQUEL!!!!
It was... t3h Awesome.
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So , I'll rar the music , put in a readme with all the credits/info and upload it on filefront . One thing though - I am not going to join up all the seperate tracks into one ( since I don't know how ) and I won't rename them ( the credits in the readme will clear up which is which ) . When I will upload it , I'll put a link into this post .
Here you go - http://files.filefront.com/BluePlanetCampaignSoundtrkrar/;8745684;/fileinfo.html .
P.S. Darius , thanks for the link to the ship pack .
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ARSPR: Bind Alt-A to your Autopilot function in the options, that'll fix it.
Thanks, it solved the problem
Just a post for other people to know if they have trouble too. In my case the problem was:
- Key bindings in FS2 are done to its default action. Alt-A is the default Autopilot key (in Misc at the very bottom, use arrows).
- So If you have changed Autopilot default key "Alt-A" by for example "D", "Press Alt-A" actually means press Autopilot key so you should have pressed "D".
- In my case, I don't know why, Autopilot had no assigned key. Alt-A was assigned to Top-Down View. (I usually clone pilots, so maybe sometime, somehow, I changed it by some unclear reason). So I haven't got any valid "Alt-A" key. Assigning it again solved the problem.
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So , I'll rar the music , put in a readme with all the credits/info and upload it on filefront . One thing though - I am not going to join up all the seperate tracks into one ( since I don't know how ) and I won't rename them ( the credits in the readme will clear up which is which ) . When I will upload it , I'll put a link into this post .
Here you go - http://files.filefront.com/BluePlanetCampaignSoundtrkrar/;8745684;/fileinfo.html .
P.S. Darius , thanks for the link to the ship pack .
Just one thing, shadow. the mp3 format breaks the continuity of the files, since they're meant to be endlessly repeating. Mp3 format seems to have broken that.
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One way might be to use Audacity. Just open each part of a track with it, then cutcopypaste the latter parts after the first part, then export the whole mess into mp3.
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I use Goldwave.
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Hey man I'm completely floored by this campaign. The story was immersive, the ship models were absolutly amazing, and the music was incredible! I'm gonna go through again just to hear it on good speakers and not the crappy flat pannel ones tonight. Can't wait for the next installment.
oh and the fact that bei found one of his lost family members on board the sanctuary was a interesting plot twist to add in, great
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Hey man I'm completely floored by this campaign. The story was immersive, the ship models were absolutly amazing, and the music was incredible! I'm gonna go through again just to hear it on good speakers and not the crappy flat pannel ones tonight. Can't wait for the next installment.
oh and the fact that bei found one of his lost family members on board the sanctuary was a interesting plot twist to add in, great
Dude, seriously? How did I miss that? :wtf:
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Hey man I'm completely floored by this campaign. The story was immersive, the ship models were absolutly amazing, and the music was incredible! I'm gonna go through again just to hear it on good speakers and not the crappy flat pannel ones tonight. Can't wait for the next installment.
oh and the fact that bei found one of his lost family members on board the sanctuary was a interesting plot twist to add in, great
Dude, seriously? How did I miss that? :wtf:
It was the very last line. That was a neat little twist, but it kinda freaked me out.
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It's implied that he meets his mother as well. There's clues in the dreams that he experiences aboard the Orseis in the prologue, as well as hearing both his mother and Eriana's voice in the N362 nebula. But yes, by meeting the Sanctuary Eriana and living on Earth, he's begun the process of healing and recovery from the horrors he experienced in Capella.
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Yeah, ya actually gotta read the whole debriefing there at the end for the full :jaw: effect.
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Spoiler spoils not only this campaign but also Battlestar Galactica's season 3, so read at your discretion... I have the BSG spoiler separated below the other stuff, just that you know.
Although, it perhaps wouldn't be the GTVA universe's Eriana Bei, since she was from the Sancutary universe (with molten earth and what not).
Se may possibly be genetically the same Eriana Bei, but depending on the alternate universe's deviation point. It must have been definitely before the BETAC, and most likely before the Great War or possibly at the very beginnings of it, since the co-operation with Vasudans was a foreign idea to Sanctuary fighter pilots "we know of them, but not the GTVA" or something along those lines), there may or may not be common denominators in Sanctuary universe's and GTVA universe's Erianas' pasts. In which case it would be like meeting your sister's identical twin, separated at birth or something like that...
Unless there's some freak gene in the Bei family that makes their different universe personalities somehow affect each other, or if the Vishans did something to achieve that effect. I hope we'll find out that too in the later installments of the series.
......ah, too slow to answer.
So... does this Eriana has memories of dying in the exploding transport in Capella? Did the Vishans have a hand [or, well... psychotendril or whatever appendages they use to haul their souls from place A to place B] at it?
Or did she somehow do a Starbuck on us and actually escape to... somewhere... from that Elysium?[/color] :nervous:
It is indeed a sign of worthy storyline for it to have awoken such rampant speculation and questions to be answered... :p
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Before we go any further, Eriana was Sam's wife. :P
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As I hate vertical multi part turret barrels, I whipped up a quick turret angle fixer here for this campaign. I'll post detailed comments later. :)
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/turretsfixed.jpg)
I notice the original titan files aren't in the Stratcomm fleetpack. If you have his original tbm, I can quickly add it also.
I looked at adding nameplates to these ships, but curiously, even though PCS2 clearly indicates the presence of a nameplate texture, it does not appear in the texture replacement drop down box in FRED.
[attachment deleted by ninja]
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Hmm. Time to re-play the campaign and pay attention to all the messages, de-briefings and such, because obviously I've missed something vital. :lol: :rolleyes:
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Pulling a Starbuck is my new "catchphrase" for whenever I have an NPC that someone killed or, rather, thought they killed comes back later in the game.
"Hey! We killed that guy 2 sessions ago!"
"He pulled a Starbuck."
"... FRAK YOU!"
more bsg talk above. BP talk below
It's entirely possible that the Eriana in the Sanctuary universe is genetically identical to the Eriana in Sam's universe, since it's possible her parents were on the Sanctuary and did the same thing they did. Very VERY long odds naturally, but with a race like the Vishnans around, anything is possible.
But, yeah, definitely a :wtf: campaign that needs a sequel. Darius... if you need voice actors, I'd be honored. just... send me the program I need and the lines and I'll audition. :rolleyes:
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Darius. Ohmygod. This thing's up there with Transcend and Derelict for me. Aside from some oddities (like some ships looking AMAZING [the GTVA fleet!] and others not quite as good [Aurora, kinda]), I friggin' loved it. I got totally dragged in to the campaign, man! And there were several times where my mouth just ...dropped. Every single time you used a cutscene, for example (especially that first one. It melted my brain with awesome). Also:
The first time you see Earth. Wasn't freakin' expecting that. Same with the Lucy. And the final fight against the Lucy---that sequence paralleled some of BSG's fights (Exodus, anyone?) in pure awesome-factor---I've always been a sucker for the fleet-regathering-at-the-last-minute thing, especially if it's done well. But the biggest thing of all was the ending---that whole sequence (took like, five or ten minutes if I remember) I was in shock. Angry, angry shock that turned into me wanting to defend the Raijin immediately---which never happens for me. That kicked so much ass, man. And on top of that, I should entirely have expected the ending, so all the better.
In summary, LOVED IT!
Though the end-end was a bit creepy. Does the idea of Sam going out with the parallel universe version of his dead wife disturb anyone else? It's a nice ending, yeah, but ...damned creepy. <_<;;
Ahem, anyway. I'd offer my voice but I seriously doubt I could be of use...being 17 and all. Oh, and do you already have a UE fleet, or was the Raijin the only UE ship you've got at the moment? If you've more of them (I loved the design of the Raijin), ...could we have them?
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And who the hell was that screaming? Goddamn, that's about as creepy as the Transcendant messages.
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I still need help please! (yeah i'm impatient :()
In "With Vast Seas" i'm not getting any background with a destroyed earth on it, am missing a file or what?
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i play this campain and than hes creases i want to play mission 7 and i see well incoming transmission and than i want to launch and than hes creases can someone help me to fix that problem
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Goblix - do you have JPG/TGA textures turned on in the launcher ?
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Hmm. Time to re-play the campaign and pay attention to all the messages, de-briefings and such, because obviously I've missed something vital. :lol: :rolleyes:
:lol: have you read the prologue? It might answer some of your questions...or add more, either way :P
Thanks for the turret fix Admiral Nelson, the vertical barrels were driving me crazy too.
Goblix, the file is a .dds, along with the planet in the "Departure" intro. Did you see a planet in the background as the camera panned over to the fleet?
@DrewToby: The Renjian is a frigate model by SteveO, which he kindly gave me permission to use. I'm not planning to organise voice acting for the campaign anytime soon, but others are free to put something together if they want :)
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Error: Can't open model file <none>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
now i got this problem can someone fix that problem
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Does it crash on red alert missions woutersmits? I'm not sure what you mean by your error.
Nothing is introduced in mission 7 except for the HTL Uglies, are you having a problem with them?
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Darius , it's the same problem I have . It happens when you turn on the 3D ship selection . I think it's only because I don't have the mediavps . To evade that problem , I just turned off the 3d ship selection , and didn't change the ship and weapon config ( cause I didn't need to actually ) .
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yes
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Darius. Ohmygod. This thing's up there with Transcend and Derelict for me. Aside from some oddities (like some ships looking AMAZING [the GTVA fleet!] and others not quite as good [Aurora, kinda]), I friggin' loved it. I got totally dragged in to the campaign, man! And there were several times where my mouth just ...dropped. Every single time you used a cutscene, for example (especially that first one. It melted my brain with awesome). Also:
The first time you see Earth. Wasn't freakin' expecting that. Same with the Lucy. And the final fight against the Lucy---that sequence paralleled some of BSG's fights (Exodus, anyone?) in pure awesome-factor---I've always been a sucker for the fleet-regathering-at-the-last-minute thing, especially if it's done well. But the biggest thing of all was the ending---that whole sequence (took like, five or ten minutes if I remember) I was in shock. Angry, angry shock that turned into me wanting to defend the Raijin immediately---which never happens for me. That kicked so much ass, man. And on top of that, I should entirely have expected the ending, so all the better.
In summary, LOVED IT!
Though the end-end was a bit creepy. Does the idea of Sam going out with the parallel universe version of his dead wife disturb anyone else? It's a nice ending, yeah, but ...damned creepy. <_<;;
Ahem, anyway. I'd offer my voice but I seriously doubt I could be of use...being 17 and all. Oh, and do you already have a UE fleet, or was the Raijin the only UE ship you've got at the moment? If you've more of them (I loved the design of the Raijin), ...could we have them?
Yes I was expecting an "Exodus" style reunion as well, especially since the GTD Orestes and the GTD Temeraire vaguely resemble the Galactica and Pegasus, respectively. Also that mission where you encounter the two "gods" I was almost expecting "The Music"(All Along the Watchtower) to play. :lol:
Also, didn't that United Earth ship looked like an Earth Alliance Omega Destroyer from Babylon 5? :lol:
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ShadowGorrath: I do have that enabled, always have.
Darius: No, I dont see a planet in the cutscene.
i refuse to continue the campaign without the planet :D
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Mirrors:
http://www.nukelol.com/downloads/freespacefiles/campaigns/blueplanet1/blueplanet1.rar
http://www.nukelol.com/downloads/freespacefiles/campaigns/blueplanet1/bpfix.rar
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So far, so good. The new music...well, people weren't kidding about it, and as always seems to be the case for me, the ones with good music are the ones I really like when it comes to space games. (See also: Homeworld, EVE Online. :P) You know impressively well how to match the music to the mood of the scenes, too.
I was strongly reminded of my first thoughts regarding the Taidanii Battletrack when you used machineamb for the Temeraire and her battlegroup vaping the Demon. You don't think it would work, but it does, and very well. Haven't gotten far enough to hear any of the others in their natural environment, so to speak, but having downloaded the soundtrack I have very high hopes.
The plot is unique, and while I might quibble on some points (too little was made of some things, IMO), it is overall very well-done. Having spent a looong time moderating for an online fiction site on my Tuesdays (finally quit, probably too late for my sanity sadly) that's not a compliment I give lightly. Mission design is good, with no glaring errors I was able to detect, if sparse on the directives (not necessarily a bad thing really, just different).
It's not Derelict, and it's not Transcend; this campaign is somewhere in between in terms of the mood and the feel. It combines, in a lot of ways, the best elements of both. You're not all on your own out there; it owes much to Derelict's more conventional campaign, with support from other GTVA warships and fighters available, and all the little nuances that reinforce the fact there are people you don't see working behind the scenes on your side. But it also has Transcend's horror-esque elements, confusion, the feeling of being toyed with by something beyond your control and perhaps beyond your understanding, events that make you sit there and stare blankly at the screen for a few moments in shock or mutter "Oh ****, now what?"
In short, this is not, perhaps, perfection. But it is, so far, most of the things I've wanted from a campaign since I finished FS1. I hesitate to call it one of the greats quite yet, because I'm not done with it. But on the other hand, I don't have much doubt I will when I'm done with it.
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wewantvoiceactingwewantvoiceactingwewantvoiceacting
finished the campaign 5 minutes ago, freaking awesome man :yes:
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Cheers ngtm1r. Let me know what you thought of the rest of the campaign.
Don't refuse to play the campaign because of planets not showing up Goblix :P As far as I recall, the only non-Lightspeed nebulae backgrounds I used were planets, so you're not missing much by not having them.
I suppose you could check to see if there's a stars.tbl that's interfering with the one in the VP. That's all I can think of at the top of my head.
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Though the end-end was a bit creepy. Does the idea of Sam going out with the parallel universe version of his dead wife disturb anyone else? It's a nice ending, yeah, but ...damned creepy. <_<;;
Who sez iz's hte same woman? It's practicly impossible for it to be the same woman, given the huge differences in the universes. 50 years of VASTLY different history makes it highly unlikely that her parents/grandparents ever came together in the first place, let alone in the same way or at the same time. Biologicly it's impossible (astronomicly impossible). And let's not forget that even if she somehow was biologicly the same, she would be rased in a completely different enviroment, thus wouldn't end up being the same person.. [/sploiler]
Now for my comments. Overall a great campaign, with a realyl polished feel to it. Great work.
I do have some sore point and things that irritate me, and I0'll list the min the "order of annyonace". Please not that these are my personal preferences and that the campaign is great despite them.
[sploiler]
1. Chosen one.. Whenever I run into a scenario liek that I want to puke. "you're te ONLY one who can save the universe" is not only old but I can't stand it anymore on a biological level. honestly I REALLY feel revulsion. "you've been born for this, you have destiny".. urgh..
2. Your'e the only one (except your father.... :ick:) with who those vishnian talk to? The whole crew of the Duke braindead from the contact and you merily along the way.
3. Too much metaphysical..."stuff" for my liking, like that whole musing on the soul and brahmans and whatever. The vishnian being pure psyche is another thing that makes me puke...like energy beings and stuff
4. The lat mission. If hte shivans are so intent to kill humans, why didn't the Diablo jsut turned and vaporized all ships insted of just standing there and poking eachother with needels? Seems that that vishnian ship was unable to do any real damage to it, and vice-versa.
5. Great council? Perservers? makes no sense given the shivan behaviour, but it's your campaign.
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An incredible tour-de-force! I (and everbody else, no doubt!) eagerly await a sequel!
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Also, people, no, the Eriana mentioned in the last debriefing isn't the parallel universe's Eriana.
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Also, people, no, the Eriana mentioned in the last debriefing isn't the parallel universe's Eriana.
That's up to you to decide :P
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Dammit, i got mixed up. Nevermind.
Though I bet it's not her. :nervous:
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Excellent Campaign just finished it tho some tough missions gave me pause, I did eventually overcome them.
Good interesting and unique story, loved the mixing in of the Vishnu Brahman and Shiva stuff.
And I liked the command music from the dune miniseries hehehe.
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By the way, did anyone else get some distinct Vorlon/Shadow impressions (without the ideological conflict present in B5)?
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I noticed one mistake . The capital of GTVA is Beta Aquilae , not Delta Serpentis .
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Indeed, Delta Serpentis was the capital of GTA from the collapse of Sol node in 2335, to formation of GTVA in 2358, when the role of capital was assumed by Beta Aquilae.
Not that it matters much, because if I recall correctly, the mission(s?) in Delta Serpentis occurred in the alternate universe. I could be wrong, though, I've had my share of that already in this thread... :lol:
...anyway, if I remember right this time, the subtitle makes even less sense because GTVA never existed there in the first place, and it is also arguable that GTA never set the Delta Serpentis to be their capital either, what with being quite defeated and in hiding.
Perhaps the mention of capital could just be dropped from the subtitles...
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Actually , when they got into that alternate universe , they brought the GTVA with themselves . And I think that the mention of capital should remain . It gives more interest somehow
Beta Aquilae was the capital anyway , so it should remain so . Delta Serpentis wasn't . Though I never played Silent Threat ...
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The missions and music hold the campaign together. This makes it a good play even though I never really got into the storyline. I mean I can tell you're aiming for a Transcend type of "mystic" effect, but it gets thin in places. In hindsight the whole Duke-happens-to-get-hit-with-psychic-waves-out-of-nowhere thing sounds kind of random. What's the point of the story... the Terrans convert to Bhuddism? What happens to the Vishnans... they said that the Terrans/Vasudans where "the people they were looking for", but they don't do anything about it other than restore the jump corridor to Sol, in other words putting the GTA back where it was pre-FS1 and then leaving them there. The final debrief talks about how Terrans are now "more human" and "fully embrace their humanity", but it doesn't explain exactly what happens... nothing is accomplished; the universe is back where it was pre-FS1, except with the GTVA instead of the TV War.
Don't take this as criticism; I enjoyed the campaign. The story is just odd.
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The missions and music hold the campaign together. This makes it a good play even though I never really got into the storyline. I mean I can tell you're aiming for a Transcend type of "mystic" effect, but it gets thin in places. In hindsight the whole Duke-happens-to-get-hit-with-psychic-waves-out-of-nowhere thing sounds kind of random. What's the point of the story... the Terrans convert to Bhuddism? What happens to the Vishnans... they said that the Terrans/Vasudans where "the people they were looking for", but they don't do anything about it other than restore the jump corridor to Sol, in other words putting the GTA back where it was pre-FS1 and then leaving them there. The final debrief talks about how Terrans are now "more human" and "fully embrace their humanity", but it doesn't explain exactly what happens... nothing is accomplished; the universe is back where it was pre-FS1, except with the GTVA instead of the TV War.
Don't take this as criticism; I enjoyed the campaign. The story is just odd.
I don't think it was a random thing that happened to the Duke. Sam said something about voices from his dreams, so I strongly believe that it was the Vishnans that took the Duke's crewmembers, luring the 14th to the N362 system.
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Hmm... makes sense now.
They had to grab Alpha 1 alone (assuming they couldn't just psycho-grab his fighter like they usually did) so the fleet had to be lured to Vishnan space.
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Damn. That Delta Serpentis capital mistake seems serious enough to warrant a mission fix. I'll upload the new mission a bit later with adjustments.
For some reason I got somewhere that DS was the GTVA capital (but then if BETAC was made in BA it makes a bit more sense to have it as your capital... :blah:)
BTW: Feel free to use any music from the campaign that you wish, and credit the artists as per the credits.txt file :)
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Well it might have been the capital or not; Maastricht is not the capital of European Union, even though the Maastricht treaty is formally known as Treaty on European Union. Likewise, Philadelphia wasn't the capital of US of A the last time I checked. And Kyoto is not the capital of environmentals, but that's besides the point...
I don't know why they decided to make Beta Aquilae the capital of the Alliance, it could have just been a place to sign the treaty and be done with it. Probably they needed some place to call a common capital for propaganda reasons... And, they probably couldn't have selected mostly terran-populated D Serpentis as capital for Vasudans, and likewise some Vasudan-inhabited world would likely not have been accepted by terrans...
Think Sydney-Melbourne-Canberra, but in a planetary scale. :p
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Just finished it, i really liked it :D , hope there will be a sequel
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Well done. :) :yes: An excellent campaign, with some very clever missions and fantastic cutscenes.
I played it last week but didn't get around to responding until now, so unfortunately the campaign isn't fresh enough in my mind to post specific comments. However, the nitpicks people are posting are still valid. :p The capital of the GTVA is Beta Aquilae, as mentioned in "Into the Maelstrom". And, incidentally, the GTVA was formed in 2345, not 2358, as mentioned in species.tbl -- although the current form of the GTVA, as organized under BETAC, did come into existence in 2358.
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Hi.
I decided to give this a go and discovered it was awesome. Ran into a couple of things though. Firstly, crashing on the first red alert mission. I managed to use the mission simulator and ctrl+shift+s to get to the other missions (though admittedly it did make the red alert missions a bit easier). Secondly, crashing during the weapon selection stage in bp-16.
Running 3.6.9 with mediavps installed (using a mod.ini file) with opengl at 1280x1024, 32-bit colour and trilinear filtering, and all the settings turned up (which killed my framerate in some battles, but the "ooh, pretty!" got to me :P).
Tried running with the debug version to see what's going on, game complains about an error in weapons.tbl on startup (line 148, the tech description for one of the weapons (spoiler if i mention what it is?) is missing a doublequote). Fixed that, now it says (multiple times):
Warning: Bogus string in weapon flags: fire down normals
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 1605
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
The flag seems to be on a lot of beam weapons and I didn't try to remove them in case it broke something. I hope this helps in tracking down any lingering bugs.
I found the ending a bit odd, but I'll assume the author planned it and all (or most, depending :P) will be explained in a sequel.
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"Fire down normals" was used in multiple weapons, particularly in the pulse weapons of the GTVA ships (the deck guns, since it looked strange to not have the shots line up with the barrels). Is it still a valid flag?
Try running this mission 16 and see if you can go to weapons loadout succesfully, I just changed the loadout options of the mission. It doesn't crash for me, but I think one of the bombs could be causing trouble for some people.
[attachment deleted by ninja]
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Damn. That Delta Serpentis capital mistake seems serious enough to warrant a mission fix. I'll upload the new mission a bit later with adjustments.
For some reason I got somewhere that DS was the GTVA capital (but then if BETAC was made in BA it makes a bit more sense to have it as your capital... :blah:)
BTW: Feel free to use any music from the campaign that you wish, and credit the artists as per the credits.txt file :)
There's also a minor spelling mistake that's prevalent throughout the campaign. It's Terran, you seem to keep spelling it as Terrene.
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There's also a minor spelling mistake that's prevalent throughout the campaign. It's Terran, you seem to keep spelling it as Terrene.
Terrene is correct :P
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In another language, maybe. :nervous:
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Terrene is an old way of saying Terran. I prefer Terran cause more modern, but in any case its your campaign.
Terran
"of or pertaining to the planet Earth," 1881, in science fiction writing, from L. terra (see terrain). Also used as a noun meaning "inhabitant of the Earth" (1953). An earlier form, terrene was used in M.E. in sense of "belonging to this world, earthly, secular, temporal" (c.1300), later, "of the Earth as a planet" (1635).
Online Etymology Dictionary, © 2001 Douglas Harper
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I was going to say the same thing. 'Terrene' isn't exactly wrong in this sense, but it is rather like using a sentence like "I would as lief drive the Haywain to town as the Phaeton" in the 21st century. It made me think of old science fiction novels such as something by E.E. Doc Smith when I saw it here. :)
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"Fire down normals" was used in multiple weapons, particularly in the pulse weapons of the GTVA ships (the deck guns, since it looked strange to not have the shots line up with the barrels). Is it still a valid flag?
Try running this mission 16 and see if you can go to weapons loadout succesfully, I just changed the loadout options of the mission. It doesn't crash for me, but I think one of the bombs could be causing trouble for some people.
No luck. I also discovered that the ship selection screen causes a crash if I turn off using models for ship selection. Alas, my modding skills are poor, and I've been unable to find the cause. I've recently been learning while attempting to make a mod from the shivan perspective, so far consisting of a few modified tables and a recoloured interface.
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I finished this today and god, that was a fantastic campaign! The story was always engrossing, the music was awesome (I think it made me fly better!) and the new ships look great. Had there been [good] voice acting, it would have put it over the top. I did have a chuckle or two at the use of Supreme Commander ANIs, though they fit rather well.
Now for a few whiney, subjective nit-picks... Parts seemed cliche and overly-optimistic. Pretty much in line with Trashman, I have a distaste for the 'chosen one' situations as well. HOWEVER, it's MUCH better than having 'the average joe for 30-some-odd years' turn into an uber-godly hero ala Half-Life. I think if there was a bit more in the beginning in setting up Bei as being different, however subtle, it may have come off a little better than giving recounts of long-past memories of hearing voices and whatnot. For the ending, the GTVA inexplicably attempting to conquer Sol also left me a bit...bemused. I'm hoping that will be reasonably explained in the next release, else it will remain very, very uncharacteristic of the GTVA. I do recognize it's use in the overall plot, however. All that said, it doesn't mean I didn't have my ass glued to my seat and my hand glued to my joystick (ok, that bit sounds bad) but had it been specifically written just for me, that's what I would have had changed.
Just to note, I had the same Red Alert mission issues that Snail encountered and the ALT-A issue, if anyone is keeping track. The Red Al crash, I think, was due to the 'junk' pilot I used which gets switched from campaign to campaign often. For the ALT-A issue, I didn't know about the auto-pilot binding, so I just changed the mission to use shift-A :P
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I also discovered that the ship selection screen causes a crash if I turn off using models for ship selection.
That's because I didn't include icons to represent the ships in the ship selection screen, so the ones in the tables will be pointing to files that don't exist. I recommend models for ship selection anyway, unless there is something particular about that feature that people have trouble with?
For the ending, the GTVA inexplicably attempting to conquer Sol also left me a bit...bemused. I'm hoping that will be reasonably explained in the next release, else it will remain very, very uncharacteristic of the GTVA.
Funny thing, having seen what Command was willing to do in the FS2 campaign I would have thought this was right down their street. :lol: The ending will be expanded upon in the sequel, as there was a reason for this happening. :)
BTW, that Online Etymology Dictionary is fabulous. I've been looking for a resource like that for a while.
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in the second vishnan level with the two ravanas, i've tried chaging ships but the ship selection screen seems to make a segmentation fault. any ideas why?
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Confirmed, the crashing on red alert missions is due to a junk pilot and is resolved by using a fresh one. No effect on the crash in bp-16.
Removed "Fire down normals" from weapons.tbl and ran the debug exe again until it got to the pilot selection screen (could some of these be considered spoliers?):
Warning: For 'explo3', 3 of 4 LODs are missing!
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 1218
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
Warning: Couldn't open texture 'Kayser_Bitmap'
referenced by weapon 'Huge Railgun'
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 2135
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
Warning: Couldn't open glow texture 'glow08'
referenced by weapon 'Terran Turret'
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 2176
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
Warning: Couldn't open texture 'HVasuden_Bitmap'
referenced by weapon 'Vasudan Huge Turret'
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 2135
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
Warning: Couldn't open texture 'Shiven_Megafunk'
referenced by weapon 'Shivan Megafunk Turret'
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 2135
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
Warning: Weapon explosion 'SubbeamWarm' does not have an LOD0 anim!
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 1192
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
Warning: Swarm and Corkscrew are mutually exclusive! Defaulting to Swarm.
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 1626
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
Warning: For 'bomb_flare', 3 of 4 LODs are missing!
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 1218
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
Warning: Unable to find WEAPON_LIST_TYPE string "LTerSlashBlue"
in ship: GTM Hippocrates's default primary banks.
File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 2451
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_ship() parse_shiptbl() ship_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
Warning: Unable to find WEAPON_LIST_TYPE string "Shotgun Flak"
in ship: SJ Dante's default primary banks.
File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 2451
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_ship() parse_shiptbl() ship_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
Warning: Error: Ship name GTSG Mjolnir already exists in ships.tbl. All ship class names must be unique.
File:J:\src\cvs\fs2_open_3_6_9.final\code\ship\Ship.cpp
Line: 2858
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_shiptbl() ship_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
Warning: Unable to find WEAPON_LIST_TYPE string "Unknown AAA"
in ship: Vishnan Arbiter's default primary banks.
File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 2451
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_ship() parse_shiptbl() ship_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
Warning: Unable to find WEAPON_LIST_TYPE string "Vishnan Ultrabomb"
in ship: Vishnan Inquisitor's secondary banks.
File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 2451
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_ship() parse_shiptbl() ship_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
Warning: Unable to find WEAPON_LIST_TYPE string "Vishnan Ultrabomb"
in ship: Vishnan Inquisitor's secondary dogfight banks.
File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 2451
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_ship() parse_shiptbl() ship_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
Warning: Vishnan Inquisitor has no secondary weapons, this cannot be!
File:J:\src\cvs\fs2_open_3_6_9.final\code\ship\Ship.cpp
Line: 3456
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_shiptbl() ship_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 77e814c7()
------------------------------------------------------------------
Hope this helps.
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i play this campain and than hes creases i want to play mission 7 and i see well incoming transmission and than i want to launch and than hes creases can someone help me to fix that problem it still not working
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Well, i've just finished the campaign and i must say, good job! A sequel would be nice, but not neccesary
gtva vs sol, sol wins
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Pros: It was great, it kept me in the seat till the end (even when I thought ''haha he will end it now so the players await the sequel more'') and the kickass music was very well atmosphere-placed. Good idea with the cutscenes, too.
Cons: The ''chosen one'' thingy is not THAT bad, but the ''bugness'' of the campaign is. Better include a ini file with the vp, too. But that is repairable and ain't a big problem at all. It kinda also disappointed me when the ancients were morely explained, shivans speaking etc. but that's just me :)
ALMOST good as Sync, keep up the good work !
P.S. seems like too many ppl already volunteered for voice acting, but if you need a VA for third support ship in a seventh mission from the second campaign.. :D :lol:
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i play this campain and than hes creases i want to play mission 7 and i see well incoming transmission and than i want to launch and than hes creases can someone help me to fix that problem it still not working
Grammar lesson #2. It's 'crash', not 'crease'. Now, to business. I don't know if this is related to the problem, but do you have a proper mod.ini file in your Blue Planet folder? At least Cobra has a mod.ini as an attachment in one of his posts in this thread. Get it if you don't already have a mod.ini.
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Sounds more like some manifestation of a Red Alert bug to me, but what do I know... :p
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That too, but then I'd like to know what's up with the red alert bug of Doom. Is it related to the position of stars and planets or what? Homesick doesn't work, but I managed to play through Blue Planet with abso-****ing-lutely no crashes.
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yes its standard
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O...k... what executable do you have? fs2_open_3_6_9.exe? 3_6_7? Something else? My 3_6_9 works like a charm.
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Some people have put it down to a corrupted pilot...Maybe play the campaign with a new pilot?
I'm thinking of taking out the Alt-A thing entirely, and making the event automatically trigger. Does that sound like a better way to go? It's not like the player has much choice in what to do in that mission anyhow. ;)
Flaming Sword, some of those debug errors are missing textures that are included in mv_effects, some are missing LODS for explosion files, and the rest are messy table errors that I forgot to clean up before relase :blah:
I've gone through and fixed those table errors, thanks for putting them up :) I don't think it's much of a spoiler to put down these error messages, they're quite easily avoided if someone doesn't want to read them.
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Darius - you better be working on the sequel . ;)
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If I'm going to be working on the sequel, who's going to be doing the bugfixing? :P
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Lots of people would be willing to playtest, including myself. BTW, I'm curious, how many playtesters did you have look at Blue Planet?
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Can't wait for a sequel.
It'll be like inferno from the EA's view.
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Inferno from EA's view is Sol: A History campaign . It's my second favourite now , because Blue Planet got first place . And Darius , as my teacher likes to say , BE QUICK ! :D It's a great story , and now I , and everybody else for that matter , want to see the sequel . :nod:
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I'm thinking of taking out the Alt-A thing entirely, and making the event automatically trigger. Does that sound like a better way to go? It's not like the player has much choice in what to do in that mission anyhow. ;)
Even though I had the ALT+A problem, I'd say leave it, honestly. Maybe in the future for things like that, it would work better to use some crazy-obscure key combination that requires you to dislocate a few fingers, but seeing as how that mission already rides on rails, leaving some interactivity is nice, IMO. It gives the player a chance to at least admire the nice ship for a bit (or blow it up in frustration should ALT+A not work :D)
And yeah, where's the sequel's beta test sign up sheet?!? Gimmie!
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I don't think there'll be any beta tester signup sheets . But if there will be , then I'm gonna take them all . :P
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Flaming Sword, some of those debug errors are missing textures that are included in mv_effects, some are missing LODS for explosion files, and the rest are messy table errors that I forgot to clean up before relase :blah:
Well, I guess either my mediavps are out of date (timestamped Jan 3rd, 2007), or some things have been misnamed or some things are in mv_adveffects (I don't have that one so I don't know the file structure). My version contains Kayser_AniBitmap, but not Kayser_Bitmap, for example.
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Great campaign ;)
great work ... please a sequel :D
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The Vishnans and Shivans aren't at war, they just have a difference of opinion on the survival of the remaining Terrans in that universe. So destroying the ship isn't on the agenda...but hurting the ship enough so that the Sanctuary and the fleet could escape would be. Think of the Dante as a vessel by which a universal force can shape its will upon the universe, much like the Preserver being a vessel for the "Great Psyche" (The Dante is Nuke's by the way, from nukemod).
...Also, probably best not to think of it as a Council as such, but as a place in the triad of forces that shapes the universe...
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It seems I'm getting an intermittent crash in the loadout screen in bp-20. I'm starting to think most of my problems can be attributed to the dodginess of my machine. :(
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Ooops if I try to launch the MOD with 3.6.9. debug build I get the next warning:
Warning: weapons.tbl(line 149:
Warning: Error parsing XSTR() tag XSTR(
", 3245)
File:J:\src\cvs\fs2_open_3_6_9.final\code\Parse\PARSELO.CPP
Line: 657
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
lcl_ext_get_text() lcl_ext_localize_sub() lcl_ext_localize() stuff_string() stuff_and_malloc_string() stuff_malloc_string() parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 76343833()
ntdll.dll 774ca9bd()
------------------------------------------------------------------
Try to clean up your weapons.tbl
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Uh, dude, if it works, don't fix it. ;)
What I want to know about is the screwed up Shivan beam effect that's in the .vp.
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Do you know which beam effect, or which mission you see it in?
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Hey, I had that issue too.
It was at least in the mission where you had to ram through the Shivan blockade with the Vishnan forces. At least the Ravana on your right fired beams that were monocolour and frankly quite thin.
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Well, I just finished this. Darius, the first half of your campaign is sheer excellence. It's at once mysterious, creepy and dramatic - very classily done. I loved every moment of it.
But I didn't like the second half so much.
It went downhill for me from the point where Samuel merges with the Vishnan. The idea of the Great Destroyers and the Great Preservers being two separate forces... it kind of seems to miss the point of the Shivans. They're meant to be both. That's really what's so appealing about them and, for me, Freespace as a whole. Shivans being depicted as (effectively) mindless killing machines kind of spoilt the campaign for me.
I also don't think showing the dialogue between the Dante and the Preserver was a good decision. It strips the mystery from the exchange and, well, it felt cheap and unconvincing.
My only other complaint is that the writing of the in-mission dialogue was a bit shaky at times. But it had moments of brilliance as well, so it balanced out.
Despite my criticism, I did love the campaign. As your first campaign, you've made me feel very outclassed, because it's certainly a hell of a lot better than mine. I also very much appreciated the character-driven plot. Always a breath of fresh air as far as Freespace is concerned.
Probably my favourite part of the campaign, and maybe the thing that saves it in my mind, is the philosophical component. It was a very nice touch. Not many other campaigns have tried to do it, but you had a point to make and you made it without being too preachy. That's thematic **** right there, man. Rock on.
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Well, I decided to take some time and grab the tables from the latest patch and mess with them myself.
I'm not sure which version of the mediavps everyone's supposed to have (haven't kept up, really, but 3.6.8 zeta with the 710 patches here) but I changed them a bit to point to textures I actually have. Changes listed below with comments.
Changed for FS2 Open 3.6.9, 3.6.8 zeta mediavps with Lightspeed's nebula pack.
Changes to weapons.tbl:
- Added missing double quote to line 149 (Balor tech description)
- Removed "fire down normals" flag from all weapons
- Replaced "Kayser_Bitmap" with "Kayser_AniBitmap" (missing texture, Huge Railgun)
- Replaced "glow08" with "2_laserglow03" (missing texture, Terran Turret)
- Replaced "HVasuden_Bitmap" with "VasTurret_Bitmap" (missing texture, Vasudan Huge Turret, not actually referenced in ships.tbl)
- Replaced "Shiven_Megafunk" with "Shivan_Megafunk" (looks like a typo, Shivan Megafunk Turret)
- Changed "Vishnan Ultra Bomb" to "Vishnan Ultrabomb", since that was the name in ships.tbl
- Replaced "beamwhite" with "beam-white" (looks like a typo, HRed, the messed up beam)
Changes to ships.tbl
- Removed Hornet Retrofit references, no longer exists in patched weapons.tbl
- Removed duplicate GTSG Mjolnir, had same values except for tstrings.tbl references set to -1
I know some other problems were pointed out when starting missions with the debug exe, but I'll get to those later.
[attachment deleted by ninja]
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Darius, I also had the issue with some of the Shivan beams being washed out. It's like the glow is there, but the beam itself is missing. It seemed to effect the main beam cannons of the Ravannas and the Lucifer. It did not effect the beam cannons on the Sathanas or the Dante. It seemed to be a problem only for destroyer-class ships.
Other than that, I really enjoyed the campaign. Good story-telling, and the events move very smoothly. I screwed up the first time I played the mission in Delta Serpentis trying to destroy the Lucifer. She got away, and I was bummed about that and thinking I'd need to replay the mission. But then the dialog kept going, and then having the Sathanas show up and waste the Keeper... I actually felt the blood drain from my face.
It was very well done. Really sucked me in.
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It went downhill for me from the point where Samuel merges with the Vishnan. The idea of the Great Destroyers and the Great Preservers being two separate forces... it kind of seems to miss the point of the Shivans. They're meant to be both. That's really what's so appealing about them and, for me, Freespace as a whole. Shivans being depicted as (effectively) mindless killing machines kind of spoilt the campaign for me.
This IS an alternate universe, though. :nervous:
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Did you ever saw the Shivans preserve anything?
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Did you ever saw the Shivans preserve anything?
Well, they 'preserved' humanity and the Vasudans from the Ancients.
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Did you ever saw the Shivans preserve anything?
Perhaps you've played Freespace 1? It's really quite good.
They come right out and say it in the ending cinematic.
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I did and I also know that the Shivans by eliminating the Ancients enabled the survival of the Terran and Vasudan species. But why are the Shivans then fighting against Terrans and Vasudans? Its not that there are any lesser Races around that have to be preserved. Perhaps they preserved Terrans and Vasudan from themselves? But if that's true wouldn't there have been an easier way to do this instead of trying to destroy Earth or blowing up Capella? Sometimes I get the feeling that Volition never had any real ideas of how to end the Freespace series and included the supernova because it was 'cool'.
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I'll just go ahead and quote that cinematic, shall I?
I know why the Ancient Ones were destroyed, and I know what they knew. I know that if not for the Shivans they would have perished long before. Without the Shivans, someone would have discovered the Ancient Ones in their infancy, and eliminated them, just as surely as they eliminated countless billions of others. I believe it is only the destroyers who are killed. The Shivans are the great destroyers, but they are also the great preservers. That is why when we moved into space, there was no one powerful enough to kill us. Long had we been the destroyer. Our turn had nearly come.
Regardless of the details, it's pretty clear that Volition intended the Shivans as both sides of the coin. Preservation through destruction.
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Preservation through destruction.
That doesn't mean that I have to like that. And who the Terrans have actually destroyed apart from themselves a bit?
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I'm not asking you to like it. I was just clarifying my point.
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What are we actually arguing about? I have my opinion you have yours.
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Both sides - Vishnans and Shivans were looking for a race strong enough for something - that has enough potential of what they need . Ancients didn't have enough potential so they were destroyed to make way for a new race that might have that potential . So there came the Terrans and Vasudans . But they didn't have enough potential , so the Shivans had to destroy them .
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Well we were more talking about the preserving 'function' of the Shivans in the canon Freespace universe not the Blue Planet campaign which because it is a user made campaign can use any theories, plot devices, ideas etc. it wants to use so it is irrelevant for that debate.
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If you think about it - you're kind of right . But it can be used in FS2 anyway , because if the Shivan are preservers , and there is a bigger problem that the shivans are the symptom of , they might be looking for someone with enough potential .
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I did and I also know that the Shivans by eliminating the Ancients enabled the survival of the Terran and Vasudan species. But why are the Shivans then fighting against Terrans and Vasudans? Its not that there are any lesser Races around that have to be preserved. Perhaps they preserved Terrans and Vasudan from themselves? But if that's true wouldn't there have been an easier way to do this instead of trying to destroy Earth or blowing up Capella? Sometimes I get the feeling that Volition never had any real ideas of how to end the Freespace series and included the supernova because it was 'cool'.
In answering this, the Shivans weren't preserving the Terrans or Vasudans from themselves. They were ensuring the survival of another race that would show up about 300,000 years in the future or so. The T/V races had grown so much, like the ancients, and were continuing to expand. The only difference I see between the Terrans, Vasudans and the Ancients, is that the Shivans showed up when the Terrand and Vasudans were in the process of obliterating one another, causing them to band together. Whereas with the Ancients, they were so big and indomitable, they anhilated any and every other race they rubbed elbows with.
My own personal speculation as to the story which got interrupted, is that the T's and V's would learn from the Ancients' mistakes, and show the Shivans that they didn't need to destroy the current intergalactic superpower to level the playing field for all the up-and-coming species competing with them. I would think that the Terrans and Vasudans would realize, upon successfully allying with one another, they would do so with other races they come across, thus nullifying the need for the Shivans altogether. Sorta like, today we have hundreds of nations, which in the FS universe, ultimately merged into the GTA. I believe that no species that's come before (and been destroyed by the Shivans) knew how to unite this way BETWEEN species, the way the Terrans and Vasudans had to in order to survive the Shivan onslaught. The game talks about the Ancients having enslaved other races, but never allying with anyone mutually as in the case of the GTVA. See where I'm going with this?
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I'll just go ahead and quote that cinematic, shall I?
Eh, that's kind of speculation (in-universe speculation, but speculation nonetheless). It's interesting commentary; it might even be endorsed by Volition, but I don't think it's meant to be taken as set-in-stone canon.
The FS1 epilogue says that "the Shivans can rebuild [collapsed jump nodes]"; the FS2 epilogue by Petrarch says that "perhaps they are ... searching for a way back home"; but they're statements by characters, not statements by the developers.
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Then what would the point of them be? I'm almost certain that they're meant as storyline freebies, rather than Petrarch spouting random crap.
Especially,
The FS1 epilogue says that "the Shivans can rebuild [collapsed jump nodes]"
The Shivans can rebuild them, not may be able to rebuild them. If that's not canon, then what is?
None of this has meaning if you're just trying to justify your campaign, as you can take as canon whatever you want given how contradictory the FS story can be at times. But IMO Volition intended that everything Petrarch and the FS1 epilogue said (for example) to be taken as fact.
Going back to the T/V discussion, like Goat I always thought that the Vasudans are the latest incarnation of the Ancients, but instead of the cycle of destruction and rebirth being completed normally in FS1, the Terrans intervened and prevented the Shivans from wiping out the Vasudans. And yes, like the rest of FreeSpace this is a human-centric theory. It was the Terrans that broke the cycle, not so much the teamwork between the two races.
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Thanks for the fixes Flaming Sword! :yes: I'll put them into the update right away.
And thanks everyone for the comments and criticisms so far, it's helping me to refine the storyline a little, and giving me an idea of what people are into in the next release.
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Oh, I almost forgot. The missing LODs I posted the errors for (which I left alone in the table fix) are just the original with a slightly different name and smaller size, probably shouldn't be too hard to do with something like imagemagick if you can get something that converts between dds and another format, if you feel like trying to fix it.
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The ending was a big twist...a little too big. Too many leaps of faith are required. The GTVA would be at war with itself within the week in that situation. It would be like the NTF rebellion all over again, only worse; this is a cause even a rational person can get into.
And I really doubt the Vasudans would countenance such an action.
All in all, I have to say that on some levels I was left very disappointed. The mission design is excellent, but as always seems to be the case with fiction the most grevious sins one can commit are those of plot. Too much must be taken on faith; too much is presented in too short a space of time. Major events are not handled well; there is much too little time spent on them, much too little comment. They are accepted too easily.
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:jaw: :jaw: :jaw: awesome, I just finished the entire campaign and it was awesome. The music was great and I wish you will release the release the sequel soon.
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Unfortunately though I could have spent more time on background exposition which would possibly make the ending a bit more plausible, the campaign was dragging on a bit and I was running out of steam. That was when I made the choice to release a complete story now and try to shore up the plotline in subsequent releases.
Not the best option, since I was hoping to avoid a George Lucas-ish storyline (where the bulk of information is implied off-screen, leaving what is actually on-screen as inferior), but hopefully one that can be made up for later on.
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Now that I'm finished, I'm going to go back and read all those spoiler posts...
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Darius, I take my proverbial hat off to you sir. This totally rocks bells.
A campaign which includes characters with depth...something you don't see in any of the original FS1 and FS2 campaigns, it helps create an atmosphere. Definitely looking forward to the next chapter.
Good stuff!! :) :yes:
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I've still been trying to get through all of those Red-Alert missions. Snail was gracious enough to try to garner some attention towards them, but my problems remains unsolved.
Darius, you included a pack that made them all normal missions, but it looks like you didn't replace all of the red-alert missions. Even with the replacements, I've run into another red-alert. I believe it's the 4th of the "Journey" set.
@Snail What's the patch you are using to fix the red-alerts? I've gotten the normal map build, but the red-alerts still crash on me.
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Update your version of FSO, I suspect...
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To what?
I've gotten the normal map build, but the red-alerts still crash on me.
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Create a new pilot. Don't do what I did, which was change to a different build and then start alternating between them. It corrupted my main player file.
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Well, I did create a new pilot. But...I cloned one of my other pilots. I guess that's why?
I'll just have to play through it again then. Thanks.
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Hm, I just had a crash when I tried to change my ship in the second mission. Is this a common bug? Might also be related to my graphic card. Also I have no weapon effects, but im using the most recent version (at least I believe so, as the initial postings states its updated). What to do?
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You should create a mod.ini txt file in your blueplanet dir. I'll post you mine:
[attachment deleted by ninja]
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uhh. I've already done that, mate.
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uhh. I've already done that, mate.
That was for roflcore :D or wtf do you mean ?
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Cobra has already generously offered a mod.ini in this thread. Also, it would have been wise to tell to roflcore that, if he doesn't have experience with mod.inis, it is good to make sure that the word 'mediavps' in the file matches his mediavps folder's name.
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Cobra has already generously offered a mod.ini in this thread. Also, it would have been wise to tell to roflcore that, if he doesn't have experience with mod.inis, it is good to make sure that the word 'mediavps' in the file matches his mediavps folder's name.
ok.. i guess ill delete it >_> it was because roflcore won't have to browse through the whole forum.. and I bet he has a ''mediavps'' folder, not a ''asd51g76s'' folder instead :lol:
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and I bet he has a ''mediavps'' folder, not a ''asd51g76s'' folder instead :lol:
Well, not necessarily something that bizarre, but rather something in the lines of 'mediavp' or 'media_vps' or 'purdygraphiks'. Ok, maybe not the last one but still. Even a single character makes a difference.
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Any one interested in 2nd Reality <Skaven> can find the full original ScreamTracker version http://www.futurecrew.org/skaven/music_tracker.html (http://www.futurecrew.org/skaven/music_tracker.html) and grab "Second Reality (Skaven)".
It's S3M which Winamp will support by default unless you bolloxed up your install. Very nice piece. Was used in a demo Futurecrew release which was pretty snazzy at the time. I got mojo flashback like effects when I first heard it, because I _knew_ I had heard it before. My subconcious took me straight to it on my local music folder.
Absolutely beautiful usage of it. Could not agree with it more. Hope you use more FC/PM/Skaven music.
**Edit: For some flashback old-skool before there WAS skool, check out http://www.youtube.com/watch?v=8G_aUxbbqWU (http://www.youtube.com/watch?v=8G_aUxbbqWU)
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Argh, I'm crashing from the Red Alerts..........
Can someone release a Mac normal map build or something that fixes the Red Alert bug?
...or a fix that gets rid of all the Red Alerts?
I downloaded the Red Alerts fix posted earlier, but BP-07.fs2 still has Red Alert.....
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get VPveiw, extract the mission, use FRED or notepad to get rid of the red alert.
That's what I do, anyway.
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I'm on a Mac.
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I'm on a Mac.
Well since VPView doesn't exist for MAC, get Maja VP-editor (http://www.hard-light.net/forums/index.php/topic,47412.0.html) instead and the rest should be cakewalk (extract mission, edit red alert away with some text editor).
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Glad to see another Future Crew fan here :) Skaven and Purple Motion directly inspired me to compose my own electronic music back when I was 15 or so.
BP-07 without the red alert tag.
[attachment deleted by ninja]
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I would think the Shivans and Vishnans do exist in the normal universe, since the only difference I can see in the parallel universe is that the Terrans failed to intercept the Lucy.
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Congrats, D, you now have a Wiki page (http://www.hard-light.net/wiki/index.php/Blue_Planet).
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I think I've found other error in tables (fixed version by Flaming Sword):
The Vishnan Seeker (the bomber) has:
$Allowed SBanks: ( "Vishnan Missile" "Unknown Megabomb" )
$Default SBanks: ( "Vishnan Missile" "Unknown Megabomb" "Unknown Megabomb" )
but I suppose you wanted to put "Vishnan Megabomb", as "Unknown Megabomb" is not "player allowed".
Also in BP-16.fs2 loadout, ("Keepers of the Hell"), you've got available Seekers and Vishnan Megabombs but you cannot load them because of the ship definition.
OTOH I'm stuck in this mission because Sacred Keeper is always destroyed. Too many beams over it... (I have to change my strategy).
Darius, please, confirm it.
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I can confirm it. It doesn't work but no biggie IMO.
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Just wanted to say I liked the campaign but the ending was a bit of a dissapointment:
I mean come on at least they would have tried to settle is peacefully even though high command are retards just think of the uproar of all the civilans both Terran and Vasudan's in the alliance or the vasudan emperor and the Terran president or what the terran equvilend is.
Just my thoughts, otherwise thx for an excellent and thrilling campaign.
It was very Munchkin Indeed!!!!
/Dice
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When I reached the end, the exact words going through my mind were: "Well that sucks."
It's not a bad thing!
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I think I've found other error in tables (fixed version by Flaming Sword):
The Vishnan Seeker (the bomber) has:
$Allowed SBanks: ( "Vishnan Missile" "Unknown Megabomb" )
$Default SBanks: ( "Vishnan Missile" "Unknown Megabomb" "Unknown Megabomb" )
but I suppose you wanted to put "Vishnan Megabomb", as "Unknown Megabomb" is not "player allowed".
Also in BP-16.fs2 loadout, ("Keepers of the Hell"), you've got available Seekers and Vishnan Megabombs but you cannot load them because of the ship definition.
OTOH I'm stuck in this mission because Sacred Keeper is always destroyed. Too many beams over it... (I have to change my strategy).
Darius, please, confirm it.
Ah, that might be causing my crash. I'll check that when I can.
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@Darius
About the Dante and Preserver. Are they the only ships of their class in existence? Also, does the Dante and the Shivans being a universal force exist only in this alternate universe or did you entend them to be in the normal universe too? Do the preservers exist in the normal universe too? The Shivans have bodies though, so their ships can't be a universal force.
The Shivans can have bodies and still be a universal force :P The Vishnans would be in this universe too, but since there's no imbalance to be corrected at the moment, you wouldn't have seen them.
Thanks for pointing out the table error ARSPR, I think you might have pinpointed the crash for that mission. I'll get an updated table in the patch.
Regarding Keepers of Hell:
Priotise the Ravana front beams over everything else. Your fighter is powerful enough to pretty much take anything on by itself, so get your wingmen to protect the Keeper against bombers, and afterburn to the destroyers. A few shots should be enough to take out each cannon.
Next, go for the main beam of the Liliths that pop up in the flanks. If you want, get some fighters over to take out one cruiser beam while you go for the other.
After that it's just normal escort and bomber interception. The Moloch's SBeams shouldn't be able to do much against the Keeper, but you can take them out if you want to.
There have been several wars in history where a government has chosen to abandon diplomacy and invade a country for no great reason, sometimes even going against the wishes of its citizens. I can think of a couple in recent history where this has happened. However, a smart government would address the different reasons for different aspects of its civilisation: that is, give the military benefits in terms of conquest, sacking, etc. Demonise the enemy using propaganda for the public to tolerate the war. Promise benefits to corporations and military hardware providers to appease the commercial aspect.
That reminds me, is there a Terran President of equivalent of the Terran part of the alliance?
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Regarding the table fix:
Alas, with the fixed table, I still have the crash. However, when I pick the seeker, I actually have bombs this time, which is a definite improvement. They're fun to use too. :)
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Three questions. :D
The Shivans got banished from the council by the Vishnans. Does this mean they are banished from the council in the alternate universe only, or seeing that they are universal forces, from both universes?
The Vishnans said they would find "another caretaker" or something like that. Does that mean they will find another species? Will it be the Vasudans or something sweet like that?
Why did the Shivvies follow the orders of the Vishnans? Couldn't they have said "Bah you're not Brahma so screw you!" and then fry them?
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What I want to know is:
Does the United Earth Government have any other ships beside the one we see at the, like maybe some fighters. Furthermore, wasn't there mention of other "nations" in the solar system? What could that be all about?
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I would say they do but Daz didn't want to add them into the modpack because they wouldn't really be needed for the situation. They'd only appear for one mission anyway, and I don't think he wanted Bei's wing engaging any United Earth forces.
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Daz
:wtf:
Three questions. :D
The Shivans got banished from the council by the Vishnans. Does this mean they are banished from the council in the alternate universe only, or seeing that they are universal forces, from both universes?
Uh, sure...whatever :nervous:
The Vishnans said they would find "another caretaker" or something like that. Does that mean they will find another species? Will it be the Vasudans or something sweet like that?
Or us Terrans, depending on where our actions take us over the next few millennia...
Why did the Shivvies follow the orders of the Vishnans? Couldn't they have said "Bah you're not Brahma so screw you!" and then fry them?
Did the Shivans follow the Vishnan orders? Or were they just resigned to having lost the current battle (destroying humanity) and were just gathering their forces for the next move against them? :P
Else they could have followed their orders simply because they knew that the balance of power was tipped against them. The Vishnans were not created to destroy, so they needed some leverage against the Shivans in order to avoid destruction eg superior firepower to offset the Shivan's superior numbers, or a psychic property that nullifies the Shivans in some way.
I'm not deliberately being obscure and ambiguous here, I'm trying to see what different readings and analysis people got from the campaign :)
Regarding High Max's question before regarding the uniqueness of the Dante and Preserver: they don't have to be the only ships of their type, nor the biggest used by each race, but they are there at that point of time in that part of the galaxy because radical forces were needed. Once they aren't needed, or if larger or more specialised ships are required...
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Daz
:wtf:
(http://www.uk.pg.com/images/dazTablets_01_IL.jpg)
The Shivans got banished from the council by the Vishnans. Does this mean they are banished from the council in the alternate universe only, or seeing that they are universal forces, from both universes?
Uh, sure...whatever :nervous:
I see I asked the right question...
The Vishnans said they would find "another caretaker" or something like that. Does that mean they will find another species? Will it be the Vasudans or something sweet like that?
Or us Terrans, depending on where our actions take us over the next few millennia...
I considered the Vasudans since they hadn't appeared in Age of Aquarius. I thought they may play a bigger role in Blue Planet, but I see that Blue Planet is mostly Terran-centered.
Related to this, the name 'Vasudan' possibly comes from the god 'Vasudeva,' also a Hindu deity. This is another reason why the Vasudans could become the new 'Great Destroyers' to replace the Shivans. ;)
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I think your campaign ends at the start of it^^ :drevil:
will there be a Blue Planet2??
and i think the end suckz.... first i was happy and then dissapointed. But it was a GREAT campaign...better then the FS2 story..... and your ships are beautiful^^
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will there be a Blue Planet2??
Indeed there shall be a sequel to finish the story.
and your ships are beautiful^^
Technically they're not Darius' ships. If you're referring to the Terran capital ships, which I also like, quite a few of them are made by Stratcomm
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Am I the only one frustrated with the difficulty curve? (low, then suddenly impossible, then low again?) and with those stupid shockwave missles? Seriously, I can't play anymore, its a shame but its too frustrating
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Hey, Darius, where'd you get the Karuna?
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Well just in case anyone wants it, a new re-fixed of tables and packed in an VP.
I contains Flaming Sword tables:
Well, I decided to take some time and grab the tables from the latest patch and mess with them myself.
I'm not sure which version of the mediavps everyone's supposed to have (haven't kept up, really, but 3.6.8 zeta with the 710 patches here) but I changed them a bit to point to textures I actually have. Changes listed below with comments.
Changed for FS2 Open 3.6.9, 3.6.8 zeta mediavps with Lightspeed's nebula pack.
Changes to weapons.tbl:
- Added missing double quote to line 149 (Balor tech description)
- Removed "fire down normals" flag from all weapons
- Replaced "Kayser_Bitmap" with "Kayser_AniBitmap" (missing texture, Huge Railgun)
- Replaced "glow08" with "2_laserglow03" (missing texture, Terran Turret)
- Replaced "HVasuden_Bitmap" with "VasTurret_Bitmap" (missing texture, Vasudan Huge Turret, not actually referenced in ships.tbl)
- Replaced "Shiven_Megafunk" with "Shivan_Megafunk" (looks like a typo, Shivan Megafunk Turret)
- Changed "Vishnan Ultra Bomb" to "Vishnan Ultrabomb", since that was the name in ships.tbl
- Replaced "beamwhite" with "beam-white" (looks like a typo, HRed, the messed up beam)
Changes to ships.tbl
- Removed Hornet Retrofit references, no longer exists in patched weapons.tbl
- Removed duplicate GTSG Mjolnir, had same values except for tstrings.tbl references set to -1
I know some other problems were pointed out when starting missions with the debug exe, but I'll get to those later.
Plus one small change in ships.tbl:
+ Vishnan Seeker uses Vishnan Megabomb instead of Unknown Megabomb.
OTOH I've just finished the campaign and overall it's pretty DAMN good.
It has some of the better Battle of Endorish missions I've seen:
+Forced Entry is just incredible. You do feel like a marshal, ordering your pilots cover this ship, attack those cruisers. Hey it's impossible to pass this mission with the right commands so that's a very good point.
+Universal truth is also really fun. Even if the balance doesn't count. I mean it's impossible to fail this mission.
Also you've made pretty good story telling cutscenes.
OTOH, now I'm going to tell what I haven't liked:
+ There's no explanation or just a hint about why the ships moved to another parallel dimension.
+ The speech between Shivans and Vishnans is quite unbelievable. I feel you could have found another way of suggesting what was going on...
+ Keepers of Hell is nearly impossible. The Shivan cruisers are too far from destroyers. You nearly don't have time to reach them before Sacred Keeper is destroyed. Even ordering one wing to destroy one of them (or its forward cannon) doesn't make the mission easier. I get the feeling I've just passed it by luck.
+ A lot of Vishnan ships don't have engine glows.
+ Vishnan Preacher is unbalanced. It's slower than the bomber (Seeker) and it has pretty low energy recharge rate. It feels quite underpowered...
If you do a sequel, I would exploit one fact. Sanctuary people are going to meet themselves in Earth!!!
[attachment deleted by ninja]
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+ There's no explanation or just a hint about why the ships moved to another parallel dimension.
IIRC, there's a Command briefing which explains there was some kind of burp during the transit to Sol.
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... where 'burb' = a disturbance/fluctuation/whatever in the big ships' meson reactors.
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Uhhh... Yeah, a burp is that.
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I think Darius retextured some parts of the ships , right ? Cause , for example , I've seen the Raynor in a few other campaigns and in Blue Planet . They looked different . The one in Blue Planet looked awesome , the Raynor from the other campaigns pretty much sucked .
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I hear that. The Raynor on ITHOV looked... well, terrible, once I had seen the Raynor Darius apparently used as the base for the model in his campaign. I had to get the entire Stratcomm's fleet pack and start fiddling around so that I got ITHOV using the purdier version. Then, it was once again cool. Yeah.
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Was the ITHOV one the HTL one?
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No. 'It' was something... unspeakable. Which is why I had to start punching the HTL version's files in ITHOV's data folder so that I could admire it instead of that 'thing' that came with the campaign.
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Question.
When the battlegroup reappears, Command says that the battlegroup had been lost for "several days." Why didn't Command send in additional ships? Wouldn't it be very probable from Command's point of view that the Orestes battlegroup had been destroyed by the United Earth forces?
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I hear that. The Raynor on ITHOV looked... well, terrible, once I had seen the Raynor Darius apparently used as the base for the model in his campaign. I had to get the entire Stratcomm's fleet pack and start fiddling around so that I got ITHOV using the purdier version. Then, it was once again cool. Yeah.
Would you mind making this modification to ITHOV public? :D
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Oh my .....thats all i have to say i like modded campains but WOW this was the Coolest and the most interesting campain ive played...and this is only the first chapter of blueplanet Damn man CONTINUE!!!! you got this FS mod fan HOOKED!!!!!!!
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Would you mind making this modification to ITHOV public? :D
Umm... that may take a while. I haven't tried creating vps ever, so basically I could just extract the HTL Raynor from somewhere and then tell you where to put it and so forth.
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It doesn't need to be in a .vp.
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I know. It just would be easier to say 'put this vp in your ITHOV folder', instead of saying 'put the files a,b,c,d and k into your \ithov\data\maps folder, files g,h and t into your \ithov\data\effects folder and the file x into your \ithov\data\models folder. Right? Besides, I'm not finished with the damn thing. I need to figure out what textures the Raynor from Blue Planet uses since extracting just the raynor.pof results in some invisible textures when playing ITHOV and that doesn't make me laugh.
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Question.
When the battlegroup reappears, Command says that the battlegroup had been lost for "several days." Why didn't Command send in additional ships? Wouldn't it be very probable from Command's point of view that the Orestes battlegroup had been destroyed by the United Earth forces?
If an entire battlegroup of your best ships suddenly disappears, whether or not it was due to an accident in transit or enemy action, Command wouldn't send more ships immediately after them to maybe suffer the same fate. They'd draw back, review their strategy and maybe recon the system a bit more before deploying more ships.
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Ok, my dear FreeSpace fans (and all you other forest animals). I present to you: the HTL Raynor (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/RaynorForITHOV.7z), primarily meant to be used with ITHOV. Extract to \ithov\data\. The files are already organized, so hopefully it is easy to figure out which one goes where. I've included modified ships.tbl and weapons.tbl, because
1) that passenger liner thing annoyed the hell out of me
2) the ML-75 cannon now uses Prometheus R effects, which results in it being prettier than before.
There might also be some totally useless textures since I couldn't easily figure out which ones the model actually used. But at least it isn't partially transparent, which was my goal all along.
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I cant download the first patch. well i can but the .rar says the archive is damaged
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Here are some more contributions to your campaign:
1) I have updated the turret angle fixer tbm to include the Titan, which was missing before.
2) I have made nameplates for all of the vessels in the campaign that support them. e.g.:
(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/GTCDuke.jpg)
I didn't go through all of the missions and add them in, lest I create some version control issues. I can do so if desired, as it is just copy n paste work.
[attachment deleted by ninja]
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Omg beat it! cant wait for the next chapter :D! Best mod i have EVER played! Say, how is earth going to fight off a full fledged inv- Shiat! spoilers x_X. Well just one question; WILL WE BE SEEING THE VISHNAN AGAIN! And that bigass exiled capship thing known as the dante.
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Nice work! I'm glad to see you managed to sort out the nameplate issue. I'm curious, what was the problem in the end? I tried going through texture replacement in FRED and couldn't see them in the texture list either.
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I used the most modern mission editing tool available -- Notepad. :)
I am at a loss to explain the strange behavior, but it did seem to work out in the end. I am now running taylor's latest build, not sure if that has anything to do with it. Let me know if you have any trouble with the mission editing.
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Darius, if you dont have any ideas for chapter 2 yet i can help ya out :P
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A question. Why is it called "Age of Aquarius"?
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I could see if aquarius was a water sign but despite the name ironicly its not, its a wind sign :wtf:
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A question. Why is it called "Age of Aquarius"?
"The Age of Freedom, Peace, and the Water Bearer" (http://en.wikipedia.org/wiki/Age_of_Aquarius#The_Great_Month_of_Aquarius_.28Aquarius-Leo.29_2)
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Aww, so it's not after the song (http://en.wikipedia.org/wiki/Aquarius_(song))? :(
(Must...play...campaign...when...free...time...is...located...)
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Not specifically, but then you could argue that the song was also inspired by the same concept.
EDIT:
Hey, Darius, where'd you get the Karuna?
You've seen it before. (http://www.hard-light.net/forums/index.php/topic,46540.0.html) :)
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:wtf: New york times horoscope is ****
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The Keepers of Hell mission is insane. All of my wingmen die in the first two minutes and I quickly have twelve Shivan fighters trying to pummel me into oblivion.
Other than that, and the concerns voiced by many about the motivations of the GTVA, good mission.
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You've seen it before. (http://www.hard-light.net/forums/index.php/topic,46540.0.html) :)
Can't remember every WIP I see.... :nervous:
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Hey , Darius , did you thought up of an awesome story for Chapter 2 yet ? Cause currently , I don't there is something that can surpass Age of Aquarius . :)
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If Chapter 2 is half as good as Chapter 1 I'll be happy.
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The only thing i really didnt like about chapt one was some admirals kid commanding a random alien race of wtfpwn ships to destroy shivans and save his dad :wtf:
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Hellstryker , are you one of the people who like campaigns in which you are a powerless little pilot , with no effect on the story ? I , for one , dislike campaigns in which the player doesn't matter .
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No im not like that, but i prefer campaigns like homesick and sync where your fighting with a small band of survivors in unknown places. ONE PILOT controling an entire armada just because hes had dreams about his dad dieing or somthing? O_o
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Hey , Darius , did you thought up of an awesome story for Chapter 2 yet ? Cause currently , I don't there is something that can surpass Age of Aquarius . :)
Chapter 2 is in progress, with a basic skeleton plot that will no doubt blow out into something unrecognisable over the next few months :)
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Why does everyone here use an s where there should be a z? :nervous:
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Actually, both forms are acceptable.
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Omg, has no one noticed but ME!? Every word where there can be a z or an s, THERES AN S!!! Its a conspiracy!!1111Oneoneoneleveneleven1
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The Z instead of an S is just American English. There are in fact many places that aren't America.
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The Z instead of an S is just American English. There are in fact many places that aren't America.
Like Pakiztan! Or Tajikiztan! Or... Afghaniztan!
Chapter 2 is in progress, with a basic skeleton plot that will no doubt blow out into something unrecognisable over the next few months :)
[zpoiler]Will there be Vasudanz in the next chapter?[/zpoiler]
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zzzzzz
>:(
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Oh, BTW, Znail iz not a yank either.
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Lmaoo i guess that makes me Hellztryker? anywayz i just assumed most people here were from america so i figured most campaigns would use a z thats all
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Everybody here thinks (or thoght) that I was from the US? :doubt:
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AFAIK Yes :nervous:
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Does that include you? :P
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Possibly... :rolleyes:
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[zpoiler]Will there be Vasudanz in the next chapter?[/zpoiler]
The Vasudans have a part to play in the story :nod:
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The Vasudans have a part to play in the story :nod:
Nice.
Possibly... :rolleyes:
Ooh sausage!
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OH NO, SAUSAGES!! I drempt they were causing global warming last night. (THIS IS NOT A JOKE LOL)
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I just got around to playing Blue Planet and WOW! Incredible! Loved the music, and the story.
Just a couple of minor problems with it (nothing gameplay-crippling):
On some missions (notably "Gatekeepers of Hell") there is no charge-up ball thing for the beams: they just come out of nowhere.
Also: when flying a
Vishnan fighter
the "look left/right/up/backwards" function is broken: I can only look straight ahead.
And the game crashes if I go to the loadout or ship selection screen.
Apologies if these have been already answered.
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The looking up/down/left/right thing is probably due to the pof not having any eyepoints. As far as I can remember, that only happens with the default fighter you're given for that mission.
Not sure about the charge-up ball. Which races (ie beam colours) does the charge-up not happen? Included in the blueplanet VP are the Blue and Cyan warmup animations.
Not sure if the loadout/ship selection screen has been fixed, it might be due to invalid player loadout options for the bomber that's made available. Have you tried downloading the fix that got posted?
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It was the Shivans that didn't have the warm-up ani, which confuses me, because that should be in the Medias. Also: it only happens on certain missions, on certain ships, like the Ravanas in "Keepers of Hell".
Didn't notice the fix for that mission. Downloaded.
EDIT: Maybe I downloaded the wrong fix... "Keepers of Hell" is still broken. :(
EDITMKII: Found a slight continuity error: in the first mission where you're following Vishnan fighters, you're in a Pegasus... the next mission, which is a red-alert, I think, you're in a Perseus. How'd Sam Bei switch ships mid-jump? :D
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Ah. sounds like the HRed table entry is still buggered. I'll have another look at it but I suspect the warmup points to a non-standard file in mediavp effects.
You should still be in a Pegasus for the second mission. It's not until the scramble mission after that (which takes place after you get back to the ship) where you're outfitted with a Perseus.
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:wtf:
I open it in the techroom and I'm in a Pegasus. I swear when I played through in the main campaign I was in a Perseus, though.
Does the Lucy use those same "HReds"? Cause it's main beams also were... strange.
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You mean they looked like flat red textures? Yeah I noticed that too. I would have just used the BFred for ships with Big-Ass-Beams(TM).
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The HRed textures should be fixed in the updated weapons.tbl earlier in the thread.
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I must have missed that.
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They're fixed, but they're also missing the emitter glow thing.
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All the patches for Blue Planet so far (unless I've missed something) are now available also from my Useful stuff section (see link in sig).
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Thanks :) As always, the patch vp should have the latest updates too.
The HRed table entry has the same warmup glow as the other Shivan beams in the table. Size values don't seem strange either. Strange...
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I'll take a look at that blasted table myself, cause the fixes don't seem to cover it.
EDIT: Ah ha! The line causing the problem is the +MuzzleGlow in both the LRed and Hred entries. It points to a file called "RedBeamGlow", which, after an exhaustive search of all effect VP's (medias, retails, and Blue Planet), doesn't seem to exist. You have that file somewhere, Darius?
Also: bizarre thing happened when playing the penultimate mission just a few minutes ago... I lost the Orestes, but not due to any negligence on my part. The Dante took a potshot at it! :mad:
I didn't its beams had that kind of range! It was still over 18 klicks distant. And of course a shot from a beam that powerful vaped the Orestes in an instant... :blah:
Well, all these very minor problems aside, I love this campaign. The music is just fantastic. Did you make the "joshua2" track yourself, and where did you get it if you didn't? :D
I'm eagerly looking forward to future releases of this series.
Oh and one more thing: the Vishnan ships are obviously Ancient ships (I'm not speaking in the context of the campaign). But I didn't think those ships had that kind of pretty textures, or are the ones in INFR1 just that much outdated? Did you retexture them?
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Those are retextured ships. The original textures are blue and purple-ish.
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I rarely post on these forums but this time I just gotta say: NICE FSCKING CAMPAIGN, caps intended. To be honest I spent at least a hour figuring out how to make the campaign work and my interest in the campaign started to fade but when I started the first mission I was like "OMFG WTF SWEET". Anyway, good luck with the second part! :-)
edit: cough, first post actually :P
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RedBeamGlow is the warmup file for all Shivan beams (Sred and BFRed as well). It's an 11mB ani file in my mv_effects file. I'll upload it in a bit for those who don't have it...it's quite a pretty animation.
Incidently there are two more beam glows for the other two species in there: GreenBeamGlow and OrangeBeamGlow.
I'm starting to think that my mvps are in need of updating, as I suspect these were the beam anis that were causing so many slowdowns when they first came out.
EDIT: RedBeamGlow (http://darius.rabidcarrot.com/RedBeamGlow.rar) (RAR, 5.5 MB)
EDIT 2: Sorry, where are my manners!
Did you make the "joshua2" track yourself, and where did you get it if you didn't? :D
Yep, made it myself. Been itching to do a FS2 song remix for years now and only just got around to it.
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I rarely post on these forums but this time I just gotta say: NICE FSCKING CAMPAIGN, caps intended. To be honest I spent at least a hour figuring out how to make the campaign work and my interest in the campaign started to fade but when I started the first mission I was like "OMFG WTF SWEET". Anyway, good luck with the second part! :-)
edit: cough, first post actually :P
:welcomegreen:
Yea that happened to about every one here.
But it is a good campaign.
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RedBeamGlow is the warmup file for all Shivan beams (Sred and BFRed as well). It's an 11mB ani file in my mv_effects file. I'll upload it in a bit for those who don't have it...it's quite a pretty animation.
Incidently there are two more beam glows for the other two species in there: GreenBeamGlow and OrangeBeamGlow.
I'm starting to think that my mvps are in need of updating, as I suspect these were the beam anis that were causing so many slowdowns when they first came out.
RedBeamGlow (http://darius.rabidcarrot.com/RedBeamGlow.ani)
11 MB for an ani file is insane, dude. :wtf:
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Can somebody reupload the music please? The link doesn't work anymore (I guess because of filefront)
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Can somebody reupload the music please? The link doesn't work anymore (I guess because of filefront)
Uploaded to Useful Stuff (link in my signature).
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Oh thanks a lot
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Just re-downloaded the VP, and now its telling me:
ERROR: "The following species are missing flyby sounds in sounds.tbl: Shivan" at gamesnd/gamesnd.cpp:596
fs2_open_369_r -mod blueplanet1 -mod ls_neb -mod mediavps -nomotiondebris -spec -glow -mipmap -snd_preload -fps -fov 0.65 -spec_exp 7.0 -spec_tube 5.0 -spec_point 8.6 -spec_static 3.0 -ambient_factor 75
The original version worked ok :confused:
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More sane version of animated beamglows (http://www.hard-light.net/forums/index.php/topic,38935.0.html) (courtesy of DaBrain)
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Just re-downloaded the VP, and now its telling me:
ERROR: "The following species are missing flyby sounds in sounds.tbl: Shivan" at gamesnd/gamesnd.cpp:596
fs2_open_369_r -mod blueplanet1 -mod ls_neb -mod mediavps -nomotiondebris -spec -glow -mipmap -snd_preload -fps -fov 0.65 -spec_exp 7.0 -spec_tube 5.0 -spec_point 8.6 -spec_static 3.0 -ambient_factor 75
The original version worked ok :confused:
Grrr...dammit I don't know how the BP2 sounds.tbl got into there. :mad:
Reuploading the thing now.
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BP 2 sounds? :wtf: So it is under construction? ;7 :nod:
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More sane version of animated beamglows (http://www.hard-light.net/forums/index.php/topic,38935.0.html) (courtesy of DaBrain)
I thought those would have been included in the 3.6.8 Zetas.
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Seriously... How long is BP2 going take!?! :ick:
But if it's going to be as good as the first, then take as long as you want...
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Blue Planet took ten months from start to finish.
These things take time, you know. :P
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I just downloaded this campaign last night. Since I was off the next day, I gave this campaign a spin, intending to play a couple of missions. I would up doing much of the campaign, and have met the Vishnans. This wasn't what I was expecting, but I really like this. It has a unique look, a creative storyline, and something I never thought I would see in a Freespace campaign...cutscenes!
I have run into a couple of problems:
1) Some of the weapons (the Balor and Prometheus S) have invisible shots. The Kayser works fine, and the missles work.
2) When I try to view Vishnan ships in the Techroom or trying to select a Vishnan ship after joining them
, my SCP crashes.
Great work, Darius.
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as for the "unique look" i believe the ships truely reflect the way the GTVA was headed at the end of FS 2 and this would have been very close to what [V] would've done in FS 3
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I have a bone to pick with you Darius.
It is presently 2:36 AM. I have to be up at 8 AM. Why am I up so late you ask? Because I just played 1 missions of this freakin' campaign!
=)
Fantastic work dude. I'll have to finish it tomorrow. The writing is superb and the feel is somewhere between Derelict and Transcend. And the missions are short. That's good.
Forced Entry took me three tries, notably because a nasty Lilith wiped out my weapons subsystem on the first try and my Maxim couldn't seem to find those rotten primary beams on the second try. Tough mission, but tough in a very good way.
And the ships - holy crap are those capital ships beautiful. There are times when I sit there looking at the GTVA flett and then I remember I'm supposed to be blowing up Shivans. Heh =) Did you do all the texturing yourself?
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Can't claim much credit for textures :) the ships had already been mapped beforehand, and I changed the textures afterwards using ModelView.
2) When I try to view Vishnan ships in the Techroom or trying to select a Vishnan ship after joining them
, my SCP crashes.
That's a new one (the techroom crash). What version of SCP are you using?
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I am using one of Taylor's recent 3.6.10 builds, in OpenGL mode, so it is quite possible it is a bug in the program causing the techroom crash.
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:wtf: i played through the campaign with the exact same build with only 3 problems, none fatal. One was the invis weapons, the other was the not being able to see outside the.. i forget what its called.. the other terran fighter.. not the kulas. and the third glitch was trying to change vishnan ships crashed me when selecting loadout
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Well, I loved this campaign. BUT, I ran into a problem. After you escort all the ships through the Knossos, and destroy the Abel, the mission ends, and another cutscene pops up, and I am in Delta Serpentis.
spoiler below
There is a lucifer, and Alpha 1 says, you ready kid? I must be missing something...
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Well, I loved this campaign. BUT, I ran into a problem. After you escort all the ships through the Knossos, and destroy the Abel, the mission ends, and another cutscene pops up, and I am in Delta Serpentis.
spoiler below
There is a lucifer, and Alpha 1 says, you ready kid? I must be missing something...
Spoiler: Commander Samuel Bei (you) is having a dream.
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Uh, you can use [/spoiler] you know.
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Uh, you can use [/spoiler] you know.
Oh, I diddn't know that. Sorry. But, thanks. im not confused anymore.
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Has Az been beamed yet?
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No, but don't. We stopped doing that since it got old.
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What? No we didn't. At least I think we didn't. It's the welcoming speeches that got old and were terminated. Beams are still used, though it is good to be rational with them, meaning one beam per newcomer, since no one likes rainbowed threads.
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Holy ****! Just finished the campaign and... WOW.
Needs voice acting, and clean up of a few "Mission Text Here"s, but other than that... What a ride!
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Yup. Darius, you know, you can hit F4 and see what the bonus goals are called (in most cases "Mission Goal Text" in this campaign). Not that I care about little details like that, but just FYI.
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Doh! More work for me to do...
j/k :D thanks for the heads up. Sneaky buggers...
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Has Az been beamed yet?
(http://www.hard-light.net/forums/Smileys/HLP/wel_blue.jpg)
He has been now.
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Oh, and the music is simply amazing. I was rocked by teh origonal FS2 soundtrack, and this just breaks the barrier, by far.
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Hey , are you going to make new music , ani's and etc. for Blue Planet 2 too ?
Oh , and is the picture in the BP main-hall from the Temeraire or the Orestes ? I suppose it's the Temeraire .
AND can I ask if someone can please make some beauty-pics of the GTD Titan ?
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the ani files arn't new *cough*supreme commander*cough* ;)
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Wow, the first fan made campaign I played through the whole way. Forced Entry was annoying, mostly due to the final Ravana aka Abel (ironic choice of name). Had to plow ahead of the Temeraire in order to get close enough to the ship to take its beam turrets out in time. A word of advice to everyone, don't go behind bombers as they're getting beamed by your allies....
Interesting ending, though I wish I could have had more interaction in it. Also a nice take on the Shivans' origins/purpose.
I came across one problem: the game crashes whenever I try to...
select ships when playing as the Vishnans.
Has this problem been brought up at all? Also...
Those Arbiters in the first Vishnan mission were useless. On my first run through, they just went up to the Moloch and sat there while the Moloch was unable to fire at them.
After ten minutes of bombarding that thing, I decided to kamikaze, and even that proved to be difficult as I kept getting put inside the Moloch.
One last little error I came across....
In the dream sequence (18 years ago one), I was able to order the Deimos around. Came in handy to get rid of that final Dragon that Sammy couldn't shoot down.
Minor errors aside, this was a great campaign.
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Yes, the ship selection crash appears to be a problem for people. It's something to do with the bomber that's made available for Keepers of Hell. The Arbiters not firing is a new one...they've always seemed to take out the corvette just fine on their run.
If there's going to be new Command anis they'll most likely be from the Aeon set in SupCom..otherwise I don't think I'll put them in, just to keep the size down.
Ditto for music tracks...there'll only be a minimal amount of new songs to decrease the file size. The pack's going to be big enough as it is with the new ships that are going in.
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One word - godly.
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(http://www.hard-light.net/forums/Smileys/HLP/wel_blue.jpg) <- for Stealthbreed .
And about those crashes , I found out how to avoid them . You have to have the mv_core.vp in your mediavps folder . I had the 3D ship selection turned on too . That way it doesn't crash .
Basically , all people need for Blue Planet to work 100% is to have ALL of the newest mediavps .
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One last thing. Is the Orestes supposed to take three minutes to destroy the ship in the very last last mission? It seemed like its beam cannons could have fired and ended the battle quickly, but never did.
EDIT: I just realized that I had the difficulty on Very Easy since Forced Entry. This may also be the reason for the Arbiter's poor attack capabilities in that one mission.
Speaking of the Orestes, did you remodel the Raynor yourself or is there some updated version that has eluded me? The one I currently have is from Hades Combine. Nevermind; found the download.
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Ditto for music tracks...there'll only be a minimal amount of new songs to decrease the file size. The pack's going to be big enough as it is with the new ships that are going in.
*exits lurker mode*
NO! The music in blue planet is awesome, "aim" has to be one of my most favorite songs I ever heard. Please don't skimp on the music, I don't care if the size is bigger!
*resumes lurker mode*
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you could always divide it into several packs, so ppl download only what they want. :p
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Copy the ships.tbl to ../Freespace2/BluePlanet/data/tables/ and the mission file into ../Freespace2/BluePlanet/data/missions/
That'll make them to override the same named files in blue planet VP file.
What are you talking about? All I have is a file called "2bppatch.vp". It is not an archive I can open to get individual files, at least not one recognized by 7zip.
FWIW, when I try to go to the first briefing, the program crashes and I get this error info:
Error: Can't open model file <none>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Is there another patch for this campaign? If so, where can I get it, and how do I apply it? I have the 2bppatch.vp file in my \blueplanet campaign folder (I keep each mod in its own folder, it's easier that way) but I don't see how FS is going to know to use it.
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It is not an archive I can open to get individual files,
Wrong. VP files are indeed archives, and you can get individual files out of them.
at least not one recognized by 7zip.
This part, however, is correct. You need a program like VPView (http://www.descent-network.com/descman/) or Maja (http://www.hard-light.net/forums/index.php/topic,47412.0.html) to open VP's.
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This is all very interesting, but Blue Planet is still broken. I've downloaded both patches (1bppatch.vp and 2bppatch.vp) but have no idea what to do with them.
An earlier post made reference to folders that simply don't exist (e.g. blueplanet\data\tables). I do have a \data folder in the main blueplanet folder. Does this mean I need to create the individual folders (\tables, \missions and so on) and extract the files from the two .vps to fill them accordingly?
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Download the Blue Planet Patch behind the Useful Stuff link on my signature, extract to your blueplanet folder and try again.
Oh, and on the folders and such. If you look your root freespace directory, you'll notice a data folder. If you open it, it'll show you just what kind of folders there can be inside a data folder. In the same manner, you can create data folders in your mod folders, and subfolders like \maps, \models, \tables and such. If you get update files like .pof, .dds or .tbl, you need to create the data folder in the mod folder, along with the subfolders, then place the files into the correct folders. But, if the extra files are in .vps, you'll only need to place that vp file into the appropriate mod folder, like blueplanet on this case.
You might understand this whole shebang if you acquire a vp viewer, like QuickVP, and started studying the vp files. That enlightened at least me. Very much.
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(http://www.hard-light.net/forums/Smileys/HLP/wel_blue.jpg) <- for Stealthbreed .
And about those crashes , I found out how to avoid them . You have to have the mv_core.vp in your mediavps folder . I had the 3D ship selection turned on too . That way it doesn't crash .
Basically , all people need for Blue Planet to work 100% is to have ALL of the newest mediavps .
First off, thanks. :)
I had the same problem, which was fixed by using 3D ship selection. However, I still can't get into weapons selection.
Before I turned on 3D ship selection, the screen would go dark upon hitting either ship selection or weapons selection, and then FSO would crash. Now, I can get into ship selection fine, but if I go into weapons selection, I can see the ship/weapons for just a moment and then the screen goes dark and FSO crashes.
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Download the Blue Planet Patch behind the Useful Stuff link on my signature, extract to your blueplanet folder and try again.
Oh, and on the folders and such. If you look your root freespace directory, you'll notice a data folder. If you open it, it'll show you just what kind of folders there can be inside a data folder. In the same manner, you can create data folders in your mod folders, and subfolders like \maps, \models, \tables and such. If you get update files like .pof, .dds or .tbl, you need to create the data folder in the mod folder, along with the subfolders, then place the files into the correct folders. But, if the extra files are in .vps, you'll only need to place that vp file into the appropriate mod folder, like blueplanet on this case.
You might understand this whole shebang if you acquire a vp viewer, like QuickVP, and started studying the vp files. That enlightened at least me. Very much.
Thanks for the clarification. I did install a .vp viewer/unpacker (VPVIEW32) and it was indeed enlightening.
I also installed the patch you linked to, but blueplanet is still broken. I'm still having this error:
Error: Can't open model file <none>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Is it possible I have another .vp somewhere causing problems? Here are all the .vps in the root of my freespace2 directory:
(http://farm3.static.flickr.com/2231/2062740328_e225317bc2_o.jpg)
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Copy the ships.tbl to ../Freespace2/BluePlanet/data/tables/ and the mission file into ../Freespace2/BluePlanet/data/missions/
That'll make them to override the same named files in blue planet VP file.
What are you talking about? All I have is a file called "2bppatch.vp". It is not an archive I can open to get individual files, at least not one recognized by 7zip.
I was referring to this post (http://www.hard-light.net/forums/index.php/topic,49876.msg1009019.html#msg1009019) and it's attachements, which were the ships.tbl and the mission file I mentioned. Soon after that message, MarsNeedsWomen wrote this:
May I ask how to install the two fixes you provided?
To which I answered with the message you quoted (more than a month ago, may I add :p )I do believe they should be in the patches, although I'm not certain. At any rate, IIRC that post I wrote before Darius put the patch(es) up and at the time the manual fixing was pretty much the only alternative.
...Looking at your root folder, there doesn't seem to be too much that doesn't belong there... I would likely put the two first multi*.vp's to mediaVP folder, though.
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Um. Objekt? Why do you have your .vp's set to open in NotePad? :wtf:
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I've tried the suggested fixes but they don't. Apparently, SCP is not using the fixes files in the patch .vp files. I suppose I could extract and place the files individually with VPVIEW32, but that's a pain in the butt and a last resort. Also, I don't think it would work, since it didn't work to fix the 9th mission in Derelict SCP.
.vps were temporarily associated with Notepad because I opened one of them in it to see whether there was anything human readable (there wasn't). They now have the correct association (VPVIEW32).
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Hmm. Just curious. What are Launcher.exe.ver55 and the likes, that have text after the file extention? Are those even supposed to be there? I've never seen them before.
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Okay, now I'm at the mission
after the dream of Eriana and your mother dying, so I have a normal GTVA bomber, the Boanerges.
But when I go into weapon select, my game still crashes. What's going on?
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Listen , Stealthbreed , DOWNLOAD THE MV_CORE.VP !!! IT WILL STOP BLUE PLANET FROM CRASHING ! It has files in it , that are meant for the load-out screens . Without the mv_core.vp I couldn't select the weapon load-out on many other mods . And you MUST have the mod.ini to direct Blue Planet to the mediavps .
Mv_effects.vp is also needed if you want to have weapon fire effects .
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Hmm. Just curious. What are Launcher.exe.ver55 and the likes, that have text after the file extention? Are those even supposed to be there? I've never seen them before.
A while back, I had a problem with launchers. New versions didn't work, for some reason. So, I went through a process of trying older ones until I found one that works (5.5a). Every version is called just "Launcher.exe" so the tags are a means of telling which one is which, and not accidentally overwriting the version I wanted to be active.
Version 5.5c seems to work, though, so I don't know what the problem was. Go figure.
I finally got BluePlanet to work. Very impressive! I like the in-mission cutscenes and all-new art in most places. The new fighters look incredible. It must have been a hell of a lot of work.
It turns out all I needed for Blue Planet to work was a mod.ini file pointing to the proper mediavps.
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A while back, I had a problem with launchers. New versions didn't work, for some reason. So, I went through a process of trying older ones until I found one that works (5.5a). Every version is called just "Launcher.exe" so the tags are a means of telling which one is which, and not accidentally overwriting the version I wanted to be active.
Ah, yes. Silly me. I should have figured that out. But yeah, 5.5c works quite well, for me too.
It turns out all I needed for Blue Planet to work was a mod.ini file pointing to the proper mediavps.
Oh, I knew I should have asked, whether you had a mod.ini, or a proper mod.ini in there. Oh well, good that this is solved. In the future, always make sure that there's a mod.ini in every mod folder and that they point to the mediavps folder, or the mediavps and fsport, if you're playing mods meant for FSPort.
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Listen , Stealthbreed , DOWNLOAD THE MV_CORE.VP !!! IT WILL STOP BLUE PLANET FROM CRASHING ! It has files in it , that are meant for the load-out screens . Without the mv_core.vp I couldn't select the weapon load-out on many other mods . And you MUST have the mod.ini to direct Blue Planet to the mediavps .
Mv_effects.vp is also needed if you want to have weapon fire effects .
Fixed, thank you (I had all that stuff, but there was a typo in the mod.ini file, lol).
Seems kinda strange though, cause the typo was just a comma before 'mediavps'.
w/e. It works now.
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where can I directly download your awsome music tracks? ( I searched.)
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Has anybody got any tips for the 13th mission? Can't recall the name, but you're supposed to help one of your ships (the Duke I think) make it through the Knossos portal past two Shivan cruisers.
The problem isn't the fighters or the bombers, it's that the Duke gets its ass kicked by the Shivans' beam turrets.
If I take the time to destroy beam turrets on one cruiser, the other gets the Duke, or it gets waxed by Shivan fighters.
Any ideas?
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There are a number of strategies you can use, this is one I found to be relatively trouble-free :) :
Call in Delta wing, get them to attack one cruiser. Get Alpha and Beta wings to destroy the Maras. Once the Maras are destroyed, get Alpha and Beta to target the other cruiser. Once the cruiser is destroyed, move to the first cruiser which should have been weakened by Delta wing and destroy that. You should have time to do this before the Duke arrives. If the Duke arrives before the second cruiser is destroyed, leave your wingmen to destroy the cruiser and move to protect the Duke from Lakshmi wing, which is the next greatest threat to the cruiser.
where can I directly download your awsome music tracks? ( I searched.)
In Lobo's "Useful Stuff", linked in his signature.
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where can I directly download your awsome music tracks? ( I searched.)
Nevermind, I got VPviewer, and popped open the music vp folder. Problem solved!
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First of all, let me congratulate Darius on a truly excellent and enthralling campaign that I've played through twice now.
But onto my main thing: I've also been having trouble with the crashes during ship selection - only ship selection, weapon selection is fine - when choosing Vishnan ships, but also when trying to change from an Aurora to a different fighter in one of the earlier missions.
My main guess is that it's to do with 3D ship selection not being turned on, since I've checked through everything else and it's all installed fine. Would someone mind telling me how I go about turning it on? (Is that a stupid question?) :confused:
Thanks for any help in advance!
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Would someone mind telling me how I go about turning it on? (Is that a stupid question?) :confused:
Open the Launcher.
Open the Features tab.
Select 'Gameplay' from the 'List type' drop menu.
Tick 'Use models for ship selection'.
Ok, or Apply.
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Ah, many thanks. Everything is working fine now. :D
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Nah its not a stupid question, everyone is equal... some people are just more equal than others :rolleyes:
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It took me long enough to work my way through the campaign, but I was hooked on it from the first moment. The feeling of shininess (for lack of a better word) is all over this campaign. The cutscenes add a depth to it that isn't there in alot of others. Also, the new music is as hyped, incredible, I especially love the music for when the
Sathanas goes down.
Honestly, I didn't beat Keepers of Hell, I keep wondering what I did wrong in going through it but I couldn't beat it. Maybe its a technique issue, maybe not. Either way, Blue Planet is the best campaign I've played in a long time, a long time.
Wonderful work, to creator, and to everyone who created models, music, and anything that was used in this campaign.
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As to Keepers of Hell, what I liked to do was sic all the friendly fighters on guarding the Keeper, then run around to the Ravanas, disable beams, run to Liliths, disable beams. With full power to engines it goes a bit faster. And the fighter you are provided with can easily mow down any Shivan fighters you run into. :D
I can consistently win with this strategy, though the Keeper usually has something like 10% health left when I'm done. :blah:
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True that. The first time I was playing the mission I really goofed up since I didn't take into consideration that those were Liliths. I ignored them and went after the Molochs. That is generally known as a bad idea.
But using the same strategy as you, I also passed the mission, even though the Keeper is seriously on the verge of destruction at the end.
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Except my guys keep getting consistently wasted by the Maras. I can generally plow through the fighters, provided I give them all individual attack orders, but Vishnu wing catches up and does a number. Hmm... something to try anyway I guess.
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Except my guys keep getting consistently wasted by the Maras. I can generally plow through the fighters, provided I give them all individual attack orders, but Vishnu wing catches up and does a number. Hmm... something to try anyway I guess.
I had the same problem.
I ended up setting all of my fighters on protecting the Keeper (and make sure you tell them to ignore the Ravanas), and then taking a Missionary myself and dodging the Maras to beat the snot out the Ravana beam cannons. Then you whip around and crank your engines back to one Lilith while sending your "bombers" after the other one. You'll meet the Mara mess halfway back to your Keeper, so you either need to keep your engines maxed and evade until they get within range of the Keeper's defenses, or engage them. Trouble is, by that point there's at least 8 Maras after you so trying to shoot them down individually is pretty much suicidal.
Generally, I found it was better to mop up the Maras after the various beam threats were wiped out, and do it in close proximity to the Keeper.
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8 maras is nothing... 8 dragons would be somthing to piss your pants about though :p
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You mean in like mission 3? :P
I had 10% integrity left after that, but I'm using a keyboard until I get my x52 back from Saitek. It's not half bad, really. I can do some crazy **** with my fingers to do crazy rolls 'n stuff.
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I was using a keyboard too. and i made it back at 39 percent :doubt:
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Still can't finish "Forced Entry." Knocking off the two cruisers and keeping the Duke - and other ships - alive isn't the problem. The problem is that a Shivan destroyer shows up right behind Temrarie (or however you spell it) and toasts it. I've tried every stinking tactic I can, including shooting off its beam turrets with Stiletto IIs. But there's simply no way I can get there in time to keep it from frying the T. My wingmen certainly aren't going to get there any faster (and don't). What's the secret?
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You sure you're shooting the right beams? I think the front two and maybe the two on the big spines near the aft of the Ravana are the ones to annihilate.
If you're stopping to shoot at some fighters along the way, don't. Order wingmen to guard you if it's a problem; they're not going to be of any help anyway.
If it's getting there that's the problem... divert all power to engines. Then hit Alt-D when in range to re-equalize everything.
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just go there as soon as the T jumps in. dont wait for the destroyer to come
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You should be in an Aurora or something faster, with one bank full of Trebuchets (the other with Harpoons of course). Stay about 3-6km away from the portal once the initial Rakshasas are down; you don't need to get any closer once the Duke and Bretonia have gone through.
Delta and Sanc-Beta are helpful when that Lilith shows up. So are Maxims, for that matter, but I don't remember offhand if you can get them in that mission.
As soon as the Temeraire shows up, go full burn for it, and then completely past it. (If you have enough time to sidetrack a little, you can take out a Seraphim as you fly by.)
Double fire Trebs at one Ravana forward beam, then at the other. One pair each ought to do it (unless you have terrible luck) but keep burning towards the Ravana anyways, so you can finish off the turrets just in case. Standard Prom-S/Balor guns ought to be enough to take out the SReds on top.
After that, you can just burn back to the Temeraire and let its anti-cap torpedoes take care of the Ravana. Feel free to shoot up a Basilisk or two on the way. :)
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I Finned it. (Late, I know) I loved it.
I hope you tie in the Vishnans, and more importantly, Eriana, or her Descendants.
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Something really nasty happened to my SCP install lately. I get really, really crappy performance, no matter what the mod, anytime I use the media vps. See this thread for more info:
http://www.hard-light.net/forums/index.php/topic,50718.0.html
I first noticed it when playing Blue Planet.
I've exhausted the easier options, so the next thing I'm going to try is a fresh download & reinstall via Turey's installer. That will take a while, but it may fix the problem. My current SCP install is SCP over retail FS2, plus a zillion customizations (HTL Apollo, Lightspeeds nebulae, et al), so I can't be sure what's causing the problem until and unless I try a reinstall.
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I wouldn't call my experiences severe, but I also sometimes get some lag. It is usually caused by either one of two options: either there are terribly many ships in the scene, or someone has been applying too many LightSpeed's Nebulae in the background. Some Blue Planet missions have quite a few ships -> lag. The version of Into the Lion's Den that takes full advantage of LS Nebulae, having virtually no black space visible -> lag.
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Still can't finish "Forced Entry." Knocking off the two cruisers and keeping the Duke - and other ships - alive isn't the problem. The problem is that a Shivan destroyer shows up right behind Temrarie (or however you spell it) and toasts it. I've tried every stinking tactic I can, including shooting off its beam turrets with Stiletto IIs. But there's simply no way I can get there in time to keep it from frying the T. My wingmen certainly aren't going to get there any faster (and don't). What's the secret?
As much as I love the Balor, I ended up dropping it in this mission in favor of a maxim and trebuchets. You need the range to pick off those turrets, especially the Trebuchets. And of course, don't stop racing for it to fight, but that's been said.
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You should be in an Aurora or something faster, with one bank full of Trebuchets (the other with Harpoons of course). Stay about 3-6km away from the portal once the initial Rakshasas are down; you don't need to get any closer once the Duke and Bretonia have gone through.
Delta and Sanc-Beta are helpful when that Lilith shows up. So are Maxims, for that matter, but I don't remember offhand if you can get them in that mission.
As soon as the Temeraire shows up, go full burn for it, and then completely past it. (If you have enough time to sidetrack a little, you can take out a Seraphim as you fly by.)
Double fire Trebs at one Ravana forward beam, then at the other. One pair each ought to do it (unless you have terrible luck) but keep burning towards the Ravana anyways, so you can finish off the turrets just in case. Standard Prom-S/Balor guns ought to be enough to take out the SReds on top.
After that, you can just burn back to the Temeraire and let its anti-cap torpedoes take care of the Ravana. Feel free to shoot up a Basilisk or two on the way. :)
My ship of choice for this mission was actually an Artemis with 5+8 Stiletto 2's, 8 Trebs and a Maxim.
I parked my ship at a comfortable distance from the Rakshasas, put all energy into weapons (IIRC I was playing on Medium or Easy; on harder difficulties this might not work as well because the Maxim eats so much more energy on higher difficulties - or rather your energy storage drains faster and replenishes slower), then started firing at one of them while targeting enemy fighters and ordering all wingmen to attack the fighter targeted until it died, then targeted next fighter, ordered wingmen to destroye it et cetera, all the while firing the Maxim at the Rakshasa. When all the enemy fighters were down, I ordered the wingmen to attack the Rakshasas as well, at this point the first one usually had about 20-30 hull left from my Maxim so it went down pretty soon, and then ordered wingmen to attack the other as well, starting from any beam turrets of course.
Then (if I remember correctly) it was just a case of taking care of Lilith's beams with Trebs and/or Maxim, ordering wingmen to destroy any bombers (and use any of my own remainging Trebs on bombers as well) and fighters attacking the ships, and in the end blast towards Temeraire and behind it and use the Stilettos to destroy the beams. I find Stilettos better against turrets than Trebs, mainly because you don't need lock to fire them and they too have quite a big range.
The only problem with this tactic is that with Artemis' single primary bank you have no real offensive capacity against shielded enemy targets when you go out with a Maxim only, but I didn't have much problems with that, the wingmen were quite efficient at killing enemy fighters.
The most difficult thing seems to be getting the correct beam turrets targeted from the Ravana, they are a ***** to go through... :ick:
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The most difficult thing seems to be getting the correct beam turrets targeted from the Ravana, they are a ***** to go through... :ick:
Use the "Target Subsytem in Reticle" control (by default the V key) it saves lots of time.
This campaign does weird things to me. Firstly, no matter how many patches I download, the HRed still does not have its glow, and after playing a standalone mission I created, I discovered it does the same thing to the BVas beam. Also all missile launchers appear as beam turrets when you target them. I have no idea where these problems are coming from, and they have never appeared before for me.
Other than that, this is by far one of the best campaigns I have ever played. The music is amazing. I was surprised that you managed to finish this alone in 10 months, while other mods are struggling to make progress within our lifetimes.
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Its called not having a life, somthing we nerds are quite proud of :p
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My life was long lost, to Freespace and Counter Strike.
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Its called not having a life, somthing we nerds are quite proud of :p
Bleh to you. I like to think of myself as having at least some semblance of a life :P Actually I've been playing the hermit this past year so that probably helped with getting it done.
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Something I read on some site : We don't need to get a life - we're gamers - we have lots of lives .
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Something I read on some site : We don't need to get a life - we're gamers - we have lots of lives .
That was brilliant, and well - said. Kudos to the mysterious poster.
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shadow isn't mysterious. However, i know not what a gorrath is and would not wish to meet one in a dark alley late at night :nervous:
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I think s/he's quoting a post (or something) from another Website.
On-Topic - I love this game - great story - bril music.
I especially like the new version of Syphon. its better than the original version with INF R1
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My God! Darius is Da Man!!! :cool: This is one of the best campaigns I've played since the original Freespace 2. How did you do this? It's too incredible for words! All in all, well done! I am definately looking forth to a sequel. :yes:
One thing he captured from the original FS2 campaign is that he stops at a good time in the story. What I mean is that the original FS2 campaign stopped after the Supernova, while Blue Planet stops after the main character goes to Earth forces. At this point in both campaigns, the story can go anywhere. Though, the original campaign allows us to create a continuing story in any direction while Blue Planet has to continue with Captain Bei, or to make it less interesting, any character related to Blue Planet.
Possible Spoiler:
I think the best part of Blue Planet was at the end, when the battlegroup gets back in contact with Command. It provides an interesting twist to the current mental state of the Terrans. At first, when command said to continue the original orders, I was like "What? Command isn't going to debrief them or help their wounded? How 'bout reloading them? This isn't the way Command operates!" Then, once the story plays out 'till the end, I was like, "Woah, this is deep! I never thought of a scenario where the GTVA would become corrupt." The thought never occured to me because, in my mind, the GTVA represents true leadership and strength. This story just blew me away!
Anyway, thanks again, Darius, for creating such an awesome campaign and cannot wait for the next one!
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You could have used the spoiler tag. Like this:
[spoiler]I think the best part of Blue Planet was at the end, when the battlegroup gets back in contact with Command. It provides an interesting twist to the current mental state of the Terrans. At first, when command said to continue the original orders, I was like "What? Command isn't going to debrief them or help their wounded? How 'bout reloading them? This isn't the way Command operates!" Then, once the story plays out 'till the end, I was like, "Woah, this is deep! I never thought of a scenario where the GTVA would become corrupt." The thought never occured to me because, in my mind, the GTVA represents true leadership and strength. This story just blew me away!
[/spoiler]
Resulting in
I think the best part of Blue Planet was at the end, when the battlegroup gets back in contact with Command. It provides an interesting twist to the current mental state of the Terrans. At first, when command said to continue the original orders, I was like "What? Command isn't going to debrief them or help their wounded? How 'bout reloading them? This isn't the way Command operates!" Then, once the story plays out 'till the end, I was like, "Woah, this is deep! I never thought of a scenario where the GTVA would become corrupt." The thought never occured to me because, in my mind, the GTVA represents true leadership and strength. This story just blew me away!
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Yeah might want to edit that post for the lazyz who haven't beat it yet :rolleyes:
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Yeah.
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Hey...Wern't the rbamb/rbbattle tracks from Final Fantasy VII: Advent Children?
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No.
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Well they did sound awfully similar. I noticed that too, when I watched AC a while back.
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Isn't it the Harkonnen theme from 'Emperor: Battle for Dune' ?
EDIT : Sorry , mistaken the Machine with rb .
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machine battle was from FF IIRC.
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Machine is the Harkonnen theme . Don't believe me ? Go to youtube , search for 'House Harkonnen' . I am listening to the Harkonnen theme right now :D And it is the Machine music .
EDIT : Go to these links to see for yourselves :
http://www.youtube.com/watch?v=oZFHzcw4wPY (http://www.youtube.com/watch?v=oZFHzcw4wPY)
http://www.youtube.com/watch?v=8cZEy9orA04 (http://www.youtube.com/watch?v=8cZEy9orA04)
http://www.youtube.com/watch?v=1NnlYynOGlk (http://www.youtube.com/watch?v=1NnlYynOGlk)
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Hey...Wern't the rbamb/rbbattle tracks from Final Fantasy VII: Advent Children?
Isn't it the Harkonnen theme from 'Emperor: Battle for Dune' ?
EDIT : Sorry , mistaken the Machine with rb .
Yes to both. Look at the credits.
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Finished this campaign last night. OUTSTANDING. It's a bit rough on my poor, ancient video card at times, but a ton of fun!
Possible spoiler:
Also, it's nice to see the Shivans get their glowing-red butts thoroughly kicked for once.
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I second that spoiler :nod:
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RB is "Those Who Fight Further" from Advent Children, used when the gang are kicking the butt out of Bahamut :)
Machine samples are from The Machine and Harkonnen Force by David Arkenstone who is a kickass composer.
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Thought So. Hey Koth...I told you so
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Well I must have forgotten that. It wasn't a very good movie IMHO.
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I played though Blue Planet and have to say that I found it thoroughly enjoyable. The use of cut-scenes were great and the new music added a lot.
I thought some fo the conversations went on far too long though, and the ending didn't sit right with me either.
Can't wait for part two!
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I think that the conversation between
Vishnu and Shiva
went on a bit too long... would've been nice, I think, to have it as a separate mission. You could've gone into more depth had that been the case (I don't know if you maybe wanted to go into more detail? I don't know, this is just a suggestion).
But the penultimate mission was still one of the most kickass BoE missions I've ever seen, even if the (big shivan ship) sometimes shoots stuff it's not supposed to...
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I think that the conversation between
Vishnu and Shiva
went on a bit too long... would've been nice, I think, to have it as a separate mission.
That is actually true. Having it in the mission was a bit frustrating since it was quite at the beginning and there was no way to skip it. Or at least I couldn't find one. I managed to blow my ship on a few instances on that mission, when chasing torpedoes at almost point blank range (which is generally known as a bad idea in BP), and then I got a bit edgy and let out some "Oh for crying out loud, now I have to watch that conversation again" comments. I mean, it was a good conversation but I would have preferred it as a separate mission, or having it easily skippable.
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I think that the conversation between
Vishnu and Shiva
went on a bit too long... would've been nice, I think, to have it as a separate mission.
That is actually true. Having it in the mission was a bit frustrating since it was quite at the beginning and there was no way to skip it. Or at least I couldn't find one. I managed to blow my ship on a few instances on that mission, when chasing torpedoes at almost point blank range (which is generally known as a bad idea in BP), and then I got a bit edgy and let out some "Oh for crying out loud, now I have to watch that conversation again" comments. I mean, it was a good conversation but I would have preferred it as a separate mission, or having it easily skippable.
I died a few times as well, but I skipped the conversion with time compression fairly easily.
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That's what i did too.
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There you have it. I knew there was some excessively simple solution that I, as an academic, managed to overlook. I'm gonna go to the corner and be ashamed now.
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this is where the invaluable but nearly unheard of time compression controls come in. Shift > speeds the entire game up twofold and Shift < slows it back down. and they do work in cutscenes.
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I'm thinking of making cutscenes in the next campaign skippable with a simple keypress, since I can't imagine it will be too difficult to implement into FRED. I might test it out first in Universal Truth and re-upload it (assuming I get motivated enough to do it :P) But for now, yes time compression should do the job, since with cutscenes you don't have to wait till the sound file has finished playing before playing the next.
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When do you think part 2 will be released?
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Well if i had to guess, probably next spring or summer
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Yeah, right. :p
Not that I doubt Darius's abilities as a FREDder (who possibly can after Blue Planet?), but campaigns take a very long time to make if they are to be any good, especially if one is working alone. I would be surprised to see a sequel before next fall, at the very earliest.
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Darius said , that it took aprox. 10 months to create the Blue Planet campaign . I suppose it will take that much for Blue Planet 2 , right ?
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I probably wouldn't expect it any earlier than this time next year. Most of my time is being taken up by work nowadays...
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Quit your job , close all doors and windows at home , turn off your phone and TV , and get to work on BP2 ! :p
Ok , just joking . :D
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Wow. This campaign rocks. Even though I'm not even half-done, I'd say this campaign is a lot like an Interactive Movie. It was interesting, intimidating and it sucked me right in. I mean, I actually felt sad when I had to leave Corey and Taylor for the little Vishnan loop. It really felt good to kill a Sathanas without a Colossus. Above all, this campaign is a must-have for die hard space sim (and Freespace) fans. At last, but not least, it beats the crap out of Standoff (http://standoff.solsector.net). EXCELLENT WORK!!!
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Help please, I'm having an issue.
You know the mission where you chase the renegade cruiser into the node? After that is an "Incoming Transmission". When I click to continue, I get a CTD with only the generic windows error message asking to send an error report.
I used the updated VP along with each patch individually and both patches together. Nothing works. Help!? :confused:
Excellent campaign so far, by the way. Its a horrible place to run into a bug.
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I've just recently taken the opportunity to play the entire blue planet: age of aquarius campaign. I'm ready to comment. Spoilers follow obviously.
Initial Assessment
At first, I was highly sceptical of the notion of playing a campaign in an alternate dimension, in which earth had been vapourized by the shivans. There was indeed a considerable "WTF???!!!" :wtf: :confused: :shaking: sentiment going in and many of the events were certainly on the edge of intolerably random or enigmatic. I also suffered many technical problems that other users initially encountered as well (laser shots being invisible, game crashing while attempting to look at the ship section in the flight briefing in certain missions, the scroll function not working in command briefings, being unable to "eject" during one of the missions)
However, once the bugs were sorted out, it did not take long at all for it to become apparent that I was playing one of the most, if not the most, formidable campaigns ever made.
Quality of Campaign
I enjoyed the campaign. :D I must also say that I am very impressed at all the effort placed into it. It cannot be denied that more effort was placed into the missions and the storyline than in even the official fs1 and fs2 campaigns. It was also a challenging campaign. I was rarely bored (especially relative to other campaigns). There was an appropriate balance of character development, suspense, intrigue and action. Even in the last mission (and I was always kept wondering if "that" was the end), I was stunned by the last minute plot twist.
The storyboard was clearly well crafted and carefully thought out. The story flowed smoothly, complimented with an appropriate number of missions to superbly convey and live out the plot. There were few loose ends, holes or discrepancies.
I definitely have about half a dozen new favourite missions. I especially liked the mission where Commander Bei dreams of the Lucifer's attack. It had a definite Battle of Deneb feel to it.
Drawbacks
There were a few drawbacks, as mentioned above concerning technical issues. That aside, I found that the first few missions were sub-standard, containing little incentive to continue to the campaign. :( I was also disappointed with the quality of the wingmen. Their personalities seemed static and far too cheery bright. I didn't notice any differences really between Taylor and . . . whatever the other one was called. Both had a rather annoying "we're always with you to end hurray!" persona. :wtf: I never developed any kind of attachment to them comparable to the wingmen in Derelict. To be fair though, the Derelict wingmen had the special touch of being completely voiceacted. In all, there is definitely room for improvement as far as the wingmen and their dialogue go. I am not critical of the missions where the wingmen were resigned when a second wave of doom would warp in and Alpha 1 had to press on with encouragement and conviction. That was an excellent leadership touch in the dialogue and that should be maintained in the future. :nod:
Music
The music was awesome. Excellent selections for excellent missions indeed. Nothing more needs to be said here. ;)
Overall Assessment
Darius, this was the best campaign I have ever played, notwithstanding the fact that it was not voice-acted. No other campaign I have played quite comes as close. You obviously put in a colossal amount of effort and creativity into this. Blue Planet: Age of Aquarius has set a new higher standard for campaigns.
Congratulations. I cannot wait for the next chapter. :)
Rating: 4.97 stars out of 5 stars
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You know the mission where you chase the renegade cruiser into the node? After that is an "Incoming Transmission". When I click to continue, I get a CTD with only the generic windows error message asking to send an error report.
That is the Red Alert bug I believe :( Did you create a new pilot when starting the campaign? Otherwise I can link to the non-red-alert mission fix if you'd prefer.
"we're always with you to end hurray!"
Made me :lol: when I read it.
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I'd like the link to that fix, please. =)
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noredalert.rar (http://darius.rabidcarrot.com/noredalert.rar)
I've disabled the red alert tag from those missions which have it, which will make those missions a lot easier, so it's really an imperfect quick fix. I'll put a link to it on the first page in a bit.
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Thank you very much.
But now that I see it will mess up game play, I will make a new pilot instead.
Heh. Heh... okay i'll leave now. :nervous:
EDIT: New pilot didn't work, guess I have to use the patch after all.
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Gah, a new problem.
I'm at the mission where I'm required to board the duke by hitting alt-a. All it does is give me a top-down external view of my ship. No matter how close I get, nothing happens.
Help! :confused:
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Gah, a new problem.
I'm at the mission where I'm required to board the duke by hitting alt-a. All it does is give me a top-down external view of my ship. No matter how close I get, nothing happens.
Help! :confused:
It seems you have the controls assigned to that function you described. Just a wild guess, but I think Alt+A needs to be assigned to nothing. Might want to check your control settings.
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Turns out alt-a was bound to top-down view.
I unbound "alt-a" and "a", but Its still broken.
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I just played this yesterday, and this is the best campaign I have ever played. My jaw hit the floor on the opening cutscene and stayed there until the end. You made really good use of the cutscenes, I'm gonna have to learn that. Also the music went perfectly whit the events, giving them an extra stab of emotion. There were a few bugs, the red alert bug is alive and well on my computer so I just FREDed out the red alerts, and I got the whole rainbow lasers thing. (but that one is actually kind of cool, you should have just said it was meant to be that way :P ). I do have a few questions though.
On the last mission, when the GTVA attacks Sol, I was aware that Command was lacking in common sense, but evil!?
Will the Vishans (I think thats what they're called) reapear in the sequel.
Will the Vasudans be in the sequel.
What about the Shivans?
How long until the sequel!? :D
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Turns out alt-a was bound to top-down view.
I unbound "alt-a" and "a", but Its still broken.
Alt-A must be asigned to the auto-pilot option , then it'll work just fine .
And on a side-note - rainbow laser fix is to make the texture filter higher ( trilinear , or whatever it's called ? ) .
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Turns out alt-a was bound to top-down view.
I unbound "alt-a" and "a", but Its still broken.
That dilemma was funny. :lol:
You want to bind alt-a to auto-pilot and everything should work out.
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Alright, I got thru that mission. I encountered a red alert bug when loading the next mission and it wasn't in Darius's red alert fix pack so I extracted it myself and disabled the red alert. It gave me some error messages when I initially loaded it in Fred but I ignored them. When I load the mission, the game crashes with the same error messages. Here:
Error: Invalid subsystem name.
In sexpression: ( when
( is-event-true-delay "fire beams" 3 )
( fire-beam
"Temeraire"
"turret02"
"Kyton"
)
( fire-beam
"Temeraire"
"turret03"
"Kyton"
)
( fire-beam
"Temeraire"
"turret01"
"Kyton"
)
)
(Error appears to be: turret02)
File:J:\src\cvs\fs2_open_3_6_9.final\code\Mission\MissionParse.cpp
Line: 5798
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Decode and fix plz? :confused:
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You lost a turret between the previous mission and the red alert.
When you disable the red alert mission, you generally need to replay the previous one to clear out the pilot in my experience.
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Triple post :wtf: hell and i thought i spammed bad :rolleyes:
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Indeed. Let us all not edit our previous posts if we have something to add.
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On the last mission, when the GTVA attacks Sol, I was aware that Command was lacking in common sense, but evil!?
Will the Vishans (I think thats what they're called) reapear in the sequel.
Will the Vasudans be in the sequel.
What about the Shivans?
How long until the sequel!? :D
The Vasudans will be in the sequel, Darioose told me. Our fish wuvving friends return!! :D
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Haha! I deleted all THREE of those posts, and now you look like FOOLS for replying to NOTHING!!!! AHAHAHAH!!!!
Finally i finished that campaign without any more errors. That was the most impressive campaign I've played since Transcend. Nice work! ;):yes:
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Transcends ending sucked IMO.. everything went back to normal..
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As I understood it, in Transcend, the very laws of reality were on the verge of collapse at the end. If everything didn't go back to normal we'd still have a massive nebula located "nowhere" encompassing at least one star system, an inexplicable Second T-V War, and a bunch of supposedly dead guys running around preaching death and destruction and killing everything in sight. How exactly would you have closed that?
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As I understood it, in Transcend, the very laws of reality were on the verge of collapse at the end. If everything didn't go back to normal we'd still have a massive nebula located "nowhere" encompassing at least one star system, an inexplicable Second T-V War, and a bunch of supposedly dead guys running around preaching death and destruction and killing everything in sight. How exactly would you have closed that?
TO BE CONTINUED
Then don't release anything. :D
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Haha! I deleted all THREE of those posts, and now you look like FOOLS for replying to NOTHING!!!! AHAHAHAH!!!!
Touché. It appears we're dealing with a true champignon here.
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By the way , which mission did everyone like the most from Blue Planet ( if you had to choose 1 only ) ?
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That's a hard one. But in terms of sheer awesomeness the penultimate mission takes the cake. The amazing music, the pair of titans pounding away at each other in the distance, a real BoE feel to the mission overall... epic, is what it is.
Although the one where you kill the Sathanas is also really good too.
EDIT: Spoilers added to appease angry guy below.
And nothing in that "description" of the penultimate mission constitutes a spoiler, Kappa. So don't yell at me over it.
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^^^ WARNING: SPOILER ABOVE ^^^
For the love of God, use the tags! Use the tags!
Anyhoo,
My favorite mission was the one where I got to kill the Lucifer. What can I say, I'm a sucker for planetary BOEs.
Did anyone else find this campaign extremely difficult, even on very easy? I had to cheat my way thru more than a couple missions.
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Did anyone else find this campaign extremely difficult, even on very easy? I had to cheat my way thru more than a couple missions.
Nah. Pretty much the same level as FS2. Some missions seemed murderous until you figured out the proper strategy. After that, enjoyably challenging.
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There was one that I had to fail five times, but other than that...
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Who says you can't have an ultra f*cked campaign? ;) :nervous:
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Did anyone else find this campaign extremely difficult, even on very easy? I had to cheat my way thru more than a couple missions.
The only mission I found overly difficult was "Keepers of Hell". I found a strategy for it though, and can beat it fairly routinely now.
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By the way , which mission did everyone like the most from Blue Planet ( if you had to choose 1 only ) ?
I can't decide. If i could rate the missions I liked it would be as follows:
(forgive my lack of knowing the mission names)
1-mission where you go through the knossos the first time and have to protect everyone (excellent music, lots of coordination and strategy and involvement required. had to replay this one a couple million times by virtue of the fact that my weapons and sensor subsystems kept getting destroyed, or temperire would get killed or i would die in the shockwave of one of its torpedoes)
2-mission where you have to break through a shivan blockade and defend the vishan sacred keeper after its main beam cannon gets decimated. a real toughy requiring lots of strategy and tactics, getting blowed up often from mara's and saving keeper by one or two percentage points in end. i love those kind of missions. every second counts. I appreciated being in a vishian fighter/whatever. it was neat and their missiles and lasers were awesome. shields and hull integrity was similarly nice.
3-missions where you are foreseeing the destruction of the orestes by the lucifer and have to defend her in a myrmidon
4-second last mission, where fleet goes back through delta-sol jumpnode
Did anyone else find this campaign extremely difficult, even on very easy? I had to cheat my way thru more than a couple missions.
Nope. It was challenging, required some experimentation and thinking, but it was also manageable, even if only barely at times, at least on medium. I did hate how I didn't have support in most of the missions. That made some missions atrocious, especially when a critical subsystem gets completely destroyed like weapons or sensors. But, ya that just made strategy even more important. Shockwaves from bombs and torpedoes was ****ing annoying though.
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Just a quick question for ya Darius.
What are the beam stats for the beam cannons used on the Orestes and Temperaire and what are the stats for the supernova torpedo it uses?
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Stats as in damage, range etc?
You can find the values in the weapons.tbl, if that's what you're looking for.
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Very good, looking forward to BP2.
Although I enjoyed BP theme, could I ask for "less religious" theme in BP2 ?? Maybe a "political theme"
I'm looking forward to Sol vs evil GTVA,
there is no good campaign about such conflict yet - BWO delayed, Inferno delayed :(
Ideas & questions for BP2:
-does UEF is a goverment of whole Sol or only Earth?
It would be fun to have other planets as separated states, and militaries.
It would be fun to see that rag-tag coaliton of Sol States battle evil GTVA and it's superior forces, with initially inferior ships and military (argue about chain of command within coalition), and then after some time , with help of GTVA defectors, they will transform their military into real war machine and kick GTVA out of Sol (GTVA initially could set up few fortified footholds in Sol, from where they would launch their attack).
-later, Sol could fight into GTVA territory and overthrown evil GTVA goverment (or military that is in control of it, since Capella) and then bring unity and peace to galaxy - true age of Aquarius to show Vinnashans that we're worthy to exist, coz if evil GTVA succed, Shivans would enter the scene and rape all of us).
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Nothing against your ideas ( and I don't want to sound rude ) , mr.Who , but I say that Darius should think of everything by himself . As harsh as it may sound , he should do it alone , as not to possibly ruin the next terrific campaign . I mean - he has done a perfect job on BP1 , so I believe it'll be awesome in BP2 as well .
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I personally love the religious themes, it adds a far greater depth to the campaign. The themes were a tad enigmatic in this first chapter, which is understandable. Its hard to pull off a really engaging religious theme. I hope this will be further explored in the upcoming chapter.
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Although I enjoyed BP theme, could I ask for "less religious" theme in BP2 ?? Maybe a "political theme"
BP2 expands upon the religious/philosophical themes introduced during BP1, just a bit of a warning now, since you'll be seeing things from Earth's point of view. I like your ideas though, the themes are pretty similar to what I've got, even if the plot differs :)
Besides, there's already some excellent campaigns out there with a predominantly political focus ;)
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*cough*PI*cough* ;)
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Freespace itself is already littered with various religious themes and references. It only makes sense for some of the campaigns to carry this on.
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By my ideas, I meant more "Sol vs GTVA" (even with religious twists) plot, than "political" plot. Coz 99% of campaigns use - "We GTVA are together with Earth, horray!" or "Earth has been cut of from galaxy, amen".
So far I'm happy that there will be a fresh new interesting campaign.
P.S About BP ending:
Does it was intended, to make player think about that, if they wouldn't be kicked out to another universe, whey would carry on invasion orders without any second thoughts ?? Coz so far, only 2 or 3 people noticed it.
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P.S About BP ending:
Does it was intended, to make player think about that, if they wouldn't be kicked out to another universe, whey would carry on invasion orders without any second thoughts ?? Coz so far, only 2 or 3 people noticed it.
:nod:
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By my ideas, I meant more "Sol vs GTVA" (even with religious twists) plot, than "political" plot. Coz 99% of campaigns use - "We GTVA are together with Earth, horray!" or "Earth has been cut of from galaxy, amen".
Actually two of the biggest campaigns follow the Sol vs. GTVA theme. I'd say it's not too rare, but I'm very confident that Blue Planet will put a new spin on the theme.
P.S About BP ending:
Does it was intended, to make player think about that, if they wouldn't be kicked out to another universe, whey would carry on invasion orders without any second thoughts ?? Coz so far, only 2 or 3 people noticed it.
I think everybody noticed it but we didn't want to state the obvious.
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WOW! :eek: i've been away from playing new campaigns because i thought my old system wouldn't run all the pretty stuff you put in them, and now i see i was so wrong after playing blueplanet.
this campaign was awesome, all the music was just perfect and even my system would hang quite bit when the big ships are around it was still playable, i can't wait for the next part, in the meanwhile i'll have to try all the other campaigns i've been missing :)
Congratulations on a work well done!!!! it was a pleasure playing this campaign.
PS-Edit: Just one thing.... when jumped into Sol system there were almost no stars same for another system(can't remember, but had a red nebula) ... is this normal or was it me? because with no stars it looked really quite lonely there
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Oh my god, it was a great campaign. However, some missions lacks music. Anyway, I'm really surprised. When I began the campaign I didn't expect much. It was so boring at first that I began to finish Earth Defence Demo and Terran Vasudan War Project. Now, I can't wait to see the next episode. I hope you'll have enought new ships for the second episode.
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Boring.... you just called BLUE PLANET BORNIG ... How dare you... you will now die by the hands of the all powerfull gaming gods.
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Oh my god, it was a great campaign. However, some missions lacks music. Anyway, I'm really surprised. When I began the campaign I didn't expect much. It was so boring at first that I began to finish Earth Defence Demo and Terran Vasudan War Project. Now, I can't wait to see the next episode. I hope you'll have enought new ships for the second episode.
Agree with Retsof. Never, ever, call Blue Planet boring in public. Ever. Then, to business. Do you mean that you can't hear any music on some missions? That does sound bad. Obviously you've messed something up.
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To be fair, the first few missions in BP are rather lacking in large amounts of action (which the latter half of the campaign more than makes up for), so I can understand why he'd call them boring.
Note that I do not say that having story-intensive missions is a bad thing. Those missions, when done well, as BP's were, separate the great campaigns from the good.
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Well in fact, the first-fourth mission were just boring to the fact there were no action, no in-game music and no voice didn't help at all. But when I cam to progress more into the campaign, it's become better and better. And finally I love BP.
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IMO the burned Earth bg was ugly. It could have been replaced by the negative of my avatar on MSN.
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Heheh. There's a bit of a story about that burned planet.
I had just uploaded the vp to my webspace when I decided to play through the missions one last time to check that everything was ok. I had got to the second playable mission only to find that the planet was missing (I had originally planned to have a dead planet pic with some red nebula layered on top to simulate molten activity). When I was doing a folder cleanup prior to uploading, I was going to delete an experimental planet that I whipped up in Photoshop. Instead I had accidently deleted the only copy of the planet I was using in the campaign (only copy on my computer at least) and didn't notice until it was too late. Once I did notice, I had to fix the mission file to use the only dead planet I had left (the five-minute job I did before) and reupload the VP file, which explains the 404 everyone was getting at the start.
FYI: The original "dead earth"
[attachment deleted by ninja]
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AWWW, MAN! such a shame! that earth looks great!
Damn Murphy laws doing their bad deeds all so well :/
I still think it was awesome, even with the 5-minutes-work dead earth! but it would be even better to replay it with that other earth, it would fit better with the overall quality of this campaign.
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The picture of the planet doesn't matter . What matters is the shock when I saw it like that . :)
Oh , and where exactly was Europe on that planet ? :nervous:
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Coudln't the screenshot could be doctored to make it usable as a BG?
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Oh, no doubt it could.
If I get round to it. ;)
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Here's (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/BluePlanetEarth2.7z) a five-minute version. Though I don't suppose you happened to have a higher resolution reference picture somewhere? Resizing the planet to a bigger size just doesn't do any good to the quality.
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The original p_dead is from TBP...not sure if it's still included in current releases though.
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Dang. Guess I'll wait 'til they get 3.4b ready. And hope that it's still there.
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I just started the campaign and as far as i came by now, i really like it. (Top place so far)
Especially the mission(s) without any "action" are a fine thing. Not just the normal shooting one got used to.
That it didnts start with the commom: "we have an important convoy with <enter random cargo> from <x> to <y> that came under attack and its escort wing <enter random name> got hit very badly ... uhm... guard it" was smth i really enjoyed.
Im really looking forward to continue playing it. (about 03.00 so ah good night, and a happy new year) ;-)
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What's the progress on the next one? :nervous:
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The creators arent by any chance B5 fans, are they?
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That's singular. Creator. Darius. No more, no less. He created Blue Planet. Of course he used ships and such created by other people but still.
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Damn. Where are my manners?
PS-Edit: Just one thing.... when jumped into Sol system there were almost no stars same for another system(can't remember, but had a red nebula) ... is this normal or was it me? because with no stars it looked really quite lonely there
Sol should still use the starfield.pof skybox and the rest use Lightspeed's Nebula pack. There's a couple missions which use a different starfield skybox as well. Do you have a copy of either Lightspeed's nebulae or MV_Effects?
Well in fact, the first-fourth mission were just boring to the fact there were no action, no in-game music and no voice didn't help at all.
Off the top of my head, the only mission I remember being totally silent is the short story-mission after Demons of the Past (the one set in Capella 18 years ago) where
Samuel Bei "dies" and is reborn.
Onto the rest:
What's the progress on the next one? :nervous:
Not finished yet. Sorry!
The creators arent by any chance B5 fans, are they?
Is it that obvious? :nervous:
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Well , Darius , if it's not a secret , are you gonna update your site soon with some screenshots of BP2 ?
And what's everyone's favourite music from the campaign ?
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Machine. Or Joshua 2.
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Rb (that's the name in the VP) and machine for sheer awesomeness as battle music.
Aim as well...
Hell, I like all the music! But Rb and Machine best probably. :nod:
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RB is Razorback, aka Those Who Fight Further.
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I remember this being requested a while back. I've gone and combined the soundtrack files into audio files for people who want to listen to it outside of the campaign.
Second Reality (http://darius.rabidcarrot.com/soundtrack/2ndReality.mp3)
Machine (http://darius.rabidcarrot.com/soundtrack/Machine.mp3) (Harkonnen Power)
Razorback (http://darius.rabidcarrot.com/soundtrack/Razorback.mp3) (Those Who Fight Further)
Screenshots of part 2 will have to wait till I go back to Perth...maybe Monday. :)
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Aim, revolution, rb, machine, and amb.
Whoa, ty ! Finally a piece i can listen to via mp3 player :)
EDIT: Amb = 2nd
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Goodnight poeple.
I've just downloaded this campaign (I began playing the FSO-powered FS2 some month ago) and I must say I'm impressed with the story so far, excelent job Darius, but what brings me here is, sadly, a problem: the mission 9 simply crashes! And when I choose the GTD Titan in the tech room the game also crashes. I think this must be related to the ship's .pof file. So if anybody knows how to fix this problem, please let me know.
By the way I am new here, but I've been keeping up with this forum for some time and I can't say anything more than comgratulations for all you modders. Thanks by bringing new life to this great game.
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:welcomered:
Have you downloaded the updates for Blue Planet yet? If not, they're all available behind the Useful Stuff link in my signature.
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Delta_07 , do you have all of the mediavps ? mv_core to be exact . And best I think would be from the 3.6.8 zetas , cause BluePlanet was made with them .
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Hmm. That's a good point. I should replay Blue Planet with 3.6.10's and see what happens. Or maybe wait 'til the final versions are released.
Edit: Uh oh. Question. Why, with the power of the Death Star, can I not get the ****ing bptheme3 to play in the main hall anymore? The Aquitaine track just plays persistently. I extracted mainhall.tbl from the Blue Planet vp, noticed that it said Aquitaine in the music part, changed it, extracted the track itself, put those in the data folder, tried both 3.6.9 and 3.6.10, but to no avail. What be wrong?
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You have to put the bptheme3 track into the music folder in the 3.6.10 vps folder and change the table included with the music.vp.
It's quite annoying, now you to do that with all mods that have major music changes.
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Is that tbm important? I just figured out that the mv_music was the source of the problem, but I circumvented it by extracting the tracks from the vp and sticking them to \mediavps\data\music. I'm guessing that if it is important, it has something to do with the fact that the high quality tracks are in ogg format.
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Those tracks are based on the refurbished original music which someone managed to get from Volition. But to be honest: I can't hear any great difference compared to the tracks in warble.vp.
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So... the tbm is irrelevant? As for the quality, it seems that these high quality versions are a bit louder and to me they do sound a bit better. That is, when you have the chance to actually sit back and listen to them. Not necessarily while taking dimwitted orders from Command and having loads of flak going off right next to you. Not to mention missile warnings.
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Well, if you want the improved music and the custom music you have to modify it accordingly.
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Humm... that's strange... I've downloaded the core files again and that crash simply gone.
Well, that's good anyway, thanks. :D
I am now at the Forced Entry mission, man... what a story, the best FS2 campaign I've ever played.
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What are you people going on about having to screw with your mediavp files? I get the bptheme3 track to play just fine. :wtf:
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Do you happen to have the new mv_music.vp from the 3.6.10 Beta release thread?
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I use CP5670's mv_music.
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You mean this one (http://www.hard-light.net/forums/index.php/topic,51229.msg1035446.html#msg1035446)? Precisely the one that caused issues at my end. And it seems to be linked on the first post as well. Hmm. Bad luck on my part then, I guess.
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Um ... I don't mean to be a pest or rude here , but it's already Thursday evening here , and no new screenshots :nervous: :shaking:
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I assume that when Darius said 'maybe Monday', the emphasis was on the word 'maybe'. Life is. I can post a link to the Big Rigs video again, if that helps.
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What video ? Post it anyway .
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Alex Navarro from Gamespot gives a shot at Big Rigs (http://www.youtube.com/watch?v=mB1zWEhgrLs). Behold, the ultimate truck racing game. Ever.
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I was going to post some screenshots from the 4-mission prologue, then came home and realised there's not an awful lot on there that's visually exciting.
So I've put up a teaser image at the website instead.
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Is that the Titan Juggernaut made by Vengence?
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Sure looks like it.
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Holy Sh*T. Interesting stuff Darius. And what's this, 4-mission prologue?
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Umm ... I don't see anything on the website that wasn't there before.
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You blind, mon?
10 January, 2008
Sneak peek (http://darius.rabidcarrot.com/titans.jpg) of BP2.
Posted @ 11:50 PM (+8:00 GMT)
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Sweet image :D
P.S. I actually noticed it as soon as it much earlier today , about the same time when I think it was posted . But simply didn't get the chance to comment :)
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You blind, mon?
10 January, 2008
Sneak peek (http://darius.rabidcarrot.com/titans.jpg) of BP2.
Posted @ 11:50 PM (+8:00 GMT)
Stupid Cache...
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Ah, that explains it. Caches are evil.
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Is that a UEF ship?
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Obviously. ;)
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Man the GTVA is gonna get pwned. :pimp:
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Clearly, BP2 is going to kick my poor, ancient hardware's ass even harder than BP1 did. :D
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Also, that thing in the middle of the two Capital Ships, is that a UEF Fighter? In any case, lag ahoy. :pimp:
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Damn. Where are my manners?
PS-Edit: Just one thing.... when jumped into Sol system there were almost no stars same for another system(can't remember, but had a red nebula) ... is this normal or was it me? because with no stars it looked really quite lonely there
Sol should still use the starfield.pof skybox and the rest use Lightspeed's Nebula pack. There's a couple missions which use a different starfield skybox as well. Do you have a copy of either Lightspeed's nebulae or MV_Effects?
well, i got a hold of a vp that has nebulae, but i don't know if it's complete with all the Lightspeed's stuff, and do have MV_Effects.. which it seems was incomplete for some reason and redownloaded and i think that was the problem, but i haven't replayed the mission to know if that fixed it (most likely yes, i see lot of stars in other mods)
PS: SORRY for the extremely late response to yours, thank you very much for taking the time to response for that problem and if anyone knows where can i get all of the Lightspeed's nebulae (other than the advanced vps that will overkill my system) i would thank him/her to dead :drevil:
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and if anyone knows where can i get all of the Lightspeed's nebulae (other than the advanced vps that will overkill my system) i would thank him/her to dead :drevil:
If you come near me, I'll kill you first. Nah, just kidding. Visit my Useful Stuff page (link in signature) and download LightSpeed's Nebulae from there. Has worked always.
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LS Nebulae? http://www.hard-light.net/forums/index.php/topic,48422.0.html
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You aren't by chance implying that I should start hosting this LS Nebulae + FS2 mission pack, as opposed to having them as separate downloads?
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jeez, thanks a lot man!!!! i should have sent you a thank you pm since i found it before coming in here to read the reply XD
All thanks to other problems with other campaigns i stumbled upon your useful stuff link and it works wonders, THANKS A BUNCH UNTIL YOU PERISH! hahaha, they should pack the nebulae already with the effects vp but that's going way offtopic, THANKS!!!
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Don't mention it. Seriously. I'm just doing this since at the moment it's the only way I can contribute to this community.
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You aren't by chance implying that I should start hosting this LS Nebulae + FS2 mission pack, as opposed to having them as separate downloads?
I was just providing an alternative.
But now that you mention it, it's silly to keep them separate since the missions total no more than a couple megabytes altogether =) Though if you don't like the DDS versions, a repack of the originals would work just fine too.
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It would, of course, be handy to have them in a single vp, and I know that the mission files take up little space. But there's always the option that some people have the same hardware endurance issues that I have. In which case missions where an awful amount of nebulae have been implemented on the background (like that improved 'Into the Lion's Den') tend to cause severe slowdowns. That could cause extra problem threads with people complaining that the LS Nebulae vp causes slowdowns in certain missions, and then we'd need to instruct them on extracting the dds files and disregarding the vp, or making a modified mission file for those particular missions and telling them how to use them.
But, I could always give it a shot. I'll put it up some time next week.
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oki guis well i have installeed and stater playng this campaign and i must say its sweet but no beeing able to see any weapons effects its kinda well not so cool ive tried everithing inclueding the patch and i have all of the media vp's but still no effect. What else should i do?
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Mod.ini?
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Gah, use periods!
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soo um do i just use the mod.ini as always ? what about LS Nebulae i mean i have it but it wont work in this campaign i mean the LS nebulae pack
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Soo... um, yes. You should have a mod.ini file in your blueplanet folder, just like with every other mod. And it should refer to your mediavps folder. If you feel like doing it yourself, see Karajorma's FreeSpace FAQ's section about installing mods. If not, look for one of Cobra's posts in this thread that has a mod.ini as an attachment or use this (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/BluePlanetModIni.7z). As for the LS Nebulae, where do you have them? Actually, never mind. Where ever they are, take them out of there and put them to your mediavps folder.
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doh now you tell me i never had them in my mediavp's folder. Strange it used to work nevertheless i think.
OH well il use that thanx for the help. HOpe it fixes the whole colourless weapons issue. Other then that? Well freaking awesome campaign. I love it ad i havent even got half way to it. :D
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*Chanting* B P 2, B P 2, B P 2.
So any thing new? :D
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Nope. I'm trying to work out why half of the new models suddenly become fly-throughable for no apparent reason. It's the same issue that I was having with the Titan previously :(
No progress till I find out why it's happening.
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Maybe its that warp-in bug from FS1 rearing its ugly head again
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Well , I had the same problem after I applied my own new textures for a copy of the Fenris . Normal HTL Fenris works fine , but when I retextured it , it became fly-throughable . No idea how to fix it . Even the HTL Ravana has that problem . Maybe ask for info from other modelers ?
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Hmm. What programs are you using to edit the POFs?
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PCS2 to change the texture names , and the GIMP to edit the textures . Don't know about Darius .
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the Aten model in the mediaVPs is notorious for this.
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Hmm ... could be this bug:
#1281 (http://scp.indiegames.us/mantis/view.php?id=1281) After using cutscene sexps to teleport player to a new position warships have no collision detection (Kazan) FIXED
If its the actual model file, just open in PCS2, and purge the BSP cache before recompiling the POF. Works almost every time.
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Well , I had the same problem after I applied my own new textures for a copy of the Fenris . Normal HTL Fenris works fine , but when I retextured it , it became fly-throughable . No idea how to fix it . Even the HTL Ravana has that problem . Maybe ask for info from other modelers ?
Yep, sounds exactly what I did. However, upon doing this:
just open in PCS2, and purge the BSP cache before recompiling the POF. Works almost every time.
It's been fixed. Thanks! Time to go back to work.
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Well i finished playng this campaign ! Freaking awesome man. BP 2 ,BP 2, BP 2, when is it coming out...i neeeeed it :D
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Did anyone see the sweet updated image of the Titan on Darius' site ? ;)
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Duh, it's right there on the Sneak Peek.
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He means the other one. :P
Updated the wiki page with some more info, added the Nightwolves squadron (http://www.hard-light.net/wiki/index.php/222nd_Nightwolves), and will be adding some new BP2 information there over the next few weeks. So far I've added one Earth squadron (http://www.hard-light.net/wiki/index.php/Knights_of_the_White_Brotherhood).
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Hi!
I have downloaded BP and the patches+nebula mod+made the ini file, despite everything, after the mission where the Duke jumpes away, the next mission loads and when i click on accept, it just crashes.
Any ideas?
Also smoke is replaced by little black squares, but I dont mind it I just want to play the campaign.
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:welcome:
That sounds odd, but it might be a red-alert bug. Unfortunately, Blue Planet still uses the dreaded and defunct red-alert SEXP. Alternatively, you may just have the wrong version of FSOpen. The campaign was made for 3.6.9. (http://www.hard-light.net/forums/index.php/topic,44291.0.html)
If the word "red-alert" makes no sense to you, don't worry. You can open the mission in FRED, remove the red alert flag, and then place it in your Blue Planet data/missions folder. However, this may not help anyway, so just create a new pilot and start the campaign over again.
If that still doesn't work:
- Make sure that your video drivers are the latest version
- Make sure that no unecessary programs are running in the background, eg, antivirus programs
In any case, I hope you get to finish the campaign. You did everything right but it crashed anyway. However, Blue Planet is well worth the work.
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Or open the mission in Notepad and remove the red-alert line, as not to spoil the mission.
And yea, get the 3.6.9 exe files. Also make sure you have the mv_core.vp in your mediavps.
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This may sound odd but where the hell are the mission files? :)
BTW i have 3.6.9, and all other mods are working fine. (fsport, derelict, homesick)
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Google "VPView". This will let you open VPs. The BP data is in the VP archive files which reside in your mod folder.
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Also smoke is replaced by little black squares
Black squares? Are you sure yuo're playing in OpenGL, with jpg/tga textures enabled? You should be.
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he's using the 3.6.8 Zetas and not the 3.6.10 Betas. He doesn't have the mv-710 patches.
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Ah, didn't think about that. I think I'll try with 3.6.8 Zetas without the patches myself, just to see what kind of trouble I can cause.
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If anyone who has the 3.6.10 beta mediavps would like some higher quality beam effects, I made a TBM based on the AAA beam textures
Its not perfect, but I think it looks pretty good. Also, I changed the particles from green to blue — I just didn't like the way a blue beam looked with green particles. You may have to change the extension back to TBM as well.
EDIT: Requires ADVEffects. If you don't know where to put it, put it in BluePlanet/data/tables (create it if it doesn't exist).
[attachment deleted by ninja]
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That sounds odd, but it might be a red-alert bug. Unfortunately, Blue Planet still uses the dreaded and defunct red-alert SEXP.
Defunct? So it's not supported anymore? If this is the case, how does one normally go into a red alert?
This weekend I'll have a play around with the missions to see if there's another way to progress them without using red-alert...although short of making the first mission a scramble (ie forcing the player to use a certain ship and loadout) and using variables to carry over hull integrity I'm not sure how else it could be done.
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I'm having a lot of trouble getting this to work, can someone give me instructions on exactly what to do, I think most of my problem is in the mod.ini but I'm not exactly sure, I just can't get past the loading screen before the mission briefing...
And Razorback is badass beyond measure, any way I can get that track in the full version in .OGG format?
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Try this mod.ini (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/BluePlanetModIni.7z). And I hope that you don't have anything extra either in the blueplanet folder or the freespace folder.
You can extract the music tracks from the vp and use Audacity or some other sound editor to cut-copy-paste them into a single track.
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What happens after you get to the loading screen? Does it crash, come up with an error? etc. What does it say?
You can get the soundtrack songs in mp3 format here (http://darius.rabidcarrot.com/soundtrack).
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My mistake, what happens exactly is the cutscene loads, plays, goes to the prebriefing, then crashes when I try to go to the actual briefing.
And I don't have anything in the foldier I shouldn't have...
Error: Can't open model file <none>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
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Sounds like an error I got with the TVWP demo. I got it before each briefing, so I think it had something to do with the briefing icons or the model that displays when you click on them. The computer I was using was using D3D, which seemed to be part of the problem. Are you using D3D or OpenGL? I think you can continue the campaign anyway by clicking OK or something to continue, just may be a pain whenever each mission loads.
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Darius this Campaign is awsome!!!
In the first few missions I thought well nice, few new ships and some strait shivan pounding, then came the Sactuary, amd things got upside down.
Superb mission design, excelent story. In the misssion when two destroyers attacked the Tremere, than 3 others came , I was like **** how can we survive this one! In other campaigns the player knows that nice big battle, but gona survive eventually. Nothing like this in yours, and this keeps gameing experience mile high!
Cap ship, battles are far much engaging and thrilling than anything I ever saw.(even better than Derelicts)
Man you made some A+ material here! Cant wait for sequel!
Keep up the good work!
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A music major at my school says he recognized the music in Brief09; he said it sounded like Mahler's 9th symphony?
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You can see that in the readme file
My mistake, what happens exactly is the cutscene loads, plays, goes to the prebriefing, then crashes when I try to go to the actual briefing.
And I don't have anything in the foldier I shouldn't have...
Error: Can't open model file <none>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Are you sure you have the mv_core.vp in the mediavps folder ? That was the problem I had, and downloading the mv_core.vp fixed it. At least on the 3.6.7 meadiavps, I haven't checked on the newer ones, but I think it works fine too.
Darius, are you making BP2 on 3.6.7 , or 3.6.10 mediavps ?
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3.6.10, and I'll work on bringing the released one up to date on effects too.
EDIT:
Mahler's 9th symphony?
Hrm...yes I can see the resemblance. Both composers seem to share that late-romantic style. Testimony to the awesomeness of Brian Tyler as a composer I suppose :)
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Are you sure you have the mv_core.vp in the mediavps folder ? That was the problem I had, and downloading the mv_core.vp fixed it. At least on the 3.6.7 meadiavps, I haven't checked on the newer ones, but I think it works fine too.
Darius, are you making BP2 on 3.6.7 , or 3.6.10 mediavps ?
*cough* 3.6.8 works well, too.
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Yeah, I have mv_core in the mediavps folder.
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is this available in a zip download? i stopped using my old laptop that had winRAR and said my dad could sell it (i never used it, it was a laptop runnind windows 98, which translates to: it couldn't do a thing)
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Shall we start another argument about 7-Zip, or do I have to set up a temporary zip mirror?
Edit: Let's do it the easy way. Have fun (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/blueplanet1.zip).
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hmm i seem to have a problem
Spoiler alert( idk how to do spoilertags)
after u meet the sleeper ship for the first time , the mission after that is a cutsence, and it always does a CTD with" abnormal program termination" or something like that
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[spoiler]after u meet the sleeper ship for the first time , the mission after that is a cutsence, and it always does a CTD with" abnormal program termination" or something like that[/spoiler]
Have you tried the patches? What build? MediaVPs?
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Shall we start another argument about 7-Zip, or do I have to set up a temporary zip mirror?
Edit: Let's do it the easy way. Have fun (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/blueplanet1.zip).
THANK YOU!!! :grovel: :grovel: :grovel:
EDIT: and it's not that my parents don't think the internet is safe, its that they don't want me cluttering up the computer with junk that (supposedly) we don't need. we dont need anything other then winzip because my parents don't zip/unzip anything anyway.
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and it's not that my parents don't think the internet is safe, its that they don't want me cluttering up the computer with junk that (supposedly) we don't need. we dont need anything other then winzip because my parents don't zip/unzip anything anyway.
So they probably won't believe if you say that 7-Zip clutters up your computer way less than Winzip, while still being able to handle zip files. Too bad. I too have had my share of stubborn people who refuse to use better products because 'the current one works just fine'. Take my friend, for example. He absolutely refuses to use Firefox and Opera, because in his opinion, IE works just fine. I silently laughed at him now that his computer got clugged up with spyware and whatnot this week. I think he had to resort to a complete reinstall.
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hmm i seem to have a problem
Spoiler alert( idk how to do spoilertags)
after u meet the sleeper ship for the first time , the mission after that is a cutsence, and it always does a CTD with" abnormal program termination" or something like that
hmm it looks like its over right now, must have had a problem with my PC..... well untill now, all i can say about the campaing is: freaking awesome :yes: :yes:
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Shall we start another argument about 7-Zip, or do I have to set up a temporary zip mirror?
Edit: Let's do it the easy way. Have fun (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/blueplanet1.zip).
:yes: :yes: :yes: :yes: :yes: :yes: Thank you!
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Does anyone know what the problem might be if mv_core is already installed?
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You could be using an older version of the file.
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Does anyone know what the problem might be if mv_core is already installed?
Are you using D3D or OpenGL?
Also, are you able to continue through to the mission briefings by just clicking OK for that error box?
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i've played the first half, and let me tell you- IT IS CREEPY. i'm glad i haven't played transcend or sync.
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i've played the first half, and let me tell you- IT IS CREEPY. i'm glad i haven't played transcend or sync.
Transcend is so fun...
I play the game with OpenGL, and I reinstalled FreeSpace Open not too long ago so the oldest version of anything I should have is 3.6.9.
Click Ok to go into debugger? Hmm...does that work?
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I play the game with OpenGL, and I reinstalled FreeSpace Open not too long ago so the oldest version of anything I should have is 3.6.9.
Click Ok to go into debugger? Hmm...does that work?
Care to list exactly what you have in your \freespace\ and \mediavps\ folders?
i've played the first half, and let me tell you- IT IS CREEPY. i'm glad i haven't played transcend or sync.
The first part is indeed somewhat creepy but it eases towards the end. And I recommend Transcend. It was entertaining. Sure, I almost crapped my pants on more than one occasion but it was still fun.
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Well when it comes to the FreeSpace folder there's nothing else besides what the FSO installer installed.
Mediavps has aaNebulae, MV_Avancedeffects, MV_Assets, mv_core, mv_effects, and mv_music, all .vp of course. I'm starting to think it's the files used for 3.6.10 and the fact that the 710 files aren't there.
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Ummm... :wtf:
1. There's no 3.9.10 unless you've travelled to the future.
2. Don't mix the 3.6.8 mediavps with the 3.6.10 mediavps.
D. If you are using the 3.6.8's, you need the corresponding mv-710 files since they contain crucial updates.
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Edit scratch that. I think he was refering to the v3.6.10 mediavps
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Whoops, didn't catch that...durr... :lol:
Guess I need to get the older ones back then.
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sorry bout that i made a post, then realized what he was refering to
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SPOILER (highlight to read)
the "vishnan seeker" ship select info says that it's made by the ancients, is this hinting at anything?
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:welcomered:
First,
[spoiler]Hi, this is spoiler[/spoiler]
.
I'm throwing a wild guess, but it might just be a left over table entry there, since, if I'm not mistaken, all the Vishnan ships are reskinned Ancient ships that Darius acquired, possibly from Hades Combine. He might have overlooked some table entries that said Ancient.
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Most of them are from Inferno Release 1.
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Yep, that's an overlooked table entry. There are no Ancients in the campaign.
However, since I'm here, has anyone else noticed missing Shivan beam glows using the 3.6.10 mediavp betas and 28/10 build? Even when changing the Shivan beamglows to BeamGlow4 (as they are in the Effects VP), they don't show up for me.
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Yep, that's an overlooked table entry. There are no Ancients in the campaign.
However, since I'm here, has anyone else noticed missing Shivan beam glows using the 3.6.10 mediavp betas and 28/10 build? Even when changing the Shivan beamglows to BeamGlow4 (as they are in the Effects VP), they don't show up for me.
I'm using the 3.6.10s and FS2_Open 3.6.9 Final, and I have noticed nothing. I am using AdvEffects, though, which could change some things.
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Yep, that's an overlooked table entry. There are no Ancients in the campaign.
However, since I'm here, has anyone else noticed missing Shivan beam glows using the 3.6.10 mediavp betas and 28/10 build? Even when changing the Shivan beamglows to BeamGlow4 (as they are in the Effects VP), they don't show up for me.
The betas' beamglows are messed up. The beamglows don't show up and the beams themselves don't fade away like they should.
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just got around to playing this campaign and I'm hooked! :yes: I don't usually play this kind of sci-fi genre but it's realllly cool... :)
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Hello,
I've been playing this campaign and I'm really impressed.
I've run into a problem on the mission "Preserving the Balance". After the two destoyers are gone the mission simply endsand drops to a debrief screen. The debrief screen says that it dosn't exist and i've lost the mission. The campagin has been working perfectly up to this point. Is this one of those Red Alert bugs?
Any help would be appreciated.
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Hrm. Did any of the ships die when the destroyers got taken down? It's an automatic end-mission and failure if any of them die. It shouldn't have anything to do with the red alert bug :)
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I don't think so, but i'll play it again to see. I was paying attention to the destroyers not the corvettes and crusiers. Mayby one of the crusiers was too close.
Edit: Found the problem. The Duke kept ramming one of the destoyers and being destoyed when it went up. Finally made the Duke invincible and the mission proceeded normally.
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How come I never get these problems? :lol:
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Bad Duke!
Looks like an order modification is in order :)
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You should also modify the mission so that
the Vishnan juggernaught's beam doesn't blow through the Demon and hit a friendly ship by accident.
I've lost that mission on two occasions because of that.
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Ok, just to clear everything up, I have no weapon effects from my own guns. Now, I used Tureys installer, and that supposedly downloaded the latest media_vp's, so what am I missing? Haven't noticed any problems with beam effects so far though.
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Which version of FSO are you running?
I believe you'll need a more recent build than 3.6.9 if you're using the 3.6.10beta Medias.
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Darius...Do you mind if i Borrow the BPTheme tracks and the both Joshua II versions for use in another campaign. im planning?
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Which version of FSO are you running?
I believe you'll need a more recent build than 3.6.9 if you're using the 3.6.10beta Medias.
I'm using 3.6.9 final with the 3.6.10 beta VPs and I have very few problems (I have no missing effects).
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I'm using 3.6.9 final with the 3.6.10 beta VPs and I have very few problems (I have no missing effects).
Nonono.
fs2_open_3_6_9 and the 3.6.8 Zeta Mediavps
OR
fs2_open_3_6_10 and the 3.6.10 Beta Mediavps.
Don't make your own mixtures.
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Darius...Do you mind if i Borrow the BPTheme tracks and the both Joshua II versions for use in another campaign. im planning?
I have no problems with other campaigns using the media in there, except the media I borrowed off BTRL (ie Dabrain's explosions) and MaX's aim.ogg where you'll prob need to contact the original source to get permission. Otherwise...be my guest :)
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I'm using 3.6.9 final with the 3.6.10 beta VPs and I have very few problems (I have no missing effects).
Nonono.
fs2_open_3_6_9 and the 3.6.8 Zeta Mediavps
OR
fs2_open_3_6_10 and the 3.6.10 Beta Mediavps.
Don't make your own mixtures.
I'll mix what I want!
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Fine. Be my guest. Suffer the consequences.
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Fine. Be my guest. Suffer the consequences.
I haven't run into many problems so far.
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Thanks Darius.
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Fine. Be my guest. Suffer the consequences.
I haven't run into many problems so far.
You realize it helps to do things the right way, right? :P
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Fine. Be my guest. Suffer the consequences.
I haven't run into many problems so far.
You realize it helps to do things the right way, right? :P
Yes, and I would, but I have been having problems with the 3.6.10 builds, and I also love the 3.6.10 mediavps, so as long as it works, I'm fine.
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Yes, and I would, but I have been having problems with the 3.6.10 builds, and I also love the 3.6.10 mediavps, so as long as it works, I'm fine.
:wtf: I... thought that one doesn't get any sexual pleasure from the normal maps with a pre-3.6.10 build.
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Yes, and I would, but I have been having problems with the 3.6.10 builds, and I also love the 3.6.10 mediavps, so as long as it works, I'm fine.
:wtf: I... thought that one doesn't get any sexual pleasure from the normal maps with a pre-3.6.10 build.
The shaders look all messed up, so normal maps don't really make anything look better.
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First of all, great campaign man. Makes me think about some of the ideas in my own . . . (rethink) :)
I got a problem though, the solution might be in this thread but I don't want to fill my eyes with spoilers:
Whenever I go to the ship selection screen for the Alien craft it crashes. I can access the weapons, but not the ships (the weapon screen is a mess). I could just fly the default craft, but the second mission makes me think I can play with a few more ships so I'm just curious to see what they are. From the "flee through the knossos" mission, I figure checking my options would be a good thing because man I needed Trebs on that mission.
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Great campaign with good storytelling and action. Excellent use of media. Stratcomm's ships are stunning. Like others, I found "Forced Entry" and "Keepers of Hell" challenging, but I can do both consistently on medium now - see, I've even been replaying missions. A couple of missions, notably those with the full task force present, seriously hurt my fps though.
I want to save the Oriestes in the dream mission. Is it possible?
I got a problem though, the solution might be in this thread but I don't want to fill my eyes with spoilers:
Whenever I go to the ship selection screen for the Alien craft it crashes. I can access the weapons, but not the ships (the weapon screen is a mess). I could just fly the default craft, but the second mission makes me think I can play with a few more ships so I'm just curious to see what they are. From the "flee through the knossos" mission, I figure checking my options would be a good thing because man I needed Trebs on that mission.
Turn on the "use 3d models for ship selection" option. From the launcher, it's under Features, list type Gameplay. This will also give an indicator of where gun points are.
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Great campaign with good storytelling and action. Excellent use of media. Stratcomm's ships are stunning. Like others, I found "Forced Entry" and "Keepers of Hell" challenging, but I can do both consistently on medium now - see, I've even been replaying missions. A couple of missions, notably those with the full task force present, seriously hurt my fps though.
I want to save the Oriestes in the dream mission. Is it possible?
No.
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Turn on the "use 3d models for ship selection" option. From the launcher, it's under Features, list type Gameplay. This will also give an indicator of where gun points are.
This won't work. I have that feature turned on and it still crashes (at least on "Keepers of Hell").
But, anyway:
:welcomered:
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I want to save the Oriestes in the dream mission. Is it possible?
No.
Actually, it is. But only out of sheer luck.
Sometimes if the Lucifer concentrates its fire on the other ships in the battlegroup, the Orestes will survive the mission long enough for the Lucy to randomly jump out once its hull gets down to 50%.
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When i played, the mission ended with the Orestes at about 4/5% hull
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Yeah I just ended up playing with whatever ship they gave me in the end . . . .the campaign was very good overall, and it mirrors some of my own ideas for my campaign while challenges my storyline to be a little more . . exciting for lack of a better word. I'd do a few things differently, but it's certainly a good use of the new camera stuff in FSOpen. I'll be looking at many of your missions to figure out how those fancy things work.
With regards to Forced Entry, yeah I had to play it like . . . 8 times to pass it. Here's how I beat it if anyone needs help:
I just took a Herc II with Trebs and Interceptors (harpoon?). The only ship I really took out with fighters is one of the rakshasa. I'd use both wings to clear out a wing of maras, then once they were down send beta at the Rak and send Alpha and myself at the other Maras. Then take down the Rak together . . .for the second rak, don't worry about it. Just disarm it's main beams with Trebs (one per beam). While all fighters protect the duke. Then later on, just leapfrog Alpha + Beta to guard each ship and new ship and they jump in and out. Use your trebs to disarm enemy capital ships, they're so-removed from the action that it's their only real threat. Friendly ships take them out later with beams. The one real problem I had with this mission was the Ravana . . . Something's funky about the model because you can't reliably hit those main beams at range. You have to get in close to make sure you've got a clear line of fire. 6 out of my 8 or so failures were because of the Ravana specifically
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Actually, it is. But only out of sheer luck.
Sometimes if the Lucifer concentrates its fire on the other ships in the battlegroup, the Orestes will survive the mission long enough for the Lucy to randomly jump out once its hull gets down to 50%.
's not so, you can actually make it do that, because for some weird reason you can give a few of the friendlies orders to make them more intrepid victims.
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Cheers for letting me know that it is possible (however slim the chances) the Orestes can survive. I'll modify the mission so that it will let you continue if the Lucifer escapes and the Orestes does get saved. You shouldn't be able to command friendly capital ships in that mission. That's a leftover legacy of my not checking each mission enough times :)
Bleh. I was going to put vps online with fixes that I've made over the past month, but I can't seem to access my webspace. I'll let you know when I manage to get them uploaded.
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Personally I liked the idea of the dream ending before the ship was destroyed. If gave it a slightly more...nightmere quality. I mean seeing it destroyed give it a practical certainty of happening. Ending with the ship so near to destruction, gave me more drive to find out what the hell was going to happen. A sort of "Will i get there in time?" feel
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My advice for Forced Entry (/me considers posting a walkthrough on the wiki):
I find that an Aurora with double balors plus kayser has the speed and primary firepower dominate the battle, killing any Shivan smaller than a Seraphim before a harpoon could hit it, without worrying about running out of primary energy. Take two banks of trebs.
In mission, charge the nearest Mara wing with wingmen. When they die, call in delta (a pair of Boanerges) and tell them to kill SC Valefar - it must be at a vulnerable angle, as it will die very soon. With all maras dead, disarm SC Tannin with alpha and beta, prioritising the AAA beam, and order delta to kill it. Protect GTC Duke with all fighters when it appears. Thereafter, make sure each ship has a wing protecting it, except GTC Bretonia which escapes with ~96% health without. The Sanctuary arrives with two escorting wings (alpha in fighters and beta in bombers - it took me a while to notice the extra bombers) but will need another wing to escort, as well as Alpha 1. Use all bombers to kill enemy cruisers as they appear. Not destroying the Lilith's beam can leave the Sanctuary in a perilous position, but it can still survive (<10% health in my experience). Destroy it will paired trebs.
Get to the GTD Tremiere as soon as it arrives, adding wings to its defences. Whack any bombers in your path, but get behind it for when the Ravana jumps in. Get some wingmen to cover you. Double trebs to both the forward beams and the top beams (Tremiere's admiral is incorrect in claiming they should be clear with only front beams gone). Finish off the beams with primaries if necessary - speed is important here, I wouldn't like to try in a Herc 2.
Turn on the "use 3d models for ship selection" option. From the launcher, it's under Features, list type Gameplay. This will also give an indicator of where gun points are.
This won't work. I have that feature turned on and it still crashes (at least on "Keepers of Hell").
Well, it worked for me. Evidently there is more than one potential problem.
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Here's what I do to beat Forced Entry:
Alpha wing should be in GTF Auroras with Prom-S/Balor. First bank of missiles doesn't matter, I prefer Harpoons, but the second should be Trebuchets. Beta wing's armament matters less, but they should have at least good speed (i.e. nothing slower than a Kulas).
Bring in Delta wing the second the mission starts. Tell 'em to attack a cruiser. Everyone else should attack the Maras. Once that's done, both cruisers should fall fairly quickly. If you're efficient enough you might be able to wreck both of them before the Duke even shows up.
Once the Duke arrives, tell Beta to protect it. Alpha and Delta attack random enemies. Use one Trebuchet on an Aeshma if you need to.
Next is the Labouchere. Make sure not to let it get disabled. Delta should attack the cruiser that arrives (though invariably it will try to nail one or both of them with its SRed). Join Delta in their attack, but only engage the cruiser long enough to take out both its beams (anticap and AAA). Then go back to attacking bombers.
The Solace should be able to handle itself, but if necessary you might tell Beta to run and defend it from Nephilim bombers. The Bretonia usually escapes notice altogether.
The Sanctuary needs help. Those Nahemas carry heavy ordnance, so shoot one or two of them down as you fly towards the Lilith that shows up. Get Delta (if they're still alive) and Sanc-Beta to help you disarm (or better, kill) that Lilith.
But when the Temeraire shows up, drop everything and rush towards it. Usually you have the chance to hit a Seraphim or two as you go towards it, but don't waste any time, just keep rushing towards its rear and keep going. Tell everyone to guard it too.
That way, when the Ravana shows up, you'll have the time to fire paired Trebs at each of its LRed cannons. Even if the Trebs don't work on their own (this has been known to happen), you should have the time to finish off the front beam turrets with your guns. Make sure to take out the dorsal SReds too.
And that should be it.
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I don't remember how I beat it exactly...
I think
I used Trebs and maxim to take out turrets, I remember that. Maxim has awesome anti-subsystem damage. (Although it runs out of juice like crazy)
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please erase the content of spoilers , because there to easy to read and sometimes when you have been stuck its just to tempting to click on page and ctrl-a then read all the spoilers ,
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You are clearly missing the entire point of the spoilers tags, andicirk. If you can't resist the temptation to spoil the plot for yourself, that's your own problem.
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You are clearly missing the entire point of the spoilers tags, andicirk. If you can't resist the temptation to spoil the plot for yourself, that's your own problem.
i havent read them, i promise..... erm..... well maybe the first line or so,
but it is a great mod even if some times it tries to slow my computer down to a crawl but it does look lovely with 3.6.10 and normal maps
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You are clearly missing the entire point of the spoilers tags, andicirk. If you can't resist the temptation to spoil the plot for yourself, that's your own problem.
i havent read them, i promise..... erm..... well maybe the first line or so,
but it is a great mod even if some times it tries to slow my computer down to a crawl but it does look lovely with 3.6.10 and normal maps
I'd recommend avoiding this thread until you've played through the whole thing . . . unless you encounter a bug you can't deal with.
That's the one surefire way of avoiding spoilers.
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Anyone have any idea why missile launchers show up as beam turrets?
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I still have a problem with mission 07. It crashes after I click the button. After a bit of searching I found out that I should extract the mission and "remove the red alert flag". I opened it in FRED and in Notepad, but I can't seem to find it. Where should I search? What should I remove?
(I'm sorry if this sounds really noobish.)
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This campaign is quite enjoyable, great work! The new tracks are nice too. :yes:
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I still have a problem with mission 07. It crashes after I click the button. After a bit of searching I found out that I should extract the mission and "remove the red alert flag". I opened it in FRED and in Notepad, but I can't seem to find it. Where should I search? What should I remove?
(I'm sorry if this sounds really noobish.)
Its near the top of the mission. If its not there, just remove the $Flags field.
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WOW. This campaign is incredible. You did ALL of this stuff by yourself?! That is commendable. A great many multiple fan made campaigns do not have even close to what yours has.
New soundtracks, almost completely new capitol ships, a few new fighters, a new race, cutscenes, new weapons, new implementations of gameplay etc etc. Truly awesome The use of cutscenes were icing on the cake. The music made a tear come to my eye. The ships you chose to include were beautiful (as stated in the game.) Please do make another episode of this campaign!\
My only complaint is that one of the destroyers, possibly the titan class, absolutely killed my framerate. The last mission was painful to play because every time my screen went across that ship i was getting ~9 fps!
To anyone who was having trouble:
I am using the SCP installer with taylor's latest build, NOT THE 3.6.9 that came with it. These are the command lines I am using:
flags = -spec -glow -env -missile_lighting -ship_choice_3d -3dwarp -warp_flash ;
If you want to see the pretty stuff make a file called mod.ini in the mod directory and copy/paste the stuff below into it
[launcher]
infotext = Blue planet
[multimod]
secondarylist=mediavps;
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Anyone have any idea why missile launchers show up as beam turrets?
No one?
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i have a problem, in the mission that has you find two unknown ships while flying a pegasus. i get the jump drives recharged message, then i jump out. theres no debriefing, and it says i've failed. whats wrong? :confused:
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You're not meant to jump out. Wait a bit. Something happens.
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i have a problem, in the mission that has you find two unknown ships while flying a pegasus. i get the jump drives recharged message, then i jump out. theres no debriefing, and it says i've failed. whats wrong? :confused:
In the first part, when the mission starts, just cut your engines and stay still. If you get too close to the unknows, you will fail the mission. In the second part, it doesn't matter so much. After a short period of time, you will loose control of the mission. ;)
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must... resist... spoiler... *strains*
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Anyone have any idea why missile launchers show up as beam turrets?
No one?
Well, maybe because it looks better? I prefer beam turrets looking like missile launchers. But in a "beamy" kinda way.
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Anyone have any idea why missile launchers show up as beam turrets?
No one?
Well, maybe because it looks better? I prefer beam turrets looking like missile launchers. But in a "beamy" kinda way.
NO. When I target a missile launcher on any ship the target reticle says "Beam Turret" even though it still fires missiles.
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I noticed this too. For instance the Lilith's clusterbomb launchers are labeled as Beam Turret in BP, even though they still fire Shivan Cluster's.
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so THAT's why i almost screamed in the knossos mission when the lilith jumped in!
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Updated the patch file with a whole lot of overdue small fixes. The "Keepers of Hell" crash when you select a ship hasn't been looked at, however, as I'm still trying to pinpoint where it could have gone wrong.
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I still have a problem with mission 07. It crashes after I click the button. After a bit of searching I found out that I should extract the mission and "remove the red alert flag". I opened it in FRED and in Notepad, but I can't seem to find it. Where should I search? What should I remove?
(I'm sorry if this sounds really noobish.)
Its near the top of the mission. If its not there, just remove the $Flags field.
Eeehh... I'm sorry, but can you be a little more specific, because every alter i make results in freespace crashing...
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Open the mission in notepad or whatever. Scroll down until you see a line that says:
$Flags:12345
(12345 will be some number)
Remove that line.
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Thank you, that worked perfectly! :D
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http://www.hard-light.net/forums/index.php/topic,52715.0.html
What about it? The package DLable from FSMods seems incomplete.
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Only because the version I released didn't come with a mod.ini.
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I thought I released a mod.ini in this thread.
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We know how to handle mod.ini files but many newcomers might experience problems.
Can you please add a mod.ini?
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To be fair, it is a lot of pages to go through looking for an individual file. I'll repackage the main rar file to include a mod.ini, and I'm going to put the mediavps folder for secondary.
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Okay, here's the mod .ini I made that got deleted by the forum.
http://files.filefront.com/Blueplanetrar/;9827245;/fileinfo.html
Complete with logo and working buttons. D:
Also, **** switching to the newer syntax, this one works just fine.
(Use this one, Darius! :nervous: )
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:yes:
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(Use this one, Darius! :nervous: )
:yes:
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The latest posts contain ":yes:"...fashion is fashion :lol:
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In retrospect, it seems that at least half of all the issues reported by people could have been averted if the main download had included a mod.ini. Oh well.
The latest posts contain ":yes:"...fashion is fashion :lol:
:wtf:
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Not "half" but a good 30%.
As for the ":yes:", you can't understand :P
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*fistshake* Damn you, fashion! I fail to understand you! Again.
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Hey, just remembered something.
1st, which side is the player on? UE or GTVA?
2nd, where can I get original Aim? It's not on their site. :confused:
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The player is on the side of the GTVA throughout the campaign, but defects at the end.
Why not just extract it from the Blue Planet VP?
Or did BP use a different version?
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Some version is in the vp but it's in bits and pieces. You'd need to cut-copy-paste it into a single track with, oh, I don't know... Audacity, for example.
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No, I want the original. Revolution was edited from Digital Revolution anyway.
And I know what happened at the ending . I was just asking if the BP2 player is the same one, or a different one, and placed on which side. Please let Darius answer this . :)
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I'm betting that it will still take place from Sam's point of view.
:P
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Aim.ogg in the VP is the original. At least it's unchanged from the version which MaX made available.
I was just asking if the BP2 player is the same one, or a different one, and placed on which side.
Ah. Not telling for now. But the next chapter will take place from Earth's perspective.
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It's obvious from that one sentence :) lol.
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How far along are you, percentage wise? Note im not asking for a release date because as anyone with half a brain knows, **** happens.
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Oh well, thanks for clearing that up.
And what ship is the player based on?
Is it the Solaris?
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Ask me in six months how far along I am, and I'll be able to give you a better answer than I can now :) At the moment I'm still finalising a lot of details story-wise and tweaking gameplay aspects of the mod. FRED-wise...about five missions, but that will speed up once the modpack is complete.
The initial ship the player will be on is a Karuna-class frigate.
Updated the wiki page (http://www.hard-light.net/wiki/index.php/Blue_Planet) with some initial details about the next part.
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That gives me enough info to keep thinking of BP2 for the next 4-6 months :p ;)
By the way, one thing that many campaigns seem to forget ( I forgot it too, when upgrading Sol: A History ) : you can see the Milky Way galaxy in Sol system. I mean - the side disc/line of it. So it isn't just a simple starfield ( talking about how you see Sol in Age of Auqarius ).
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Maybe there's a skybox already in the works :nervous:
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Blue Planet: War in Heaven
A young pilot tries to find meaning in a meaningless war. A visionary prophet does all he can to prove false premonitions of events which must not come to pass. A young nation struggles to unite its people in an era of peace and prosperity, despite being beset on all sides. Meanwhile, two powerful alien races watch from afar, waiting to see if humankind will fulfill its potential as the Great Creators.
War in Heaven takes place eighteen months after the events of Blue Planet: Age of Aquarius and details the final stages of the civil war between Sol and the rest of her colonies.
"In the future, it will not be said that the Earthborn fight like Vasudans, but that Vasudans fight like the Earthborn." -- Emperor Khonsu II, 2386
Oooohh... Interesting. Got a few questions:
1) "A visionary" prophet - A Vasudan, right? Is he Khonsu II, or another angry Vasudan like Ahmose?
2) The "two powerful alien races [which] watch from afar" are the Shivans and Vishnans, right? Are they allies again, or are they still at war?
3) The name "War in Heaven" implies something related to Christianity. Will it also be included in religion theme (along with Hinduism)?
4) Will "War in Heaven" be the last BP installment?
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4) Will "War in Heaven" be the last BP installment?
I HOPE NOT ! Or else I'm becoming a long term fan of BP for nothing :p
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Oooohh... Interesting. Got a few questions:
1) "A visionary" prophet - A Vasudan, right? Is he Khonsu II, or another angry Vasudan like Ahmose?
2) The "two powerful alien races [which] watch from afar" are the Shivans and Vishnans, right? Are they allies again, or are they still at war?
3) The name "War in Heaven" implies something related to Christianity. Will it also be included in religion theme (along with Hinduism)?
4) Will "War in Heaven" be the last BP installment?
1) No. Interesting idea though.
2) Yes.
3) Yes.
4) Probably not.
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4) Probably not.
Yay! :D
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4) Probably not.
You have no idea how much it cheered me up !
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Gave this a go at Medium on a really tired day. :wtf:
Difficult missions (but then again my piloting is :nervous: compared to the 10-second search-and-destroy pilots on multi), eventually got fed up of dying whenever I did silly stunts with the capships so I just heck-cared my way through it. But at least the ending isn't a smack-on "Okay we're all doomed, no need to say anything else, now it's just waiting to die" compared to the likes of Sync. Though I think the notion of "limited resources" was portrayed very well, having to deal with so many threats that even four wings of fighters aren't enough.
I don't know if I should call the fade-to-white effects a neat way to tell the story, or just plain annoying when playing in total darkness with an LCD monitor with settings that can't be turned down all the way up to the point where the monitor is on, yet off. I miss classic analog CRT's. :lol:
The mission where you fly the stealth fighter and sneak up on the *ahem* AF Katos *ahem* ? TBH I don't know what to suggest, but I think it can use some improvement, the first time out when I played, it didn't seem obvious enough that I wasn't supposed to destroy the fighters. Got fragged once, got a little riled up and killed them twice in a row, got "No Debriefing For Mission" (twice in a row, yes :lol:) before I realised what I was actually supposed to do. The uberpowerful weapons and ship handling were "handy" clues though. :wtf:
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Will previous characters make appearances? :nervous:
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The mission where you fly the stealth fighter and sneak up on the *ahem* AF Katos *ahem* ? TBH I don't know what to suggest, but I think it can use some improvement, the first time out when I played, it didn't seem obvious enough that I wasn't supposed to destroy the fighters. Got fragged once, got a little riled up and killed them twice in a row, got "No Debriefing For Mission" (twice in a row, yes :lol:) before I realised what I was actually supposed to do. The uberpowerful weapons and ship handling were "handy" clues though. :wtf:
You'd think that if you're told to use a stealth fighter, you'd realise that the purpose of the mission isn't necessarily to frag everything that moves.
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So I just got around to installing Blue Planet, and I have a problem. I'm not sure what I have done wrong, but I knew that I had done something wrong when there were no planets in our fine solar system...
I have Lightspeed's Nebulae, so that shouldn't be the problem. All in all, I am quite confused; any help would be greatly appreciated.
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Um... what mission are you talking about? 'Cause eventually you'll get to a more or less familiar planet and you should be able to see it.
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Um... what mission are you talking about? 'Cause eventually you'll get to a more or less familiar planet and you should be able to see it.
I am refering to a mission that is supposed to have a big blue planet (which I am currently located on), but this particular celestial object is notably absent.
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Hmm. Sounds like a broken Blue Planet. LS Nebulae won't affect it; they're nebulae, after all. Maybe a redownload? Or actually, hang on a sec, I'll cook you up a vp that should fix it.
Edit: here you go (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/00-planet.vp). Hope it works.
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Hmm. Sounds like a broken Blue Planet. LS Nebulae won't affect it; they're nebulae, after all. Maybe a redownload? Or actually, hang on a sec, I'll cook you up a vp that should fix it.
Edit: here you go (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/00-planet.vp). Hope it works.
That did the trick, thanks. Now, off to play. :)
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I have to say, I downloaded this morning and finished it about 5 minutes ago.
Very interesting story, and the music was epic.
The only qualms I have about the campaign is the almost complete lack of directives.
During the (huge) chain of red-alert missions, I think depart came up twice in total, the other times, no mention, and I had to guess when to do it based on in-game messages, which are easy to miss.
The lack of directives also caused me to do the wrong thing a few times...
And on the last mission, there is no background at all. Blackness.
The SD Ravanas that showed up all too commonly pissed me off to no end. The ones that attacks the Temeraire were alright, since it has a tendency to get toasted anyway. However, the pair in the mission where you escort the uhm...Sacred Keeper...those ones and their muzzle glow-less beams actually pose a threat to the Sacred Keeper...too much so...I had to `k (KILL!) them since their beams cannons couldn't be hit by ANYTHING >.> Even at point blank >.<
As for the mission where you're a ghost in the past, I could have taken those Nahemas...I thought that it was one of those "rewrite history" type endings, where through the courses of action, the past is rewritten into a more favorable state. Well, I'm kind of glad it wasn't. The ending was great. But damn it, they HAD to roast that UE Frigate...them bastards. After all that.
And lol. The player character is Asian (as in, Chinese). XD I don't feel weird anymore!
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The last mission is at least supposed to have starfield.pof and a sun ... don't know what's wrong there.
And you must be using the HTL Ravana, which is known to have collision detection issues.
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Yes, its that HTL Ravana, which is in mediaVPs, which is required to run the mod/campaign... >.<
I think the last mission had a sun...don't recall stars, though there might have been some...
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I believe the Ravana in the mediavps is the broken one, the one that is full of collision holes.
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And IIRC the thrusters are in the wrong place. I have a better one, not sure where I downloaded it from (I think it was some fixing StratComm did).
EDIT: I'll post it in a minute.
EDIT2: GET IT HERE (http://pages.sbcglobal.net/joey.wong/capital2s-01.pof.zip)
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You'd think that if you're told to use a stealth fighter, you'd realise that the purpose of the mission isn't necessarily to frag everything that moves.
Yeah. My bad. :lol: XD
I guess I just played it at the wrong time of the day. Besides, I think that when people get themselves deep in modding it becomes a bit of a habit to just skip, skip, skip, and simply look at the mission timer waiting for things to merely... happen... rather than to actually play and experience the campaign properly... :lol:
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I've got a nitpick in the final chase mission (i think):
In the mission where you finally meet up with the disabled Duke, the wingman (idk which) says he's 10 light years from your position. A star system is not 10 light years large! Wouldn't it make more sense to say 10 light-seconds or light-minutes?
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SciFi Writers have no sense of scale. (http://tvtropes.org/pmwiki/pmwiki.php/Main/ScifiWritersHaveNoSenseOfScale) :p
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Just completed the campaign.
All I can say is WOW WOW WOW. :nod:
Absolutely brilliant campaign. :D
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I've done some calculations concerning the Balor. From weapons.tbl:
$Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.2 ;; in seconds
$Damage: 35
$Armor Factor: 0.7
$Shield Factor: 1.0
$Subsystem Factor: 0.4
$Lifetime: 2.0 ;; How long this thing lives
$Energy Consumed: 0.10 ;; Energy used when fired
This gives:
| Armour | Shield | Subsystem |
Damage per second | 122.5 | 175 | 70 |
Damage per energy | 245 | 350 | 140 |
These numbers are outrageous. The only down sides to this weapon are its 450ms-1 speed and 900m range. Every other primary is now obsolete except for the Maxim and (for capture operations) the Akheton SDG.
Weapons comparison (http://www.hard-light.net/wiki/index.php/Weapon_Comparison_%28FS2%29)
Edit: Erm, does the "cycle" flag effectively halve the damage output by only firing one blob at a time instead of two? That would give numbers that are more reasonable.
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For cycle weapons, the damage is the same. It fires twice as fast, but it only outputs one shot every time instead of two (4x as fast if you have four gunpoints).
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A few other things I've noticed on a replay, only one of which is really significant:
In "The Great Preservers" sometimes the Arbiters will move past the SCv Moloch without killing it, possibly if their main guns are destroyed. As the fighters cannot remove its last HP, this means the mission cannot progress.
In "A Time for Heroes" one of the Sathanas' main beam cannon (the one at 50%) is marked as a AAA beam.
The player can give orders to the three corvettes that arrive.
It seems the Sathanas can move out of the range of the Temeraire's main beams, and the Temeraire will not pursue.
Alpha wing is given orders to attack main Sathanas beams after I'd like, overruling my orders. I send them after the beam at 50%, the only one they're good at killing.
Finally, Alpha can be ordered to leave, sending them back to the hangar. The enemy AI will then, afaics, ignore them.
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Actually, you CAN remove the last HP. Just takes a while. Turn on time compression and keep pounding!
Were you purpose trying to break the Sathanas mission? I just helios-ed all the beams myself :p And the Sathanas died in short order under huge amounts of combined firepower.
And...uh...you can tell if its an AAA Beam or a Anti-Cap beam? How the hell?
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You misspelled spoiler. And the only way to tell which beam it is is to actually look and see what is targeted. Use [g] to target subsystem in reticle. When you do that, for the Sath, it should say 'Targeting Subsystem "Large Beam"' in the top left corner of the screen.
It seems the Sathanas can move out of the range of the Temeraire's main beams, and the Temeraire will not pursue..
The Sathanas should slow down and stop once its main beams are taken out. Unless the SEXPs aren't triggering properly.
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Oh...you can do that? Now I know.
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Actually, you CAN remove the last HP. Just takes a while. Turn on time compression and keep pounding!
The Moloch has the "big damage" flag. I think this means it can only be killed using a weapon with the "huge" flag. I've spent some time pounding with time compression, but never got this one below 1%.
The Sathanas should slow down and stop once its main beams are taken out. Unless the SEXPs aren't triggering properly.
That'll be why - one beam was left.
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Actually, you CAN remove the last HP. Just takes a while. Turn on time compression and keep pounding!
The Moloch has the "big damage" flag. I think this means it can only be killed using a weapon with the "huge" flag. I've spent some time pounding with time compression, but never got this one below 1%.
Some time won't do it. You have to turn up time compression all the way (disarm the Moloch first if needed) and then pound it for a couple of minutes. That last percent will eventually go away.
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I've got a nitpick in the final chase mission (i think):
In the mission where you finally meet up with the disabled Duke, the wingman (idk which) says he's 10 light years from your position. A star system is not 10 light years large! Wouldn't it make more sense to say 10 light-seconds or light-minutes?
It's a neutron-star system. That means it's post-supernova. And so, it has a nebula and extreme gravity forces or whatever it is in that system. Nebulas are extremely large, so the system can be much larger than 10 light years, with the nebula included. And because of the neutron star's gravitational power, jump nodes are strong and very far away. That's at least how I can explain the co-pilots jumping out 10 light years away ...
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But wouldn't communications take years?
Unless they somehow find a way to send FTL transmissions O_o or transmissions through subspace...
Ah whatever, nitpicking.
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I'm pretty sure that all communications in FreeSpace are subspace transmissions, or at least just the long-range ones.
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Yeah if they were using mere radio signals, you'd have to wait the better part of several hours to get a response from Command... assuming that they're even in the same system.
Subspace transmissions seem to be the norm in FS.
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True...true...
Although, I do wonder what those comm relays and stuff are for if a fighter can send a message over then light years, with absolutely no infrastructure :P.
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The relays could be for non line-of-sight transmitions.
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I'd imagine comm relays are required for inter-system communication (think - subspace requires gravity)
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Well duh, there's the Beta Aquilae communications ship in FS1. :P
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That apparently serviced the entire outer rim of GTVA space.
I'd say it more likely the comm stations act more as signal boosters... even directing the signal through a node or something.
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will there be a BP 2?
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Yep. Darius is busy at work on it ( I hope ). You can see a sneakpeek picture of it on his site. And you can read about BP2 on the BluePlanet wiki entry.
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It's called "War in Heaven"
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Has anyone decided to voice act this yet?
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Nope.
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:(
Its epic. Needs voice acting.
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Has anyone decided to voice act this yet?
Yeah his name's Microsoft Sam.
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Has anyone decided to voice act this yet?
Yeah his name's Microsoft Sam.
"... Special Guest Star - Microsoft Sam as Stephen Hawking"
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Has anyone decided to voice act this yet?
Yeah his name's Microsoft Sam.
His lines get cut off during command briefings though.
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A couple of bugs in the campaign -
1. The Minnow hulk still has glowpoints. They should be deactivated thorugh deactivate-glow-points.
2. I like to play with a non-standard FOV. This makes all of the in-game cutscenes look weird (certain ships are cut off the edges of the screen. Could be solved with set-fov and reset-vof sexps.
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Darius, will you be using the bptheme3.ogg ?
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Yes. But the menu music will be something else.
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Oh my god, I FINALLY got to play Blue Planet, it's freaking epic! I love the new characters you see on the animated image thingies when they talk in-mission. I was amazed to see that the commander of the Sanctuary uses the image of Ivanna Dostya from Supreme Commander, that made my mouth drop. Where did you get the other images for the head .anis? They look amazing.
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I think (though I'm not sure) that most, if not all of the new comm anis were from Supreme Commander.
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Wow. This is the first time I've played FS2 in about a year. This campaign had it all - an engaging story, very well-designed missions, and fitting music. It wasn't without its flaws but I'd say it was more impressive than Derelict, even with the voice acting. I'm also pleased to see that the cutcene sexps have advanced to a usable state too :)
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Ok...how the HELL am I supposed to...
Save the freaking what's-its-name ship from the damn Ravana?
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Disarm it's front beam cannons with your Trebuchet missiles
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Ok...how the HELL am I supposed to...
Save the freaking what's-its-name ship from the damn Ravana?
If this is the mission I think it is,
break the forward beam cannons of both of the Ravanas, then do the same to the Liliths, then start blasting bombers/bombs. Easy.
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Ok...how the HELL am I supposed to...
Save the freaking what's-its-name ship from the damn Ravana?
If you're talking about "Forced Entry" then:
When the Tempaire arrives, order all of your wingmen to protect it. You keep heading back, behind the Tempaire on 'burners, as far as you can before the Ravana arrives. When it does, fire Trebuchets at its main beams, though you probably have enough time to take them out manually if you are close enough when the Ravana arrives. Then go for its secondary beam turrets. The Tempaire's hull is low enough that these SReds can make a difference (but be mindful of the Basilisks on your tail).
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Now why didn't I think of that...
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I just finished the game...
Can't...resist...
MOAR!
MOAR!
MOAR!
MOAR!
MOAR!
plz? ;7
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I finished playing last night, and I must say that it is an excellent campaign. Not as good as Sync or Deus ex Machina, but still a quality campaign. The best feature, in my opinion, was the cinematic use of cutscenes.
However, one major problem that I had was that getting the campaign to work properly was annoying. You should probably include a mod.ini file that links to the mediavps.
By the way, mission seven (I think it's seven) isn't fixed by the red-alert map package.
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I finished playing last night, and I must say that it is an excellent campaign. Not as good as Sync or Deus ex Machina, but still a quality campaign. The best feature, in my opinion, was the cinematic use of cutscenes.
However, one major problem that I had was that getting the campaign to work properly was annoying. You should probably include a mod.ini file that links to the mediavps.
By the way, mission seven (I think it's seven) isn't fixed by the red-alert map package.
:wtf:
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For red alert crashes, I just extract all of the problem missions from the VP, remove the red-alert flag in TextEdit (I remove the entire $Flags: field if I have to), and play it that way. It makes those missions a bit easier than they would normally be (you have full hull and full ammo), but its better than not getting to play because it crashes from the red-alert screen.
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I have no problems with red-alerts. Probably because I use a new pilot for every new campaign.
On the other hand, when replaying the campaign I noticed that when the new aliens in the new system talk to you, the screen goes black and never goes back to normal. It only happened when I got the patches.
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Probably because I put old missions into the no red alert patch (the ones predating the fade-in fix).
Now I know why people document their fixes :nervous:
I know I haven't been very good in terms of tech support but bear with me, I'm working on putting together one final patch for people to download before I release the second part which hopefully addresses all of the problems encountered.
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All will be forgiven when the final patch is released or some BP2 goodies.
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I'd just like to say congrats, but words fail me. The art, the cutscenes, the story... :eek2: Wow.
I really don't want to criticise this campaign, 'cause it's so awesome but, the FREDding sucks in some of the missions.
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Constructive criticism: Pointing out mistakes and providing suggestions so that they may be avoided in the future.
Care to elaborate, colecampbell?
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the FREDding sucks in some of the missions.
Really? I found that almost all of the missions were very well done, not too easy, but not too hard. To tell you the truth, I found the overall mission quality to be far superior to that of most user-made campaigns.
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Some missions don't have "warp out" directives.
Others don't have debriefings if you fail or go AWOL.
But other than that, the mission design is pretty spectacular.
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In the mission where you get attacked by two Katos, if you destroy them, or jump out, nothing happens.
In the next mission after that, you are flying a Perseus, not a Pegasus.
If you don't destroy the Lucifer in the corresponding mission, the mission ends, but you get no debriefing and fail the mission.
I would like to point out: I'm not trying to criticize, THIS IS AN AWESOME CAMPAIGN!
EDIT: Also, in some missions (final one stood out), if a cap gets disabled or destroyed, it appears in the next mission.
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In the next mission after that, you are flying a Perseus, not a Pegasus.
Odd ... it was a Pegasus for me.
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In the mission where you get attacked by two Katos, if you destroy them, or jump out, nothing happens.
/me smacks cole
You're not supposed to engage them.
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Yea, but you should at least get reprimanded for messing up, not <NO DEBRIEFING FOR MISSIONxxxx>
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In the next mission after that, you are flying a Perseus, not a Pegasus.
I reported this earlier, and no one believed me! :hopping:
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Because, um, some of us were never IN a Perseus. :p
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By 'some' you mean ALL of us?
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Probably. :D
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In the mission where you get attacked by two Katos, if you destroy them, or jump out, nothing happens.
In the next mission after that, you are flying a Perseus, not a Pegasus.
If you don't destroy the Lucifer in the corresponding mission, the mission ends, but you get no debriefing and fail the mission.
EDIT: Also, in some missions (final one stood out), if a cap gets disabled or destroyed, it appears in the next mission.
More of this please. :) The more specific, the better.
I'm attempting to be more organised by documenting all the FREDDing errors that people pick up so that I can be sure of addressing them all in the final fix. So far all of them are pretty easy one-minute jobs, but there are specific ones where I haven't the foggiest what's causing it as yet.
The crash during the fighter selection screen for the mission "Keepers of Hell".
The switcharound of the player from a Pegasus to a Perseus.
The Red-Alert crash (whether or not it can be circumvented by creating a new pilot)
I think I'm going to have to go back and read the entire thread again, as I'm sure there are plenty more that I don't remember from the top of my head.
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The Red-Alert crash (whether or not it can be circumvented by creating a new pilot)
I don't think that that's a problem with the campaign.
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The Red-Alert crash (whether or not it can be circumvented by creating a new pilot)
I don't think that that's a problem with the campaign.
Can you say "3.6.10"?
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Can you say "3.6.10"?
Yes.
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FYI, 3.6.10 = no Red Alert Bug.
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3.6.10 as in XT?
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For example, but not only.
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If its been fixed, it hasn't been comitted to SVN yet because I still get problems with red-alert (and I'm using a very recent build).
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All I have to say is "Mantis".
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Hi Gys!
I have just started trying to play the blueplanet campaing. However, i can´t even load the first briefing because it crashes in the very end of the loading part and show this message.
I Already tried downloading the mais VP, and both patchs in the first page of this forum... but it doesn´t seem to fix anything for me.
That´s the errorlog.
Could anyone give me a light?
Error: Can't open model file <none>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
See ya!
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First of all, put all the files in their own folder inside your FSO folder. Then put the attached files in the folder (they are in archives so that I can attach them). Then select it as a mod in the launcher.
[attachment deleted by ninja]
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Why do people keep posting mod .ini's when there's already one in the thread?
http://files.filefront.com/Blueplanetrar/;9827245;/fileinfo.html
:|
(And it has pictures 'n stuff. D: )
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Well, it is a big thread. Maybe you should convince Darius to include that link to the first post or something.
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A moderator/administrator can do that, too.
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A moderator/administrator can do that, too.
But that'd be rude.
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Ermm, a small problem here. Just downloaded it and the campaign starts out great.. but in one of the early missions, when you
*FINALLY* catch up with the Duke, it's disabled and you have to supposedly eject to board it
I can't get the Alt-A thingie to work. Nothing happens. I thought that it's maybe an issue with Taylor's 3.6.10 XT1028 build, but reverting to the official 3.6.9 didn't changed anything. I also checked my key bindings, but there's Alt-A isn't assigned anywhere.
Maybe somebody already encountered this problem, but going through the 40+ pages of this thread is kinda daunting perspective :nervous:
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It isn't supposed to be bound. Alt+A is used because it generally won't enable another function of the game. Did you press Alt+Shift+A? it doesn't need to be capitalized, only press Alt+A.
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Tried all the combinations I could think of - alt+a, alt+a with capslock, alt+shift+a, shift+a, 2nd alt+a... No effect.
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Alt-A is the default binding for "autopilot" (as used in the Wing Commander TC, among others). You may have to see if what the binding is for Autopilot in your options list.
Alt+A is used because it generally won't enable another function of the game.
That was the plan :)
Updated first post to include Cobra's mod.ini file.
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Disable Wing Commander features in the launcher.
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ROFL, you could have told me it was supposed to be assigned to Auto-Pilot ^^ Now it works fine :D
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I didn't know it myself.
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Happens. Thanks for the assist. Awesome campaign, the only annoying thing are the cutscenes. I'm using modified fov - the ships are sometimes cut and the subtitles like to get displayed in place of engine glows, making it kinda hard to read.
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The entire campaign is annoying for me because I can't look at a Terran ship without getting 4 FPS.
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Oh, I know the pain... Have been working on GeForce 4 MX for a looong time, until I changed the entire PC to one with dual-core processor and GeForce 8800 GT. At last no drops in fps ! ;)
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Colecampbell666: Try turning down the lighting settings if you haven't already. That works for me, and brings the FPS up to acceptable levels.
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Disable specular flags and turn on img2dds and caching between missions. My prehistoric PC can run the mod just fine.
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Error: Can't open model file <cruiser03x.pof>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
This is probably somewhere in the 41 pages of this thread, but it isn't in the first five, so how do I fix it?
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Get the mediavps, or download one of the patches.
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Aye. The mediavps are somewhat necessary for Blue Planet. Also, if you have the mediavps, get the appropriate mod.ini from the first post of the thread as well.
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First of all, put all the files in their own folder inside your FSO folder. Then put the attached files in the folder (they are in archives so that I can attach them). Then select it as a mod in the launcher.
Thanks man!
It seems to be working fine now.
See ya.
PS: You made a really beautiful show in the begining hum?
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Get the mediavps, or download one of the patches.
I have downloaded the patches. Small problem: What's actually in the .rar files is not what the instructions say is in the .rar files. Rather than being a mission file and a table file, they contain additional VPs.
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Get the mediavps, or download one of the patches.
I have downloaded the patches. Small problem: What's actually in the .rar files is not what the instructions say is in the .rar files. Rather than being a mission file and a table file, they contain additional VPs.
The MediaVP patches are supposed to be in vps. And you punch those vps to your \mediavps\ folder. They contain table files and whatnot, and thanks to their names, they are read before the actual mediavps, so that the corrected information in them is used instead of the flawed information in the mediavps.
Edit: Ahem. 'xcuse me. You were obviously talking about the Blue Planet patches.But the same thing applies. They include the files they're supposed to. But it's easier to make a vp and tell people to throw it into the blueplanet folder, instead of releasing the actual files and telling "Put this to\blueplanet\data\tables, this to \blueplanet\data\missions yaddayaddayadda...". Right?
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Get the mediavps, or download one of the patches.
I have downloaded the patches. Small problem: What's actually in the .rar files is not what the instructions say is in the .rar files. Rather than being a mission file and a table file, they contain additional VPs.
The MediaVP patches are supposed to be in vps. And you punch those vps to your \mediavps\ folder. They contain table files and whatnot, and thanks to their names, they are read before the actual mediavps, so that the corrected information in them is used instead of the flawed information in the mediavps.
Edit: Ahem. 'xcuse me. You were obviously talking about the Blue Planet patches.But the same thing applies. They include the files they're supposed to. But it's easier to make a vp and tell people to throw it into the blueplanet folder, instead of releasing the actual files and telling "Put this to\blueplanet\data\tables, this to \blueplanet\data\missions yaddayaddayadda...". Right?
You would think, but the instructions say to put them in data/tables and data/missions. :P Okay, I'll just stick 'em in the Blue Planet folder and see if it works.
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Well then. It is time you learned one of the most important rules of FreeSpace. If it's in a vp, it goes directly to a mod folder. If it's something else, it goes somewhere in the \modname\data\ folder.
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GAAHHH! PUT THEM IN THE MEDIAVPS FOLDER OR I KILLZ U!!! :beamz:
Sorry about that, but they really do go in the mediavps folder.
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GAAHHH! PUT THEM IN THE MEDIAVPS FOLDER OR I KILLZ U!!! :beamz:
You call that a weapon?
(http://img.photobucket.com/albums/v350/RenegadePaladin/overkill.gif)
:P
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Wow ... that's quite a beam ...
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Is that Cyclops' super move from MVC2, recolored green?
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That is totally going on my smilies list.
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I know I'm late, but I just finished it.
Well, I'm very impressed. Overall, I enjoyed the campaign and it definitely ranks up there with many others I've played.
But, well, there's some things that just did not work, in my opinion.
Bei's visions. I loved the part in the nebula with the two ships he sees, I would have had more (probably in another mission). It just felt really small and insignificant.
At first I thought you were going for Transcend or Sync sorta vibe, but then about halfway through it seemingly just turned on itself to become a more normal FS2 campaign. Not that I'm faulting it, but it just makes the first half with the Duke and co. seem really strange. I know it's supposed to be the Vishnan or something, but it didn't seem to go anywhere.
The philosophy and etc. felt fine and not preachy or tacked on. The idea of their being Vishnan, Shivan and Brahman made me groan a little. I'm not FS expert, but wasn't Shivan essentially a codename given to the Shivans?
As for the Vishnan. I liked them. I liked their ships and etc. But they seemed to get introduced way to fast. It seems like we meet them, Bei has an encounter, and then in the next mission he knows all about them and goes off to 'merge' with them. I know he was getting it all through telepathy or something, but it just felt as if there were a few missions or something skipped.
I would have scrapped all the dialog between them and the Shivans in the second last mission though.
Corey and Taylor were similar in a way. I liked them as wingmen and at the start I thought it would be similar to Homesick with them being always there. But I kind of forgot about them until they showed up when I was 'defecting' to the Vishnan.
The cutscenes were very well done.
The new GTVA capital ships were amazing. Some of them made me think of the Hyperion cruiser from Babylon 5 though, like if the Earth Alliance made some new high tech ships.
I loved the ending though. IMO, it makes some sort of sense for the GTVA to think that.
I'd give it a 7.5 (leaning towards 8) out of 10. It was very good and I enjoyed it, but it just felt as if you wanted to tell the story really quickly. I know that's what happens to me when I write things, get the exciting good bits done and then kind of slog through the rest. It has a nice feel between Derelict and Transcend overall though.
Don't take it badly, I'd give Transcend an 8 (I loved the creepy as hell command briefings.) and Derelict a similar score. There were just some flaws that I felt really hindered it, but not to the extent that made it a bad campaign. Just not an excellent one.
I cannot believe this is your first campaign. Definitely continue it, I can't await more of it.
But, please, use the starfield.pof skybox I think it's called. It makes everything seem so much better and more space like.
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The skybox IS used. The 3.6.10 one is awesome.
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In the mission where you first get attacked by two Vishy fighters, the edge of the skybox is wonky.
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When you try to look behind or to the side in the Vishnan fighters, you don't. It just keeps the forward view while taking away the HUD. This irritates me, because I like being able to check my six without having to turn the whole damned fighter around.
Edit: There are too many damn Shivan fighters in the mission where you're trying to force your way through to Delta Serpentis. I can get over to the Ravanas and take out their beam turrets, but I have to fight my way through about thirty fighters to do it, and by the time I need to turn around and do a full burn back for the Keeper so I can defend it from the corvette and cruiser, all my wingmen are dead, and I have every single fighter in the system right on my tail all the way back. I can either stop to fight them, and the Keeper dies, or I can do a full burn back to the Keeper while trying to dodge them, and I either die or spend so much time juking around that I arrive too late.
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Something I remembered from my first play through:
Bei's visions of Vishnans in the nebula? I flew into them. How can they not believe me, I've got a dent in my fighter!
Renegade Paladin:
What I did is, at the start of the mission, tell all fighters to Engage, and then Ignore each Ravana. Then order them to Protect the Keeper when it arrives. That way they will stay in range of friendly anti fighter weapons. Attacking the left Ravana first seemed to make most of the enemy fighters ignore me, and go for my wingmen instead. They would then die.
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Edit: There are too many damn Shivan fighters in the mission where you're trying to force your way through to Delta Serpentis. I can get over to the Ravanas and take out their beam turrets, but I have to fight my way through about thirty fighters to do it, and by the time I need to turn around and do a full burn back for the Keeper so I can defend it from the corvette and cruiser, all my wingmen are dead, and I have every single fighter in the system right on my tail all the way back. I can either stop to fight them, and the Keeper dies, or I can do a full burn back to the Keeper while trying to dodge them, and I either die or spend so much time juking around that I arrive too late.
What I do is order all of my wingmen to defend the Keeper, they seem to die less this way ... then I go for the Ravana's beams. Most of the fighters will ignore you, but you may need to shake off a couple. Then go for the 2 Lilith's main beams. The corvette is really not a threat. After the Liliths are neutered, protect the Keeper from bombers until it jumps out. Its hull will be severely damaged, but it will still be alive.
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Not that it matters how much health is left. It'll get slaughtered by a Sath anyway.
Well, at least you can get the Ravana's beams. :lol:
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If it were really as easy as just getting the front beams, it wouldn't be a problem. I could do that and zip right back easily. The trouble comes because Ravanas also have those beams up on spikes at the rear that can also fire into the forward arc; it'll say the blockade's neutralized after killing the front beams, but the Ravanas can keep shooting the Keeper unless you get the rear beams as well.
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The rear beams don't do enough damage (they're SReds) to be considered a threat. The Liliths are a much more urgent matter, as they have LReds.
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I go for the right hand Ravana, and the fighters never have bothered me once. After that, burn straight over to the other one, and go back and get the Liliths. Protect the keeper, and you're done.
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GAAHHH! PUT THEM IN THE MEDIAVPS FOLDER OR I KILLZ U!!! :beamz:
You call that a weapon?
(http://img.photobucket.com/albums/v350/RenegadePaladin/overkill.gif)
:P
Any chance of making that an HLP standard?
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Okay, I've got a question. What's the music in the briefing for A Universal Truth? Because the last time I heard it, it was as the main theme of The Movie Spoof: The Movie and it's sequels. :drevil:
Edit: And I just finished the campaign. I have to say, what the hell was that? I mean, seriously, why? I can't see any reason for Command to have immediately taken that route.
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BETAC. It dictates the GTVA is the only Terran government...which means, they don't recognize the government of Sol...etc etc. Which is why they're going to invade and basically forcefully gain control. The easiest way to do it.
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Basically
Command is a selfish b*tch
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BETAC provides them with a convenient excuse.
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It does seem strange that Command's default modus operandi for dealing with foreign powers is to attack: the Vasudans, the Shivans (not that they gave Command much choice), and now Earth.
But yeah, I know: no story without conflict. :)
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BETAC. It dictates the GTVA is the only Terran government...which means, they don't recognize the government of Sol...etc etc. Which is why they're going to invade and basically forcefully gain control. The easiest way to do it.
Basically
Command is a selfish b*tch
BETAC provides them with a convenient excuse.
Yeah, none of that explains it. Attacking outright without even bothering to find out what the situation is first is rank stupidity. Considerations about whether or not Earth might actually be willing to join up without fighting aside, which was an open question until the task force summarily blew up a corvette, they had no idea what they were getting into; they might have walked straight into a juggernaut of some kind, or simply a larger fleet. No scouting, no diplomacy, no nothing, just jump in and start killing people? Even if the GTVA is unwilling to accept any outcome other than control of Earth, blowing **** up without having to is counterproductive.
Anyway, it's also stupid because they should have known that what happened would happen; tens of thousands of personnel who thought they were going to greet Earth as long-lost children are suddenly ordered to attack? And they didn't think they'd desert? Command must have been smoking some pretty strong stuff.
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The Renjian was a frigate.
And they had probes sent to Sol, so they had an idea on what's there.
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My mistake. My second point still stands.
Incidentally, why does the GTVA name it's ship types backwards? :P
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Incidentally, why does the GTVA name it's ship types backwards? :P
Erhm, what? Which instance?
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All of them. Out here in Real World Land, destroyers, frigates, and corvettes are the smallest types of warship you will find in a blue water navy; cruisers are the largest short of battleships and carriers. In Freespace, it's the reverse. Specifically, warship class sizes in ascending order are corvette, frigate, destroyer, cruiser; not cruiser, corvette, frigate, destroyer (although in modern navies frigate and destroyer, and to a lesser extent corvette, are so close in size and role that there's hardly a practical difference anymore).
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Its not backwards per se.
Destroyers are still bigger Frigates which are still bigger than corvettes. The only issue, really is that cruisers are the smallest.
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My mistake. My second point still stands.
They probably would have gone along with it if they hadn't gone off on that journey to the parallel dimension and all that. I guess it changed their moralities. The COs of the ships would probably have issued propoganda and stuff to motivate their pilots (or porn... Kill 5 Sol pilots, get sexy posters)
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"Frigate" once referred to vessels as large as ships-of-the-line but faster and more lightly armed . That's not entirely dissimilar to the FS usage. The term was reused by the British Royal Navy in WW2 to refer to anti submarine vessels. "Destroyer" is probably influenced by "Star Destroyer". I'm sure this has all been discussed before.
I'm not entirely convinced by BP's ending. Perhaps Darius will provide new information in BP2 that will make it more plausible. ;)
Perhaps the probes found a dominant ideology in Earth that Command didn't like (Earth-supremacist, anti Vasudan), but then the crews would have heard all about it as propaganda.
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Perhaps the probes found a dominant ideology in Earth that Command didn't like (Earth-supremacist, anti Vasudan), but then the crews would have heard all about it as propaganda.
You know, that's actually a plausible reason. Add that to the fact that the Terran General Assembly would have grown used to governing at least the Terran aspects of the GTVA (the Vasudan Imperium still seems to be in charge of Vasudans), and Earth would of course want to be back on top of the politics, as it was in the past.
Still, GTVA definitely is the aggressor in this case, and Earth has every right to be defending itself.
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UEF Renjian. What else can the F mean ? Fighter ? For a ship that size, it sounds stupid. Besides, it's clearly a frigate.
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UEF Renjian. What else can the F mean ? Fighter ? For a ship that size, it sounds stupid. Besides, it's clearly a frigate.
It's UEFg.
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You understand what I mean though.
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Canonically, "F" is for frigate, fighter and front (as in Neo-Terran Front). The Iceni was designated NTF Iceni, meaning Neo-Terran Frigate, or, more likely, being the flagship of the NTF, simply Neo-Terran Front.
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Hmm. Why do I remember seeing an "Ff" somewhere? Uno momento, I'll check.
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Hmm. Why do I remember seeing an "Ff" somewhere? Uno momento, I'll check.
That was Derelict (GTFf Saphah)
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Really? I could've sworn I've seen "Ff" somewhere in the FS2 campaign as well. Oh, I guess I remember wrong.
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Really? I could've sworn I've seen "Ff" somewhere in the FS2 campaign as well. Oh, I guess I remember wrong.
There is no Ff anywhere in canon FS AFAIK.
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Nope. The invertebrate is correct.
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K. I suppose it was Derelict, that was messing with my mind.
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K. I suppose it was Derelict, that was messing with my mind.
Now you're on the right track.
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Maybe the Derelict mission present in FS2 OEM?
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Maybe the Derelict mission present in FS2 OEM?
If there were indeed fan-made missions in the FS2 OEM, then it may be possible.
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No, wait...I mean FS2 Gold Edition.
There was the Derelict mission in which the player had to protect Governor M'Kembe's Hermes and several other ships from the pirates. The Saphah appears to handle that famous Deimos(I don't remember its name, it's the one that self destructs a few missions later).
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There was the Derelict mission in which the player had to protect Governor M'Kembe's Hermes and several other ships from the pirates. The Saphah appears to handle that famous Deimos(I don't remember its name, it's the one that self destructs a few missions later).
Ah, yes, that mission. The Deimos was the Ithaca.
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Yeah, that one(it reminded me Ulysses)!
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What does Ff stand for anyway? Frigate has one f, if that's what its supposed to be. Fg makes a whole lot more sense, as its initials are for the beginning of each syllable (FriGate).
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What does Ff stand for anyway? Frigate has one f, if that's what its supposed to be. Fg makes a whole lot more sense, as its initials are for the beginning of each syllable (FriGate).
"Frigatefighter?"
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It's just used because Fr was taken, and I suppose the creator didn't like Fg.
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What does Ff stand for anyway? Frigate has one f, if that's what its supposed to be. Fg makes a whole lot more sense, as its initials are for the beginning of each syllable (FriGate).
FF is the commonly accepted designation for a frigate RL.
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I never understood the RL designations - they barely make sense...
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FF == Fast Frigate, as distinct from PF Patrol Frigate.
The USN also used DL (Destroyer Leader) to indicate frigates for a time in the 50s and 60s. These "frigates" were later reclassified as cruisers or destroyers.
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Just finished Blue Planet, and I loved it. I spent like 20 minutes searching for a decent FS2-Era expansion after Derelict and I finally found one. Some bugs I found:
- Red Alert crash (fixed by creating a new pilot)
- Final mission
I had sun and stars, but no Earth :( I downloaded all the patch VPs (even though I doubt I needed them, as I downloaded what was supposed to be the updated main VP)
Everything else worked great though. I look forward to BP2!
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I don't think the last mission is supposed to have
earth
EDIT: Confirmed by mission file.
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You may be in the solar system, but you're probably far away from
earth
.
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I had all of the problems reported in this thread triying to run this one, but eventually I found my way around them (still crashes in weapon selection though) anyway, about this campaign...
WOW
Waiting for the second part!
PD: My english is not that good so... sorry if I screw it up XD
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:welcomesilver: Rodo!
It's OK if you don't have good English, many HLPers don't.
Darius has said that he will release an update to try to fix these problems, so the best we can do is sit back and wait, or help him fix them.
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Oh sweet, *blank* isn't supposed to be there? Well combine that with the red alert crash likely being a corrupted pilot file, and it looks like your mod was flawless for me, Darius. Nice work!
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:WELcomesilver: Rodo!
It's OK if you don't have good English, many HLPers don't.
Darius has said that he will release an update to try to fix these problems, so the best we can do is sit back and wait, or help him fix them.
tnks! I love this game, and finally after a lot time wandering in the dark I came across that old copy of the game in one of the hard drives.
Hopefully this time I WILL actually learn something about moddling or Fredding so I can help too :P (yeah last time I tried folowing some of the tutorials but got bored pretty fast jojojo)
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Make sure you downloaded the SCP (though you probably have if you played BP).
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Make sure you downloaded the SCP (though you probably have if you played BP).
yeah, done... looks great, played derelic with and without it and from that moment I`ve skipped all campaigns with no support for SCP and VP`s.
guess I'll have to come back to the old version someday... but untill then JOJO! look at that nebula!!!
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I`ve skipped all campaigns with no support for SCP and VP`s.
Umm, you can always throw a mod.ini into a mod folder so that the MediaVPs are used. For additional information, see the modding section of Karajorma's FreeSpace FAQ.
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Add the attached file (unzip it first) to any mod folder to enable MediaVPs. If you open it, you can edit the info (mod name etc.) just make sure to keep the semi-colons.
[attachment deleted by admin]
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yeah... I've used the mod.ini on trascend derelict and others...
but I was reffering to Inferno... everyone says its a great campaign but I`ve recently downloaded it and its like 2 squares shooting **** to each other XD
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I was reffering to Inferno... everyone says its a great campaign but I`ve recently downloaded it and its like 2 squares shooting **** to each other XD
Oh, that. Well, Inferno is another story. They have their own ships 'n stuff and it was all done back in, like, 2003 or somethin'. I suppose something is done, once the INFASA... CASA, MASA... whatever is released.
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yeah, part of my search on fs2..
for now I've been just triying all of the campaigns but it's quite difficult to find the original posts with the releases...
tnks!
Rodo
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What campaigns do you want? I can probably find you links.
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Turey's Installer downloads the most important ones. Others could be found from the FreeSpace Wiki and maybe FreeSpaceMods.net. Then there are some cases that should not be mentioned...
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I dont know... I think i would like any campaign... whatever you find is ok for me.
That installer sounds great!, I already have the FS2_Open 3.6.9 installed...will it work with this version?
Rodo.
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It works with many things. If you point it at your current installation, it should detect outdated components and download new stuff. But then again, at the moment there might not be anything new. You have FSO 3.6.9, which might suggest that you also have the 3.6.8 Zeta MediaVPs. The Installer might download a 3.6.10 build, but there's not much point, because there is no final 3.6.10 build, and the 3.6.10 MediaVPs are also beta. But at least you can download certain campaigns with it. Download the Installer (link in my signature), run it and see what it can get.
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great, downloading... ill see what comes up jojo
tnks
rodo
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jojo? You mean Lobo?
And other campaigns to try:
Procyon Insurgency
Blaise Russel's Shivans
Rain on Ribos IV
Derelict (and a whole bunch of others, use the installer)
...
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Yo yo. C MC ruk wit tat hihop.
If you really want to play anything you can, I (do not) advise you to check out Second Great War Part 2. It can (but shouldn't) be found from the FreeSpace Wiki.
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I just finished the campaign and can say that i think, personally speaking, it is second only to the mighty Derelict. This is fantastic and i loved every second of it. Also ran like a dream start to finish, no bugs or crashes i could see. Can't wait for next installment.
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jojo? You mean Lobo?
And other campaigns to try:
Procyon Insurgency
Blaise Russel's Shivans
Rain on Ribos IV
Derelict (and a whole bunch of others, use the installer)
...
Downloaded yesterday, I got stuck in the third mission... the one were the fleet is suposed to move towards adhara.. REALLY difficult jojojo :D
got the feeling i´ll enjoy this one too ^^
also getting a crash about some issues with some ship events... but seems not to be a major problem so far.
Ill look up the other ones in wiki to see what i can find.
Also looking for that second great war part 2 :D
tnks for the assistance people!(assistance...the only thing that has no large number after it in my pilot profile XD)
Rodo
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Just to let you know, an assist in FS2 is when you get 15% of a kill, but not enough to get the whole kill.
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one thing i want to know...Is Darius planning on going through all 13 zodiac constellations?
???
chapter1 :age of Aquarius
chapter2 :age of Pices
chapter3 :age of Aries
chapter4 :age of Taurus
chapter5 :age of Gemini
chapter6 :age of Cancer
chapter7 :age of Leo
chapter8 :age of Virgo
chapter9 :age of Libra
chapter10 :age of Scorpio
chapter11 :age of Ophiuchus
chapter12 :age of Sagittarius
chapter13 :age of Capricorn
???
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Downloaded yesterday, I got stuck in the third mission... the one were the fleet is suposed to move towards adhara.. REALLY difficult jojojo :D
got the feeling i´ll enjoy this one too ^^
Aye. PI is one helluva challenge. In a good way. Though I must admit that I originally skipped the stealth missions later in the campaign.
one thing i want to know...Is Darius planning on going through all 13 zodiac constellations?
???
chapter1 :age of Aquarius
chapter2 :age of Pices
chapter3 :age of Aries
chapter4 :age of Taurus
chapter5 :age of Gemini
chapter6 :age of Cancer
chapter7 :age of Leo
chapter8 :age of Virgo
chapter9 :age of Libra
chapter10 :age of Scorpio
chapter11 :age of Ophiuchus
chapter12 :age of Sagittarius
chapter13 :age of Capricorn
???
*sigh* ... Yes. Followed by the Chinese zodiac. You know. Age of Rat, Ox, Tiger, Hare, Dragon, Snake, Horse, Goat, Monkey, Rooster, Dog and Boar.
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Yeah i do know....I just completed Okami
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one thing i want to know...Is Darius planning on going through all 13 zodiac constellations?
???
chapter1 :age of Aquarius
chapter2 :age of Pices
chapter3 :age of Aries
chapter4 :age of Taurus
chapter5 :age of Gemini
chapter6 :age of Cancer
chapter7 :age of Leo
chapter8 :age of Virgo
chapter9 :age of Libra
chapter10 :age of Scorpio
chapter11 :age of Ophiuchus
chapter12 :age of Sagittarius
chapter13 :age of Capricorn
???
No, since the BP2 is titled "War in Heaven"
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Any word on when we'll get it? (I suspect "when it's done")
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Hi, at the begin of every mission i get this error:
Error: Can't open model file <none>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
I can still play but if i choose the Ship or Weapon Selection i can't get back into the game, but still i have this error every mission.
I use the 3.6.10 MVs and 3.6.9. Build with OpenGL
Thanx
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I use the 3.6.10 MVs and 3.6.9. Build with OpenGL
And you have a proper mod.ini in the blueplanet folder, right?
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Yes the mod.ini is in the Blue Planet Folder
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And the word mediavps on the secondarylist line is the same as the name of your mediavps folder?
Hmm. Maybe try with a 3.6.10 build or the 3.6.8 MediaVPs?
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Turn on 3D Ship Selection in the launcher. That should fix it.
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Hi, use the 5.5a Launcher on which List Type is the 3d Ship selection, or is there a new version?
My mediavps are in the root folder of FS2, must i change the mod.ini?
In the Mission where you must board the Duke, the mission say press Alt-A for Eject and Board but this doesn't work.
I also have graphical errors with the Orion and Deimos Model, here a screenshot
(http://img3.imagebanana.com/img/ufi6yh0/fs2graphic2.jpg) (http://img3.imagebanana.com/)
I use the 3.6.10 Beta MediaVPs but which build is recommended for this mod.
If i use the 3.6.10 build or 3.6.10. 20071028T the game would'nt even start with this error:
Error: mv_strings-lcl.tbm is corrupt
File: localize.cpp
Line: 611
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Thanxx
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Firstly: your image didn't show. All I can see is ImageBanana's logo.
Second: Your media VP's should go into a folder called "mediavp's". Then the mod.ini should work. Leaving the medias lying around in the root folder is just asking for problems.
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Hi, use the 5.5a Launcher on which List Type is the 3d Ship selection, or is there a new version?
It is more related to the build, but it should be under Gameplay. And you could also acquire Launcher 5.5d (http://fs2source.warpcore.org/exes/Launcher55d.rar).
My mediavps are in the root folder of FS2, must i change the mod.ini?
The MediaVPs should be in their own subfolder, which is preferrably called mediavps.
In the Mission where you must board the Duke, the mission say press Alt-A for Eject and Board but this doesn't work.
You actually have to use auto pilot. Generally it should be assigned to the key combination Alt-A, but that may not be the casy with you. Check your keyboard configuration to see what enables auto pilot.
I also have graphical errors with the Orion and Deimos Model, here a screenshot
That has something to do with Nvidia's drivers. Update your drivers and either try the 3.6.8 MediaVPs or the build I recommended in the 3.6.10 Beta MediaVPs thread.
I use the 3.6.10 Beta MediaVPs but which build is recommended for this mod.
People have had good results with the 3.6.8 MediaVPs and the 3.6.9 build.
If i use the 3.6.10 build or 3.6.10. 20071028T the game would'nt even start with this error:
Error: mv_strings-lcl.tbm is corrupt
File: localize.cpp
Line: 611
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
You've broken something.
Firstly: your image didn't show. All I can see is ImageBanana's logo.
Seems to be the evil zebra ships again.
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*[Wolf]Maverick gives SG a headache*
The 3D Ship selection is on the 'FEATURES' tab, under 'List Type' select gameplay options and just choose the 3D ship selection.
2nd - put your mediavps into a folder called MEDIAVPS. The Mod.ini has to be in the BluePlanet folder and in the mod.ini, next to 'Secondary List:' it has to say MEDIAVPS. Because the way you have it, the mediavps are loaded first and gives errors. Plus it can ruin your FS2.
For ALT-A eject to work, you need to have the AUTOPILOT key be the Alt-A combination. Change that in your keyboard settings, or just have them on default.
Don't know about the graphic errors. But I think it's due to you having Direct3D on. Change to OpenGL. In the launcher, under 'Video', change the 'Graphics' drop down menu from Direct3D to OpenGL.
For 3.6.10 beta mediavps recommended is the 3.6.10 exe build. If you use the 3.6.8 mediavps with 710 patches then you need the 3.6.9 exe, which was used when making this mod.
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I'm verry sorry for all the stupid questions.
Now i have a Folder in my main FS2 Folder called mediavps and i have a mod folder in my main fs2 folder. If i a select the Blue Planet Mod over the Launcher (now the 5.5d) with the 3.6.10 mvps and a 3.6.10 it starts fine, but i don't have the new models and all the cool SCP Stuff, but the retail FS2 Models, how i use the mediavps and the Blue Planet Mod at the same time.
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Have a mod.ini in your BluePlanet folder. In the 'Secondary List:' line, write mediavps .
Or just download a mod.ini from this thread and put it into your BluePlanet folder.
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how i use the mediavps and the Blue Planet Mod at the same time.
With the mod.ini. Download the one in the first post and place it to your blueplanet folder.
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OK, something weird is going on ^^
I checked the mod.ini and its ok, now it works too, i have the SCP Stuff in the BluePlanet Mod but only with an 3.6.9 Build and i still have the grapic errors and i have the standard Background during the player selection and not the Blue Planet Background. With 3.6.10 it still won't start.
If i don't wanna play a specific mod but FS2 SCP, how i start SCP, if i didn't select a mod, FS2 starts in the retail mode.
Sorry for all the headaches, i'm a newbee ^^
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If I had powers on this board, I would seriously concider splitting this now, since we are starting to derail from Blue Planet...
As for the graphical errors, I once again advise you to update the graphics card drivers.
As for the not starting up part, it might soon be useful to give us either a screenshot or a list of all the files in your \freespace\ folder.
And if you want to play the FS2 campaign with purdy graphics, select the mediavps folder as a mod. No MOD means no mod, in which case you get to play with retail graphics.
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ShadowGorrath has just lost 20% of his hyper-ness today.
ShadowGorrath has just gained 700% of WTF.
[Wolf]Maverick has just reached a new level of newbee ^^ ( j/k )
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Ok, i will check my graphic drivers.
You won't believe it but I play Fs2 and SCP for a long time but i checked this forum not for a long time and the many new builds, mvps and campaings must confused me and so i F***ed up my Fs2 Folder.
Here is my fs2 folder:
(http://img3.imagebanana.com/img/mxfccr3b/fs2folder.jpg) (http://img3.imagebanana.com/)
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...
For starters, when we said "mod folder", we meant one mod folder per mod. They are all subfolders within the \freespace\ folder. You should have, like, \freespace\blueplanet\ for Blue Planet, \freespace\derelict\ for Derelict, \freespace\fsport for FSPort and so on. Not a \freespace\Mods\ folder where you throw them all. Many mods or campaigns contain their own table files and if all the mods are in the same folder, the one that is first alphabetically shall presume the alpha male position, effectively ****ing up the other mods. If all the mods are in their own folders, this issue does not occur.
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Let's be simple.
Delete every file/folder beside a red dot, except for "patchw32.DLL". That was a mistake.
(http://i32.tinypic.com/elabeg.png)
Next, use 3.6.10 debug, and run it. Post the created log file (don't know the name, should be obvious) to here. To do this, under the post box, click "Additional Options".
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Ok, i delete every file marked with a red dot, expect the patch file. Than i run the 3.6.10 debug build and i get following message:
Error: mv_strings-lcl.tbm is corrupt
File: localize.cpp
Line: 608
Call stack:
------------------------------------------------------------------
parse_modular_table() lcl_xstr_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
I really appreciate all the help, thank you,
-
I think you're using the 3.6.7 MediaVPs. Select "no mod" in the launcher, and then try again.
And also, post your mediavps and Mods folders.
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Ok, hiere is my FS2 Main Folder with subfolders for every mod and one for the mvps.
The second image show my mediavps.
(http://img3.imagebanana.com/img/exwuqwww/fs2folder2.jpg) (http://img3.imagebanana.com/)
(http://img3.imagebanana.com/img/gidk4vq8/fs2folder3.jpg) (http://img3.imagebanana.com/)
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Shivan Campaign ? Is it the 2 Blaise Russel's FS1 era Shivan campaigns for FSPort, or is it something else that you stole?
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Yes, its the FSPort campaign
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(http://darius.rabidcarrot.com/bplogo.jpg)
Blue Planet - Age of Aquarius
"Everything that has passed has been building up to this moment. It's as though my entire life before coming here has merely been a prelude, and everything that has taken place since then has a weight upon it which threatens to crush me. As though my actions carried the weight of an entire universe."
Right, now that it's finished, I present to you all my very first completed campaign. While the finished product may have turned out nothing like I imagined it to be when first starting, I hope it is nevertheless a sufficiently engaging story and a fun play through.
Lightspeed's nebula pack is used in this campaign, so make sure you've got a copy of it before you download the campaign. This campaign was made using the 3.6.9 version of Freespace 2 Open.
I've done my best to go through and make sure that there aren't any bugs to get in the way of an enjoyable experience, but if you do come across any, let me know.
ABOUT:
Blue Planet is set eighteen years after the Capella Incident which marked the end of the Second Shivan Incursion. The focus driving Terran engineering has been the construction of the portal which would reconnect the Sol system with the rest of the GTVA. Upon its completion, probes were sent to scout the surrounding area and to test the stability of the portal. Imbued with confidence after several successful missions, GTVA has deployed the GTD Orestes, a state-of-the-art destroyer, and her complement of ships to establish contact with a long-isolated Earth and to reunite the Lost Generation with humanity's ancestral home.
The Orestes and her ships embark on a historical journey which is to have profound consequences for the future of the GTVA, Earth, and the entire human race.
FEATURES:
* New music - 3 entirely new tracks with full tabling and synchronisation, plus further tracks that are event-triggered
* New ships - To reflect the next generation of GTVA technology. There is also a new race to discover along the way
* Storyline-based action - Telling a unique story set within the Freespace universe, with its own characters, life-changing events, setting and themes
* Custom communication ani's - Giving new faces to Command, characters and ships
DOWNLOAD:
Blue Planet (http://darius.rabidcarrot.com/releases/blueplanet.rar): Updated root VP incorporating bugfixes of patch. (RAR, 84 MB)
Patch (http://darius.rabidcarrot.com/releases/bpfix.rar): resolving FRED cutscene errors, cleanup of tables and mission updates. Download only if you have the original release root VP. (RAR, 3 MB)
Patch (http://darius.rabidcarrot.com/releases/bpfix2.rar): includes cruiser03x.pof and associated textures, however it does not include weapons textures from mv_effects. (RAR, 1 MB)
No Red Alert Missions (http://darius.rabidcarrot.com/noredalert.rar): Use this as a temporary fix if you're getting a crash with red alert missions (ie. missions from Journey of a Thousand Miles onwards) even after creating a new pilot for the mod. This disables the red alert setting for each mission that uses them, which means you don't keep your fighter/weapon loadout throughout those missions.
Mod.ini (http://files.filefront.com/Blueplanetrar/;9827245;/fileinfo.html) with picture and description available for those who require it.
Thanks for the highlight, Karajorma! :)
hey my question is where to put the red alert fix?
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You shouldn't do that. Get a 3.6.10 .EXE, try this (http://swc.fs2downloads.com/files/fso-20080506_CHIEF_4618.7z) one. You'll need 7-Zip (http://7-zip.org) to open it. Tell the launcher to use that .EXE, and you won't need the Red-Alert fix.
@Wolf: You've seriously ****ed up your install. You have like two different installs inside of each other. Delete all files inside your mod folder that aren't folders. And inside your mod folder, delete the mediavps folder, the data folder, and the BSG folder. (if BSG = Beyond the Red Line, BtRL is a separate game, not requiring FS2 to play.) Then take all the remaining folders and put them directly in your FS2 directory.
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hey my question is where to put the red alert fix?
Extract the contents of the .rar file to \freespace\blueplanet\data\missions (create the folder if/when necessary).
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Why don't you just use Turey's (http://www.hard-light.net/forums/index.php/topic,42854.0.html) Installer (http://www.hard-light.net/forums/index.php/topic,42854.0.html)?
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I already suggested that.
-
i got a problem aswell, after duke jumps and i jump after it, theres no duke in ross 128 :/
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Corrupted pilot?
-
Hey guys,
io have just finished the blue planet campaign.
It´s was an amazing experience and it is, for sure one of the best campaigns ever made for freespace. Good playing, very cool history line and a really amazing message in the end.
You have made quite a job here with the new vessels, they´re far away more beautiful than any other in the original game. I really expect to see then in a new campaing.
Very good job.
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You have StratComm to thank for the beautiful fleet, it's something, isn't it?
-
Darius retextured the fleet, though, and IMO it looks a lot better than it did.
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Yeah. I like the blue theme.
Was it a retexture or a recolor?
-
Retexture. Though not all of the textures were replaced.
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Hey guys, I got a problem. The music that should be playing when you are the in the mainhall is bptheme3 right? Now for some reason, the music that is playing is the standard FS2 mainhall music you normally hear in the FS2 campaign. I don't know how long ago the music got replaced but I just noticed it now. Can someone help fix the music?
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You are using the 3.6.10 betas, aren't you. That's a known problem with those vps. The solution that has worked for me is to extract bptheme3 and rename it to aquitaine.ogg, and place it in freespace/blueplanet/data/music, though I'm sure there is a less hackish solution.
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Ok, that worked. Thank you.
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Alternately, for a more complicated, but less hackish soultion, you could extract mainhall.tbl (you know where to put it) and go down to the second mainhall (the one with ";; GR_1024" above it), and change the music to BPTheme3. Then, add bp-mus.tbm (same location) with the following contents:
#Menu Music Start
$Name: BPTheme3
$Filename: bptheme3.ogg
#Menu Music End
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I have 3.6.10 and nothing like that has ever happened to me.
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Do you also have the music vp from the 3.6.10 Beta release thread?
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No. Was too bored to download. And I suppose that that's the reason why I never had that error.
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Indeed. The vp contains a -mus.tbm so that the new high-quality ogg tracks can be used during the game. But as an interesting side effect, that tbm has a tendency to override anything else. So, if you select Blue Planet as a mod and also use the mediavps (as it is recommended), the tbm in the mediavps seizes control and prevents the proper mainhall track from playing. But fortunately, the workarounds described in previous posts can be used to counter this issue.
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Mediavps are required, but the mv_music.vp is optional and not necessaraly needed.
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Ho Ly Cr Ap
holy crap
wow
are you serious?
this is probobly one of the best campaigns i have played sofar ...... holy crap dude
just finished it, didnt see that one coming ......
this one made me go "Are you frigin serious" on multiple ocasions.
the recap of the past Holy crap dude
Wow. whens the next one coming and whats it called :D
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The next one is titled "War in Heaven" and is done when it is done. ;)
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snip
If you want, you can see a small trailer from the next chapter here:
http://www.hard-light.net/forums/index.php/topic,53711.0.html
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so iv played derilict and this, anything else i should be aware of with this high a quality?
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The Procyon Insurgency, Just Another Day, Deus Ex Machina, BWO Demo, etc. Storm Front was decent, you might wanna check that out too. That's all I can think of ATM.
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My upgraded Sol: A History. The campaign was always awesome, and I upgraded the graphics.
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My upgraded Sol: A History. The campaign was always awesome, and I upgraded the graphics.
I wanted to replay S:AH, but I am going to wait until the FSCRP upgrades are in place.
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Don't forget Sync. And Transcend.
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damn!! that deimos in the video looks awsome! what is that? mv 3.6.10?
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I've just finished the campaign..
in one word... MASTERPIECE,
i can't wait for Blue Planet: War in Heaven.
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You shouldn't do that. Get a 3.6.10 .EXE, try this (http://swc.fs2downloads.com/files/fso-20080506_CHIEF_4618.7z) one. You'll need 7-Zip (http://7-zip.org) to open it. Tell the launcher to use that .EXE, and you won't need the Red-Alert fix.
@Wolf: You've seriously ****ed up your install. You have like two different installs inside of each other. Delete all files inside your mod folder that aren't folders. And inside your mod folder, delete the mediavps folder, the data folder, and the BSG folder. (if BSG = Beyond the Red Line, BtRL is a separate game, not requiring FS2 to play.) Then take all the remaining folders and put them directly in your FS2 directory.
how am i opening the 7 zip file? and how am i implenting the change to the installer?
plus in one of the last missions of the campaign I'm getting a texture corruption when the ravanas are exploding.
when the 2 ravanas are exploding there is a crash how can i rectify this problem?? (i opened a new pilot after the last try to tweak the red alert bug wasn't successful)
with thanks ariel.
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how am i opening the 7 zip file?
If you've installed 7-Zip, just find the .7z file, right-click it and select 7-Zip -> Extract here.
how am i implenting the change to the installer?
Place the new 3.6.10 .exe files to your \freespace\ folder, open the Launcher, click Browse at the top of the Launcher and select the new .exe file. Then click Apply and Run.
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how am i opening the 7 zip file?
If you've installed 7-Zip, just find the .7z file, right-click it and select 7-Zip -> Extract here.
how am i implenting the change to the installer?
Place the new 3.6.10 .exe files to your \freespace\ folder, open the Launcher, click Browse at the top of the Launcher and select the new .exe file. Then click Apply and Run.
Thanks lobo but apperntly this 3.6.10 build is not compatible with my os i'm running fs2open on win me and on a low end machine i wish that would be a way that won't exclude me from having to play this campaigne cause it's so fun.
i reallllllllllllly like to play it it's addictive.
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I played this campaign with 3.6.9 Zeta pack, you could try with those... anyway isnt there some options that you can deactivate from the launcher?
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Is Darius still alive?
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Should be.
He posted that BP2 video not to long ago.
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I played this campaign with 3.6.9 Zeta pack, you could try with those... anyway isnt there some options that you can deactivate from the launcher?
how do i activate the zeta pack and what option to put off?
thnk you rodo.
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I played this campaign with 3.6.9 Zeta pack, you could try with those... anyway isnt there some options that you can deactivate from the launcher?
how do i activate the zeta pack and what option to put off?
thnk you rodo.
You should download this files from the thread http://www.hard-light.net/forums/index.php/topic,39905.0.html
this files are actually very big, pay attention to the first pack mv_zeta pack as it contains other of the files in that thread, make sure you dont download the files 2 times like I did the first time XD
(actually if you read the post is quite easy to not get dizzy like I did back then jojo)
Hope you enjoy it!
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I played this campaign a couple of months ago, absolutely amazing. a couple of balance issues here or there, but thats probably because xt0314 doesn't have working flak.
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MAN THIS MODE IS SEPER-NOVA HOT!!! AWSOME!!!
I only have one problem. In the mission first contact, my jump engines recharge, i did not damage those two fighters, i jump and i failed the mission.
The i try and destroy those fighters and i jump. Failed.
Then the fighters destroy me. Failed again.
Can someone tell me what am i doing wrong?
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It's a bug. I forget how I beat it.
:welcomeorange:
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Found the problem.
I used fred2_open_3_6_9.exe
Then i started to use fred2_open_3_6_10-20071007T.exe
Now it works fine. Thanks anyway.
And if that welcome is meant for me, thanks.
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I just got two questions for Darius.
In Blue Planet - War In Heaven, whit who will the player play? With Eart or the GTVA?
And when is Blue Planet - War In Heaven comming out?
That are just 2 thing that are buging me so i can't sleep at night.
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1) With Earth
2) When its done™
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Thanks blowfish. Now i can sleap.
:)
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Are there doing to be any other Earth ships besides the Karuna-class frigate?
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I would assume so.
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Earth gets a whole fleet :)
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Question:
Will the Earthlings discover that (or another) alternate node in the next campaign?
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What node ?
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The one that you find like halfway through the game. (I think) in Sol.
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There are NO new nodes in Sol. The only new node in the mod was ( because of the Knossos ) between N362 and the Vishnan system.
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there were no new nodes in sol afaik, they went back to delta serp or whatevers next to sol before they found a new noud :)
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I always thought the Knossos was in that random nebula system.
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The Knossos was in N362 :doubt:
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Yeah that one.
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IS N362 even on the original FS nodemap?
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No.
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Then that's another new node...lol.
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It's been on the BWO nodemap though. And that's pretty much the "semi-official" nodemap everyone goes by when dealing with noncanon nodes.
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Personally I don't use it, but it's a cool non-canon sort of thing.
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Hello,
I'm trying to complete this campaign. I love seeing that intense fighting scene. Anyways I'm stuck. I'm not sure if it counts as spoiler since I use some of the names so I just do it for precaution:
I am stuck at the "Journies of a thousand miles" and the GTC Duke Jumped twice. I jumped twice to chase after it. The 3rd part just get stuck after I disable the GTC Duke. Nothing happens after wards. Am I suppose to beat the mission before the 3rd jump? Or is this a bug? Thank You for your help.
O I forgot to mention I downloaded the noredalert file. Where am i suppose to extract these files to?
The Objective just says: Mission Goal Text
I am using Freespace Open v3.6.9 Direct3D
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:welcomeyellow:
Doesn't the game prompt you for a specific keypress at that point? I think it's Alt-A. Check your directives.
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I pressed Alt + every single letter and got nothing too.
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Wait, you mean you actually caught up to and disabled the GTC Duke!?
That could cause problems. Its supposed to disable itself IIRC, in the system with the neutron star.
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LOL. Thankz a ton Droid803. That was it.
Note to self: Don't do the "impossible"
O and thank you Dark Hunter. I just realize what HLPBB meant.
This is going to be so fun.
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OpenGL is better
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Thankz Shadow. It sure is. I should have fooled around with settings more.
How many people actually beat Keepers of Hell ?
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Which is that? I beat the whole campaign on medium.
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The one with 2 Ravanas in Ross128, and the Vishnan supercap.
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Yup. Had to lower the difficulty for that, to Easy.
Here's how.
Go directly to full-burn and head to the right-hand Ravana.
Tell all wing men to guard the Keeper, take out the front beams with missiles, four missiles each.
Go to the other Ravana, do the same, and then burn back tot he Keeper.
Disable the beams of the Liliths, and then concentrate on bombers. The Moloch is not a threat.
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SPOILERS !
Btw, is it bad that I dreamt BP3 ? :eek:
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Btw, is it bad that I dreamt BP3 ? :eek:
You sick, mon. Nah, srsly. Game related dreams are quite common. Even dreams related to potential sequels.
Hmm. With this post, the Blue Planet release thread has exceeded 1000 replies. Has this happened with other campaigns?
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Look through the 'Missions and Campaigns' forum. But I think it's safe for me to say that: BP HAS DETHRONED DERELICT !
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Hmm. Serious ownage (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/blueplanetkickssomeseriousarse.jpg).
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The mission plans thread of INFASA is 53 pages long. Mostly me and Mobius arguing where to put transports and convoys.
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But it's not a campaign/mission release thread. :p So BP still in the lead.
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Just think of the number of replies this would have gotten with voice acting. :p
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But it's not a campaign/mission release thread. :p So BP still in the lead.
Think of when INFSCP is released. :nervous::shaking:
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By then this thread will probably have over 3000 replies, and we'll be playing BP3. :D
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I finally got around to playing this, and... just... wow :eek2:
It wasn't perfect - A few bugs here and there (The most annoying being where the game would crash if you tried to select a different fighter while 'differently conscious'), but other than that, this is a masterpiece!
Major kudos to you Darius!
I can't wait to see the next chapter of the story! :D :yes:
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(The most annoying being where the game would crash if you tried to select a different fighter while 'differently conscious')
Do you mean that the game crashed when you tried to open the fighter selection screen? That is easily fixed by enabling ship_choice_3d from the Launcher.
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hey mates out there!
This is my first Post in this Community, so please don't kill me for this question ;)
I downloaded the FSO today and this mod here (completed FS2 today first time and want to know how it continues :pimp:).
Installed FSO and mod how it's written, but now I'm stuck in first mission since 6 hours... (yeah, you read right :wtf:).. don't know if there is a texture problem or so.. it's the mission where i get to Earth System and see the red Earth... then i Fly to first Waypoint. After that, i have to investigate a Signal within 10 Klicks (what are Klicks? 10000 Miles?), but there is nothing besides Alpha Mates and Waypoint 2.
Had the idea, that there is something flying around and I can't see this because of an texture bug, because in Prologue (where the Ships are flying into the new Portal), one of the ships has missing textures, too...
Redownloaded the mediavps, too and read 6 hours here in this Community, if there is any texture Problem :confused:
Can somebody help me? A Hint, what i have to find would be very nice. Want to play more of this Mod :(
Thank you Guys!
P.S.: Sorry for my bad English!
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:welcomeblue:
Look at the radar. There should be a blip flashing in and out sporadically. Maneuver your fighter until the blip is in the center of the radar. Then fly toward it. Correct your course along the way so that you are always flying toward the blip. You should eventually come upon the object it represents.
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:welcomered:
Welcome to the Hard-light Station. Exits are located at the front, back, top, bottom, left, right and 4th dimensionly. However all but the 4-d ones are blocked, and no one has figured out how to get to them. In the event of any type of landing you will be used as a floatation device
Technical disruptions may cause the lights go out at any instance, and sometimes even the basic life support fails for some time. When this occurs the station system automatically drops a computer from the roof above you with FSO installed and ready.
Please keep all appendages within the installation at all times. If you enter the vents keep an eye out for our resident Shivan Carl as he will chew your legs off. your best bet is to throw him your lunch and hope he is not hungry and leaves you alone.
Flamethrowers can be found under your seat but due to budget constraints have been re-filled with holy water. Phased Plasma rifles (40 watt range of course) can be found in storage lockers. To prevent n00bism, however, these can only be opened by Moderators, :v:-gods or a hyperintelligent shade of BluE. Any attempt to use the characters 3, F, and S in the (in)correct order will result in you being hung drawn and quarterd by angry freespace fans. Your remains will then be fed to Carl so that the rest of us don't have to carry around humungous lunch boxes.
If you should go in the Vasudan section of the station, DO NOT open and looking boxes labelled “Headz”, unless you are a Vasudan....or have a VERY stong constitution. Trust me on this one. No seriously dont...
Thank you and enjoy your stay at Hard Light station as long as you will!
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Now, thats out of my system does anyone know when Darius last posted?
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(completed FS2 today first time and want to know how it continues :pimp:).
Keep in mind that this is totally non-canon.
10 Klicks (what are Klicks? 10000 Miles?)
Klick = kilometer.
but there is nothing besides Alpha Mates and Waypoint 2.
Had the idea, that there is something flying around and I can't see this because of an texture bug, because in Prologue (where the Ships are flying into the new Portal), one of the ships has missing textures, too...
Redownloaded the mediavps, too and read 6 hours here in this Community, if there is any texture Problem :confused:
Can somebody help me? A Hint, what i have to find would be very nice. Want to play more of this Mod :(
In the launcher, under Features>Graphics, check "Enable JPG/TGA Textures".
And TE, the welcome speech is bad now, it got overbearing, and it's a nono to post it just for the hell of it, without helping the guy.
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Darius is alive. He was on a couple of days ago. At least I hope he's still active and working on BP2.
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Which makes me think of Stealth. :(
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Gah! Sorry for the expression.
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but there is nothing besides Alpha Mates and Waypoint 2.
Had the idea, that there is something flying around and I can't see this because of an texture bug, because in Prologue (where the Ships are flying into the new Portal), one of the ships has missing textures, too...
Redownloaded the mediavps, too and read 6 hours here in this Community, if there is any texture Problem :confused:
Can somebody help me? A Hint, what i have to find would be very nice. Want to play more of this Mod :(
In the launcher, under Features>Graphics, check "Enable JPG/TGA Textures".
tried this by far... no change of my problem :(
Will now try the hint 2 Posts above with the radar, but thought i tried this, too...
Edit: Got it, my radar was set up with a range of 2k :o
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It is very hard to tell if you're headed in the right direction. I say align the flash dot to radar centre...This mission i recomend the old 2d radar... then look out for a very tiny point that doent quite match the stars and fly towards it. you should eventually be able to make the object out an thus make the necessary courde corrections
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turned the radar on 10k range and it was easy to complete the mission... sorry for my painful question :hopping:
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That's OK, we're always here to help.
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Yes I'm still here. I'm working on something at the moment which hopefully means in a couple weeks people won't have to dig through 50 pages of thread to get to something. :)
As you were!
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Ok I'm failing "Forced Entry"
Ok I can manage thru saving Duke, Labourchere, Bretonia, Solace and Sanctoty. But I seem to can't save Temeraie when she comes out.
I read the help from Mawhrin and Mad Bomber on Page 34. And having Trebs to use. But I seem to not be able to go fast enough to destroy two beam turrets before Temeraie go down. The best I have was to destroy one turret.
I think I lost this mission about 30 times so far. Is there anymore tips? Maybe I need to drop defending Sanctory faster and just have all Alpha, Beta, Delta and Gamma follow me the instance they come in.
I failed at easy and very easy.
Any more tips?
Darius, great job!
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sorry for my painful question
Without doubt it is more painful to you to not be able to continue playing this fantastic campaign. If you encounter problems, ask and you shall be answered.
Welcome to the Hard-light Station. *snip*
No.
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GTI HLP, with my Orion - the GTD Lituanica - in defence of it.
There are some people who still haven't played the campaign. Shall we start a crusade on the non-players ?
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Ok I can manage thru saving Duke, Labourchere, Bretonia, Solace and Sanctoty. But I seem to can't save Temeraie when she comes out.
I read the help from Mawhrin and Mad Bomber on Page 34. And having Trebs to use. But I seem to not be able to go fast enough to destroy two beam turrets before Temeraie go down. The best I have was to destroy one turret.
The Ravana's main beams are quite weakly armoured. A bank of Prometheus S can quickly destroy them in a few shots, especially if they're mounted on a bank with four firing points (such as the Kulas, Aurora, Myrmidon, etc). The range is also very good at 1200m, which means you can start shooting from a long way out.
I find that even if you wait till the Ravana appears before charging towards it, you'll still have enough time to destroy the cannons and keep the Temeraire alive.
Otherwise it may be a problem with the Ravana model that people were having before..if that's the case you'll need to get the fixed model. If that was the case, you would have had problems with Keepers of Hell and Preserving the Balance as well.
Maybe I'll post up a video walkthrough of some of the more difficult missions :) Even if it's just for fun.
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You should. But you also should update your site with BP2 info.
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Best bet is to get to the back of the Temeraie as fast as possible. I failed that mission many times before i realised that the trick was to get to the back end of the Temeraie as soon as it appears. With all power to engine, the Temeraie's initial speed and the Treb's range, you should be close enough for target aquisition once the Ravana appears.
Hope that helps
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Darius good to "see" you alive :yes:
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If you want to see if someone's still active, their profile page will list their last login date. So even if they're not posting, you can still tell if they're around.
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If you want to see if someone's still active, their profile page will list their last login date. So even if they're not posting, you can still tell if they're around.
Which is why I prefer the derailing technique of logging in only when actually posting.
Srsly, how's the second part proceeding? No need to hurry. Not at all. Age of Aquarius had some schedule setbacks, but if that was the byproduct of creating a classy campaign, then by all means, take your time.
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Ok I'm failing "Forced Entry"
What ship are you in? You need to be in something that does 75m/s or better. I prefer Aurora or Perseus. The high poly Ravana model that's included in the mediaVPs also has poor collision detection, so paired trebs often fail to hit the turrets. Consider extracting the retail model (.pof) and adding to the correct subdirectory in your BP folder.
The Ravana's main beams are quite weakly armoured. A bank of Prometheus S can quickly destroy them in a few shots, especially if they're mounted on a bank with four firing points (such as the Kulas, Aurora, Myrmidon, etc). The range is also very good at 1200m, which means you can start shooting from a long way out.
1500m according to wiki.
I feel the need to repost (http://www.hard-light.net/forums/index.php/topic,49876.msg1068503.html#msg1068503) the Balor's stats:
| Armour | Shield | Subsystem |
Damage per second | 122.5 | 175 | 70 |
Damage per energy | 245 | 350 | 140 |
These numbers are outrageous. The only down sides to this weapon are its 450ms-1 speed and 900m range. Every other primary is now obsolete except for the Maxim and (for capture operations) the Akheton SDG.
Compare (http://www.hard-light.net/wiki/index.php/Weapon_Comparison_(FS2))
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There's a link of a download of a fixed HTL Ravana in the 'Ships with faulty colision detection' thread.
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Also, press Shift+/ to get 2 missiles to fire at once.
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Yeah. That Balor's going to get some rebalancing. The proper value needs to be about half that, a legacy left over from when I thought the "cycle" flag divides the damage up among the bank's firepoints.
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There's a link of a download of a fixed HTL Ravana in the 'Ships with faulty colision detection' thread.
Link (http://www.hard-light.net/forums/index.php/topic,54107.msg1093909.html#msg1093909)
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Yeah. That Balor's going to get some rebalancing. The proper value needs to be about half that, a legacy left over from when I thought the "cycle" flag divides the damage up among the bank's firepoints.
Please, please, please! Leave the Balor usable in BP2.
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Yeah. That Balor's going to get some rebalancing. The proper value needs to be about half that, a legacy left over from when I thought the "cycle" flag divides the damage up among the bank's firepoints.
Please, please, please! Leave the Balor usable in BP2.
The Balor will be usable. But not in the campaign. I think. Because it's a GTVA weapon ^^
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Bah :(
I was looking forward to seizing Sol by force. . . . Unless you get to make a "moral choice"
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Actually, we don't know anything about how the campaign will be. So, you might still have the chance. Or not. Eitherway, I don't think we'll be disapointed.
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He just said "it won't be usable in the main campaign" i'm gonna write a campaign where you smite Sol forces. . . Once BP2 is released.
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There might even be a BP3 btw.
And the Earth forces seem too good for anyone to want to crush it.
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(The most annoying being where the game would crash if you tried to select a different fighter while 'differently conscious')
Do you mean that the game crashed when you tried to open the fighter selection screen? That is easily fixed by enabling ship_choice_3d from the Launcher.
Wee! Thanks oh problem solving wolf! :D
I did find that when I clicked on the weapon, the game would crash, but since the keepers only have one primary and 1 secondary it doesn't really matter...
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About that question (http://www.hard-light.net/forums/index.php/topic,49876.msg1092705.html#msg1092705).... Will they?
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Will they what ?
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Will they what ?
About that question (http://www.hard-light.net/forums/index.php/topic,49876.msg1092705.html#msg1092705).... Will they?
that question (http://www.hard-light.net/forums/index.php/topic,49876.msg1092705.html#msg1092705)
Click on the hyper-link.
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Sorry, my phone doesn't have a mouse. :p Write it here.
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I'm not really sure if you can highlight the spoiler text, but....
Question:
Will the Earthlings discover that (or another) alternate node in the next campaign?
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That's not really a spoiler.
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Because there's no such thing. You probably misunderstood/missed a part of the story ?
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Of course there's no such thing (as of yet). He's asking if it will happen.
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MAN THIS MODE IS SEPER-NOVA HOT!!! AWSOME!!!
I only have one problem. In the mission first contact, my jump engines recharge, i did not damage those two fighters, i jump and i failed the mission.
The i try and destroy those fighters and i jump. Failed.
Then the fighters destroy me. Failed again.
Can someone tell me what am i doing wrong?
Found the problem.
I used fred2_open_3_6_9.exe
Then i started to use fred2_open_3_6_10-20071007T.exe
Now it works fine. Thanks anyway.
And if that welcome is meant for me, thanks.
I tried using that too, but still failed the mission. What am I suppose to do to pass this mission?
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Just hit backspace and sit still until told to warp out by your directives. DO NOT APPROACH THE FIGHTERS!!!
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Nothing happened after an hour. I guess it's ok. I just failed the mission 5 times and skipped to the next =/
I will have to play this entire thing again though, hopefully its something fixable. What information should I provide to help with this bug?
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Wait. Mission 5? I think that's a different mission. Which one is it?
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I didn't know there was a special subspace node... Unless I didn't get something. I always thought that they went into Sol, found themselves in an alternate universe, and then followed the Duke to some other random system where they found the Knossos. So AFAIK, there's not random special subspace node...
lul
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I didn't know there was a special subspace node... Unless I didn't get something. I always thought that they went into Sol, found themselves in an alternate universe, and then followed the Duke to some other random system where they found the Knossos. So AFAIK, there's not random special subspace node...
Thanks for not putting a spoiler tag on it. People who still haven't played it will enjoy reading this greatly.
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I didn't know there was a special subspace node... Unless I didn't get something. I always thought that they went into Sol, found themselves in an alternate universe, and then followed the Duke to some other random system where they found the Knossos. So AFAIK, there's not random special subspace node...
So a Knossos device isn't special? It was found in that area before the BP events?
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I didn't know there was a special subspace node... Unless I didn't get something. I always thought that they went into Sol, found themselves in an alternate universe, and then followed the Duke to some other random system where they found the Knossos. So AFAIK, there's not random special subspace node...
No, the Duke jumps back to Delta Serpentis, and you follow it there. From there, you proceed to Ross 128, and from there I don't remember but then you go to N362 or whatever.
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Aardwolf has it right. The Duke goes to Delta Serpentis, then Ross 128, then Laramis (not shown in any mission), and finally to N362.
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Which then leads back to the original question. It's a vicious cycle.
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Or we can shut up about it until Darius answers.
That would kill the cycle. Its not so viscous after all.
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What was the question?
Is there a Knossos device in Sol leading to the Vishnans? No.
Is there a subspace node in Sol apart from the Delta Serpentis node? No.
Do the Earthers know about a subspace node in Sol apart from the Delta Serpentis node? No.
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Yup. That's the one.
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Darius --
Just finished. Easily the best FS2 campaign I've played, including Transcend (it lacked Transcend's filler missions.)
The writing was spot-on, barring a few clumsy mistypes in the last mission. The plot roared along, twisting in just the right places. Despite the spare dialogue, I found myself growing attached to the characteres, and even though Bei initially irritated me with his formality and devotion to duty, I really got to like him. The father-son relation swerved out of the way of clichedom and became genuinely touching.
The weakest point of the campaign was the reveal of the nature of the Vishans as telepathic psychic beings
-- but only because that's a fairly hoary SF trope. I must say that the less I see of them the happier I am, because when it comes to races like the Shivans and their counterparts, less really is more (though the brief interlude flying their ships was a lot of fun.) The dialogue between Shiva and Vishnu concerning the Great Council and the Brahman was also only moderately successful, since it took away some of the mystery of the struggle between the two.
However, any plot weaknesses in the midsection were more than made up for by a dazzling finale. I particularly like the way that Bei's character -- as well as his father's -- played into the decisions they both made at the end. I can't wait for BP2.
Mission design was gorgeous, music was novel and attention-grabbing. I am ecstatic about what you did with the capital ships; it was nice to see cruisers that could handle themselves
There were no directives after halfway through the campaign, which was pretty odd (barring a few missions here and there.) Also, perhaps a touch too many disable-the-beam-weapon objectives...but it was still a lot of fun.
I would say that BP2 was easily as enjoyable as the FS2 retail campaign. It deserves a place alongside Derelict and Transcend as one of the greatest FS2 campaigns ever made.
If you need a pair of voice actors, Rian and I are willing to contribute (female and male, respectively.)
EDIT: when I say that 'less is more' when it comes to Shivans, I don't mean their combat roles -- just information about them. Mystery preserves danger, danger preserves excitement. I thought that the fact that the Shivans were the only real combat adversaries in the campaign was great. I never got bored of fighting them.
Lastly, a request: can we see more of the wingmates and their personalities? I liked them a lot, and I want to know more.
Are you planning on bringing in any additional Shivan ships for BP2?
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The site doesnt work...
Cant download
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Does too (http://darius.rabidcarrot.com/releases/blueplanet.rar).
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Does too (http://darius.rabidcarrot.com/releases/blueplanet.rar).
Gracias. But wasnt there a patch and other stuff too?
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Yes. Like the link I provided, the patch links are also on the first post of this thread. But I've understood that the patches are included in the main download and only people who have downloaded Blue Planet conciderably earlier are supposed to download them separately.
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UEI Kumari
The largest of Federation installations is the Kumari. These massive structures form the core of every space community, and are a hub for trade, communications and travel. Although these structures were not designed for long-term accommodation, many officers, crew, pilots and civilians based on a Kumari consider these stations their home.
A retextured GTI Aeglos by Trashman.
[attachment deleted by admin]
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Ooooohhhhhhh! Purdy! :nod:
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*does a very long WOW*
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I hope those UE frigates we saw late in Age of Aquarius are getting buffed, because otherwise they're really going to get chewed up.
They did have some very cool missile-launcher things, though.
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Niiiiiice. How'd you make the new engine glows. *wants to make new engine glows for ToT*
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I think it's thanks to species_defs TBL. You can assign new FRED colour, new thrusters, have it as a seperate species, etc.
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one of the greatest mod I ever played, maybe even better than Transcend (loved that scary feel in that campaign)
I have a question, in the weapon selection screen, how did you do to make the iconSD4 from the balor being blue while other are rather green ? you seem to be using the same icon however.
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Just a small bug. I am in the mission Keepers of Hell and the Vishnan Seeker has the manufacturer as the Ancients.
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It's not a bug. Someone just forgot to really scour the tables through, hmm.
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one of the greatest mod I ever played, maybe even better than Transcend (loved that scary feel in that campaign)
I have a question, in the weapon selection screen, how did you do to make the iconSD4 from the balor being blue while other are rather green ? you seem to be using the same icon however.
Change the file.
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a bug Oo, though the name in the table of the ani file is the same than the subach ? Too bad, I hoped for something cool for this kind of feature....
anyone knowing a good software to make weapon's ani in another color ? (like the effect in the bug) and how to do it ?
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Just take the file, edit it in GIMP (or even just change the colors in IrfanView) and add the filename to the appropriate table etc.
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Is the sequel out yet?
Since the wiki has this on there and this implies a sequel. (Dont go through the link if you dont want spoilers.)
http://www.hard-light.net/wiki/index.php/Knights_of_the_White_Brotherhood
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No, the sequel is not out. The wiki has information that ties into the plot of the sequel though.
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Its just some teaser to get you hyped...which I already am...darn.
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Lastly, a request: can we see more of the wingmates and their personalities? I liked them a lot, and I want to know more.
Are you planning on bringing in any additional Shivan ships for BP2?
Sorry...where are my manners?
Bei's wingmen will be developed further in the sequel, and their backgrounds should be filled out a bit more. No additional Shivan ships planned for the sequel, since they'll be sidelined for time being while the current story arc gets finished.
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By the current story arc, you mean a part of the BP2 campaign, or the whole BP2 campaign ? If so, will there be a BP3 ( looking too far into the future, but what the heck... ) ?
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Well let me finish the current one first before we speculate on a #3.
The reason why I said earlier that there probably will be a 3rd was because I'm toying with several possible endings for #2 at the moment (and the one I like the best doesn't leave much scope for a sequel :P).
But I like trilogies, so ask me again later in the year :)
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Well let me finish the current one first before we speculate on a #3.
The reason why I said earlier that there probably will be a 3rd was because I'm toying with several possible endings for #2 at the moment (and the one I like the best doesn't leave much scope for a sequel :P).
But I like trilogies, so ask me again later in the year :)
I must say, this campaign is THE BEST I HAVE PLAYED. Second to the regular [V] ships but better than the rest.
It actually had a PLOT unlike the usual "Bomb this destroyer!" "Escort this vessel!!" missions of Inferno.
I particularly loved that last plot twist.
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The plot was better than the :v: missions IMO.
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nothing can beat a voiced campaign ;p
any plans to get it voiced?
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I'm not planning to organise voice acting for the campaign anytime soon, but others are free to put something together if they want
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nothing can beat a voiced campaign ;p
I completely disagree. You could voice act Second Great War Part 2 and it wouldn't be any better (actually it would make it more gay)...
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nothing can beat a voiced campaign ;p
I completely disagree. You could voice act Second Great War Part 2 and it wouldn't be any better (actually it would make it more gay)...
Haha! Indeed.
I have Vista and Microsoft Anna doesnt do that bad a job at voicing out the dialogue. Still, proper voice acting would rule.
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Sorry guys, I have a problem here.
I decided to play BP again from the very beginning, but when I finally reach the Neutron Star Played Havoc mission (the Duke is disabled)
when I try to press Alt-A, nothing happens. :(
I tried making a new profile but it still didn't work and I'm using the patches.
Uh, if there was an article about this some time ago, sorry about this.
Your help is really appreciated. :D
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when I finally reach the Neutron Star Played Havoc mission (the Duke is disabled)
when I try to press Alt-A, nothing happens. :(
Alt-A is the default key combination for auto pilot. And you obviously have it assigned to something else. Take a look at your keyboard configuration.
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don't forget than A in qwerty keyboard is Q in azerty keyboard. When it says press ALT+A, I had to press ALT+Q on my keyboard.
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Damn you and your azertys. I demand abcdef keyboards.
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azerties are used in Europe right ? so there are much more people that use it than we think =)
Though people who use azerty should know that FSO uses qwerty system (try to type a pilot name with a A).
and well, since I'm used to azerty type of keyboard (a little bit qwerty too) I don't think I'll like abcdef keyboard, I would type slowly again because I'm not used to it.
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Website (http://blueplanet.hard-light.net/) has been updated. :)
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:o you got hosting at HLP!
Nice website.
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That fighter is from Steve-O's pack right? You should probably change the cockpit texture to glass, or ajust the transparency of the texture. I'm pretty sure all of those fighters have cockpits.
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I like your badge.
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Alt-A is the default key combination for auto pilot. And you obviously have it assigned to something else. Take a look at your keyboard configuration.
On the keyboard options configuration, do I search for "auto pilot" and set it to alt-A? :confused:
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[AWKWARD FORMATTING ALARM] BEEP BEEP BEEP!
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On the keyboard options configuration, do I search for "auto pilot" and set it to alt-A? :confused:
Sure. Why not. That should do it.
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Nice site. But is it something with my browser, or is the badge just a blue square image ?
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I have a badge! Neat.
I'm guessing it's blue because I haven't specified to the admins what image to use. :)
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:wtf: Blue Planet is now hosted at HLP? Like, omg. That's cool.
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That fighter is from Steve-O's pack right? You should probably change the cockpit texture to glass, or ajust the transparency of the texture. I'm pretty sure all of those fighters have cockpits.
Yeah they do...but they don't have any pilots inside the cockpits, so it will look like the fighters are flying themselves.
Still...after going ahead and making the cockpit transparent, it looks pretty good. I can ignore the pilot not being there :)
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Love the new website. Those United Earth ships are purdy. :pimp:
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Do I see a B5 fan?
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Actually No. I never got around to seeing B5. But the ships is this mod are nice. :pimp:
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[Tangent] once we release the demo, does TotT get badges? or do we need hosting? [/Tangenet]
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Wrong thread for a tangent. This is in no way related to BP...
And that question has been answered already.
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Actually No. I never got around to seeing B5. But the ships is this mod are nice. :pimp:
I'm talking about the shape of the Karuna.
EAS Omega from B5:
(http://archive.firstones.com/tp2b/earth_alliance/eas_ocdx_tech.jpg)
(http://s49.photobucket.com/albums/f252/CanisD/Shipyard/Drawings/Earth/Omega_Refit.png)
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Having seen this, I wouldn't be surprised if it was what inspired Steve-O's design (he designed the frigate from BP).
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I'm pretty sure the Karuna is supposed to look like an EAS Omega. Same shape-ish, same rotating gravity thang.
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Hold on, that bottom looks like a Nova-Omega hybrid. Weird.
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Hold on, that bottom looks like a Nova-Omega hybrid. Weird.
Actually that's part of a Warlock slapped onto a Nova / Omega's base hull.
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So 'tis. And the top one actually looks like a Shadow Omega, come to think of it.
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That would be because it is one. ;7
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Jeez...If you guys are going to use a ship for a comparison, at least use the correct picture...
(http://s49.photobucket.com/albums/f252/CanisD/Shipyard/Drawings/Earth/Omega.png)
THIS is an Omega Destroyer
(http://archive.firstones.com/tp2b/earth_alliance/eas_ocdx_tech.jpg)
This is the Omega-X Advanced Destroyer AKA the Shadomega
(http://s49.photobucket.com/albums/f252/CanisD/Shipyard/Drawings/Earth/Omega_Refit.png)
This one...will take hours worth of looking through the non-canon images on Wolf's Ship yard to find its name
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It has antennae!
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What does? What is this mysterious "IT" that has antenae? The omega and its variations or the Karuna?
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Omega-X Advanced.
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:wtf: Don't they ALL have antennae?
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All the omega-destroyer variants have antenae...but the omega-x (Ship Class) Advanced-Destroyer (Ship Type) also has shadow-spikes on it.
Here's a better picture of the Omega-X also from Wolf's shipyard
(http://s49.photobucket.com/albums/f252/CanisD/Shipyard/Drawings/Earth/ShadowOmega.png)
Could someone please post a starbord-side or port-side shot of the Karuna? so we can actually see the comparison
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(http://blueplanet.hard-light.net/karuna.gif)
Main difference is that the rotating section is pushed back towards the engines. This leaves the whole front end as hangar space if you need it.
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But essentially the same ship.
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I still think it looks like one damn cool giant cockroach :p
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Don't compare the Karuna to those B5 ships. The Karuna is too cool to be really compared to them.
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It's the same ship.
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No. . . The Karuna is Steve-O's Federal Forces frigate. It's very good looking. See the model for yourselves - totally different from the B5 ships.
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I know. Look at how similar they are. It's the same ship.
(for those of you (ShadowGorrath) who don't get what I'm saying, the Karuna is obviously heavily based on the Omega)
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It is heavily based on the Omega, but it is NOT the same ship :rolleyes:
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Yes...Totally different...As were the Earth Navy capitals from Colony Wars: Vengence :wtf: Yet the Navy capitals would not look out of place in the B5 universe...I suspect that they may have had the same designers or the designers were b5 fans.
Also many of the terran capitals from FS1/2 look like theyd fit into the b5 universe quite well.
The Karuna looks like a next-generation vessel from the Post-Drakh invasion...I suspect Steve-O is a B5 fan because the Karuna clearly is heavily inspired by the omega destroyer and the Oracle or Sagittarius cruiser
(These last 2 are canon ships that never appeared in the series. They were part of the ships designed for the cancelled B5Wars game and was later inculded in the B5 RPG. According to what ive heard, the ships that were designed for B5Wars ARE Canon)
Infact lets take a closer look at that \/
(http://spaceship.brainiac.com/Mongoose/Sagittarius.jpeg) (http://spaceship.brainiac.com/Mongoose/Oracle.jpeg)
Sagitarius cruiser Oracle Cruiser
See the similarity between the Karuna and both ships. All that left to do is add the Omega's Antenae complex to the front and the the Rotating section between the oracle/sagittarius bridge section (The part with the raised area near the back) and the engines and you are essentially left with the Karuna
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Hrm, then the Karuna is a bastard child of the Oracle and Omega? :P
Doesn't matter though. It still looks cool.
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To me, those B5 ships look. . . Not good enough. No offense to the ones who made the models of them, or the ones who designed them originaly. We need to ask the fella who made the original Karuna. Steve-O IIRC ?
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Yes...ask Steve-O
Steve-O must explain.
---off thopic challenge---
Cookie to anyone who knows what TV series i ripped off those lines from.
Further cookie to the person who gets the story
Another cookie to whomever knows whick episode of that story
Bonus cookie if you can identify the characters
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So it's fiction?
1. The Bible.
2. The one where Jesus dies.
3. The part where he dies.
4. Jesus and some Roman guy.
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To me, those B5 ships look. . . Not good enough. No offense to the ones who made the models of them, or the ones who designed them originaly. We need to ask the fella who made the original Karuna. Steve-O IIRC ?
That's Minbari War-era ships for you.
Except the Hyperion. ;)
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The Federal Forces Frigate Hyperion. . . Not Babylon5 universe, as far as I know.
Oh well, forget it. . . The Hyperion ( Karuna in BP ) is a much better looking ship than any Babylon5 ship. I could only assume that it was inspired by them.
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I think its safe to say SG is not a B5 fan
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@colecampbell666
So it's fiction?
1. The Bible.
:lol: nicely done man
Love that...It fiction ergo, the bible :D
Nice try but...
Oh so very wrong...Tell you guys what i'll provide a few hints.
1) Its from an old British TV series Very well known in the UK
2) The actual visual footage is now lost but the audio still exists and has been released on CD
3) Original dialogue went --> "Ask the Emperor" "the Emperor must explain"
4) 1x10^100 (Not a hint to the tv series but a hint how to make the search easy)
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BTW Darius, is it alright if i use the UE and new GTVA ship classes in a campaign i'm working on?
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To me, those B5 ships look. . . Not good enough. No offense to the ones who made the models of them, or the ones who designed them originaly. We need to ask the fella who made the original Karuna. Steve-O IIRC ?
That's Minbari War-era ships for you.
Except the Hyperion. ;)
Actually oracle is pre-Dilgar war in service from 2216-sometime 2248-2266, and the sagittarius was introduced in 2230 but was retired before 2248
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Durr... :nervous:
It has been a while. ;)
Oh, the Omega / Warlock kitbash is the Omega Phi for whoever wanted to know.
Thought I'd let you know. ;7
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My 2 bits/5 cents.
The Karuna is very nice indeed, i always liked the stiletto from Nexus and i think of it when i see the Karuna.
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Oh, the Omega / Warlock kitbash is the Omega Phi for whoever wanted to know.
Thought I'd let you know. ;7
Thanks you just saved me hours woth of searching Wolf's shipyard
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Hey, I just got this campaign and trying it out.
I downloaded the main Blue Planet Campaign and the 2 patches.. where do I put the patches? both patches are labelled 1bppatch.vp and 2bppatch.vp
I played first mission its interesting but looks empty and have no laser coming out of my ship... eeh? Someone help.. I'm lazy to search through 58 pages of the thread sorry :(
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In \FreeSpace2\BluePlanet.
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In \FreeSpace2\BluePlanet.
Thanks but I still get no lasers... still looks empty..
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Run a debug build (select it at the top of the launcher) and post the fs2_open.log that you find in \data.
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Hey, I just got this campaign and trying it out.
I downloaded the main Blue Planet Campaign and the 2 patches.. where do I put the patches? both patches are labelled 1bppatch.vp and 2bppatch.vp
I played first mission its interesting but looks empty and have no laser coming out of my ship... eeh? Someone help.. I'm lazy to search through 58 pages of the thread sorry :(
The patches might be unnecessary, since they are there for the people who downloaded the campaign earlier. Like, really soon after the release. But your problem is fixed easily. First, forget about the debug builds for now. Then, download the mod.ini archive from the bottom of the first post and extract the contents to \freespace2\blueplanet. Voila.
Edit: Also, get Lightspeed's Nebulae (http://www.freespacemods.net/download.php?view.234). Extract the contents to \freespace2\mediavps. They are pretty and are used by many user-made campaigns, hmm.
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Hey, I just got this campaign and trying it out.
I downloaded the main Blue Planet Campaign and the 2 patches.. where do I put the patches? both patches are labelled 1bppatch.vp and 2bppatch.vp
I played first mission its interesting but looks empty and have no laser coming out of my ship... eeh? Someone help.. I'm lazy to search through 58 pages of the thread sorry :(
The patches might be unnecessary, since they are there for the people who downloaded the campaign earlier. Like, really soon after the release. But your problem is fixed easily. First, forget about the debug builds for now. Then, download the mod.ini archive from the bottom of the first post and extract the contents to \freespace2\blueplanet. Voila.
Edit: Also, get Lightspeed's Nebulae (http://www.freespacemods.net/download.php?view.234). Extract the contents to \freespace2\mediavps. They are pretty and are used by many user-made campaigns, hmm.
Works! AWESOME THANKS!!!
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**** now my mission Crashes on the First Incoming Transmission Mission... I downloaded the Red Alert Patch.. where do I put those?
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\blueplanet\data\missions. Create the folders.
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\blueplanet\data\missions. Create the folders.
Awesome Lobo thanks again!
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You know its funny...I've never gotten that Red-Alert bug, except for on that Red-alert mission in Raider wars for TBP. It works peachy now
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I only got the Red-Alert bug once: Independence vs Diablo. The red-alert bug is fixed with 3.6.10.
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**** now I get a red alert bug after mission "Wounded Prey" :mad: :hopping:
Sorry if this is getting annoying I'm just trying to enjoy this Campaign but it won't let me :(
I got the red alert patch in and it worked for all of em. Now I got no clue.
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extract, open up in Fred, and unclick Red-alert mission option in Mission specs editor
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Or try a 3.6.10 build. There are a couple of good choices in cole's signature.
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Or try a 3.6.10 build. There are a couple of good choices in cole's signature.
still does it.
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What exactly happens? "I get the Red-Alert Bug" doesn't say anything, for all we know it might not even be the case.
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Well when i was playing Raider Wars, when i first down loaded TBP, i would get the "Incoming Message" Briefing then when i tried to play the mission the game would crash. This lasted until i either downloaded a later version of TBP or a later version of FS_Open, cant remember which though. But as interim solutions i first extracted and edited the campaign file so it skipped the mission (Hey it was a dream and had no relevence to the plot). I later edited the mission itself making it a normal mission intead of a Red-alert mission
No idea if this is the same bug as the infamous Red-Alert bug though. If it is i no longer suffer from it.
If not then did anyone else get it?
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It's a huge bug in 3.6.9, and I know what it is. It causes hugely varied symptoms, and I wanted to know from him because this might not be the bug.
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Can you say W00T ? (http://blueplanet.hard-light.net/uriel.jpg)
P.S. Yes, I know I am getting annoying by getting hyped over a screenshot.
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I like the detail and stuff, and the weapon pods are pretty cool, but I don't like Steve-O's color schemes.
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That's a FTF Wraith, isn't it?
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Mmmm IMO it needs a better paint job.
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How so? IMO, its fine...its got a LOT of detail...
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I said "paint job", not "texture" for a reason. I mean it needs to be darker and more ominous for it to really look cool. I mean the other UE ships have darker colors.
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Hmmm...so, would black and silver be better than faded blue and faded red?
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this reply might be a little late or out of place...i just stumbled into this thread...
so here goes.
The Hyperion/Karuna design draws a little off of Wing Commander and the ships from Starship Troopers but is largely inspired by the B5 Omega. to be honest i only really watched the show to catch the battle scenes and the omega just stuck in my mind, i very much like the design...kinda has an elegance about it, yet it has the appeal like a finely crafted battering ram and i say that with affection. the design just screamed in my head "we are humans, beater of a$$!"
so the model is my tribute to the omega with some personal design touches, beefed up and with a lot more guns!
overall its not doing to bad as my first certified model (i don't count the Cube of Death from Kara's Tutorial), and I'm just stoked its actually getting used in something big like BP!
so there you have it.
next time on "Inside The Obscure Modellers Studio"
well ask "why do we need the :v: Bravos when we can have a Flying Bender from Futurama, or a 1970s Ford pickup up truck that shoots beams from the headlights?"
sorry...i thought that was funny...admittedly though i have thought about replacing the bravos with a flying pickup truck...seeing peter from family guy flying around in a pickup truck was great.
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Well, that settles that...
Still think it look more like the oracle or sagittarius though
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Taken from Blue Planet website:
(http://blueplanet.hard-light.net/indus1.jpg)
(http://blueplanet.hard-light.net/sobek.jpg)
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Wow.
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Nice! :yes:
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holy SH** what did you do for those?!? :yes2::yes:
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New MediaVPs? :p
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the zod corvette isn't like THAT though...
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Check...
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That's a really exaggerated normal map...
It makes the Sobek look diseased. I liked it better smooth.
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If you looked at the other screenies, you'd see that it COULD be a problem with the video card/rendering?
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the zod corvette isn't like THAT though...
/me slaps Titan
If your computer wasn't so crappy you'd know that the Sobek has textures like that. :P
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True, the beam cannon glows (on the GTVA fleet) are messed up in more than one screenshot.
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Also from the BluePlanet website:
(http://blueplanet.hard-light.net/lancer.jpg)
(http://blueplanet.hard-light.net/kentauroi.jpg)
I'm visiting the site every day. Mostly to listen to the music though.
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:jaw:
Oh, there's no pilot in the cockpit.
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Didn't you play BP:AoA?
You should know that the Earthlings perfected the Vishnan piloting method :lol:
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Heh. Well, the models have no pilots in the cockpits. That's why the original textures had the cockpit not seen. I suppose pilot models could be added via truespace though?
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Blue Planet was one of the best campaigns I've ever played and the sequel looks promising.
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Nope.
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When the time is right.
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"When its done."
We don't want a billion FRED errors and CTDs, do we?
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Just a question now.
Would the Vasudans REALLY help in attacking Earth?
1. They have no vested interest in Earth as that is a human world. The Humans in the GTVA Council wouldnt normally allow Vasudans to help attack Earth due to pride. Why would they allow aliens to help retake the human homeworld? Pride in humanity would dictate that Humans do it. Not Vasudans.
2. Plus, will Earth have beams? Considering they have the wreckage of the Lucifer and a hell of a lot more manpower (Capella, one of the GTVA's largest worlds, had like 200million people or something), I would actually expect the UEF force to be quite strong. Of course, they dont have the new technology from the Second Shivan Incursion.
3. Just an idea for a mission. The absolute most strategic point in the war would be the both sides of the Sol <-----> Delta-Serpentis node. Blockade missions?
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SPOILERS !
Btw, is it bad that I dreamt BP3 ? :eek:
I had a dream that I was a Roman General and the goal was to win. On a chessboard. I spent 90% of my remaining troops and secured victory at a high cost. On a chessboard with life-sized pieces. Lol
This was after a marathon gaming session of Rome: Total War.
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Just a question now.
Would the Vasudans REALLY help in attacking Earth?
1. They have no vested interest in Earth as that is a human world. The Humans in the GTVA Council wouldnt normally allow Vasudans to help attack Earth due to pride. Why would they allow aliens to help retake the human homeworld? Pride in humanity would dictate that Humans do it. Not Vasudans.
2. Plus, will Earth have beams? Considering they have the wreckage of the Lucifer and a hell of a lot more manpower (Capella, one of the GTVA's largest worlds, had like 200million people or something), I would actually expect the UEF force to be quite strong. Of course, they dont have the new technology from the Second Shivan Incursion.
3. Just an idea for a mission. The absolute most strategic point in the war would be the both sides of the Sol <-----> Delta-Serpentis node. Blockade missions?
According to BETAC, no Terran or Vasudan government OTHER than the GTVA is legal in Terran or Vasudan space. Since Sol is terran space, and that faction in Sol is independent from the GTVA, it is considered illegal by BETAC, and the Vasudans should help because they're a part of the GTVA that needs to occupy Sol.
Don't forget the spoiler tags, ok? Easy to add, and easy to read for people who already finished the campaign. Not to count that people who haven't played the campaign and are stupid enough to read all the way here, who don't want the story spoiled.
SPOILERS !
Btw, is it bad that I dreamt BP3 ? :eek:
I had a dream that I was a Roman General and the goal was to win. On a chessboard. I spent 90% of my remaining troops and secured victory at a high cost. On a chessboard with life-sized pieces. Lol
This was after a marathon gaming session of Rome: Total War.
Oh trust me- it's not nearly as bad as what I have to go through :p ;)
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How do you add spoiler tags?
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Like this.
Srsly.
[spoiler]Like this.[/spoiler]
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2. Plus, will Earth have beams? Considering they have the wreckage of the Lucifer and a hell of a lot more manpower (Capella, one of the GTVA's largest worlds, had like 200million people or something), I would actually expect the UEF force to be quite strong. Of course, they dont have the new technology from the Second Shivan Incursion.
Am I the only one who hates the idea that the GTVA have less manpower than 1 system?
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No, no you're not.
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While Earth apparently has more people, it theoretically has less resources as it has been populated longer.
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Assuming it does have more people and the Vasudan population addition doesn't cancel out the loss of Earth's population for the Terrans.
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Good point.
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Don't forget about Stellar Mining Operations.
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2. Plus, will Earth have beams? Considering they have the wreckage of the Lucifer and a hell of a lot more manpower (Capella, one of the GTVA's largest worlds, had like 200million people or something), I would actually expect the UEF force to be quite strong. Of course, they dont have the new technology from the Second Shivan Incursion.
Am I the only one who hates the idea that the GTVA have less manpower than 1 system?
Well, if you think about it, Earth has the manpower of 10+ billion people.
Plus, they have the resources of all the planets in the Sol system. The GTVA had fought a war with Shivans, have a much larger area to control, and have few sparsely populated worlds. Vasuda has been bombed and uninhabitable.
in my opinion, Earth should be numerically much superior while technologically weaker in some aspects. Like, better beams for Earth since they had remains fo Lucifer and better shields (since lucifer remains were there) while better intersystem jump drives for GTVA (since Earth basically had no use for them) and better sensors for the GTVA (since they had a larger empire).
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Earth happens to be 1 system. There are 28 other systems. I think the GTVA have quite a lot more resources.
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Check out Inferno. See how it worked out. EA aren't exactly pushovers. I doubt UEF will be just because the player sides with them. :p
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Earth happens to be 1 system. There are 28 other systems. I think the GTVA have quite a lot more resources.
But Earth's 1 system has a planet with 10billion+. You have to understand that it takes a hell of a long time to colonize a planet. Capella was one of the GTVA's largest worlds and it had barely 200million people. That's 2/3rd the pop. of the USA... There wasnt a huge need or drive to evacuate Earth during the Great War, so its population remained intact. And, asteroid mining is very expensive. Even with GTVA tech. It would be much easier to mine moons, etc. which Sol has plenty of. And, Sol hasnt had external threats since the Lucifer. They have had a lot of time to build up forces. Plus, there would be mass defections in the GTVA force like we saw at the end of AoA and the Vasudans wouldnt have any interest whatsoever in taken back Earth. The Vasudans are a very low-population race as more than half of them died on Vasuda Prime. (Evacuate the 4billion prople+ on Vasuda Prime? Logistic and physical impossibility. They wouldnt want to waste resources in a terran's war.
EDIT: Also, the UEF would have to defend one system. One node. The GTVA still need to make sure raiders are dealt with and need to make sure they cant be surprise-attacked by Shivans if they show up again. They are on the defense. They dont have to win the war. Just not lose it. The GTVA is on the wrong side of morality and this reduces morale (pardon the pun). This was a war of aggression against homeworld of humanity. They clearly dont have morality on their side. It's like the Confederates in the Civil War. They didnt need to take over the North. Just prevent the takeover of the South. Makes the job much, much easier in a strategic point of view.
And, of course, Alpha 1 is on Earth's side. But that's a different issue.
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Firstly, Capella is not a planet. Secondly, please present some evidence that Capella is a major system of the GTVA.
Let's see, you've also equated population with resources, you've assumed that Sol has an abnormal abundance of moons and that Sol has been conflict free yet at the same time experienced a military build-up.
Please stop posting using pointless spoiler tags.
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Regarding Sol's relative strength to the GTVA and ability to resist: Terran Command was confident enough that a single strike force would be able to wipe out most of the system's defences and secure the system for the rest of the fleet to arrive due to Earth's relatively small military. However, like the Greco-Italian War (http://en.wikipedia.org/wiki/Greco-Italian_War) from which the story draws parallels from, one can put up a pretty good defence of one's territory if the supply lines are short and one's forces are concentrated.
EDIT: Basically saying Earth's military forces are outnumbered and outresourced, but this does not automatically give the GTVA victory.
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Secondly, please present some evidence that Capella is a major system of the GTVA.
It's reffered to as "densely populated".
Please stop posting using pointless spoiler tags.
They're not pointless, some people haven't played yet.
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They're not pointless, some people haven't played yet.
i.e. dial-uppers, people with tiny hard drives and people with no common sense.
so about half of HLP really...
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They're not pointless, some people haven't played yet.
i.e. dial-uppers, people with tiny hard drives and people with no common sense.
so about half of HLP really...
There are actually people who haven't played it AND refuse to play it ( no voice acting, just don't wanna, not MP, seems bad, it will ruin my credibility or whatever ). At least for now...
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There are actually people who haven't played it AND refuse to play it ( no voice acting,
The no-voice-acting part seems to deter a large amount of players away from several classy campaigns. Meh. Their loss.
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I'm sure there are plenty of people who haven't played FS1 or FS2 reading this thread. Plenty who don't want to know how many people you think might be living on Earth by the time this happens or the relative resource gathering capacities of various systems.
If you decide to read through this thread after refusing to play, you deserve what you get.
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I'd rather play a campaign with no voice acting than a campaign with bad voice acting (*cough*I bet you thought that I'd name a campaign here*cough*).
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(*cough*I bet you thought that I'd name a campaign here*cough*).
Well it was kinda implied
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I'd rather play a campaign with no voice acting than a campaign with bad voice acting (*cough*I bet you thought that I'd name a campaign here*cough*).
You're a bugger.
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lol. Is there even an example? Only good campaigns ever get voice acted anyway, right?
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Well, a later release of JAD 1 sort of had voice acting... I think it was all computer voices. Pretty damn good for artificial voices, but still... I prefer the non-voiced version.
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I don't know if this qualifies as a bug or an issue, but I was able to disable the Duke as it made its way past the Minnow (I believe it was one part of Journey of a Thousand Miles.) I did this by kicking engine power up to full and simply firing primaries and Harpoons into the engines until they exploded.
It should be pretty easy to fix.
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Another ship added to the UEF fleet: The UEB Durga
(http://blueplanet.hard-light.net/durga.jpg)
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Holy crap that thing is LOADED!
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Did that use to be a...FTB Saracen?
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Still is :)
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Wait, from the image of the Uriel, does it mean that there will be atmospheric missions in BP2?
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Also don't know if issue has been reported -- I know there have been some issues with the mission, but perhaps this one is novel.
On the mission wherein the Orestes battlegroup engages the Lucifer in a dream, I was able to command the three cruisers to attack the Lucifer via C-1-(select relevant cruiser), thereby damaging the Lucifer so badly that it jumped out before destroying the Orestes. Known, perhaps? Should be easy to disable orders to the cruisers...
Sorry if these are redundant reports.
Also, I think about BP2 quite frequently during my day job. I'm pretty excited. I really like what you're showing us and I can't wait to explore Earth culture and the dynamics of the, er, events ensuing from BP:AoA.
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It's technically can happen. You'll find out when the Admiral says that every time they come close to destroying the Lucifer or disarm its beam cannons, it comes jumps out and reappears later fully repaired or something. It's an accepted outcome.
I think.
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On the mission wherein the Orestes battlegroup engages the Lucifer in a dream, I was able to command the three cruisers to attack the Lucifer via C-1-(select relevant cruiser), thereby damaging the Lucifer so badly that it jumped out before destroying the Orestes. Known, perhaps? Should be easy to disable orders to the cruisers...
Yep it's a known issue :) easy to fix as well as the mission end properly if it does jump out.
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Awesome, thanks.
I just finished BP for the second time last night. I had earlier objected to some of the revelations regarding the Shivans and the Vishnans, particularly the dialogue in the second-to-last mission, because I felt it cheapened the air of mystery.
However, I'd like to retract that objection. I actually thought it was a clever and creative addition to the series mythos, neither revealing too much or too little. While I do hope the Shivans return in some form that restores their menace (the rebuke from the Preserver really made them seem quite whipped), I liked it.
Are we supposed to have answers to the following questions?
When Admiral Bei says he's been communicating with the Vishnans in a manner he finds entirely unusual, are we to infer that he's just been receiving the same dream visions as his son? Didn't Sam say the Vishnans had no knowledge of his father until their contact?
Also, it was reported that Sam's flightlogs from the First Contact mission reported no power drain, even though he reported one. What are we to make of this discrepancy?
Lastly, the crewman named Eriana on the Sanctuary. Is she intended to be an alternate-universe counterpart to the Eriana killed in Capella?
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Apologies, for I am very much a Noob. Am trying to address a problem so my son can continue to play TBP. On 10th mission (Forced Entry), monitor goes blank and FSO closes just as he starts the mission (after receiving instructions, etc.). We have run debug, which produces the following:
Warning: For 'explo3', 3 of 4 LODs are missing!
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 1218
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
Warning: Weapon explosion 'SubbeamWarm' does not have an LOD0 anim!
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 1192
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
Warning: For 'bomb_flare', 3 of 4 LODs are missing!
File:J:\src\cvs\fs2_open_3_6_9.final\code\Weapon\Weapons.cpp
Line: 1218
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
Can someone help us figure out what we need to do?
Thanks.
Vermonster
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Am trying to address a problem so my son can continue to play TBP.
This is not a Babylon Project-compatible campaign. In order to play Blue Planet, TBP must first be disabled.
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That mission had some glitches for me as well. It would load fine on the first attempt, but then I'd have to restart the game in order to load it again.
Out of curiosity, Vermontster, are you from Vermont? I am too.
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I like vermont. The killington ski resort is a fantastic place. And i love the North star Lodge up the road from it
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Are we supposed to have answers to the following questions?
When Admiral Bei says he's been communicating with the Vishnans in a manner he finds entirely unusual, are we to infer that he's just been receiving the same dream visions as his son? Didn't Sam say the Vishnans had no knowledge of his father until their contact?
Yep. Admiral Bei doesn't have the same destiny as his son, but the Vishnans do recognise him as a node around which great events take place and so begin communicating with him. This is a storyline which will be continued later on.
Also, it was reported that Sam's flightlogs from the First Contact mission reported no power drain, even though he reported one. What are we to make of this discrepancy?
Mainly that the Vishnans don't affect ships as such, but rather people's minds and perception. Everything that happened during the power drain was all in his head.
Lastly, the crewman named Eriana on the Sanctuary. Is she intended to be an alternate-universe counterpart to the Eriana killed in Capella?
Yes she is. It's part of Bei's destiny to die, battle the demons of his past, and to be reborn anew, and in the process be given a second chance with his dead wife.
It also follows the New Age mythology that the souls of two soulmates ultimately travel the same path, no matter which life (or dimension) they inhabit.
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This is not a Babylon Project-compatible campaign. In order to play Blue Planet, TBP must first be disabled.
Apologies for not being clear enough. I used the abbreviation TBP to mean The Blue Planet (Age of Aquarius). I didn't realize there is another evidently more common use (Babylon Project). We don't have Babylon Project installed. Does that trigger any different ideas for anyone?
That mission had some glitches for me as well. It would load fine on the first attempt, but then I'd have to restart the game in order to load it again.
Out of curiosity, Vermontster, are you from Vermont? I am too.
Yes, indeed.
I like vermont. The killington ski resort is a fantastic place. And i love the North star Lodge up the road from it
I used to work in Rutland and spent a fair amount of time studying Killington's expansion plans many years ago. I'm not a skier/boarder though.
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Get the suggested 3.6.10 build in my signature, and run the debug version. Post \data\fs2_open.log, click "Additional Options" under the post text box to upload it.
If you don't have 7-Zip (http://www.7-Zip.org/), you'll need it to open the archive, and it's superior to WinZip/RAR anyways.
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Err ... Blue Planet has no "the". When people want to abbreviate Blue Planet, they use "BP". The Babylon Project is "TBP".
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He gets it, methinks.
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I have just finished BP.
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OH MY GOD IT ROCKED SO DAMN HARD.
Probably one of the best campaigns I've ever played. I can't wait for the next chapter.
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Hah, indeed! Wasn't the ending great?
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More screenshots!
The UET Upanishad:
(http://blueplanet.hard-light.net/upanishad.jpg)
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UET? Transport?
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Seems so. Read the description on the site.
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Where is that model from? Looks like something BSG-ish...
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Where does Darius find all these obscure models?
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They're HTL too, which further adds to the question.
Where do they come form? :nervous:
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StrattComm, Steve-O, various other fringe-modelers.
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I'ma go play it again after I finish Flames of War.
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Where does Darius find all these obscure models?
Considering I have all of Strat's modeldumps and the like, I think the answer should be somewhat obvious for the UE ships...at least some of these are purpose-built, perhaps even most.
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They've all been models released publicly. The Upanishad is Raptor's Colonial Guardian model from his BSG original ship pack.
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where would you get that?
lookin nice BTW
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Fits the campaign, then, doesn't it?
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The link isn't working for me. Does anyone else have a similar issue?
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The campaign download? Works for me. You could also try FreeSpaceMods (http://www.freespacemods.net/download.php?view.42).
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Does anyone else feel that the bptheme3 music has a sad sound to it is the first half? Emotional and sad.
It seems majestic to me?
Yea, fits with the campaign.
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I like to call it the Sanctuary Overture :P
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Does anyone else feel that the bptheme3 music has a sad sound to it is the first half? Emotional and sad.
It seems majestic to me?
Yea, fits with the campaign.
It's perfectly placed, and captures the entire mood of Blue Planet, with a mixture of sadness, resolution and determination. I've not heard a better choice of mainhall theme.
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I think he made it himself.
I like Machine and Aim, personally. Those get you pumped.
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Emotif, by Illusive Mind.
All the song sources are in the credits text file I included in the archive file. I don't want to get mistaken as the one who made the songs when in fact all but one were from outside sources.
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Illusive Mind's music (http://www.illusive-mind.com/music/)
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No mention of Joshua2... in the credits file. Is that the one you made yourself?
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It is. There was actually a thread about if before the release of Blue Planet, where Darius was asking for opinions about it. Ah, good track.
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Question.
The Karuna's corkscrewy missile-based weapons were, in my observation, totally ineffective. They never reached their targets.
Has this issue been fixed for BP2? Or has the Karuna been rebalanced some other way?
I hope the former, because I thought the corkscrewing missiles were really cool!
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Doesn't the Karuna use railguns as its main armament?
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It definitely fires some awesome corkscrewy missiles.
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Are these the large torpedoes that the frigate fires, or the small anti-fighter ones that fire in groups of two? If the former, then the Karuna still has those (you can see it use them in the vid I posted a while back), if the latter, then they've been replaced by a Piranha-type missile.
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As long as you're sure they work, I'm fine with it. I think they're really awesome, very Honorverse-esque.
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I finally got around to playing this.
I really, really liked it. Easily one of the best campaigns for Freespace 2 I've played.
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I finally got around to playing this.
I really, really liked it. Easily one of the best campaigns for Freespace 2 I've played.
I got it last week.
I have fallen in love with the music! :D
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The music was good individually but it was sort of a mish-mash together. That's not particularly bad, but still worth noting.
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Actually, I think it's really good. I've heard Razorback 153 times over the past few days already. :D
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If anyone’s interested in doing voice acting for Blue Planet, General Battuta and I are trying to organize that. Thread here (http://www.hard-light.net/forums/index.php/topic,55542.0.html).
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Just finished the campaign (in difficult) : I am not fan of alternative universe stuff, psychic control, and I do believe that adding a counterweigh to the Shivans about as powerful and making them talk (both the new aliens and the Shivans) really lessen the epic"ruthless war for survival between Us and Them in space" atmospher, so I can't say it's my favorite campaign ; I have to admit, though, that it is the most well done I have seen so far.
The musics rocks and is really adapted, the new design are really impressive, and are actually the best "new design" I have seen so far (for absolutely all races/ earthling sides - including the final earth cruiser), the "scaveged" Alternate-Humans fighters are absolutely great (when you look at them in the nebula, you really see that they have been built and rebuilt again and again, and they're all different), it is the first time I see new visages on the Intercom (but since unfortunatly it's not voice-acted, you don't have the time to recognize them - too fast) and they are great too. Did I mention that (some) level designs are awesome, especially that one level in which you must escort half the fleet in the newly opened node - action is frantic.
I must admit that 12 dragons in the second level is REALLY hard-core in difficult mode. I could only prevail by fleeing away while my unkillable wingmates and the reinforcement did the job. That's why everytime after that they said "really, we are happing to have you by our side", I was really laughting :)
I difficult mode, the level in which you escort the Augurer (or whatever its name is) against 5 shivans site is even more hardcore in high difficulty, everything depends on giving the good orders at the right moment and on a lot of luck (your wingmen IA betting the shivan IA).
I couldn't change ship (crashed the game) when I was "working" for the aliens, which is - I believe - a bug.
And no pirates, woohoo ...
So I am eager to see the rest of the story, which I will probably like since it's a good old "us vs they" war. Well, I hope :) For some reason I believe we'll see some Shivans and that-new-race again.
Last note : I also like the "huis-clos" impression. The fleet got that number of ships, and nothing else, so it's always the same ship and by the end of it I grew attached to some of them.
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I also like the "huis-clos" impression. The fleet got that number of ships, and nothing else, so it's always the same ship and by the end of it I grew attached to some of them.
I know. Despite spending more time with the Temeraire, I found myself getting attached to the GTD Orestes, and I felt really sad...
...for Admiral Bei when he left his Raynor with a bunch of loyalists. Despite my first impression of him being an unkind father, I felt that change as the story went on. I ended up sympathizing with him...and with Commander Bei.
The Beis do not deserve the tragic life that they lived.
Oh wait, a little present for Narwhal...
:welcomeorange:
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/me disapproves of Androgeos Exeunt's double-posting, while simultaneously wondering why the popularity of the "me" tag has skyrocketed
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Androgeos Exeunt has always used the /me tag. :confused:
EDIT:
On Topic:
If anyone’s interested in doing voice acting for Blue Planet, General Battuta and I are trying to organize that. Thread here (http://www.hard-light.net/forums/index.php/topic,55542.0.html).
I'm kind of torn between helping and going "I don't want to ruin it with my voice".
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But that would be the point. His me tag usage resembles AlphaOne's usage of exclamation marks in the good old days. It's like what one of my old teachers said about cursing: there are occasions when it is okay and even recommended to use curse words, but continuous usage eats away the "power" and meaning of the words.
I'm kind of torn between helping and going "I don't want to ruin it with my voice".
I'm not. I'm certain the latter is the correct option for me.
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/me disapproves of Androgeos Exeunt's double-posting, while simultaneously wondering why the popularity of the "me" tag has skyrocketed
Are you happy now? :hopping:
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What?
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I edited my posts so that I don't double-post, so my previous post was a response to Lobo's post mentioning his disapproval over my double-posting and the (over) usage of the /me tag.
Back to the topic, I felt that Forced Entry was probably the most difficult mission I've ever flown. Even on the lowest difficulty level, I had to watch...
...the Temeraire die three times because I couldn't disable the Abel's main guns fast enough.
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...harder than Keepers of Hell...?
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I strangely had no trouble at all with either of those...
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You mean you were able to disable the Ravana beams, disable the two Lilith beams, take out the Moloch in one way or another, and fend off the bombers? On your first few tries? Egads!
Also, hmm. It just occured to me -- I hope that a few of the minor ships from the task force defected to Earth with the personnel who went. I would miss having some of those cruisers or logistics ships around. Any chance we got the Temeraire or the Orestes?
Just checked out the War in Heaven trailer on the Blue Planet site. The Karuna-type and her railguns are beautiful. Looked like something out of Battlestar Galactica. I particularly like the flare of blue light that accompanies the shockwave of bomb detonations (a MediaVP effect, I know, but still atmospheric.)
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I had to (on medium difficulty) practice to get that right. I got the whole thing right... And disabled the wrong beams. I disabled the ones I saw firing, apparently those were bad.
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I strangely had no trouble at all with either of those...
No surprise there. It's YOU, after all; how can you mess things up? ;)
I had to (on medium difficulty) practice to get that right. I got the whole thing right... And disabled the wrong beams. I disabled the ones I saw firing, apparently those were bad.
I did that too. On my first attempt, I...
...didn't use Trebuchets in my loadout...
and Beta wing was pulverised after a minute of fighting. On my second attempt, I disabled the SReds. On the third attempt, I ran out of missiles. :rolleyes:
Geez.
After the third try, I gave up and cheated.
You mean you were able to disable the Ravana beams, disable the two Lilith beams, take out the Moloch in one way or another, and fend off the bombers? On your first few tries? Egads!
Also, hmm. It just occured to me -- I hope that a few of the minor ships from the task force defected to Earth with the personnel who went. I would miss having some of those cruisers or logistics ships around. Any chance we got the Temeraire or the Orestes?
Probably not the Orestes. Maybe the Temeraire did defect. I do hope the Solace does, though.
...harder than Keepers of Hell...?
Never played it. Which mod?
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...harder than Keepers of Hell...?
Never played it. Which mod?
Ugh... Blue Planet. It's the mission where you have to disarm the main beam cannons of 2 Ravanas and escort the big alien ship to the node.
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Oh, whoops. :p
I only remember "Forced Entry". :nervous:
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We've finished recording all of Mina Taylor (Alpha 3)'s lines. I really like the way they turned out. In the text-only version, Taylor always seemed a bit fainthearted to me, prone to defeatism. The actress gave her a bit of attitude, so she sounds a lot more energetic and engaged. Clearly a superior wingman this way!
If you know any males with good Indian, Middle Eastern, or Hong Kong accents, please send them our way. We also need a female with a Russian accent.
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Darius, just so you know, almost all of the shields on Steve-O's fighter pack are misaligned so that there are pieces of the ship sticking out. If you have fixed this already, gread job :yes:. If you need help fixing it, PM me and I can show you how :)
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...the Saracen being the worst. yeah that was the result of just borrowing like sized shields from other fighters, since i wasn't quite sure how to model them myself. I've got to update that fighter pack anyways, the effects are in wrong DDS formats, some stuff is missing here and there, i still need to overhaul the jackal and wraith cockpits so I'll redo the shields as well. at least its minor stuff.
The BP series with voice acting....oh that would be and appears that it will be EPIC!
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Steve-O, are you the modeler responsible for the Karuna?
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yes sir, that tin can is my doing.
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It's beautiful! I could kiss you.
:nervous:
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my wife might take issue, :) ...will a hug work?
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I think a pat on the shoulder will do.
/me pats Steve-O on the shoulder.
I never get tired of seeing the Karuna's rotating fins. It beats leekspin anytime. :D
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I'm playing through this campaign right now - I've found the new ship designs fantastic - they all fit together stylistically and I really like the fact that the fighter bays are actually areas you can fly into (and are required to at various points). I've been very much enjoying the plotline so far - it's quite epic and the characters, especially Bei, are very compelling. Dialogue is top-notch too.
My only issue has been with the computer-generated voicing - capital ship voices are not read, so I keep missing those lines of dialogue, as I don't realize they've said anything until I hear Alpha's response and they've already scrolled off screen. Then there is the issue of all the ellipses (...) between words - the voice simulator thing reads those as "dot dot dot" and it kind of drives me nuts, because it's in every other line it seems. I guess these gripes will be moot soon, as it looks like voice acting is on its way - at which point I will happily replay this campaign again.
For now, I can't wait to see how it all plays out - I ended up totally losing track of time last night trying to see what happens next, and went to bed way later than I meant to. Oh well.
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Personally, I find muteness and reading the dialogue to be far more enjoyable than listening to Nitro$oft Sam or equivalent. But suit yourself.
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Ditto
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Good thing I have Sam locked up in a cage, so my dialogues appear as text, instead of some computerised voice reading them.
By the way, is it just me, or is BP having a lot of errors on the newer builds? Like in the 'First Contact II' mission, the screen goes black and doesn't get back to normal. It works fine on 3.6.9, but not any other exe.
And on the last mission, the Brief01 music played all the time on the background... And I had a briefing from the first mission.
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Uh-oh.
Mantis?
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Personally, I find muteness and reading the dialogue to be far more enjoyable than listening to Nitro$oft Sam or equivalent. But suit yourself.
Microsoft Sam has feelings too!
Also, I never learned to read good.
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Um, highwayman, make MSS say "soif".
Blue Planet also makes use of retextured INFR1 Ancient ship models, such as the Kato, Malia and Akotiri. I find it quite surprising that the Vishnan Sacred (oops) Keeper is actually the INFR1 Ancients' Carrier-class warship.
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Sacred Keeper!
The mission where you first see it was pretty majestic. Oh! That reminds me, something I love to do on that mission: you can give orders to all the Vishnan wings. So I order them all to form up on me as I'm approaching the Keeper, like they're welcoming me or something.
The swarm of little firefly drives is really pretty.
...come to think of it, Darius, if you ever release a designer's cut, you should FRED this to happen every time.
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Oops...
I messed around with the cheats in Blue Planet and found a weapon called "Fighter Beam". Pretty interesting weapon, actually, because it's hard to aim with it, but pierces shields.
It's like shooting an enemy four klicks away with a long pin. :rolleyes:
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Oops...
I messed around with the cheats in Blue Planet and found a weapon called "Fighter Beam". Pretty interesting weapon, actually, because it's hard to aim with it, but pierces shields.
It's like shooting an enemy four klicks away with a long pin. :rolleyes:
Well, all beams are like that unless you add +Range to the Beam Info.
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Not really. Hitting someone 10 kicks away with an SRed on a GTF Hercules is like hitting them with an MRT pillar.
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Hitting someone 10 kicks away with an SRed on a GTF Hercules is like hitting them with an MRT pillar.
And with a BFRed it's like hitting them with the MRT itself?
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Yes
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My jaw just unhinged from the rest of my skull, crashing through two floors of my house trailing blood and tendon before creating a smoking crater in my basement.
Why? Because Blue Planet is the best campaign I've ever played. Ever (well, except for maybe Derelict...but that's beside the point). The cutscenes were fantastic. The ship designs were aesthetically pleasing and there were moments where I truly wondered "Holy crap...if that's happened, where's the story going to go from here?" BP is one of the few campaigns that successfully adds an element of tension and emotion to the story.
Darius, me love you long time.
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My jaw just unhinged from the rest of my skull, crashing through two floors of my house trailing blood and tendon before creating a smoking crater in my basement.
Oh, that was you, was it? I am SO not paying my rent today.
But anyhow, yeah, BP rulez.
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:lol:
I'm now hearing the old menu music, and it still sounds good. However, I think Darius' first remix of Joshua II is a better choice.
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I'm still waiting on my script. . . .
I could get used to this voice acting lark.
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Whenever Darius has the time to assemble the minor roles, we'll forward them to you.
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Lol, minor. I'm ships comms. I'm like the public service announcement ;D
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ABSOLUTELY AWSOME!!!
I finished it (it was a miracle) and I was surprised with how good the storyline was.
The mission design was also ABSOLUTELY AWSOME!!! as well as the ship - weapon loadouts.
Fantastic work! :cool:
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Aha! I recently patented the phrase "BP had good storyline" and all variations thereof and thereupon, so you owe me a thousand rupees!
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Blue Planet does justice to the Ancient ships of Inferno Release 1 since they were never used in the campaign.
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Blue Planet does justice to the Ancient ships of Inferno Release 1 since they were never used in the campaign.
And gave them an interesting mapping theme too.
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And gave them an interesting mapping theme too.
Indeed. I didn't recognise them the first time. It's probably because Darius forgot to change their manufacturer that I realised that they are Ancient ships from INFR1.
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A lot of them fit the "crystalline" theme that I was looking for with those ships, which was an added bonus.
Hoo boy...SteveO's been giving me some pretty kickass weapon models and effects to play around with. It's improved the potential gameplay fun of the Earth side no end. :nod:
This Earth side is looking to be a whole lot of fun to play as.
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So we're on Earths side ;7 ?
Man i wanted to C-RUSH them .... unless we switch half-way through?
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When you say "Earth side", Darius, do you mean "War in Heaven"? I look forward to it. :nod:
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MediaVPs 3.6.10 beta makes everything look so sexy.
I also second the notion that War in Heaven is going to rock. It'll be interesting to see if one planet can stand up to the 20+ of the GTVA...
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Well, more like 7, since, you know, Sol's had 50 years to colonize.
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Well, more like 2 and ****load of moons (with one - Titan - or two - Ganymedes- larger than Mars) and tiny planets (Pluto and beyond), but yeah Sol had a time to fully develop every available inch of space plus full scale Gas Giant ( counting 4 of them) gas mining (something with GTVA had a problem even in Fs2 till they find shivan nebula)
while GTVA would primary colonize Habitable Condition one planets which would be quite rare (one or two per system), while moons and non-breathable planets would have almost none infrastructure exept a few outposts.
We can safely assume that Earth-Moon as most populated and developed planets could outproduce 3 or even 4 GTVA core planets, Mars propably would count as 2, combine efford of all moons of all gas giants would give us 4 or even 5 planets, plus one planet output for combine asteroid and kiupper belts objects.
...so Sol would have a development output from 10 to 12 GTVA core planets.
If GTVA has 20 systems, lets assume that every system as output of one core world (to equalize that Core worlds would have developed planets, while fringe would have only small colonies).
This means that Sol would be only 50% weaker than GTVA, while Sol had no Vasuda Prime and Capella incidents, not GTI and NTF rebelions. Peaceful enlightment of Sol would also mens that more effort would be put into economy than military, so industrial output of Sol would be even greater (however their warships would be weaker, like Karun on your trailer using torpedos that can be shoot down).
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The Temeraire also uses torpedoes that can be shot down.
However, I find the UEF ships to be quite nice (so far). I'd quite like to fly that...what was it called, Durja?
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This means that Sol would be only 50% weaker than GTVA, while Sol had no Vasuda Prime and Capella incidents, not GTI and NTF rebelions. Peaceful enlightment of Sol would also mens that more effort would be put into economy than military, so industrial output of Sol would be even greater (however their warships would be weaker, like Karun on your trailer using torpedos that can be shoot down).
Sol has had no incidents that we know of. FS3 might've had the GTVA return to Sol to find it in shambles.
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Yeah well, FS3 is not released yet, and it may never will, so we'll just keep to Blue Planet discussion.
In the penultimate mission, the game has a choppy frame rate. Is there a way to smoothen things up?
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I found turning off environmental maps helped heaps. What are your command settings?
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In the penultimate mission, the game has a choppy frame rate. Is there a way to smoothen things up?
Most likely not. Disabling the MediaVPs would work, but it might cause crashes. And invisible weapons fire. Maybe if you tinkered the lighting settings with command-lines so that everything would be ****ing dark... or idk.
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for anyone who's wondering, the head anis and mainhall come from a game called supreme commander.... come to think of it, th UEF is actually a faction in that game heh...
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Oh yeah, invisible weapons fire. I got that on the Vulcan before I learnt how to make mod.ini work with OS X Launcher. :p
I'll try disabling environment maps. If it works for Darius, it should work for everyone. :D
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for anyone who's wondering, the head anis and mainhall come from a game called supreme commander.... come to think of it, th UEF is actually a faction in that game heh...
I recongnised the General... Shame about her in Forged Alliance though :(
she could have made me a very happy man,,, :nervous:
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Oh yeah, invisible weapons fire. I got that on the Vulcan before I learnt how to make mod.ini work with OS X Launcher. :p
I'll try disabling environment maps. If it works for Darius, it should work for everyone. :D
The Temeraire also uses torpedoes that can be shot down.
However, I find the UEF ships to be quite nice (so far). I'd quite like to fly that...what was it called, Durja?
You're confusing BP and INFR1.
About the FPS problem, you just have to look away from any GTVA ships.
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Oh yeah, invisible weapons fire. I got that on the Vulcan before I learnt how to make mod.ini work with OS X Launcher. :p
I'll try disabling environment maps. If it works for Darius, it should work for everyone. :D
The Temeraire also uses torpedoes that can be shot down.
However, I find the UEF ships to be quite nice (so far). I'd quite like to fly that...what was it called, Durja?
You're confusing BP and INFR1.
No. I have it as my wallpaper (one of my 104, actually).
/me looks up blueplanet.hard-light.net
My bad. It's called the Durga (http://blueplanet.hard-light.net/durga.jpg).
About the FPS problem, you just have to look away from any GTVA ships.
No offence, cole, but that is probably the most useless tip you can give to a pilot. What I did was to tone down the in-game detail settings.
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I found that
*Turning off environment mapping
*Turning off Glow maps
*turing off Mipmapping
should deal with the frame rate, there still is slow down
but tun away from explosions and kill enemies as fast as possible so there are less on screen at any one time
....Dang. I really need to upgrade my video card...nvida(?) just isnt cutting it for me
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My dad got me my current computer. He got scammed so badly.
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My dad got me my current computer. He got scammed so badly.
Same here. Except that I picked up the model and he merely paid. Daddy pays, or "Pappa betalar" as we say in here.
I could've got a better bang for the buck, but the easiness of maintenance services with this particular manufacturer made more difference for me.
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I'm using a Mac that costs $30 more than retail price. Still, for that extra cash, I get Adobe CS3 and Altiris.
....Dang. I really need to upgrade my video card...nvidia just isnt cutting it for me
Fixed. Speak for yourself; I'm on an Intel chipset here.
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We must return to topic! We cannot endanger the thread!
We've finished recording all of Mina Taylor's lines. Ransom Arceihn will be doing Alpha 2, Corey. I've got an actor who's going to take a shot at Samuel Bei.
Both Dekker and Spartan-367 are in the queue for 'minor' roles. Since in Blue Planet these roles are actually really significant, and you get quite attached to the friendly capital ships, I'm pretty excited to have such strong actors.
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I'll be appearing alongsaide Ransom ?? :eek2:
*swoons*
That'll get me some chicks :yes:
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That'll get me some chicks :yes:
Oy, I did the same thing and got nothing but a lousy T-shirt and a mentioning in the credits. :P
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I remember you, Cobra. You were the soft-spoken Alpha wingman.
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WHOOP! Free T-Shirts!!
Cobra did derelict?
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Ah man, I just saw the Blue Planet site, and those fighters are looking really good. That Uriel looks especially awesome. When can we hope to bring these babies out, eh? :3
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Ah man, I just saw the Blue Planet site, and those fighters are looking really good. That Uriel looks especially awesome. When can we hope to bring these babies out, eh? :3
They are indeed very nice and shiny, but i detect a slight starlancer influence on one or two...
Nothing wrong with that at all. In fact i endorse it. :yes:
I'm right though? :nervous:
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Questions for Darius:
As we see a picture of a ship in atmosphere, does that mean that we'll fly in atmosphere, or is that only for the screenie?
And how many missions will War in Heaven have?
Last question. Why didn't you get a forum for BP? :p
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Because it isn't really necessary.
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I remember you, Cobra. You were the soft-spoken Alpha wingman.
Yeah. Alpha 3. My voice wasn't really like that. 'Twas my cheap microphone.
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Well, it worked well with the character :)
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Ahh... I'm having a problem with the campaign.
In the mission where you board the powerless GTC Duke, I'm supposed to press Alt-A to board the ship, but nothing happens when I press it. I played this mission on a PC earlier and it was fine, but it won't work on my laptop... any idea what could be the issue?
Sorry if this has been discussed before.
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Cool, it works now. Thanks for the help.
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The atmospheric pic was from a test mission to see if those types of missions are possible. It's definitely possible to do one, I'll see if one will fit into the storyline. I'll probably ignore the fact that weapons power changes when inside an atmosphere.
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:eek2: BluePlanet has a forum now!!!
Not that it matters yet, but this thread should be stickied (you can do that now, Darius ;))
EDIT: The War in Heaven preview video thread should also be moved.
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Atmospheric mission :)
You could just say everything is recalibrated so that it feels the same to the pilot (but is actually different). :P
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This is doublesweetcool.
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Yay! Blue Planet has its own forum now! :D
Maybe we should get Goober to move Darius' music thread in the Art section over. :nod:
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It's OK. Such a good mod SHOULD have its own forum.
I'll say it again. Blue Planet DESERVES IT!
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Make everybody use projectile weapons in the atmosphere missions, and give bombs kilometers-wide shockwaves!
Atmospheric missions are really, really cool, at least judging by the Babylon Project ones.
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The ones in the 158th screenies look more impressive than the TBP atmosphere skybox though. Shall we take this to a new topic?
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EDIT: The War in Heaven preview video thread should also be moved.
link plz.
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EDIT: The War in Heaven preview video thread should also be moved.
link plz.
http://www.hard-light.net/forums/index.php/topic,53711.0.html (http://www.hard-light.net/forums/index.php/topic,53711.0.html)
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kthx.
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Goober, if it isn't too much trouble, perhaps you should move this (http://www.hard-light.net/forums/index.php/topic,51685.0.html) as well. :)
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Hey, sorry if you've heard this too many times, but I really must say that Blue Planet really deserves to have its own forum. Nice work!
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when is War in Heaven coming out? :drools:
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Whenever it is done. There is no scheduled release date.
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Year 2008 is HLP being hyper-active.
-Maybe 100 members joined up to join in the "Freespace Crusade"
-The Freespace Card Game is definitely going to be released sometime in the next 2 months.
-BP finally has it's own forum :D
-And War in Heaven might even come out before Christmas!
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-Maybe 100 members joined up to join in the "Freespace Crusade"
The what? Damn, I missed it.
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-Maybe 100 members joined up to join in the "Freespace Crusade"
The what? Damn, I missed it.
Sorry, a little bit of miswording. :wtf: I had always thought that HLP was the last bastion to keep Freespace alive, instead of being consumed by the newer games of the year. :)
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Oh, I thought the FreeSpace Crusade was like a giant multiplayer game or something.
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I thought it was an internal forum.
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I thought it was butter!
But seriously though, I've never heard a peep of this. :nervous:
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The webpage was updated, the description of the UED Solaris is there...but no picture ("classified").
I'd assume it's a reskin of Steve-O's FTD Vexor :nervous:
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That was quick. It's only been updated for a few hours.
The Solaris is hidden in one of the screenshots on the site, so if you're interested in how it looks, try and spot it :)
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Failed to spot it. I'm either blind, or it's tiny.
Is it on the Durga though?
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It's not tiny :) just hiding
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I don't see it either. Either that or it looks like the Karuna. :nervous:
/me sees Darius' edit conflict.
Hmm... :doubt:
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Found it! It is docked behind the Kumari.
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Good work! For that, you get a new ship:
(http://blueplanet.hard-light.net/solaris.jpg)
The Solaris destroyers are the last line of capital ships for the Federation Navy after the Orion-class destroyers were phased out of service. These destroyers serve as mobile command bases for fightercraft and transport operations, though this role has over the years been increasingly delegated to the smaller and cheaper Karuna frigates. Despite being a source of great pride and solidarity for the Federation, the last Solaris was taken out of active service in 2379. Upon the declaration of war by the Earth government, the three Solaris destroyers in reserve were returned to active duty, and have since provided much-needed strength to the Federation navy.
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And now we have another classified ship.
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We should make this into a game. Spot the ship and get another one!
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That's a nice metal dagger. Pretty good. :yes:
Arrr...they only have three. What are they called? Olympic, Titanic and Gigantic (just kidding)?
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Yeah, its the FTD Vexor :P
As for the cruiser, I'm guessing its the engine signatures from the "We're plundering GTVA convoys like common pirates" screenshot...unless those are Upanishads.
EDIT: That can't be, they're too small
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Hi,
i've got a small problem :( I've installed all versions of the LS Nebulae pack I found, the two patches and the mod ini... the are beatuiful nebulas in the intro, the weapon effects are there, but sol looks empty... and there is no earth in the first mission after jumping, but my the pilots are talking about volcanos, molten rocks and so on, but i can see anything out the, just stars an a white sun
what have i done wrong, what is still missing?
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Download and use the 3.6.10 build from my signature.
If that doesn't work, run a debug build, and post the fs2_open.log from \data.
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When will we find out what the UEC Sanctus looks like? :nervous:
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Yeah, its the FTD Vexor :P
There's an "FT" faction?
"Incoming warship! It's the FTW Seelinckat! Wait a minute...my God, it's turned its guns on the FTL Jenkins!"
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FT = Federal Terran.
Its Steve-O's faction for which he made all his ships.
I would assume its something similar to the PCA from PI, judging from his fighter's and the Hyperion's (Karuna) tech descriptions.
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Excellent. :D
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Hi,
i've got a small problem :( I've installed all versions of the LS Nebulae pack I found, the two patches and the mod ini... the are beatuiful nebulas in the intro, the weapon effects are there, but sol looks empty... and there is no earth in the first mission after jumping, but my the pilots are talking about volcanos, molten rocks and so on, but i can see anything out the, just stars an a white sun
what have i done wrong, what is still missing?
For starters, one version of the LS Nebulae is sufficient. Or if you're using the MediaVPs, and the AdvEffects, you don't even need separate LS Nebulae.
Sol doesn't have nebulae because... well, if you go into space, you really can't see any background nebulae. It's a "realism" thing.
Earth should be directly ahead of you in the beginning of the mission. You might be missing the planet texture. I'm gonna depart now for lunch at mama's place, but after that I could extract the texture, upload it somewhere and tell you how to use it.
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Now i've downloaded the new exe's, mediavps and the latest launcher. Still the same problem, no Earth...
I guessed that there are no big nebulas in Sol, but earth should be there ;) It seems, as you said that the texture is missing. I ran fs2 in debug mode and thats what i got so far:
Warning: For 'explo3', 3 of 4 LODs are missing!
File: Weapons.cpp
Line: 1267
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
Warning: Weapon explosion 'SubbeamWarm' does not have an LOD0 anim!
File: Weapons.cpp
Line: 1241
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
Warning: For 'bomb_flare', 3 of 4 LODs are missing!
File: Weapons.cpp
Line: 1267
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
Warning: Too many beam sections for weapon BFRed - max is 5
File: Weapons.cpp
Line: 3021
Call stack:
------------------------------------------------------------------
parse_weaponstbl() parse_modular_table() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
Warning: Mission: ...With Vast Seas
has a 1024x768 loading screen but no 640x480 loading screen!
File: MissionParse.cpp
Line: 1872
Call stack:
------------------------------------------------------------------
get_mission_info() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
Warning: Mission: ...With Vast Seas
has a 1024x768 loading screen but no 640x480 loading screen!
File: MissionParse.cpp
Line: 1872
Call stack:
------------------------------------------------------------------
parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
Warning: Unable to find a sufficient number of bitmaps for this mission's background. The background will not be displayed.
File: StarField.cpp
Line: 3384
Call stack:
------------------------------------------------------------------
parse_bitmaps() parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
looks like more is missing than just a texture...
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Are you running the retail build (..._r.eve) or the debug one? (..._d.exe)? The debug build complains a lot.
I had no technical issues with BP, so I can't render much help.
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I normally use the fs2_open_3_6_10.exe, now I used the debug one to get this information. Perhaps Lobo can help me later, i guess its just the texture missing, because everything else seems to work fine. And i haven't had any problems so far with FS 2 or the mods i've played. And yesterday, late at night or early in the morning i read something about a deleted texture for the planet earth... perhaps i got an incomplete version of the mod.
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Are you running the retail build (..._r.eve) or the debug one? (..._d.exe)?
Semantics. The "r" in this case refers to "release". Retail would be... you know, retail. Original. Not FSO.
p_dead2.dds should be in the Blue Planet vp, but there has been at least one other case where it, for some reason, was missing. I actually just finished pimping up the texture myself. I'll just check if it works properly in-game and upload it somewhere after that. Uno momento ->
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Thanks a lot! I hope i can enjoy the mod like it was meant be :) I found a screenshot from the intro cinematic in delta serpentis with a planet next to the terran engineered knossos - i dont see that one, too, but the green neblulas. is there anything else i need to know, download or set?
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Semantics. The "r" in this case refers to "release". Retail would be... you know, retail. Original. Not FSO...
Ugh. My bad.
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Thanks a lot! I hope i can enjoy the mod like it was meant be :) I found a screenshot from the intro cinematic in delta serpentis with a planet next to the terran engineered knossos - i dont see that one, too, but the green neblulas. is there anything else i need to know, download or set?
:wtf: Would you mind running the 3.6.10 debug and after that posting the fs2_open.log from \freespace2\data\? Preferrably as an attachment or using the "code" tags. Something is not right if you're missing all the planets.
Regardless, here's the Earth dds (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/p_dead2.dds). Place it to \freespace2\blueplanet\data\effects\ (create the folder if necessary).
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I think u are right... in the debug mode, first mission crashed!
Warning: Trying to add a bitmap that does not exist in stars.tbl!
File: StarField.cpp
Line: 3106
Call stack:
------------------------------------------------------------------
stars_load_background() stars_load_first_valid_background() parse_bitmaps() parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
Warning: Failed to add starfield bitmap 'p_nice1' to the mission!
File: StarField.cpp
Line: 3451
Call stack:
------------------------------------------------------------------
stars_load_first_valid_background() parse_bitmaps() parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
Warning: Couldn't open texture 'titannm'
referenced by model 'carrier3t-01.pof'
File: ModelRead.cpp
Line: 3285
Call stack:
------------------------------------------------------------------
read_model_file() model_load() ship_create() parse_create_object_sub() parse_create_object() mission_parse_maybe_create_parse_object() post_process_ships_wings() post_process_mission() parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event()------------------------------------------------------------------
Assert: bay_num >= 1 && bay_num <= MAX_SHIP_BAY_PATHS
File: ModelRead.cpp
Line: 3784
Call stack:
------------------------------------------------------------------
model_load() ship_create() parse_create_object_sub() parse_create_object() mission_parse_maybe_create_parse_object() post_process_ships_wings() post_process_mission() parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process
and the log, perhaps it is incomlplete because of the crash
[attachment deleted by ninja]
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Hmm. Troubling.
Are your drivers up to date? If not, try updating them. And you could also delete \mediavps\data\cache\ and \blueplanet\data\cache\ just in case.
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3.6.10. has problems with backgrounds and effects for me. I suggest you try the 3.6.9. build. It worked for me fine.
-
The Recommended build for Windows users linked in my signature works just fine.
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I tried out the old mediavps with build 9 - big difference, there is an other music in the main hall which is not high res... but thats all.
the new drivers doesn't work - the latest kills my OS, older ones are very slow, even older ones make problems with my tv so i went back to the very old nvidia drivers (84.xx) i used all the time. I guess my system gets old ;)
i'm thinking about a clear reinstall?!
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I'm thinking about hardware/driver issues, concidering that the latest Nvidia drivers are 17x.xx or something like that. How do they "kill" your OS? You do uninstall any previous ones before installing the new ones, right?
The music thing happens, because the mv_music.vp in the 3.6.10's contains a .tbm that messes up everything else and makes the aquitaine track play in the main hall regardless of mods.
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After Uninstalling an manually removing remnants of old drivers and registry entry's, the 175.xx drivers work, but still my tv doesn't work correct and is interferring with the performance of the primary display - the reason why i never updated the drivers.. nVidia still hasn't fixed that. But even now, with new displaydrivers (the rest is up to date) and the file u gave me put into the specified folder, Earth is missing. Other planets are where they should be (i played some FS 2 and fs port missions - as well as further missions of the mod, where nice planets could be seen in the Backround). Most important is, that the ships are there an FSO looks very good!
I'll declare victory and move on, but i'm still looking forward to solve this problem... i don't really like things which aren't 100% ok.
If anybody has a solution or a proposal, i'm glad to hear it.
Thanks so far
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What video card do you have?
-
According to the log, a GeForce 6610 XL.
-
Yeah... very old but enough for good games :) A shame nVidia didn't manage to get the new drivers working with a TV! But thats not so important, the new ones make no better work than the old ones.
More important is, that this mod rules :) fantastic story, cool missions and pretty ships. I never expected this gamedesign. Wonderful.
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Um dude, make sure that the 175 drivers work with your card, they may have dropped compatibility with that card in older drivers.
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Hi,
I just started trying FS Open and it played the main FS2 just fine so I downloaded the blue planet file and thought I followed the guide but when I select the mod in the launcher, it opens, then crashes with the following error:
Error: Can't open model file <none>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Where did I mess up?
Thank you
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Turn on 3d ship selection, and make sure you have the mediavps.
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ShadowGorrath,
I have launcher version 5.5d and I can't seem to find the 3d ship selection, under game play it lists: use models, enable 3d warp, enable flash upon warp, Babylon project, and wing commander boxes.
I do have the mediavps under the main freespace2 folder in a mediavps folder.
What I did figure out was I put the blueplanet mod inside a folder I named BlueplanetMOD and then unpacked it there, it didn't seen to work. I just tried creating a blueplanet folder and moved everything in there and it now seems to load the first mission. I can't play it now as I am at work but at least I made it past the that error above. I am still trying to figure out what is supposed to be in a mod .ini file but I am looking forward to playing all these campaigns and missions.
Thanks for responding!
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ShadowGorrath,
I have launcher version 5.5d and I can't seem to find the 3d ship selection, under game play it lists: use models, enable 3d warp, enable flash upon warp, Babylon project, and wing commander boxes.
The command-line itself is -ship_choice_3d, but it is described in the features as Use models for ship selection. Tick that one on.
I do have the mediavps under the main freespace2 folder in a mediavps folder.
Good.
What I did figure out was I put the blueplanet mod inside a folder I named BlueplanetMOD and then unpacked it there, it didn't seen to work.
:wtf: Please specify. What exactly did you "unpack"? If a zip/rar/7z, good. If a vp, bad.
I am still trying to figure out what is supposed to be in a mod .ini file but I am looking forward to playing all these campaigns and missions.
There is a downloadable mod.ini in the first post of this thread. Download it and make sure your MediaVPs folder is called mediavps. If not, change it or change the word mediavps in the mod.ini to correspond with the name of your MediaVPs folder.
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Affirmative. Make sure to leave the .VP files whole and unmodified. Your BP folder should look like this:
(http://i33.tinypic.com/25q3zuc.png)
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Lobo,
Thanks for the explanation of the 3d ships, I did have the "use models" ticked.
I had a rar file that I downloaded. I did NOT do anything with the vp file.
I did download the mod.ini file that was somewhere in this thread but it does have the mediavps in it spelled exactly as it is under my Freespace2 directory. (I did read the guide under the FAQ link in your signature).
Colecampbell666,
In that file I do NOT have the 2bppatch.vp file but I do have the blueplanet1.vp file along with the following files:
credits.txt
FS2.bmp
mod.ini
settings.ini
Is this okay?
Thank you all for the help. :)
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That's probably your problem. Get the patch from the first post, and then run a debug build, and then post \data\fs2_open.log.
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2bppatch is only needed if you're getting a missing model in the mission "Ceremony", which is the Mediavp's Cain model. This is fixed by using mediavp's (which are required), so is probably not really needed at all
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I have been playing this tonight and wish I could complete it but I need some sleep. I have not had a problem. Since I just had downloaded the file and the first post said the patches were now embedded I never ran a patch file.
I am really enjoying this campaign and story line. Well done and a sincere thank you!
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Campaigns I'm waiting for:
Aincient - Shivan war
Blue Planet : War in Heaven
Fate of the Galaxy
Silent Threat : Reborn
Just another Day 4 ( WIP?! PLEASE?! )
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:)I am up to the Forced Entry mission and I an going to have to go down to easy or very Easy to get through this one. I know there is a lot in thhis thread on the mission but I am not ready to look at ll the spoilers yet.
I am playing this on a Toshiba Tablet PC and it only has an intel 965 video chipset with shared memory. I think I have everything turned on and I in this mission I definitely get a little bogged down. What order would would you turn off the eye candy to get maximum viewing at a lower load?
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I don't think you need to turn down the eye-candy at all. Just set the in-game details settings to Medium and you should be okay.
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Instead of making everything look ancient by turning the settings to medium, try turning off the normal maps or the enviromental maps ( env mapping ).
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Indeed. Certain people have experienced notable performance increases with Blue Planet when they have turned environment mapping off.
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i hate the mediavps asteroids, they're making it so i cant play the mission in Sol, were you search the asteroid field. Is there a patch to disable those things?
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No. They will be fixed in the final release.
Alternative solutions include:
- switching back to the 3.6.8's
- extracting the asteroids from the 3.6.8's and using them in conjunction with the 3.6.10's
- not using the MediaVPs (which is not a good method with Blue Planet).
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or move the mod.ini to a temp directory every time i come across a mission with asteroids... yes...
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That's not too good of a method either. Its the same as completely not using it. Something in that mission might need the MVPs.
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****z...
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How about extracting the retail asteroids to mediavps\data\models?
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How about extracting the retail asteroids to mediavps\data\models?
Well, that's almost the same thing as
- extracting the asteroids from the 3.6.8's and using them in conjunction with the 3.6.10's
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but won't the vps override them? and, uh, i don't have the 3.6.8 :blah: and don't ask, i have no idea why i don't
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but won't the vps override them?
Anything in an appropriate subfolder in \modfolder\data\ will override anything in a .vp in \modfolder\. These are FreeSpace modding basics. You should be ashamed.
and, uh, i don't have the 3.6.8 :blah: and don't ask, i have no idea why i don't
Suit yourself.
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i'll get them later.
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Isn't AoA a mod of its own right? The flak explosions look way cooler and different from the normal mediavps 3.6.8 as well as the different beams.
I thought that mediavps were only meant for normal campaigns like Trascend, Sync, DEM, Homesick etc :confused:
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AoA is complemented by the mediavps. It has its own vps that contain all the special effects and extra ships, but it still relies on the interface that's supplied by the SCP mediavps.
The mediavps can and must be used with any mod or campaign that is not standalone. It should also be used to play retail stuff. It should NOT be used with standalone campaigns or mods such as The Babylon Project and FSPort.
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Isn't AoA a mod of its own right?
It is a mod like any other mod.
I thought that mediavps were only meant for normal campaigns like Trascend, Sync, DEM, Homesick etc :confused:
The MediaVPs are meant for making anything prettier. Except TVWP. Furthermore, AoA has issues without the MediaVPs.
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Well I completed this campaign and I have to say that this was impressive. Impressive and disappointing. Disappointing in that it ended. A few minor glitches but a great story line that was well done. It would make for a good philosophical debate. The ending of this chapter was a good twist. I now need another!
This was the first FS2 Open campaign I played; I look forward to more. Very good work. :nod:
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Disappointing in that it ended
All things must come to an end :P Fortunately there is another chapter in the works ;)
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Well, somethings don't, but then it just gets annoying...
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Well, somethings don't, but then it just gets annoying...
I see you you know my wife
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Err ... shouldn't this thread be stickied? ;)
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Yeah, probably.
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Definitely. This thread is where the whole BP saga began! :D
Isn't AoA a mod of its own right?
It is a mod like any other mod.
I thought that mediavps were only meant for normal campaigns like Trascend, Sync, DEM, Homesick etc :confused:
The MediaVPs are meant for making anything prettier. Except TVWP. Furthermore, AoA has issues without the MediaVPs.
Thanks for helping me clear this up.
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Why don't we stick it up then?
(SORRY I WAS LATE, I WAS HAVING A 18-DAY VACATION!!!)
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Please use normal text.
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OK, but why?
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It's easier on the eyes.
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Yeah. It's for the same reason you don't randomly shout some sentences in an ordinary conversation.
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After this small break let's return to the subject. Why don't we stick it?
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:wtf: "Stick"? "Stick" what?
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It will be stickied once it becomes an issue for people to find the download link. At the moment it doesn't look to be a problem.
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But this the main discusion topic for BP!
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As long as it doesn't get buried, its quite obvious, I guess.
So if we just keep posting in here... :P
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And it won't get buried as there are only like 3 threads in BP.
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And it won't get buried as there are only like 3 threads in BP.
:wtf: Are you serious? There are 15 ... not including the two stickies.
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As long as there are only 1 page's worth of topic titles on-screen then it's good. ;)
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I don't know whether this has been noticed or not (or even if I'm remembering the problem correctly or that there is a problem), but both the Rakshasa in the first (or second?) mission with the Duke and the Ravana in Forced Entry are named the Abel.
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Abel is the most overused Shivan ship name, I think :P
People think that since there's a Cain, there has to be an Abel...however, if you've played FS1...they both appear at the same time (SC Cain and SC Abel).
And yes, they're both Abel.
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But Abel would be a good guy, logically... :P
The Cain and Abel in FS1 Exodus were Cains, right? Or were they Liliths...?
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Question (maybe not worth a whole new topic): why does the UEF have such a big fleet? What have they been arming themselves for? Have there been previous conflicts in Sol or cold-war type situations that demanded the construction of new types of warships?
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Do they have a big fleet? It could just be a modest fleet. I think it said somewhere that they only had two of their big destroyers in service, which isn't much compared to the GTVA.
They have to be prepared for the return of the Shivans, though. That would be motivation enough to build some warships!
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I thought the Vishnans and the Shivans are supposed to be the bystanders in WiH... :confused:
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Maybe they didn't read the spoilers. :p
Or maybe they did read the spoilers... :drevil:
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Well, it'll be nice to fight the GTVA for once. I wonder how interesting it'll be.
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If the mission design lives up to AoA -- i.e. it creates strong attachment to wingmen and capital ships, and makes you feel like a real hero (thanks to Samuel's somewhat pompous command style), then I think it'll be very interesting. Plus, there'll be the moral complication of killing your own servicemen.
So maybe you won't feel like a real hero. It'll be interesting to go from "The Abel has been destroyed!" to "The Aquitaine has been destroyed...dear God, what have we done?"
I thought the Vishnans and the Shivans are supposed to be the bystanders in WiH... :confused:
That doesn't mean the UEF wasn't expecting the Shivans to pop in at any moment.
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Still, they knew that somehow they had to be prepared. I would spend a bit of my time trying to escape Sol.
Anyway, they had at least 2 GTA fleets. And i'm thinking that the SAH storyline fits in with this.
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And i'm thinking that the SAH storyline fits in with this.
Not really... :doubt:
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i mean how people freaked out and started rebelling... sorry for not being as clear.
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But only 1/2 of the Sol Strike Force would be going like that.
On one of the captions below a picture in the BP website, I gather that the Sol-born pilots are nearly like Vasudans in their high level of respect, and having massive conscience issues with raiding GTVA supply convoys.
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Well, unless Earth had inside info on the way Shivans operate, they could have been building in anticipation for a Shivan second attempt.
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If the GTVA has quantity, and the UEF has a small defensive force, then the Federation must make up in terms of quality.
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I must say: Blue Planet is real awesome. In the first Missions i am scared about the fate of Earth.
Really cool in-game cutscenes an' nice missions an' very interestin' story.
But in two missions i must cheating: Forced Entry and Preserving the Balance. I am playing on very Easy but the two missions are very hard. I Played the missions after and after and always loose, Then i make my Cap. ships invulnerable.
I really like this Campain my Favorite for now.
Also i like the new Capital ships. There are very impressive.
But for the next Release do you want make the Fighterbay better suitable - like Wing commander Saga ?? I crashed often in the ship during attempt to reach the fighterbay.
I am looking foreward for BPII ;)
Greetings Peter
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whatta hell is going with this board??? there comes sentences i never have witten in my last posting??
Missing last letters and more....
RED ALERT for me
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National Talk Like a Pirate Day (seriously).
On this auspicious day, all your text is translated to be pirate-y! :arrr:
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whatta hell is goin' with this 'ere board??? And hoist the mainsail! there comes sentences i ne'er have witten in me last postin'??
Missin' last letters an' more....
RED ALERT fer me
Relax, it's just "International Talk like a Pirate Day" ;) :yes:
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The funny thing is, I was just going to go make a post about this. Something to the effect of "well, I know I probably shouldn't remind you guys, but..."
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If'n th' preview fer War in Heaven is any in-di-kay-shun, I reckon th' vessels o' th' UEF wot be able t' put up 'un helluva fight against th' GTVA. I'm very curious t' see th' fighters the UEF sends inta battle.
Aarrr, avast...all this 'ere talkin' like a pirate is makin' me wish there were bein' a pirate campaign fer FSO wot I could play...
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I'm actually hoping that UEF capital ships will be slightly outmatched by GTVA ships (and significantly outmatched by the modern GTVA vessels like the Hyperion, Titan, and Raynor-class.)
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Am I the only one who thinks that the new GTC Raynor class is a hunk of pure, shiny sex?
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Am I the only one who thinks that the new GTC Raynor class is a hunk of pure, shiny sex?
The Raynor's alright, but the Titan is triple-distilled sexy.
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Am I th' only one who thinks wot th' new GTC Raynor class is a hunk o' pure, shiny sex, with a chest full of booty?
GTD Raynor. Get yer ship classifications starboard, and a bucket o' chum!
But aye, it is awesome.
EDIT: Starboard? I MEANT CORRECT!
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I am FINALLY getting around to playing this thing, and from what I can tell from the first half, it's been well worth the wait. :) Your sense of storytelling and direction is superb, Darius; even though it should have been something I thought of in retrospect, I didn't see the big
alternate universe
coming at all. The cutscenes are just brilliant, the models look gorgeous, the new music is pumping...just spectacular. I'm having a ton of fun with this. I do have to say, though, that the current mission I'm on,
the fleet's run to the Knossos portal
,
is utterly kicking my ass right now. I can hardly keep track of what's going on, that damn Lilith's beam is ripping ships to shreds, and I keep getting destroyed by something as mundane as bomb shockwaves. If the combination of the music and the action weren't so adrenaline-spiking, I might have to get angry. :p
(The only tiny gripes I have would be things like no text appearing on the mission goals screen in certain missions, or a few recommendations that had nothing but garbled text in them. Plus, I'd like these recent nightly builds to get over their propensities to crash/garble certain textures, but that has nothing to do with this campaign...)
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There are a few important things in that mission. Speed matters. Obviously, you shouldn't fly an Ursa. Firepower, particularly the anti-subsystem kind, matters. The Lilith's beam cannon isn't that tough, and once it goes down the ship doesn't matter much any more. Lastly, wingmen. Don't let them waste their firepower destroying a disarmed warship. Use them as best as possible--the disarm and destroy subsystem orders are your friends.
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Am I th' only one who thinks wot th' new GTC Raynor class is a hunk o' pure, shiny sex, with a chest full of booty?
GTD Raynor. Get yer ship classifications starboard, and a bucket o' chum!
But aye, it is awesome.
EDIT: Starboard? I MEANT CORRECT!
Well you sure as hell didin't want him to get his classes left.
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Well you sure as hell didin't want him to get his classes left.
...or port, as ship jargon may be. :drevil:
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:rolleyes:
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There are a few important things in that mission. Speed matters. Obviously, you shouldn't fly an Ursa. Firepower, particularly the anti-subsystem kind, matters. The Lilith's beam cannon isn't that tough, and once it goes down the ship doesn't matter much any more. Lastly, wingmen. Don't let them waste their firepower destroying a disarmed warship. Use them as best as possible--the disarm and destroy subsystem orders are your friends.
I actually managed to make it through soon after I posted that; I think I finally managed to keep track of which wings I had assigned to protect which ships. Switching to something with the ability to carry Trebuchets was a big help as well. Unfortunately, I swiftly managed to get stuck on yet another mission. :p
It's soon after you join up with the Vishnans (another crazy plot twist, by the way), when you're attempting to escort the Vishnan Keeper through a blockade of two Ravanas. The Ravanas rip into the Keeper apart long before I can get remotely close enough to disarm them (which is a trial in and of itself with the glitched MediaVP model...), and even when I manage to do that, the Liliths and bombers and whatnot are tearing into whatever's left of it. At least with the previous problem I had, I knew it was simply a matter of needing to work faster and assign my wingmen more effectively; I haven't the foggiest idea what to do here. And the lack of a failure recommendation isn't making things easier. :p
(Oh, and one more tiny glitch to report: there were a few times when my ship was released from a cutscene that I had to manually re-activate my HUD to get it to appear. I don't know if that's on the FRED end of things, or something going on with this particular build.)
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Yes i had the same HUD problem.
I use the Build 20080911_rev4810.
So now my English is not so good and i don't understand why the Orestes attacked the UEF Vessel.
Will be now again in a different Universe? In a Universe where the GTVA stand on the Dark side of the Force ?? Like the Devil empire in Star Wars ?
And who is Admiral Bei ??? I know Capt. Bei but Admiral Bei in sol ??
Its possible that i misunderstand any Storytelling about my bad English skills ;)
I hope any can help me to understanding this. (if you want in German Language or easy understanding English)
Greetings Peter
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So now my English is not so good and i don't understand why the Orestes attacked the UEF Vessel.
Will be now again in a different Universe? In a Universe where the GTVA stand on the Dark side of the Force ?? Like the Devil empire in Star Wars ?
And who is Admiral Bei ??? I know Capt. Bei but Admiral Bei in sol ??
Its possible that i misunderstand any Storytelling about my bad English skills ;)
I hope any can help me to understanding this. (if you want in German Language or easy understanding English)
The task force engaged the UEF vessel, because the GTVA wants Sol to be GTVA and Sol wants to be... well, Sol.
Admiral Bei was the CO of the Orestes during the campaign, or at least up to the point when he flew away. And the father of Samuel Bei.
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It's soon after you join up with the Vishnans (another crazy plot twist, by the way), when you're attempting to escort the Vishnan Keeper through a blockade of two Ravanas. The Ravanas rip into the Keeper apart long before I can get remotely close enough to disarm them (which is a trial in and of itself with the glitched MediaVP model...), and even when I manage to do that, the Liliths and bombers and whatnot are tearing into whatever's left of it. At least with the previous problem I had, I knew it was simply a matter of needing to work faster and assign my wingmen more effectively; I haven't the foggiest idea what to do here. And the lack of a failure recommendation isn't making things easier. :p
The Ravanas do typically tear into the Keeper a bit. But if you put all power to the engines, hit your burners repeatedly, and focus solely on the two front beam cannons of each ship, they shouldn't be able to do too much damage. They're very lightly armored. All guns blazing, I was only able to hit it with missiles twice before each beam cannon went down.
Don't worry about the one on top, only the forward two NEED to be taken out. The top one's secondary.
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There are a few important things in that mission. Speed matters. Obviously, you shouldn't fly an Ursa. Firepower, particularly the anti-subsystem kind, matters. The Lilith's beam cannon isn't that tough, and once it goes down the ship doesn't matter much any more. Lastly, wingmen. Don't let them waste their firepower destroying a disarmed warship. Use them as best as possible--the disarm and destroy subsystem orders are your friends.
I actually managed to make it through soon after I posted that; I think I finally managed to keep track of which wings I had assigned to protect which ships. Switching to something with the ability to carry Trebuchets was a big help as well. Unfortunately, I swiftly managed to get stuck on yet another mission. :p
It's soon after you join up with the Vishnans (another crazy plot twist, by the way), when you're attempting to escort the Vishnan Keeper through a blockade of two Ravanas. The Ravanas rip into the Keeper apart long before I can get remotely close enough to disarm them (which is a trial in and of itself with the glitched MediaVP model...), and even when I manage to do that, the Liliths and bombers and whatnot are tearing into whatever's left of it. At least with the previous problem I had, I knew it was simply a matter of needing to work faster and assign my wingmen more effectively; I haven't the foggiest idea what to do here. And the lack of a failure recommendation isn't making things easier. :p
(Oh, and one more tiny glitch to report: there were a few times when my ship was released from a cutscene that I had to manually re-activate my HUD to get it to appear. I don't know if that's on the FRED end of things, or something going on with this particular build.)
KEEPERS OF HELL.
Hardest mission EVER.
Just...keep trying. And download the fixed Ravana. Oh, and for God's sake, tell your wingmen to stay near the Keeper and not follow you -- that way they'll actually have a chance at living. Tell them to ignore the Moloch and other capital ships too, including the Ravanas.
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Here's how I play that mission:
Head as quickly as possible for the nearest Ravana. When the Keeper jumps in, order all of your wingmen to protect it. When you reach the Ravana, destroy its main beams, and then go for the other Ravana's beams. Hopefully most of the Shivan fighters will ignore you. When you're done, head as fast as possible for the nearest Lilith, and destroy its main beam. Do the same to the other Lilith. By now, the Keeper's hull should be around 20% (give or take). Go for the bombers now, but the Keeper isn't in much danger once you destroy all of the LReds.
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I do the same, except that I then fly back to the Ravanas and take out their secondary scorpion-tail beams.
Those have destroyed the Keeper more than once.
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I do the same, except that I then fly back to the Ravanas and take out their secondary scorpion-tail beams.
Those have destroyed the Keeper more than once.
Odd ... I've never seen those SReds have any significant effect...
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the other way is Shift+~+I on the keeper.
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the other way is Shift+~+I on the keeper.
I think you mean ~K, right?
Or better yet, ~U
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I think you mean ~K, right?
Yes, because he totally wants to destroy the ship he's trying to protect.
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I think you mean ~K, right?
Yes, because he totally wants to destroy the ship he's trying to protect.
Don't we all?
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Heh, nice to know I'm not alone in my frustration. I know it's another case of "keep bashing your head against the brick wall until you manage to break through," but I haven't yet gotten around to resuming the bashing. :p
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I don't remember how I beat that mission, but I don't think I had to retry it more than once.
Reduce difficulty?
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I've never played FS on anything but Easy, and I'm not about to debase myself by going any lower. :p
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I always play it on Very Easy, even with the cheats enabled. :nervous:
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I've never played FS on anything but Easy, and I'm not about to debase myself by going any lower. :p
I usually playtest on Medium, but automatically go down to Easy if I play a user-made campaign. It's because of the first horrible experience with a user-made campaign (in my case, Derelict). I assume we have something in common? :p
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Yes, because he totally wants to destroy the ship he's trying to protect.
What about ~+U?
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Again Blue Planet is a excellent Campain but in any Missions to hard.
I playing on very Easy first time i play a new Campain and in follow Missions i had to Cheat (I hate this - but too many try´s are frustrating)
- Forced Entry
- Preserving the Balance and
- Keepers of Hell
I think the 3 Missions are to hard for a non FS Pro. Particularly in Very Easy diff. This missions need a bit more balancing.
But at all BP is my Favorite for now. I like this plot - but i don't like the ending - it was shocking.
Greetings Peter
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All are very much possible given the correct loadout and careful planning... ;) Forced Entry and Keepers of Hell have several varying walkthroughs posted under spoiler tags in this thread. As for Preserving the Balance:
Divert all energy to your engines and go for the Ravana's main beams. If you're quick, precise, and use your hornets to help you destroy them, you should just be able to destroy them before they fire. If you can't do that, definitely try to destroy one before it fires and the other before it fires again. Then go for the bombers attacking the Tempaire. You may want to destroy the Demon's port LRed too. Eventually, the destroyers will go down, and three new ones will jump in. You can ignore them; they will be destroyed pretty easily by the Vishnans.
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After trying for over 20 times playing this one mission, I gave up on this due what in my opinion really is too much for the average Joe. Don't get me wrong here, this campaign up to this point was fist class and very well done. But now all of a sudden you have stiff constraints for this one mission and can't advance at all which I think is odd.
Having designed many missions for several different games and flight sims, I can say this one mission will make it difficult for plenty and they may end up wanting to quit and try something else for the lack of making any progress. I think the conditions given are too strict and I cant understand the goal for this one mission in the overall campaign makeup? From a tactical standpoint, why send the GTD to make a stand at the other node when all the others are trying to make a run for the this node? It's apparent they are out numbered to begin with and when your up against the wall, it's far better to make a straight shot and get your butt where you need to be in my opinion.
The Gauntlet mission is constructed very good, timing is good, but weapon and fighter ship selection is bad. I cant understand why they would want to go to Sol with the best ships the GTVA has and use weapons and fighters that are in this case, nearly 50 years old? Exception for the two new fighter and Recon ships which are done well! :)
But the weapon selection is just totally out of what you would expect from the GTVA sending a battle group to make first contact with Sol. They should have just about everything you can think of and then some and be very well stocked to boot to deal with the unknown. Remember, always go prepared for the worst!
However, If you have to live with the mission as it is, then OK, but give the user a better selection of weapons and ships to choose from if you must have the goal constraints as they are for this mission. I would like to see more use of the later ships that should have been in wide use by this time line such as the Ares and Erinyes for example. Doing this would have given the average Joe a better chance to succeed in this one mission.
As for Alpha 1, I personally would have liked to use a Bomber as the Artemis with cap-ship loadout as the Bomber force is kinda weak.
I may end up editing this myself just so I can get on with the campaign as I really want to complete this one :)
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:wtf:
If you could maybe provide some actual mission and ship names, maybe that post would make more sense. For instance, what ship is "GTD" referring to? :wtf: :wtf:
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I'm presuming he's talking about Forced Entry, which is the one that gave me a lot of trouble. Jadehawk, the best advice I could give you is to use your wingmen intelligently; out of all the missions I've ever played, this might be the one where commanding your wingmates is most important. I'll list what I eventually wound up doing to win in spoilers:
First off, I'd heavily recommend grabbing a ship that can carry Trebuchets; the Aurora is able to carry 5 in one bank and makes for a good all-around fighter to boot. I found that the best start was to order your wingmen to engage the enemy to take care of the Maras in a hurry; call in Delta immediately and get them on one of the Rakshasas, too. With any luck, you'll clear the area just as the Duke arrives. Immediately get everyone on protecting the Duke to fend off the incoming Aeshmas and their Hornets; once the Cain shows up, get Delta on destroying it. When the Terran corvette (whose name I can't remember) jumps in and comes under bomber attack, I usually headed over there myself and left my wingmen to take care of the Duke. As soon as the Duke jumps out, get all your wingmen back on protecting whatever you're not on; I remember there was a second cruiser that jumped in soon afterwards that seemed to come under attack. When the Lilith jumps in, immediately head over and take out its main beam with your Trebuchets; get Delta on destroying that, too. Keep alternating Alpha and Beta wings on covering whichever ships jump into the area. When the Sanctuary jumps in, I usually found that tasking its own fighters on protecting it worked best, since they were right next to it to start with. When the Terran destroyer whose name I can't spell jumps in at the end, get everyone and their mother back to protect it; everything else should be home free by that point. Stay back there yourself, too, since you'll need to disarm the Ravana as soon as it arrives; I found that taking out the rear-mounted beam cannons after the front LReds was a good idea. After that's taken care of, you should be home free. It's a very fast-paced mission (and the music makes it seem even more so) that requires you to keep tabs on what your wingmen are doing at all times, so it presents a substantial challenge. I was able to get it after several tries by tweaking when I ordered each wing to protect each new ship.
Y'know, one more thing I forgot to mention in all this is that I freakin' love the Balor. It's like a Rapid Gun o' Doom.
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Yeah, Jadehawk, the mission's really easy if you just use your wingmen. I got it on the first few tries on Medium (Hard, maybe?)
You need to have Trebuchets to take out the main beams on the Lilith and Ravana. That's really the only trick -- oh, and you don't need to protect the Solace, either.
Once the Temeraire jumps in, have all fighters protect it, because the Shivan bombers will only attack it.
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Fellas, thanks for the tips and I'll give them a spin. :)
Honestly I think it's a good mission, just too restrictive for my taste and I was thinking of the masses out there who may not be as versed and well seasoned as you guys are. I remember making a mission once for a flight sim and I felt it was one hell of a great one to boot, but was told too many Enemy E/A were targeting the Alpha player and was not realistic for a combat sim. While I really did not have too much of a problem with it myself, I should have considered the average Joe who may not have the experience I did flying that particular aircraft. From that point on, I was critical toward my work and made sure it was playable for everyone from the set go.
I pretty much did what you all suggested and got down to where the Caine? Shivan destroyer warped in and was shooting away when it always nailed the Tam...whatever it's named. I think the bombers were too slow and too far away. Just a matter of monkeying around once again to see if I can get past this.
Again, thanks for the help fellas :)
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You need to take out the Ravana's (the Abel, I believe) two forward beams with Trebuchets.
You can do this by putting your reticle over the lower two of the ship's four forward 'spikes' and pressing V to target the beams there. Two Trebuchets each should be more than enough.
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I pretty much did what you all suggested and got down to where the Caine? Shivan destroyer warped in and was shooting away when it always nailed the Tam...whatever it's named. I think the bombers were too slow and too far away. Just a matter of monkeying around once again to see if I can get past this.
The Shivan destroyer is called Abel, and it is Ravana class. The GTVA destroyer is called Temeraire :P
What I usually do is start heading back towards where the Abel will arrive as soon as the Temeraire jumps in. It will always jump in behind the Temeraire, so I just head back there at full burners with all energy diverted to engines and order my wingmen to defend the Temeraire against the bombers. Once you get in range, attempt to take out the Abel's main beam turrets with Trebuchets. You need two Trebuchets to take out each turret. If that fails, just go up and destroy them with your primaries. If you're fast, you can do this before it fires. Then go destroy its rear beam turrets (the two spikes on top). They pose a significant threat to the Temeraire. Hopefully the Basilisks won't give you too much trouble while you're doing this... Once you do that, destroy the Basilisks and you should be home free, assuming you don't accidentally get caught in the blast of one of the Temeraire ship to ship missiles :drevil:
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The Shivan destroyer is called Abel, and it is Ravana class. The GTVA destroyer is called Tempaire :P
Its Temeraire.
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The Shivan destroyer is called Abel, and it is Ravana class. The GTVA destroyer is called Tempaire :P
Its Temeraire.
My bad :nervous:
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Why does the Solace need no fighter cover? I've played the mission three times, and among all the ships, it's the only one that needs absolutely no escort. I mean, the Duke needs protection from the two Rakshasa cruisers, the Bretonia may get its engines blown up from time to time, and the Sanctuary cannot survive four LReds from a Lilith, but the Solace... :wtf:
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Stilettos are good against subsystems too (but they can be shot down).
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Stilettos are good against subsystems too (but they can be shot down).
They have the "bomb" flag on them?
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Oddly (and somewhat annoyingly) yes. (Unless my memory has died after eating too much white albacore tuna... damn mercury)
It's funny because in the FS1 description of the Stiletto it says it has a shield system on it (which would prevent it from being shot down so easily)!
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Oddly (and somewhat annoyingly) yes. (Unless my memory has died after eating too much white albacore tuna... damn mercury)
It's funny because in the FS1 description of the Stiletto it says it has a shield system on it (which would prevent it from being shot down so easily)!
:v: probably wanted to balance the game out, because if there was no "bomb" flag on Stilettos, you can disable anything and pound them to death slowly.
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Stilettos are good enough as it is. They're pretty much the only thing that gives most fighters a chance against larger capital ships (corvettes and above.)
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Stilettos are good enough as it is. They're pretty much the only thing that gives most fighters a chance against larger capital ships (corvettes and above.)
Unless if you count the Trebuchet in, of course, which is an invincible, disposable Maxim and Stiletto in one package.
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I thought of 'em, but most fighters can't carry Trebs, and you can't carry nearly as many.
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Okay...I'm going to renege on what I said earlier. I don't see any plausible way that Keepers of Hell can be beaten. I physically can't fly all the way over to those Ravanas and get their beams disarmed before the Keeper is taken down to 30% hull integrity or less. And even after I do, the Liliths that continue to rip into it are a full 10,000 meters in the opposite direction. And all the while, all of the fighters the Ravanas launched are hanging on my tail, sending potshots at me. There's just no realistic way of covering that much distance quickly enough to prevent the Keeper from being torn to shreds. The only thing I'm left with now is going through all 70-something pages of this thread and hoping that someone has previously posted some hidden trick to getting through this.
Edit: Apparently, actually following people's advice and swapping out a flawed model file with its retail equivalent works wonders. But even with me hauling my ever-loving ass all the way over to the Ravanas, knocking their forward beams out with about 50% left on the Keeper, dragging an entire Shivan wing the better part of twenty kilometers after me as I raced to take care of the Ravanas, even after all of that...the Keeper had two percent on it when it jumped out. Two. Percent. I think I was on the verge of putting my fist through my monitor. Darius, if you're reading this, you make a hell of a campaign, but whatever you're planning for the sequel...keep missions like this out of it. :p
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*snip*
What difficulty do you play on?
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Gah, you snuck in. I've always played on Easy...which is, apparently, not always so easy. :p
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Gah, you snuck in. I've always played on Easy...which is, apparently, not always so easy. :p
Huh ... I play on Easy too, and I can beat this mission pretty consistently. Let me post a walkthrough, EXACTLY as I play it:
I usually choose Seeker for this mission, though the Preacher works too. When you first arrive, link your primaries and divert all power to your engines. I usually head as fast as possible for the point between the two Ravanas (if I don't then I frequently get vaporized by a beam). When the Keeper arrives, I order all of my wingmen to protect it. At this point I start heading for the first Ravana. The enemy fighters will typically ignore you at this point. If they do, and there are too many of them to just ignore, then you have a problem. The main beams will fire, and the Keeper's hull integrity will drop a lot. When you reach the first Ravana, equalize your engergy and destroy its frontmost beams with your guns AND missiles. Shouldn't take too long, assuming you don't have the broken Ravana model. Now go for the other Ravana. If you notice you have a bunch of fighters on your tail, you have time to kill one or two of them, but don't get caught up for very long (not more than 30 or seconds). On Easy, you can just absorb most of their fire. Destroy the other Ravana's main beams. Now head for the nearest Lilith. Make sure all power is on your engines and that you're using your afterburner liberally. It will take a while to get to it. Again, you may have time to dogfight one or two fighters, but you really need to get to the Lilith as quickly as possible. Once you reach it, equalize your energy and let loose on its main gun. Remember, you are attempting to do this quickly, not efficiently. Once it is destroyed, immediately head for the other Lilith (divert power to your engines). Once you destroy its main beam, go for the bombers attacking the Keeper, though it is hard to fail from this point unless the Keeper's hull is really low.
Did that help at all?
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If you're only failing the mission by a small margin cheat. You would've earned it after many hours of stress anyway. So why suffer the stress.
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hey, isn't this now one of the 3 longest threads on HLP?
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Maybe my edit didn't make it clear, but I did manage to beat the mission, if by the skin of my teeth. :p That 2% hull integrity on the Keeper was when it jumped out successfully. At least the next few missions made all of that frustration worthwhile; the flashback had my jaw literally gaping. I even managed to cruise through Bearbaiting 2: Electric Boogaloo without too much trouble...until I got overwhelmed by a wing of Dragons and couldn't turn fast enough to kill them. Maybe I should have replaced that bank of Piranhas with something that has more of a chance of killing fighters...like, say spitwads.
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Ironically, Keepers of Hell would be a cakewalk if you weren't forced to use Vishnan weapons. Trebuchets on an Aurora would probably do the trick.
Though the near-impervious Vishnan shields are a bonus.
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Really? What's the amount of shielding on the Vishnan Seeker and Preacher?
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It's definitely quite substantial...unfortunately, the armor underneath is paper-thin. AAA beams can do a number on you.
So I finally made it through to the end. Fantastic, fantastic campaign. The penultimate mission was among the more epic moments I've ever experienced in this game (even if I got thwacked by a few missile shockwaves in the process of trying to beat it). As for the ending...well, can't say I saw that coming. :p
For a minute there, I thought that UEF frigate was going to go hostile and lay into the fleet, not the other way around. Maybe it's just some inner concealed hippie in me, but I never did like the idea of Sol and the GTVA being at arms with one another as soon as contact was restored. I mean, it's obvious that the GTVA would be tripping over themselves to once again take advantage of the economic/industrial base that Sol represents, but you think they'd go the more groveling-at-your-feet, "God we missed you guys!" route. And you'd think Sol would be overjoyed to learn that they weren't the only boxed-in corner of the human universe anymore. Then again, considering GTVA Command's usual level of intellect, maybe this would have wound up happening in any case. At least Admiral Bei came around in the end. That final debriefing hints at all kinds of goodies in the future, too; dawww for Samuel getting a second chance at love.
Anyways, awesome stuff. Keep busy on that sequel, Darius; I want to see where you take this. :)
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Hey, I have a question. Will we see any new GTVA ships in BP: WiH?
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Probably, tho you should ask that in its thread.
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That or the 'Ships" thread.
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He did that already.
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Apologies, I didn't catch that.
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For a minute there, I thought that UEF frigate was going to go hostile and lay into the fleet, not the other way around. Maybe it's just some inner concealed hippie in me, but I never did like the idea of Sol and the GTVA being at arms with one another as soon as contact was restored. I mean, it's obvious that the GTVA would be tripping over themselves to once again take advantage of the economic/industrial base that Sol represents, but you think they'd go the more groveling-at-your-feet, "God we missed you guys!" route. And you'd think Sol would be overjoyed to learn that they weren't the only boxed-in corner of the human universe anymore. Then again, considering GTVA Command's usual level of intellect, maybe this would have wound up happening in any case. At least Admiral Bei came around in the end. That final debriefing hints at all kinds of goodies in the future, too; dawww for Samuel getting a second chance at love.
Possible explanation (I think this was posted earlier, but it's a big thread)
The Beta Aquilae convention, which was so great and all in FS2, may have actually forced the GTVA into taking this course, in its stating that all Terran and Vasudans were subject to its rule alone, and not the rule of whatever government was in Sol. However, that would be kind of a lame excuse, considering they knew in advance that they were going to have a Sol gate, etc.
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:wtf: BETAC was long before the SSI, they never knew about the Knosso's.
and Eriana is his sister. He gets his sister back, who died in the SSI
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Eriana is his sister. He gets his sister back, who died in the SSI
Thank goodness for that.
No wonder the Elysium is marked as Eriana and Mei Ling Bei (note the surname absence behind Eriana).
:D
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:wtf: BETAC was long before the SSI, they never knew about the Knosso's.
Yes, but they could have thought of some way to modify it in order to avoid a military conflict--thus probably ruling out the BETAC-responsible-for-the-conflict thing (which was not originally my theory btw).
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:wtf: BETAC was long before the SSI, they never knew about the Knosso's.
and Eriana is his sister. He gets his sister back, who died in the SSI
Eriana's his sister? I don't think so. I thought they were intimate.
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Definitely married, not sisters.
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Hi, this my be a little late and doesn't interest anybody anymore, but finaly after some reading i solved the missing planets and the missing earth Problem...
I have deleted the Stars.tbl in the blue planet\data folder - thats all
The planet in the intro cinamatic as well as earth are now there. If you replay the mod - like i'll do now - try Lobo's texture!
http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/p_dead2.dds
It looks great and reminds me a bit of Z'ha Dum ;)
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If you replay the mod - like i'll do now - try Lobo's texture!
Oh. I don't want to take the credit. It was my interpretation of the planet texture Darius was originally going to use, but which was removed due to some issues.
It looks great and reminds me a bit of Z'ha Dum ;)
I think it actually is Z'ha'dum. With a few nebulae splattered over it.
:wtf: BETAC was long before the SSI, they never knew about the Knosso's.
and Eriana is his sister. He gets his sister back, who died in the SSI
Eriana's his sister? I don't think so. I thought they were intimate.
Hell yeah. Just because it says "Eriana and mother" on one mission doesn't mean that Eriana would be Samuel's sister in any way.
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The release is almost 1 year old
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seriously? wow, you're right...
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The release is almost 1 year old
Seemed a lot shorter than that for some reason.
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Ditto, it feels more recent... although come to think of it I did postpone trying it for quite a while.
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Ditto, it feels more recent... although come to think of it I did postpone trying it for quite a while.
Me too, but every time I visited Missions & Campaigns the thread seemed to grow 10 pages, so I decided to see what all the fuss was about.
Encountered a few bugs on the way but I had a great time playing it.
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Eriana's his sister? I don't think so. I thought they were intimate.
Hell yeah. Just because it says "Eriana and mother" on one mission doesn't mean that Eriana would be Samuel's sister in any way.
Confusion. Is this sarcasm? Internet is silly that way.
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Eriana's his sister? I don't think so. I thought they were intimate.
Hell yeah. Just because it says "Eriana and mother" on one mission doesn't mean that Eriana would be Samuel's sister in any way.
Confusion. Is this sarcasm? Internet is silly that way.
Internet is indeed silly and it often fails at certain things.
I was agreeing with the statement that Eriana couldn't possibly be Sam's sister. Because that would be... sort of sick. No sarcasm.
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Excellent! I concur.
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Ah damn...I have to agree, despite reluctantly. He wanted to take her on a tour around Guangzhou...
/me is trying not to laugh lout loud.
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You do not take your sister on a tour of your hometown. That'd be rather pointless...
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You do not take your sister on a tour of your hometown. That'd be rather pointless...
Yeah, exactly, so it's quite safe to assume that Eriana's his girlfriend or wife.
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... Eriana's his girlfriend or wife.
That's what I thought.
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You do not take your sister on a tour of your hometown. That'd be rather pointless...
Yeah, exactly, so it's quite safe to assume that Eriana's his girlfriend or wife.
Wife IIRC.
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Why doesn't Darius just come here and clarify this mess?
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Why doesn't Darius just come here and clarify this mess?
I'm pretty sure she's his wife. I think there was a little intro/prologue on the old site that said this, but I don't believe it is exists on the new one.
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I'm pretty sure she's his wife. I think there was a little intro/prologue on the old site that said this, but I don't believe it is exists on the new one.
:wtf:
What old site?
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http://darius.rabidcarrot.com/
This old site.
Every time, it was the same. Sometimes it was Eriana who spoke to him, but the message was still the same. The dream would end with him finding the ship, with him gaining a sense of peace he had not known for years. As though his mother and his wife were alive again.
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Then Eriana's his wife then, unless Darius says something else.
Blast, no thought smiley, and the closest one, doubt, doesn't quite match up...
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Before we go any further, Eriana was Sam's wife. :P
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That's on page 7. :nervous:
But it's still BP canon, so I'm taking it. :nod:
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Before we go any further, Eriana was Sam's wife. :P
That's on page 7. :nervous:
For some reason I find this sequence hilarious.
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New Screenshot!
An improvised station:
(http://blueplanet.hard-light.net/gefs.jpg)
Took me a few minutes to realize was it was.
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It's a Karuna on a stick?
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Karuna without a rotating thing subsystem?
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Plus a few unneeded parts and amenities. I think it looked pretty good as a station. :)
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Could use a little more, IMO. It doesn't look bad, it just looks like... well, what it is.
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Yeah, if it doesn't take too long, you should glitz it up a bit. Somehow!
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If it's not asking for too much, can we get an update on WiH? The new site doesn't have updates posted like on the old one.
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How strong is the UED Solaris?
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What sort of update would you like? FREDing is still going (been quite slow recently), but I'm looking to quit my job next month so I'll be able to work on it some more over the holiday period. Still aiming for an end of 2008 release but as I said before, don't hold your breath on that one.
How strong is the UED Solaris?
Well the stats are not final yet, but it's strong enough to mash up a few cruisers if needed to. Just don't take on a destroyer unless you've done some surgical work on it beforehand.
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Awesome. That's just what I was hoping for from the Earth ships -- slightly inferior to their GTVA counterparts, so that victories are all the more satisfying.
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Heh. I love the way he said it.
you've done some surgical work on it beforehand.
:wakka:
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What sort of update would you like? FREDing is still going (been quite slow recently), but I'm looking to quit my job next month so I'll be able to work on it some more over the holiday period. Still aiming for an end of 2008 release but as I said before, don't hold your breath on that one.
Good enough. Now going to keep holding my breath.
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Well the stats are not final yet, but it's strong enough to mash up a few cruisers if needed to. Just don't take on a destroyer unless you've done some surgical work on it beforehand.
So is the Solaris an Earth equivilant of the GTD Hecate? Poor anti-capship fighting capability but good for carrying fighters and logistics?
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ok i feel stupid asking this but seeing as how i dont feel like sifting through 80 pages of posts, is there a "finished" download for this mod and what are the final requirements for it? again i feel like a retard but me want NOW!!!! :mad2:
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...the very first post of the entire thread would have answered your question.
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yeah then i read about 10 posts down and found at least 3 or 4 fixes so maybe i should rephrase my question. is there a download somewhere that has all those fixes incorporated into them or do i need to get everything one by one
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Yeah, it's in the first post. The full install has been updated with said patches.
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yeah then i read about 10 posts down and found at least 3 or 4 fixes so maybe i should rephrase my question. is there a download somewhere that has all those fixes incorporated into them or do i need to get everything one by one
I thought the fixes have already been incorporated into all downloads. :confused:
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thanks general battuta.
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The main download does include the patches, as it is stated in the first post. The separate patches are for those who downloaded BP a lot earlier, before the patches were included in the main download. It is good to notice that the first post has been edited way later than the following posts were even written.
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sorry i didnt notice that. im used to other forums that release mods then 30 pages in release a "final" version and not bother editing the first post. so again i apologize for my ignorance of that. thanks all the same though
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little help here.
at the end of the last mission of "journey of a thousand miles" my game crashes right as the unknown starts to talk after the destroyer tells it to land. literally half of the unknown's text appears then game goes kaput.
im running the latest install with 3.6.9 fs open and the latest mediavps i also have the mod.ini from the first post as well. i tried to install 3.6.10 and was successful but then the capships wouldnt appear ingame. thinking the new 3.6.10 was the problem i tried to roll back to 3.6.9 and now it just goes into the main screen where you can select continue, tech room etc. and after hitting continue i get this
Error: Can't open model file <none>
File:J:\src\cvs\fs2_open_3_6_9.final\code\Model\ModelRead.cpp
Line: 1902
[This filename points to the location of a file on the computer that built this executable]
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
also when i rolled back i tried to delete my mediavps folder and use turey's installer to get the latest ones but it kept saying there was problems installing everything. like i said a little help here please?
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When you have the MediaVPs, it is good to check that the word "mediavps" in the mod.ini corresponds with the name of your mediavps folder. If they differ from each other, the game engine won't use the mediavps and you'll get that error.
If you are missing the MediaVPs at the moment, you'll have to download the 3.6.10 Betas from the Upgrade Project board, since the mirror(s) for the 3.6.8's seem to be down.
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the mod.ini looks like it points back to the mediavps folder where the vps are, but i think the big problem is when i tried to roll back my version of fso. is there any way to get rid of fso without deleting the entire folder because i cant find my old fs2 discs at the moment and i dont feel like paying for them at GoG
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Deleting the FSO executables and the mod folders should leave you with FS2.
But there is more we can do to help you: run a debug build (preferrably a 3.6.10 debug build), find fs2_open.log from \freespace2\data\ and post it here either as an attachment or using the "code" tags.
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ok now i get this message
Warning: Weapon explosion 'Subach_Impact' does not have an LOD0 anim!
File: Weapons.cpp
Line: 1241
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 76503833()
ntdll.dll 77c3a9bd()
------------------------------------------------------------------
[attachment deleted by Tolwyn]
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That error shouldn't be fatal, but that means its probably missing a wxp.tbm...
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right but when i try to just run fso it wont let me run in debug mode or anything it just keeps coming up with that error and doesnt allow me to do anything else except quit.
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Found root pack 'C:\games\freespace2\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'C:\games\freespace2\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'C:\games\freespace2\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
You only have the 3.6.8 Zeta MediaVP patches. You're missing the MediaVPs themselves. Try rerunning the Installer. I understand that Turey has located the MediaVPs to another mirror and they can be downloaded now.
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ok now its mostly working after downloading the new 3.6.10 mediavps but i still cant see any of the capships from blue planet should i maybe re download BP?
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Run the debug once more and again post fs2_open.log. Just in case this can be fixed without straining the servers with an extra download.
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ok this popped up after running BP through the debugger
Warning: For 'explo3', 3 of 4 LODs are missing!
File: Weapons.cpp
Line: 1267
Call stack:
------------------------------------------------------------------
parse_weapon() parse_weaponstbl() weapon_init() game_init() game_main() WinMain() WinMainCRTStartup() kernel32.dll 76503833()
ntdll.dll 77c3a9bd()
------------------------------------------------------------------
does this one mean im missing another media file?
and attached is the log file
[attachment deleted by Tolwyn]
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Found root pack 'C:\games\freespace2\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'C:\games\freespace2\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'C:\games\freespace2\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'C:\games\freespace2\mediavps\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'C:\games\freespace2\mediavps\MV_Assets.vp' with a checksum of 0x92e27b4a
Found root pack 'C:\games\freespace2\mediavps\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'C:\games\freespace2\mediavps\MV_Effects.vp' with a checksum of 0xc55a3e9f
Now remove the files beginning with mp-710_. As it was said, those are patches for the 3.6.8 Zeta MediaVPs. You've now downloaded the 3.6.10 Beta MediaVPs and it is never a good thing to mix two MediaVP releases together.
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nope still no models, actually i cant get any of the gtva models from BP aside from stock FS fighters like the perseus. i just tried to restart my campaign and in the opening cinematic i see nothing. no ships not even the jumpgate is visible. i also got the same error as last time, the 'expo3' error. again i attached the log file
[attachment deleted by Tolwyn]
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So you have Blue Planet selected as a mod in the launcher, you've got at least a 3.6.9 build selected, and you've got the MediaVPs (3.6.8 with patches or 3.6.10 betas.)
Is there a mod.ini in the Blue Planet folder?
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i have 3.6.10 fso downloaded from turey's installer with the 3.6.10 mediavps, BP is selected in the launcher with the 3.6.10 build as the .exe up top of the launcher, and i have the mod.ini from the first post of this thread. let me guess my log file says everything is *^cked up right?
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I leave the interpretation of the log file to Lobo.
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kinda wish i could interperate the friggin log file myself, that way i wouldnt have to waste pages of threadspace trying to sift through my issue with BP
-
Be patient; someone with knowhow will come along and sort things right out.
-
im not impatient at all, it just sucks not being able to read the log file and go "...... huh maybe thats the problem"
-
I never understand the log file. :nervous:
-
The basics aren't that difficult.
-2d_poof
-env
-mipmap
-missile_lighting
-glow
-nomotiondebris
-spec
-ballistic_gauge
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-snd_preload
These are the selected command-line options. Problems like crash on ship selection screen with BP, invisible asteroids or no-glow ships can be solved by checking the options.
-mod BP,mediavps
This one tells us what mods are active. Now we see that BP and mediavps are active, so there must be a working mod.ini in the BP folder.
Building file index...
Found root pack 'C:\games\freespace2\BP\blueplanet1.vp' with a checksum of 0x7cce0d26
Found root pack 'C:\games\freespace2\mediavps\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'C:\games\freespace2\mediavps\MV_Assets.vp' with a checksum of 0x92e27b4a
Found root pack 'C:\games\freespace2\mediavps\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'C:\games\freespace2\mediavps\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'C:\games\freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\games\freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\games\freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\games\freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\games\freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\games\freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\games\freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\games\freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\games\freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
This is a list of the .vp files that are used. Good for pinpointing if the user happens to miss a few MediaVPs or patches for a particular mod. The 3.6.10 debug also generates md5sums, which is useful for figuring out if one or more .vps are corrupt.
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Version : 1.1
Here we see that the OpenAL version is 1.1 and Generic Software is selected. As it should be. And changes one way or another mean that the OpenAL installation is busted or wrong options have been selected from the Launcher.
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
OpenGL Renderer : GeForce 8600M GT/PCI/SSE2
OpenGL Version : 2.1.1
One of my favourite sections. Reveals us the user's graphics card and if he happens to be playing in OpenGL with the proper colour depth.
But Idunno what's wrong this time. Try updating your graphics drivers and maybe redownloading BP.
-
Try flushing the cache folders in your mediavps folder and your data folder (and maybe your BP folder :nervous: )
-
Try flushing the cache folders in your mediavps folder and your data folder (and maybe your BP folder :nervous: )
Gah, forgot about that one.
Well, pobody's nerfect. :nervous:
-
........ dont know how to do that...... explanation paaaleeeeeeeeaaaaaaasse?
oh thanks a lot for the explanation lobo :D
-
open the folders..and delete everything inside a folder named "cache"
-
:mad: <- my brain after realizing how stupid simple that is
-
ok everything looks good now. i managed to get a few more missions into the mod and met the ravanna everyone is talking about and have now devoted my life to spanking the hell out of it. btw darius the unknown ships in the nebula freaked me the &$ck out..... awesome job. im also geeking out about how you can actually fly around inside the hangars. thats just pure awesomeness.
btw thanks a lot for the help lobo
-
Congratulations to you for getting it working. It would be a shame if you couldn't play it. :nod:
-
yeah tell me about it :nod: i now understand what everyone is raving about...... chapter 2 anyone?
-
yeah tell me about it :nod: i now understand what everyone is raving about...... chapter 2 anyone?
It's in the works, Blue Planet : War in Heaven (IIRC) is currently being developed! Look out for it!
And I'm glad my suggestion to clear the cache folders helped you out! I always try to remember to flush them after each mod I play.
-
i didnt even realize it kept files there permanently, i though the cache cleared after you switched mods but i guess not
-
Nope. The cache folder only contains files from that folder, the cache for mod-specific ships are kept in \<mod>\data\cache, retail cache files are kept in \data\cache, etc etc.
-
Oh mate that is one kickass campaign!
My overview:
[Played on the new beta mediavps and 3.6.10 build]
Storyline -> SUPERB 11/10
Graphics (models effects etc.) -> 8/10 (10/10 for everything but the...Vishnan ships. They have crappy textures :(
Music -> 100000000/10 that's the music for the frikkin' battles! YAY
SHEEP no, ships' models are so frikkin cool that... i can say only O, YEAAAAAH
+ great storyline
++ New species and the the thingy with parallel universe... does the council exist in ours?
+++ Beautiful models!!
+++++++++++++++++++++++ SUPERB MUSIC
+ and many, many more (the first new weapon is MY DREAM, quick and deadly /me approves :), it gives the feeling of powerful fighter )
+ THAT'S HOW THE FRIKKIN' JUMP GATE SHOULD LOOK YAY! a copy of Knossos but... prettier;]
++ the story of Earth BEING destroyed by Shivans and Beauty FULL Orion
- some ships can be flown through (boo!)
-- vishnan sheeps ships' textures extremely low low low low and crappy resolution(?) dunno. The ships are great, though
--------------- ENDS! IT ACTUALLY ENDS!!! ARRGH! (i mean the campaign)
--- we can't use the TrashFighters, they're so ugly, that they're pretty
Overall -> OMGWTFBBQ campaign of doom. /me approves
{PS: I died when I saw in FRED the 'fredname' of diablo -> DIEMOTHA****ATHAENDISNEAR
}
Great campaign, waiting for the chapter two, and DUDE! That was THE BEST campaign EVUH!.
1)Blue Planet
2) Homesick
3) Derelict
:}}}}
-
THe reason that the Vishnan ships are crappy is because they were made for FS2 Retail, so they have a poly limit imposed, and the textures suck because they were all that a standard PC could handle at the time of conception.
-
That makes it clear. Yet, in the 'shiplab' they look great... hmm. Nevermind, that's the campaign!
-
{PS: I died when I saw in FRED the 'fredname' of diablo -> DIEMOTHA****ATHAENDISNEAR
}
That's not the Diablo. Its the SSJ Dante
.
-
That's Nuke for you.
-
Awww sorry I was certain that it was Diablo ;]nonetheless, I died :}
-
You have to admit that the...
...Dante...
...looks a bit like the Diablo from INFR1.
-
Why? I don't get the similarity...
Anyways, I'm getting an error:
Shortly after the First Contact with the Vishnans the Sanctuary and the Temeraire are engaged by several Shivan destroyers. When the second wave of destroyers arrives the Vishnans jump in and the game crashes.
When the mission was loading FS reported this error:
Error: Invalid subsystem name.
In sexpression: ( when
( has-arrived-delay
2
"Unknown Destroyer"
)
( add-goal
"Kabhanda"
( ai-chase "Unknown Destroyer" 89 )
)
( add-goal
"Dantalion"
( ai-chase "Unknown Destroyer" 89 )
)
( ship-subsys-guardian-threshold
70
"Unknown Destroyer"
"turretmaina"
)
)
(Error appears to be: turretmaina)
File: MissionParse.cpp
Line: 5895
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
I ignored it and played the mission until the crash that occurred when the Vishnans arrived.
[/shadow][/i][/color]
-
Appears to be an error with the mission. Which build you using?
-
3.6.10 INF :nervous:
-
Can't understand why an INF build would mess things up, but it most certainly wouldn't hurt to try different builds.
-
That's a very old error. It's due to a Fredding problem in the mission (ie subsystem doesn't exist). I fixed it in 1bppatch so see if it works when you download it.
-
Thanks, I wonder why I don't have it already...
I'll let you know... :)
-
Error: Invalid ship type "Hornet Retrofit" found in loadout of mission file
File: PARSELO.CPP
Line: 2713
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
-
:wtf:
Ship type?
-
It happens immediately(Main Hall ->-> Campaign ---> Crash)...at least I'm not getting a problem about the
Vishnans
this time... :wtf:[/shadow][/i][/color]
-
Care to provide your fs2_open.log?
-
at least I'm not getting a problem about the Vishnans
this time... :wtf:
That's a good thing I guess. :)
Ok, try replacing your patch file with this (http://blueplanet.hard-light.net/1bppatch.vp).
EDIT: The mission calls for a weapon that doesn't exist anymore (the patch file's ships.tbl took out the hornet retrofit but the mission wasn't modified to take this into account :nervous: )
-
Ok, I'll let you know :)
-
hey i downloaded the ravanna patch from the trouble with ravanna beams thread, but i have no idea where to put the file. help please???
-
hey i downloaded the ravanna patch from the trouble with ravanna beams thread, but i have no idea where to put the file. help please???
Firstly, Ravana only has one N :P
Secondly, put it in mediavps/data/models :)
-
........... :wtf: same difference blowfish :lol: :lol:
that doesnt work i get this error
Error: Bad ID in model file <capital2s-01.pof>
File: ModelRead.cpp
Line: 2116
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
[attachment deleted by Tolwyn]
-
Which \data\models did you put it into? I'd assume \mediavps\data\models would be a good choice.
Also, clearing the caches again shouldn't at least be harmful.
-
Ok, I'll let you know :)
As promised...
I got the same error in the following mission but I played it without any problems(unused loadout doesn't affect gameplay).
-
I have no weapons in "Fallen Angel".
-
You seem to be having a lot of problems... Are you sure you have all the updates and patches (and the mod.ini?)
-
Hrm...I'm sorry to say this Mobius but you may have to download the main root file again :( This latest one's got me pretty stumped. That mission is a scramble one, which means all your weapons should be already loaded onto your ship. Try loading that mission from the tech dataroom and see if you're still missing weapons.
-
I DLed it only a few days ago(previous data was lost when my computer died), are you sure I should DL it again?
Yes, I have the mod.ini.
-
hmmmmm clearing the cache didnt work, i also tried moving the patch to the data folder in the root freespace folder (c:\games\freespace2\data) and it didnt work. i can hit the beams and destroy them but the only thing is that i have to hit them at a certain spot and trying to find that spot within the salvos just is too much. also the beams seem to be the only thing i can hit, every other spot just acts like theres nothing there
-
That is a common problem with the new Ravana...
I'd suggest using an old model...
-
tried moving the patch to the data folder in the root freespace folder (c:\games\freespace2\data) and it didnt work.
\freespace2\data\models, right? Stuff directly in the data folder won't do anything. It must be in the correct subfolder (in this case, in \data\models, since it is a model file).
-
Make sure you have the fixed Ravana model, not just the Blue Planet patch.
-
yes it was in the models folder and i have the .pof file from the ravana beams thread that is stickied in the main BP forum.
-
Try putting it in Freespace 2/(your Blue Planet folder)/data/models.
-
nope i get this error
Error: Bad ID in model file <capital2s-01.pof>
File: ModelRead.cpp
Line: 2116
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
it doesnt want to work anywhere else than in the root freespace data/models folder and even then it doesnt read the file.
-
i fingered it out. it was a bad download, i had a corrupted file. i redownloaded it and it works now. :D
-
Looks big, IS big. Pretty too. :D
What?
-
:eek2:
That was supposed to be in Aardwolf's GTVA logo thread. How did it get here?
/me deletes previous post.
-
it was a bad download, i had a corrupted file.
I was just about to suggest that.
-
I was absolutely blown away by BP: AOA. Very very immersive and interesting.
Also, Forced Entry is, bar none, the coolest escort mission I have ever played. Keep up the good work, mates.
-
holy sh!t i figured it out before lobo!!! :D......... never gonna happen again lol
-
Doesn't count! It was 4:24 AM here at the time. I was sleeping.
Incindentally, don't know how many have faced the issue (or even noticed that they've faced the issue), but certain loading screens might have not shown up for you. Can be fixed with this funky .vp (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/00-bploadingscreens.zip) (goes to your blueplanet folder).
-
I didn't notice the missing loading screens till I realised that those JPGs in the BP VP were also specified in the missions as custom loading screens.
Now I see that the interface totally hates JPG. Intel images in JPG don't appear, but in TGA appear.
-
Blue Planet has loading screens? :eek:
-
Yes?
-
You mean like those in TBP:RW?
-
Yes.
-
You mean like those in TBP:RW?
The ones you can see when a mission is being loaded. They're located in the Blue Planet's root vp, in \data\interface, but at my end the jpg ones wouldn't show up. So, I crudely converted them to tga and punched into that vp I'm now offering. Should work. There's one that's particularly fascinating.
-
just gave it a go, i hold you responsible for the 2 am quit time. :p
-
You mean like those in TBP:RW?
The ones you can see when a mission is being loaded. They're located in the Blue Planet's root vp, in \data\interface, but at my end the jpg ones wouldn't show up. So, I crudely converted them to tga and punched into that vp I'm now offering. Should work. There's one that's particularly fascinating.
Which one, which one?
-
2_bp-03. Originally jpg, tga in the vp up there.
-
I have no weapons in "Fallen Angel".
Help me... :(
-
Sounds like a pilot issue.
-
Pilot issues are BAAAD.
Start over?
-
Or extract the mission and make it non-scramble.
-
Actually, shouldn't rearming give you default weapons loadout?
Or just cheat yourself some Shivan Super Lasers Kaysers.
-
I think all of the vishnan missions have support ships disabled.
-
Oh...that doesn't stop you from cheating yourself weapons though, right?
-
2_bp-03. Originally jpg, tga in the vp up there.
"Lucifer"?
-
2_bp-03. Originally jpg, tga in the vp up there.
"Lucifer"?
I assume we're talking about the same thing. So yes. Purdy.
-
Oh...that doesn't stop you from cheating yourself weapons though, right?
Not if you have no weapons to begin with. Nothing comes from nothing, even with cheats.
-
Oh. damn.
-
Then there's the invisible remote self-colision weapon, that nukes everything.
-
oh do tell shadow ;7
-
Damn, I've asked this before and I got help for it but I can't find the mod.ini that was posted in this thread that actually works.
The one on the first post doesn't work for me, FileFront won't let me download anything.
-
FileFront won't let me download anything.
y nut? Works just fine here.
Oh, fine... (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/Blueplanet.rar)
-
Thanks, but no, FileFront seems to make an exception of me, it says that it failed to find available download servers, 100% of the time, no matter how many times I refresh.
-
All I need is to pick up the mission and remove the scramble status?
-
Yeah...
-
May I know why the scramble status removes all player weapons? I thought this kind of issues was limited to red-alert missions, only. :wtf:
-
May I know why the scramble status removes all player weapons? I thought this kind of issues was limited to red-alert missions, only. :wtf:
Hard to say. It shouldn't do this, but like I said earlier, it's probably a pilot file issue.
-
That pilot issue occurs when you radically change a MOD with the Launcher?
That pilot switched from INFASA to FSO with MVPs... :nervous:
-
That pilot issue occurs when you radically change a MOD with the Launcher?
That pilot switched from INFASA to FSO with MVPs... :nervous:
Iirc, it happens if you switch pilots without finishing the campaign first.
-
Pretty much the same thing...switching to and from INFASA implies major changes in data/missions and therefore an automatic campaign change, too...
-
Ok, I now have enough time to post something...please don't take it as an offense or a strong critic...
I didn't really like how AoA finished and, more in general, I didn't like the last part. The campaign was damn cool until the player reaches the Vishnans and becomes a Vishnan player. Briefings, messages, missions...everything about that part didn't really touch me. I wonder why, though - maybe that part should've been improved with image subtitles and more sounds or maybe the whole Vishnan thing doesn't work. It is said that the Vishnan are the Preservers - well, the Shivans also are Preservers. They're both Destroyers and Preservers, afterall they're two faces of the same medal. ;)
The "worst" part arrived at the end, with the war between United Earth and the GTVA, which is a cliché of INF and, IMO, a very bad move under all points of view. We're now going to see another war, another rebellion...wow...at least I hope it will be well balanced and plausible. :blah:
Except for these few "hotspots" you did a commendable work, Darius. Great modding and very nice FREDding with cool stuff like sounds that makes the game experience unique. :)
-
How many other released mod projects actually deal with an Earth/GTVA conflict? It's not all that many, and rarely is it done as well and as movingly as in Blue Planet. Why don't you see how War in Heaven plays out before labeling it cliche.
-
Actually, I felt that the way the start of the war was set up in BP really set it apart from Inferno. In INF it isn't really even explained :doubt:
-
Yes, that. Plus -- and this is really important -- one of the main ongoing motifs in Blue Planet is the value of honor and the values of the GTVA. When they're lost in the parallel universe, Bei reminds Mina Taylor that they're carrying those values with them, and that it's those values which will get them home. Whenever Sam is in a tough spot he turns to that fundamental ethical code he's learned from the GTVA.
And then the ending throws it all topsy-turvy.
Blue Planet is totally unlike Inferno because it's a character-driven story. And the ending of Age of Aquarius was a really important moment for Sam, his father, and the warriors with them. Their sojourn into that other world showed them how valuable their convictions were -- and when they returned, they were no longer able to carry out their original mission, a mission that defied those convictions.
That's part of what makes Blue Planet so awesome: actual character arcs.
-
In fact, the only mods that deal with an Earth-GTVA war are BP:AoA and INFR1.
Or at least as far as I know. :doubt:
-
Blackwater Operations and Machina Terra, but they aren't out.
-
(Since no one else is using spoiler tags, figured I didn't need to either)
Spoylurs ahed
The "worst" part arrived at the end, with the war between United Earth and the GTVA, which is a cliché of INF and, IMO, a very bad move under all points of view. We're now going to see another war, another rebellion...wow...at least I hope it will be well balanced and plausible. :blah:
[/mobius]
I don't see it, Mobius. It's not a cliché or clone of Inferno, and even just by watching the final few cutscenes of FS2, I guessed that any FS3-derivative type mod would absolutely have to include some kind of return to Sol, and probably with a war along with it. It's a given that there would have to be a return to Sol in any real continuation of the FS2 storyline.
Also, Inferno and BP are completely different mods. Inferno featured new ships and weapons rather than a really good storyline while BP is completely the opposite. PI also is completely different from Inferno, it ignored new ships almost entirely and went for mission design and gameplay. You could compare these campaigns but you have to take into account they weren't trying to achieve the same thing. They were aiming for different targets.
Besides, I doubt War in Heaven will be just a war against the GTVA/Sol. I'm sure something interesting will happen. :drevil:
-
The thing I like about PI is how the weapons on capital ships unleash pure hell at you instead of just spitting them out once every five seconds.
And I think War in Heaven will have some awesome twist in it too.
-
How about it being revealed that Bosch is in fact the UEF supreme commander and that the UEF is allied with the Shivans?
-
How about it being revealed that Bosch is in fact the UEF supreme commander and that the UEF is allied with the Shivans?
:blah:
No, seriously, W.T.F.??!
-
If the floor in this room wasn't linolieum I'd have already falled off my chair laughing.
-
The thing I like about PI is how the weapons on capital ships unleash pure hell at you instead of just spitting them out once every five seconds.
And I think War in Heaven will have some awesome twist in it too.
Blue Planet uses the same pulse weapons that PI does, I believe. The capital ships are similarly hellacious. (For example, I somehow caused the GTC Duke to turn hostile and it annihilated me.)
-
How about it being revealed that Bosch is in fact the UEF supreme commander and that the UEF is allied with the Shivans?
Did anyone else think of the Second Great War Part II when they read that?
-
I wouldn't know. Ive never played it :p
-
Military dictatorship is what the EA turns out to be after many years of Civil War. Anyways that's a description of the government's tendencies and not the description of the society itself.
Another thing: canonically, the Delta Serpentis node in Sol is located near Earth. What led you to change the location in both AoA and WiH?
-
So, Mobius, what did you like about AoA? I can't imagine you found only faults.
-
Everything except the very end and the Viashnan missions(simply because IMO they should have used more mods to improve the effect) :D
-
My favorite mission was the second to last one where you are protecting the entire fleet.
One gripe i've got.
That indian pilot in the mission where you fight the shivans in Sol...Well i've managed to save the guy, yet he never reapears. What would have been interesting would be if D had included dialogue for him in following missions that would be used if he survived...
So if he survives mission 3, then he has a part in the next mission and so on untill he is killed or untill the las mission. If he's killed than the dialogue isnt used
Maybe make an additional objective for the campaign; keep that guy alive. If he survives till the end of the campaign, you get a medal...
It would have been interesting if D had included something like that
-
I hate those. I feel morally obligated to restart the mission every time those characters die.
Like, it's possible for the Nightwolves' commanding officer to be killed during the battle against the Sathanas. He's flying Zeta 1. I feel awful every time he dies, though I think, canonically, he survives and gives briefings in the next mission.
-
Another thing: canonically, the Delta Serpentis node in Sol is located near Earth. What led you to change the location in both AoA and WiH?
You forgot to account for the fact that Earth orbits around the sun. So it changes position. Even if the node orbits too, it would likely orbit at a different rate.
-
My favorite mission was the second to last one where you are protecting the entire fleet.
Mine is Preserving the Balance, purely because of the music and extreme flak gun effects. :P
I would have "Universal Truth" (I think that is what it is called, the 2nd to last mission) as a all-time favourite, but before last month, I never finished BP - too many ships in the mission, my game freezes.
Darius, would you consider altering the second to last mission so there are less ships in the mission for people who have weaker computers?
-
No, please don't! Or just release it as an alternate.
I love Universal Truth.
-
As I said before, I liked "Forced Entry", it's paced fast and gave me a real run for my money, first time around. Awesome music, too.
-
How about it being revealed that Bosch is in fact the UEF supreme commander and that the UEF is allied with the Shivans?
:wtf:
As I said before, I liked "Forced Entry", it's paced fast and gave me a real run for my money, first time around. Awesome music, too.
I agree. It's very difficult, but very fun too. :nod:
-
As I said before, I liked "Forced Entry", it's paced fast and gave me a real run for my money, first time around. Awesome music, too.
I'll third that. That one gave me a lot of grief until I figured out how to get through it, but damn if it wasn't an adrenaline rush.
-
The Liliths and the Ravana was a nightmare for the first few rounds . . .
The only reasons why I can beat the mission is because I know that they are going to appear!
-
The Liliths and the Ravana was a nightmare for the first few rounds . . .
The only reasons why I can beat the mission is because I know that they are going to appear!
My winning strategy for that one was a Myrmidon with a Morningstar in slot 1 for bomb intercept, a Balor in the second slot with 4 guns, and my secondaries were all Trebuchets.
Let me take another moment to express how much I love the Balor. Such a fun weapon to use ^.^
-
I think he's talking about 'Keepers of Hell', in which you can't fly the Myrmidon.
Though there are a Lilith and a Ravana in 'Forced Entry', which does permit the Myrmidon. I never knew it could carry Trebuchets!
-
I think he's talking about 'Keepers of Hell', in which you can't fly the Myrmidon.
Though there are a Lilith and a Ravana in 'Forced Entry', which does permit the Myrmidon. I never knew it could carry Trebuchets!
That surprised me, too. I guess I never knew because by the time you get the chance to really use some Trebs in the retail campaign you have access to the mighty Erinyes.
-
(This is loooooooong overdue... I did PI today, might as well do this now)
I played and completed Blue Planet: Age of Aquarius at the end of last year. I reckon it's the best campaign I played, but today PI came close (what am I doing, comparing it here!). The storyline was great, even though there was a few missions where you didn't do much, the battle missions were great. I was going to mention specific things, but really, I can't, just about all of it was awesome. Only thing was, I did cheat a bit on missions I had troube with, but that was only because I wanted to progress through the outstanding storyline (I used the Mission Simulator to finish Keepers of Hell in Medium, so I'm happy with that).
Except for one thing:
I would have "Universal Truth" (I think that is what it is called, the 2nd to last mission) as a all-time favourite, but before last month, I never finished BP - too many ships in the mission, my game freezes.
Yeah, back then my laptop struggled horrendously on that mission - that was the only thing stopping me from completing it. However, now I've got more RAM and updated video drivers, I can enjoy this mission again and again! (Also, increasing FSO's priority in Task Manager helps too.
However, the ending became obvious when Admiral Bei said 'I cannot in all conscience carry out your orders.' As soon as I heard that, I knew that the taskforce was sent in to inflict Colossal Ownage on Earth. Ironically, when I first got to that mission, I used cheats to change my weapons to the Mjolnir beam - unlike my character, I like blowing stuff up no matter what species!
However, again, a really good campaign, and I, like many others, wait in anticipation for Blue Planet: War in Heaven.
-
Obligatory. (http://www.youtube.com/watch?v=u_zAUrOq-Dc)
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Wow
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As I said before, I liked "Forced Entry", it's paced fast and gave me a real run for my money, first time around. Awesome music, too.
I'll third that. That one gave me a lot of grief until I figured out how to get through it, but damn if it wasn't an adrenaline rush.
how DID you do it?
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As I said before, I liked "Forced Entry", it's paced fast and gave me a real run for my money, first time around. Awesome music, too.
I'll third that. That one gave me a lot of grief until I figured out how to get through it, but damn if it wasn't an adrenaline rush.
how DID you do it?
I flew a Myrmidon. If you dump energy into its engines it actually becomes a good interceptor. Flail in slot 1 (2 guns) to potshot bombs, Balor in slot 2 (4 guns) to kill stuff. Everything else was Trebuchets I used to roast any and all anti-capship beams that popped up. Also, I gave Alpha Wing Herc IIs with hornets / tornados to make mincemeat out of one of the first Rakshasas, and I called in Delta Wing immediately to WTFPWN the other one. This mission really requires micromanaging of your wingmates.
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This mission really requires micromanaging of your wingmates.
This was the key for me. This one is really all about being aware of exactly what's going on and acting accordingly. I don't think I tweaked any of the loadouts at all, but like Krelus, I did call in Delta wing right off the bat to get some extra bodies in the mission. As soon as each new allied ship jumps in, you need to immediately get one or two wings on protecting it. Once each friendly gets within stepping distance of the Knossos, get its protectors on the next ship jumping in. Assign yourself to cover any ships that you don't have covered by wingmen. When the sleeper ship (whose name I can't recall) jumps in, leave its own two wings assigned to protecting it. Near the end of the mission, start heading for the rear of the convoy, so that you're able to disable the incoming Ravana (at least, that's what I think I remember doing). You really have to act fast on this one, but if you use your wingmen efficiently, it becomes far less difficult.
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Uh, Mongoose, the Sleeper Ship's called the Sanctuary. Easiest name to remember apart from the Duke and Orestes.
I didn't know there were reinforcements in that mission either. Reminds me of the mission "Crisis in Capella".
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Pardon me for not recalling the name of a single ship in a campaign I played only once three months ago. :p
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Uh, Mongoose, the Sleeper Ship's called the Sanctuary. Easiest name to remember apart from the Duke and Orestes.
Lies. The Temeraire is easiest name to remember!
It's the one that is hard to spell. :P
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Temeraire's pretty easy to remember too. I didn't add it in because I forgot how to spell it. :D
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The way I remember is thinking that the Temeraire is a terminator. ;)
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I was replaying the campaign a couple of days ago and I noticed that there's no moon on the second mission where you retrieve the damaged pod near earth. Was it destroyed on the shivan attack or something?
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Maybe it was directly behind Earth?
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I was replaying the campaign a couple of days ago and I noticed that there's no moon on the second mission where you retrieve the damaged pod near earth. Was it destroyed on the shivan attack or something?
:wtf: It could just be on the other side of earth...
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yes it could be on the other side, or it was destroyed by a gigantastastastastic beam from the lucy!
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yes it could be on the other side, or it was destroyed by a gigantastastastastic beam from the lucy!
:wtf: Uhh ... no. The Lucifer can't destroy celestial bodies. In the case of Vasuda prime, it just rendered the surface uninhabitable.
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yes, that's right, sorry Im currently playing jad2 for the first time and im getting dizzy.
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Understandable, I suppose :P
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If the Hermes was attacked, it wouldn't survive. I'm guessing an engine malfunction.
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Or they just ran out of power running away, and then everyone died when the life support expired.
But we're talking about the moon.
That, is probably just behind the ball of fire that used to be earth.
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Im waiting to see the earth bitmap, or the skyboxes they are going to use on the second part :D
and also very impressed about the music, I never noticed this the first time I played it, just on the first mission maybe, but now that I get the time to hear a little more deeper... fantastic tunes.
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A Hermes is meant as a ship-to-ship escape pod, not a ship-to-goodness-knows-where escape pod. That's why it has minimal life support.
The Hermes was probably flying away in that cutscene, and shortly after that, it lost all power.
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In FS1, same thing happened to the Vasudans who found the Ancient ruins.
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hey I have just completed the blue planet campaign!!
i found it really enjoyable and well done (though it follows the same old story of you are the chosen one etc etc - it would be nice to have a campaign where you are a support character)
i had to disable most of the other mods esp fsport since many models where missing (i thought, thats a bit strange, an intro cinematic that shows errrr the stars and 2 ships hmmm) plus i didnt have any primary weapons !
I am really impressed, I still have to play so many other campaigns, thank you guys/girls!!
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Just you wait. Darius will return with the barefaced inevitable sequel - War In Heaven
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how did you enable more than 1 mod? :wtf:
And in almost every FS campaign, you ARE a supporting character. It's kind of the basis of the whole game.
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Stick all VPs in the FS2 base folder, instead of having seperate subfolders for each MOD.
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Stick all VPs in the FS2 base folder, instead of having seperate subfolders for each MOD.
...which, to clarify once more, is a very bad idea if you want anything to work right.
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Yeah, i know that. So Don't do it. It alright if using a single base FS2 compatible Mod, but for absolutly everything else, its a VERY bad idea
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Learning it the hard way is really bad. :p
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Well, back in the days of retail, you could only have one mod at a time...
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Oh yeah...I still recall that I had to drag the INFR1 vp out into the main folder just to play it. And then BWO completely messed up my installation... :rolleyes:
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Stick all VPs in the FS2 base folder, instead of having seperate subfolders for each MOD.
...which, to clarify once more, is a very bad idea if you want anything to work right.
(http://www.iphonesavior.com/images/2007/09/12/i_quit_3.jpg)
how did you enable more than 1 mod? :wtf:
That, dear chap, is quite easy. There are three ways.
1) What terran_emperor said.
2) Select one mod folder, but make sure that the mod.ini in the mod folder contains references to many other mod folders.
3) Use the -mod flag yourself on the Custom flags field. As in -mod modfolder1,modfolder2,modfolder3,...,modfolder[n], where n = too big.
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That's the second time you used that image, Lobo. :p
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I know. But on both occasions the circumstances allowed the usage of the image. Especially this time.
And back to Blue Planet discussion we shall swing. Whee!
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Glad to be of help. :p
Okay, so here's a Blue Planet question. Dating an alternate-universe version of your dead wife: cute, or creepy?
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meh, why not.
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well, for all we know, her samuel bei way KIA
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And I was about to ask what happened to the Samuel Bei from her universe.
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Probably never born. I imagine one or both of the elder Beis were killed during the Great War.
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Okay, so here's a Blue Planet question. Dating an alternate-universe version of your dead wife: cute, or creepy?
Yes.
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Okay, so here's a Blue Planet question. Dating an alternate-universe version of your dead wife: cute, or creepy?
Yes.
Whut?
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Okay, so here's a Blue Planet question. Dating an alternate-universe version of your dead wife: cute, or creepy?
Yes.
:wtf:
That wasn't a yes or no question...
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*sigh* Suppose this is too much of an inside joke...
Yes, as in cute and creepy.
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No one appreciates subtle humor anymore, do they? :(
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What subtle humor?
What inside joke?
As you can tell I'm oblivious, as usual.
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No one appreciates subtle humor anymore, do they? :(
this word "subtle", what does it mean?
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No one appreciates subtle humor anymore, do they? :(
Its not that. We just dont appeciate answers that are worthy of a Vorlon
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I like thinking about what happened to the alternate universe Beis. Clearly they probably died in the Great War but how? Oh so fun to speculate. I imagine BP's Admiral Bei might have been just a pilot or an officer on some Fenris cruiser or maybe even an Orion.
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No one appreciates subtle humor anymore, do they? :(
Its not that. We just dont appeciate answers that are worthy of a Vorlon
No.
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If you go to Zaha....
....
wait....
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I really hate it when you do that.
Good...
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Understanding is a three-edged sword...
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/me reads the last few posts above this one.
...huh? :confused:
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They are quoting Kosh, the vorlon ambassador in the TV show "Babylon 5"
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Yes.
And I think it's starting to get out of control. Pweez 2 split, kthxbai.
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:D
I really hate it when you do that.
Good...
If you go to Zaha....
....
wait....
Understanding is a three-edged sword...
how to confuse a vorlon (http://uk.youtube.com/watch?v=3rqa8jhmOAo)
----
Now back on topic - samuel bei of the GTVA universe and the Sanctuary version of his wife seem to have become the FS version Jackie and Pete Tyler.
Sam lost his wife at capella, and is now dating her Sactuary counterpart.
If it is revealed in WiH that the Sanctuary version of Sam died, then that cliches it.
So Darius? Did a version of Samuel Bei exist in the Sanctuary universe
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I'm more concern about what kind of son they are going to have... will it be a multiverse creature?? or maybe just a little child with interesting powers, or maybe just another regular fighter pilot?
sorry I had to say it, I'll bother you no more, now that it is out of my system :)
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Human - you don't get supernatural powers because your parents breached the reeality barrier.
The Jet Li film "The One" explains how you get Superpower over multiple realities.
Now unless it turns out that Sam is part Vishnan or Shares a common ancestor with the Vishnans... ;)
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S/he'll just be a normal kid. Unless the Vishnans talk to herm.
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I guess Vishnans or Shivans are not coming back to BP... well not in "War in Heaven" unless.
And even if Bei's son is not a power ranger from another universe, that's ok, the story is still a lot intriguing :yes:
I'm still looking forward to hear some more music tracks from this campaign :D
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Well, when in doubt
...
...
...
...
Ask Darius :D
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Hmmm, maybe Darius might make a third part of the story featuring second generation Sam Bei . . . ;7
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S/he'll just be a normal kid. Unless the Vishnans talk to herm.
This is the most likely scenario. Normal as much someone with multiverse parents can be.
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Thought so.
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Well, considering that Samuel did give himself up to the Vishnans and become one of them, only to be reunited with the Terrans, I'd say he's half and half. After all, he still has the body of a Terran.
If he has a child, he or she will probably be mostly Terran, but have some (V-E-R-Y) hidden Vishnan potential.
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Nah! The kid will just turn out to be Wesley Crusher! :ick:
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No he'll be Lucas Wolenczak, who was a far cooler character.
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You assume that people will remember Seaquest and an underrated actor named Jonathan Brandis. I recall, but that's because while it lasted, it was a favorite series.
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Show some respect. Johnathon Brandis is dead, you know.
Sequest was cool. But they screwed up in the second season. THey were stating to get it right, is Season 3 (apart from changing the theme tune :ick: S3 sequest theme sucked) but Stupid NBC went and cancelled it.
Crusade, Seaquest and Firefly - Three classic series that were cancelled before their.
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Respect? I said he was underrated. As in people didn't think much of him, despite his evident skill. Have you ever seen him in...I think it was Good King Wenceslas.
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'Underrated' is a compliment.
We are getting rather off-topic!
Darius, please don't lose WiH in a hard drive crash. I hope you're backing things up.
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Oh god! I hate when that happens
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Really wish there was a mission guide, since I cant seem to complete the first two missions. It says search for a signal. WTF. How am I going to investigate a "signal." There is too much space to be that vague.
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Check your radar, there's an unidentified object. The signal isn't clear but you should be able to get close to it by making sure that the blip is centered on the radar.
It's a Hermes escape pod so it's incredibly small. Don't rely that much on your eyes to find it. :)
Also, Welcome to the HLPBB!!! :D
:welcomesilver:[/mobius]
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You should play the main FS2 campaign before Blue Planet. It has similar tasks.
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Nothing as bas as trying to locate a tiny Hermes against a a blank starfield at a distance of almost 10 klicks
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You should play the main FS2 campaign before Blue Planet. It has similar tasks.
Yeah, except in the main campaign its in EMP hell.
Nothing as bas as trying to locate a tiny Hermes against a a blank starfield at a distance of almost 10 klicks
I assure you that locating nav buoys in a nebula with EMP is far worse.
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Actually, i find that mission easy compared to trying to spot the escape pod
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That's only cause :v: was kind enough to point you in the right direction to begin with.
At least, while looking for the pod, my radar isn't freaking out and I can pinpoint the blip.
Now the S:AH mission where you have to hunt for the escape pods...that one was evil. No blips AT ALL, and in an asteroid field to boot >.>
I ended up wandering aimlessly for minutes until I ran into them.
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I could get a visual on them. And there were blips.
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You should play the main FS2 campaign before Blue Planet. It has similar tasks.
Yeah, except in the main campaign its in EMP hell.
Nothing as bas as trying to locate a tiny Hermes against a a blank starfield at a distance of almost 10 klicks
I assure you that locating nav buoys in a nebula with EMP is far worse.
Actually, I was thinking of locating the Boaedecea in 'Place of Chariots'. But that did have a big visual giveaway, come to think of it.
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Somehow I think that using a 2D radar is much better than a 3D one for searching unidentified objects. :nervous:
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Somehow I think that using a 2D radar is much better than a 3D one for searching unidentified objects. :nervous:
Agreed, but based on previous conversations about the subject, it is very much a matter of opinion.
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Somehow I think that using a 2D radar is much better than a 3D one for searching unidentified objects. :nervous:
Don't worry, you're not the only one. I find the 2D rader easier to read. Not because I can't interpret the 3D one, I just find it faster to judge reletive positions on the 2D one.
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I like the 3D myself, but as Lobo said it's all a matter of opinion. I find it easier to pinpoint stuff, and finding stuff in a pinch is easy enough with the reticule.
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I find the 2D radar better in just about every respect. The 3D version is rather visually unappealing in my humble opinion.
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I like the 3D one now, but it took a long time getting used to.
Now I can tell from which exact vector things are, instead of just direction.
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I'm used to 2D radar from older combat sims, but I can still use the 3D Radar
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It takes a while to get used to the 3D Radar. I've been playing FS2_Open for almost three years now and I'm still not too used to it.
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I don't see the problem. I even think FreeSpace's 3D radar should be more complex.
It's only a matter of habits, as I said I have been playing for about 10 years a series that features complex 3D radars like Colony Wars without any problems. I was 10 years when I started playing CW - IMO you should simply get some experience.
A 3D radar is an incredibly nice tool for me. :)
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I don't see the problem. I even think FreeSpace's 3D radar should be more complex.
It's only a matter of habits, as I said I have been playing for about 10 years a series that features complex 3D radars like Colony Wars without any problems. I was 10 years when I started playing CW - IMO you should simply get some experience.
A 3D radar is an incredibly nice tool for me. :)
QFT.
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You have been playing Colony Wars since you were 5? :p
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I can handle the Colony Wars 3d Radar, but i find the SCP one a bit tricky for locating single objects at huge difference
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The best way to decide is playing As Lightning Fall with both radars :D
Nah, just kidding . . . its just a matter of perspective.
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Like I said, 3D Radar takes a while to get used to. :)
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Builds that will make use of radars with icons will be even better... :)
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Yeah, The SCP team is working on 'em as we speak, I suppose.
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Builds that will make use of radars with icons will be even better... :)
:confused:
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I think he means a 3d-Radar, that utilises micro-versions of the briefing icons instead of "dots"
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Which would be very cluttered and annoying as **** to read, so I probably won't be using it even if it is actually being worked on.
Or... maybe I can wait and reserve judgment until I see the finished product. My current guess however is that it would be very cluttered and annoying as **** to read. :p
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Which would be very cluttered and annoying as **** to read, so I probably won't be using it even if it is actually being worked on.
Or... maybe I can wait and reserve judgment until I see the finished product. My current guess however is that it would be very cluttered and annoying as **** to read. :p
I'm with you on this one. When you put it that way, can you imagine a radar that has the XYZ axes, five warship icons, ten-over small ship icons, and a large jump node icon...all within such a small space? :wtf:
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Yes. It would be annoying.
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Yes. It would be annoying.
It might work if the radar was split, like in the X-Wing series. People running the game at lower resolutions though would probably be at a severe disadvantage, I don't really want more crap on the HUD.
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The radar is cluttered enough already without extra large icons.
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What about a full-screen map view, like some I've seen demo'd a few months ago.
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This is quite off topic, lol.
But yeah, I'm convinced that the icons are pretty much overkill for anything smaller than a cruiser.
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Oh wow, you're right. I never noticed what topic I was posting in.
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Hi, I am a newbie & I want to try "Blue Planet" as my first MOD.
I read that I will need "Lightspeed's nebula pack". I am unable to find it ( that is identify it) in "Installer by Turey",
however I did find it here:
http://www.freespacemods.net/download.php?view.17
If I have to download it myself where do I put it?
I used "Installer by Turey" & downloaded "Blue Planet".
Do I still need the 2 patches listed on page 1 of this Forum?
Do I need anything else?
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I read that I will need "Lightspeed's nebula pack". I am unable to find it ( that is identify it) in "Installer by Turey",
Yeah, I think it's not included in the Installer.
however I did find it here:
http://www.freespacemods.net/download.php?view.17
If I have to download it myself where do I put it?
This one's (http://www.freespacemods.net/download.php?view.234) easier (and it'll also improve the FS2 main campaign mission backgrounds): download, extract (with 7-Zip) and place to your \mediavps\ folder.
Do I still need the 2 patches listed on page 1 of this Forum?
No.
Do I need anything else?
Grab the mod.ini from the first post of this thread and place it to your \blueplanet\ folder.
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Thanks Lobo. I did as you said above & then Ran the Original FreeSpace2 Open. All worked OK
with very noticable improvements in Graphic quality. Yesterday I downloaded the "368 zeta advanced
media vp's with 710 patches" & "ogg cutscenes".
I then selected "Blue Planet" in the Controller and it worked OK with a new pilot name except for these
narrative problems:
Person 1 in the game is reading the dots.....
Person 2 in the game does not generate any audio at all. Both of these are not a big problem really.
I simply just read what he is saying.
Further Question on "Lightspeed's nebula pack"
Your link above:File Size = 8.51MB
http://www.freespacemods.net/download.php?view.234
While this one:File Size is 37.65MB
http://www.freespacemods.net/download.php?view.17
A large difference in size.
As your file works for me OK should I just stay with that or should I download the larger file?
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Honestly, I'd just turn off the automated voice-reader. Microsoft Sam ruins the epic atmosphere.
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Further Question on "Lightspeed's nebula pack"
Your link above:File Size = 8.51MB
http://www.freespacemods.net/download.php?view.234
While this one:File Size is 37.65MB
http://www.freespacemods.net/download.php?view.17
A large difference in size.
As your file works for me OK should I just stay with that or should I download the larger file?
The differences are that the larger version has the original uncompressed nebula textures and they are in a non-vp format, which means that you must place them to the appropriate subfolders under \freespace2\mediavps\data\. As uncompressed images they might also cause some performance issues. The smaller one has the textures compressed to .dds files. People with the Undisputed Hi-Fi EyeTM will immediately notice the difference in quality, but normal people shouldn't. Especially in the middle of a battle. Also, these textures are packed into a .vp which makes them easier to use. And let's not forget that they contain modified versions of the retail missions where the nebulae have been used in the most beautiful ways imaginable.
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I've finally plucked up enough courage to play through the whole campaign on Very Easy without cheating. Got past Forced Entry on my second try. On my first try, I blew up the SD Abel's two LReds, but I didn't get the SReds, so that, combined with remnants of the Shivan bombers, destroyed the Temeraire. On my second attempt, I blew up the two LReds and SReds. One of the LReds managed to open fire and reduce the Temeraire's hull by 6% (from 24% to 18%), but I blew it up halfway.
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I've finally plucked up enough courage to play through the whole campaign on Very Easy without cheating. Got past Forced Entry on my second try. On my first try, I blew up the SD Abel's two LReds, but I didn't get the SReds, so that, combined with remnants of the Shivan bombers, destroyed the Temeraire. On my second attempt, I blew up the two LReds and SReds. One of the LReds managed to open fire and reduce the Temeraire's hull by 6% (from 24% to 18%), but I blew it up halfway.
good... and It's not over yet... you still have one or two hard missions ahead of you.
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I know. I cheated through the whole thing two months ago. :p
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It really does appear that gameplay has become overshadowed by storyline nowadays.
-
Yeah well, it used to be the reverse back in the '90s. :D
I think Blue Planet is somewhere near the middle.
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I find the story sometimes even more interesting than the mission itself, but both things must come along since you might loose some parts of the audience to boredom.
Blue planet has both of these missions, some really story-heavy and some combat-dedicated, that's what made it a success.. (my point of view) and also the new shinny models and music :P .
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For some reason, the models look shinier and more unrealistic with lower in-game detail settings.
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i don't have primaries....i used mod inferno1 and have only hornets,in the 2nd mission where i can pick what kind of lasers i have nothing shows..i'm not good at freding at all,i only play the game..if you can tell me what to do thx..if not 10q again :D
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i used mod inferno1
Why?
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Do you wanna give the speech, or should i?
And on a few side notes,
half the campaigns i play, i cheat just to find out the storyline. My JAD user has 0 kills.
and will the new shivan weps automatically be used like in the retail campaign now?
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i don't have primaries....i used mod inferno1 and have only hornets,in the 2nd mission where i can pick what kind of lasers i have nothing shows..i'm not good at freding at all,i only play the game..if you can tell me what to do thx..if not 10q again :D
Ummm... this campaign does not use Inferno's files. Simply removing the mod inferno option should make it work (be sure you're using BP's files though).
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a better explaination, though (no offense) this problem commonly seems to mean the victim has messed up their whole install.
assuming you're running windows, you should have installed the game to C:/Games/Freespace2. Now, in there, make a folder called 'BluePlanet'. Now, download the vp, and then put the mod.ini (available in the first post in this thread) in the same folder. run it with the launcher. now you won't kill it.
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Tru dat, but this time this particular individual said
i used mod inferno1
, which would imply that he wanted to use Blue Planet with Inferno. But the question remains: Why in the name of Satan's Hairy BollocksTM?
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Well, it'd be pretty kewl to play BP with a few Inf ships and weapons.
But the Titan p4wns the Boreas anyday.
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:P heh, titan...
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But will the Titan obliterate the Olemus. That's the question.
...actually, BP already has INFR1 ships in it. Most of the Vishnan ships are really reskinned INFR1 Ancient ships, the Missionary being the AF Kato, and the Sacred Keeper being a reskinned ACa Akrotiri.
-
for some reason, the one vishnan fighter that's shaped like a banana makes me think of some evil, bell covered person, that walks around with only one arm, in a blak and gray cloak, with a lantern....
-
:wtf:
-
:wtf:
yea, exactly.
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for some reason, the one vishnan fighter that's shaped like a banana makes me think of some evil, bell covered person, that walks around with only one arm, in a blak and gray cloak, with a lantern....
Um, which one? The small, cute thing? Or the one with the manoeuvrability of a bomber?
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for some reason, the one vishnan fighter that's shaped like a banana makes me think of some evil, bell covered person, that walks around with only one arm, in a blak and gray cloak, with a lantern....
An interesting perception.
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for some reason, the one vishnan fighter that's shaped like a banana makes me think of some evil, bell covered person, that walks around with only one arm, in a blak and gray cloak, with a lantern....
May I ask how a fighter gives you that impression?
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May I ask how a fighter gives you that impression?
i have no idea... but whenever i see it i hear like this chingling sound... and then i think of the enemies from the Eragon GBA game, titled 'minion1' through 'minion3'......
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Tru dat, but this time this particular individual said
i used mod inferno1
, which would imply that he wanted to use Blue Planet with Inferno. But the question remains: Why in the name of Satan's Hairy BollocksTM?
i'm sure i read that somewhere...that i should do that to make it work :nervous: ,now it's working thx for help.. :D
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i'm sure i read that somewhere...that i should do that to make it work :nervous:
Well, if you happen to find the whateveritis where you read such a thing, I will personally go and hit the writer with an axe. Metaphorically speaking, of course.
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I do believe that it was someone saying that they wanted to merge the mods or something a while back.
Maybe he mis-read it?
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I think there should be a Blue Planet soundtrack. Been about a month since I played it now and I keep hearing BP music in my head and want to hear it again without necessarily loading the missions up. Though I might do that in a bit anyway heh.
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You know, you can just extract the music from the VP using something like Maja.
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Thanks Darius. :)
I especially like the one that plays during Preserving the Balance.
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You know, you can just extract the music from the VP using something like Maja.
Is Maja Mac-compatible? I use VPVIEW32, but that only supports Windows.
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Maja is Java, so it'll run on almost anything. Windork, 'Nux and Mac at the very least.
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Found an interesting image relating to the Sanctus
sanctus.jpg
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Heh that's funny.
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I don't get it.
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Read the description of the sanctus - its almost as big as a sobek apparently.
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Very good campaign, I like it how you borrowed some stuff from Supreme commander game. :)
I downloaded this ages ago before the patch was made to add the cruiser model that was missing. I had to delete the campaign, copy the missions and do the ones without the cruiser in the mission simulater to find out what happens, the story was that interesting.
Ima install the patch and do it properly again :)
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The .anis from SC fit FreeSpace perfectly. :D
By the way...is there any chance of the FTFx Thor making an appearance on WiH?
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By the way...is there any chance of the FTFx Thor making an appearance on WiH?
I suppose it'd be a sort of (rogue)GTVA-UEF joint endeavor seeing as how the UEF doesn't have beams and all.
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True...though the Archer on the Uriel is some sort of railgun now, maybe the Thor's Hammer can be a souped up massdriver?
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I seam to have some trouble with this mod, for one thing, My weapons are invisible, there are no skymaps.
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You need the MediaVPs!
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what do I need to move to where (wouldn't it be simpler to include it in the folder)
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Short answer, no, it wouldn't be simpler. In fact it would be bad (since everyone would be re-downloading the entire MediaVPs with Blue Planet, which is wildly unnecessary.)
I assume you're running FSOpen. Make sure you've downloaded the 3.6.10 MediaVPs (you can find them under the Freespace Upgrade forum). Place them in a folder in your main FS2 directory called 'mediavps'.
Download the mod.ini file from the first post of this thread, if you don't have one already, and place it in your Blue Planet folder. This will tell Blue Planet to use the MediaVPs in addition to its own files.
Select Blue Planet and run it.
Let us know if the problem is fixed!
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fixed.
on a side note, your cap ships are simply beautiful. I was wondering if I might be able to use them in some missions I was going to try and put together.
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fixed.
on a side note, your cap ships are simply beautiful. I was wondering if I might be able to use them in some missions I was going to try and put together.
I will second that note, when I was retexturing StratComm's Titan for use in my campaign, I definitely drew some inspiration from the BP one. (It is different, but definitely similar.) You can find the StratComm ship pack on Freespacemods, I think.
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Hi, I just registered for HLPBB, even though I've been working on beating BP for the past few months (or at least, I'm trying to); however, I've run into a certain bug. I looked through as much of this thread as I could without passing out due to lack of sleep (I think I lost track at page 60...).
It's the red-alert mission right after you board the Duke and meet Captain Ikauwa (I hope I got the spelling right on that).
Right after the opening cutscene for the mission ends, my HUD is gone and I haven't been able to get it to show up. I have the most recent version of the launcher (5.5d), as well as the most recent mediavps files, and the patches for BP. I've also downloaded the red-alert-mission patch, but that didn't help...
Any help is much appreciated!
- XM-09182b (or XM for short)
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Tried Shift-O ?
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Yeah, I had that issue and I believe shift-O did the trick. For whatever reason the HUD remains hidden.
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Which build?
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Woohoo! It worked: now to try beating this campaign. So far, I'm in awe of the cutscenes.
Thanks again for the help everyone: I'll send you a chocolate chip cookie...if I can figure out how to send a cookie via e-mail. :D
-XM
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HRm...I was going to say that the last time I had seen that error, I was using an SSE2 build I had compiled myself, but that's no longer true. I ran into it playing the JAD campaigns with a radar icons build...
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For the Knossos portal mission, do you have a link to somewhere I can download the music used in it? I swear to Bei that I've heard it before, but I don't have it with me. I'd like to rectify that, provided you had the time.
Also, first post on the HLP forums.
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Sure (http://darius.rabidcarrot.com/soundtrack/Razorback.mp3).
Welcome to HLP :)
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You're doing it wrong, Darius. :rolleyes:
(http://v4belg.blu.livefilestore.com/y1pxgQGGrOSmM7vChVWwfXzKguqn41pNIJKFbcOmiS0gcOfvaeR2-vhM-l88mEU_V_fFl45tyvkI40/WelcomeAncient.png)
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Tiny question: During forced entry, how do I stop the big wad of doom that warps in behind the convoy and instantly takes out the capital ships? Not really sure how to deal with this one.
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Take out the forward beam cannons?
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But the problem is that the Temeraire is lost before I even get into range of the thing. If I hang in the back to intercept the one that warps in 3 kilometers off the stern of the Temeraire, the escort dies like that from the bomber attacks. It really makes it difficult. Sending bombers to attack it gets them shot down far from their target, too, so I'm wondering if there's some secret strategy to use here. Also, from what I know, it would be near impossible to destroy 3 beam cannons with 2 or 1 bomber and a ragged fleet of fighters... :doubt:
Think I'm gonna try flying bomber sortie or something to see how that pans out.
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Tip 1: Play that mission on Very Easy.
Tip 2: Use a Herc II.
Tip 3: Load both missile banks with Trebuchets.
Tip 4: Switch to SINGLE-fire mode.
Tip 5: Target all beam cannons.
Tip 6: Use your wingmen to cover all escort ships.
Tip 7: When the SD Abel arrives, divert all energy to engines, fly towards the Ravana, switch back to dual-fire mode, target the bottom beam cannons and fire one twin salvo at each. When you are done (and the Temeraire says that they can handle it), target the two smaller SReds at the top fins and destroy them using whatever you have.
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Yeah, you just need to have a few Trebuchets left for when the Abel shows up.
My usual sequence of guard orders in that mission is:
1 wing per cruiser (as the cruisers jump in). I target the Aeshmas and use Trebuchets to disarm the Cain and Lilith but don't destroy them.
When the Sanctuary jumps in, all ships guard the Sanctuary.
When the Temeraire jumps in, all ships guard the Temeraire, and I scramble to get behind the Temeraire to wait for the Abel to show up.
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For the Knossos portal mission, do you have a link to somewhere I can download the music used in it? I swear to Bei that I've heard it before, but I don't have it with me. I'd like to rectify that, provided you had the time.
Also, first post on the HLP forums.
If you refer to the music from Forced Entry, then it is from Final Fantasy VII: Advent Children -specifically the track "Sara ni Tatakau Monotachi" (Translation:Those who fight further)
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(http://v4belg.blu.livefilestore.com/y1pxgQGGrOSmM7vChVWwfXzKguqn41pNIJKFbcOmiS0gcOfvaeR2-vhM-l88mEU_V_fFl45tyvkI40/WelcomeAncient.png)
Nice, did you make that yourself AE?
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Howdy, I've been lurking around here (the HLP boards) for a good while now. And most of the problems that I've had with getting the SCP version of FS2 to work were easily fixed by perusing the boards and finding the relevant posts.
However, I've seem to come upon one that I don't quite know how to fix. : :ick:
First off, I have played through Blue Planet in it's entirety a few times already, using the 3.6.9 version of the Media VPs (and the same for the launcher, if that makes a difference.) Additionally, I recently downloaded and have played Silent Threat Reborn with the 3.6.10 MVPs. Now when I try to play Blue Planet, I can get through the first 4-5 missions, but in the red alert mission after the Duke makes it's first jump from Delta Serpentis (Or wherever the Duke is when you first start chasing it) I continually crash out of FS2, no error being reported other than the one that Windows gives (The, "I'm Sorry, but Windows has encountered an error with..." one.)
Furthermore, I attempted to fix this with a quick search through the BP board, and I saw that I needed to redownload the mod.ini file, (which a quick peek into my BP folder confirmed as missing for whatever reason.) But, the link in the first post to download the mod.ini file only contains a bmp file (or that's all that WinRar showed ms as being in the file.)
Relevant data:
OS: Windows XP, service pack 2
RAM: 1024 MB (1 GB)
CPU: AMD athalon 3200+ XP (2.19 GHz clock speed)
Video Card: nVidia GeForce FX 5200, 128MB
Sound Card: Motherboard
Build: Windows nightly build, 29 Jan 2009 - Revision 5055
MVPs: 3.6.10 version
I did see somewhere on the boards that told how to get the log file. I'll see about tracking that down in the morning once I have a few minutes (betwixt university classes :rolleyes:) but that will likely be next evening, if not Tuesday.
Long and short, any ideas as to why the crashing if it was working before? And where do I go to get the mod.ini (or what do I have to put in there I guess)?
Thank y'all in advance for your help, and for putting up with an inquisitive FNG ;)
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Just press shift-O.
Your problem will be solved!
EDIT: Apparently I am thick.
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Isn't that where you turn off the HUD? Or am I thinking of another key combo?
Blue Planet is completely crashing (as in back to desktop,) and I'm completely befuddled as to why. :confused:
I'd try it, except that I doubt that pressing anything once the program has crashed and burned will help. :ick:
*THEllisor prepares to eat his words is he is proved wrong
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Wow, what was I reading? What I said had absolutely no bearing on your problem.
Hrm. Let me think on this.
Try using a 3.6.9 build to play the mission. See if that helps.
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There's a link in the first post of this thread that should fix the red-alert crashes.
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Hmm, tried that. Similar problem to getting the mod.ini. I open the file and there's files (apparently) missing. In this case, the only one I see is "readme.txt" and I can't even open that one. :wtf:
Huh, I just opened the same rar file with 7-zip and the mod.ini shows up there. And the noredalert.rar is showing up properly as well. I'll check to see if the mod.ini or the noredalert files fix the problem. Thanks. :P
*THEllisor wonders why it didn't work with WinRar, but it did with 7-zip.
EDIT: Yep, the no red alert deal fixed it. Of course, this doesn't answer why it worked before no problem. But, it works now, so I'm Happy. Confused, but happy. :P
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Nice, did you make that yourself AE?
Yes
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Hi again everyone; I know I haven't said anything since the fun with Shift-O, but I have a good reason!
My computer got hit with one of those viruses not too long ago, so I had to re-install all the FreeSpace 2 core files, mods, and stuff (and I had just gotten to Forced Entry too... :( ). So, I'm giving it another go.
Once again, great job with the campaign Darius! Especially with the missions and the background stories; I'm trying to get a FreeSpace mod of my own going, but it's still in the "drawing board" phase. I've got this campaign to thank for giving me the inspiration for such, so thanks again for making such a great one! :pimp:
-XM
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For the Knossos portal mission, do you have a link to somewhere I can download the music used in it? I swear to Bei that I've heard it before, but I don't have it with me. I'd like to rectify that, provided you had the time.
Also, first post on the HLP forums.
If you refer to the music from Forced Entry, then it is from Final Fantasy VII: Advent Children -specifically the track "Sara ni Tatakau Monotachi" (Translation:Those who fight further)
Aren't there some kind of laws that prohibit the use of copyrighted music? Unless FF7 isnt copyrighted and I've been living under a rock in terms of this issue.
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For the Knossos portal mission, do you have a link to somewhere I can download the music used in it? I swear to Bei that I've heard it before, but I don't have it with me. I'd like to rectify that, provided you had the time.
Also, first post on the HLP forums.
If you refer to the music from Forced Entry, then it is from Final Fantasy VII: Advent Children -specifically the track "Sara ni Tatakau Monotachi" (Translation:Those who fight further)
Aren't there some kind of laws that prohibit the use of copyrighted music? Unless FF7 isnt copyrighted and I've been living under a rock in terms of this issue.
My understanding is that it's okay to use it, so long as you're not making any money off of it.
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It's not quite that simple, but I think it's unlikely anybody will actually get sued over this.
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Well in a ethics debate over this, it is illegal to use them in mass-distributed files but since FS series are so out-of-the-way no one will really waste their time - or more likely even notice.
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Well in a ethics debate over this, it is illegal to use them in mass-distributed files but since FS series are so out-of-the-way no one will really waste their time - or more likely even notice.
Ohhhh I see
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Hi i cant play the campaign....
Error: mv_strings-lcl.tbm is corrupt
File: localize.cpp
Line: 608
Do i need those patches?? I don't think that they are needed anymore after all this years right? I hope so because all dl links to the patches are dead.
I have only 3 files: BluePlanet.vp picture.bmp & the mod.ini downloaded of the first post.
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And you have the MediaVPs, right?
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I tried it with now with version 3_6_9 and it works...
3_6_10 is incompatible with Blue Planet.
Currently i'm stuck in the mission "Entry Force" The Ravana Destroyer is killing my Destroyer before i can disable his weapons.
Any hints ?
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I tried it with now with version 3_6_9 and it works...
3_6_10 is incompatible with Blue Planet.
Currently i'm stuck in the mission "Entry Force" The Ravana Destroyer is killing my Destroyer before i can disable his weapons.
Any hints ?
You mean 'Forced Entry'
Anyway, take trebs on one of your secondary banks and conserve them until the Ravana arrives, you won't have time to rearm so target the two forward beam cannons on the Ravana and make sure they hit their mark. Then neutralise the remaining high mounted beam cannons and the Orestes should be safe.
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It's "Forced Entry", boyo. :rolleyes:
Anyway, hints...
1. Fly a Herc II.
2. Loadout secondaries with Trebuchets ONLY.
3. Switch missile fire to single-fire mode at the start of the mission.
4. Boss your wingmen around.
5. Focus on taking out beam turrets only.
6. Only protect ships that tend to get hit a lot. You can leave the Anemoi without fighter escort.
7. When the SD Abel arrives, switch missile fire back to dual-fire mode.
8. Dump all energy to engines so that you can get to the Abel faster, while at the same time ordering at least two wings to protect the Temeraire.
9. Take out the LReds AND the SReds.
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Not this again . . . :doubt:
Anyway, AE's instructions are pretty much the best method out there, so I'll recommend you follow that.
However, if you still find it too difficult, Darius released a little fix that makes the Ravana's role in the mission much easier to handle. It's stickied at the top of the BP board.
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no it's ok i succeeded i'm in the next mission now. But thanks anyway. :nod:
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Hi i cant play the campaign....
Error: mv_strings-lcl.tbm is corrupt
File: localize.cpp
Line: 608
. . .
3_6_10 is incompatible with Blue Planet.
Actually, it is about your German version, as described in several places. Download this file (http://www.game-warden.com/starfox/Non_SF_related_stuff/MVP3610BETA/mv_strings-lcl.zip) and extract the contents to \freespace2\mediavps\data\tables\ .
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Thanks for the info Lobo... downloaded and installed it. :)
I finally played it through... The campaign was really awesome the different plots were outstanding good the entire story was fantastic.
The game started really interesting.. I didn't expected Earth to be destroyed. But then we found out that we're in an other reality i love such scifi stories. The last remnants of mankind was a nice idea as well.
The Aliens how ever were strange.. But it's ok they were searching for a comrade (that reminds me on Star Trek Voyager Pilot episode) but i don't understand why Samuel Bei was the chosen one.
The end was very disapointing and unrealistic. Why should they invade 9 small planets and a few moons. Earth woudn't be a threat at all. 1 Star System against 30 , 40 ?? Instead GTVA should rise their hands a welcomes Earth back in the universe.
Well i can't wait to see how you continue your brilliant storyline.
Bugs: Forced Entry: In the ship selection screen delta Squad shows 3 bombers. But if you call them ingame as reinforcements only 2 ships arrives.
greetings 23-down
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Thanks for the info Lobo... downloaded and installed it. :)
I finally played it through... The campaign was really awesome the different plots were outstanding good the entire story was fantastic.
The game started really interesting.. I didn't expected Earth to be destroyed. But then we found out that we're in an other reality i love such scifi stories. The last remnants of mankind was a nice idea as well.
The Aliens how ever were strange.. But it's ok they were searching for a comrade (that reminds me on Star Trek Voyager Pilot episode) but i don't understand why Samuel Bei was the chosen one.
The end was very disapointing and unrealistic. Why should they invade 9 small planets and a few moons. Earth woudn't be a threat at all. 1 Star System against 30 , 40 ?? Instead GTVA should rise their hands a welcomes Earth back in the universe.
Well i can't wait to see how you continue your brilliant storyline.
Bugs: Forced Entry: In the ship selection screen delta Squad shows 3 bombers. But if you call them ingame as reinforcements only 2 ships arrives.
greetings 23-down
That's what I thought the first time I saw it, but the more I heard people talk about it the more it made sense. But I still don't see a lot of sense in it. Regardless, t'was a good campaign and I liked it.
DEVOUT BP FAN
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I finally played it through... The campaign was really awesome the different plots were outstanding good the entire story was fantastic.
Glad you enjoyed it. I'll try not to make you wait too long for the next chapter :P
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I finally played it through... The campaign was really awesome the different plots were outstanding good the entire story was fantastic.
Glad you enjoyed it. I'll try not to make you wait too long for the next chapter :P
WANT WANT WANT
ARGH
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(http://koti.mbnet.fi/reiler/moar_boar.jpg)
Srsly, though. Take your time. Better to spend a lot of time and ensure quality than quickly scrap something together.
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Getting a redirection on the download links, Darius. Can someone confirm wether the links are still active or not?
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Confirmed. FreeSpaceMods (http://www.freespacemods.net/download.php?view.42) should work, though.
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Thanks for the info Lobo... downloaded and installed it. :)
I finally played it through... The campaign was really awesome the different plots were outstanding good the entire story was fantastic.
The game started really interesting.. I didn't expected Earth to be destroyed. But then we found out that we're in an other reality i love such scifi stories. The last remnants of mankind was a nice idea as well.
The Aliens how ever were strange.. But it's ok they were searching for a comrade (that reminds me on Star Trek Voyager Pilot episode) but i don't understand why Samuel Bei was the chosen one.
The end was very disapointing and unrealistic. Why should they invade 9 small planets and a few moons. Earth woudn't be a threat at all. 1 Star System against 30 , 40 ?? Instead GTVA should rise their hands a welcomes Earth back in the universe.
Well i can't wait to see how you continue your brilliant storyline.
Bugs: Forced Entry: In the ship selection screen delta Squad shows 3 bombers. But if you call them ingame as reinforcements only 2 ships arrives.
greetings 23-down
The general speculation is that the GTVA actually had plenty of reason to invade Sol.
1) Earth has a huge amount of population and infrastructure, giving it the oomph to threaten the GTVA.
2) The GTVA High Command wants to ensure its own continued existence, instead of bowing to Earth.
3) The GTVA may believe that Earth culture (which is an odd religious state) has been either contaminated by alien influence or simply devolved into madness.
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3) The GTVA may believe that Earth culture (which is an odd religious state) has been either contaminated by alien influence or simply devolved into madness.
The GTVA had no idea what was in Sol at the time yet they sent in the invasion fleet anyway.
Besides they're not an 'odd religious state'... Just kinda LKY ish.
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3) The GTVA may believe that Earth culture (which is an odd religious state) has been either contaminated by alien influence or simply devolved into madness.
The GTVA had no idea what was in Sol at the time yet they sent in the invasion fleet anyway.
Besides they're not an 'odd religious state'... Just kinda LKY ish.
They knew exactly what was in Sol. They sent in unmanned probes (which can easily eavesdrop on signal traffic) and Darius said they might very well have sent in SOC teams as well.
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So when will we get the 2nd campaign which continues the storyline ? :)
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So when will we get the 2nd campaign which continues the storyline ? :)
Darius is working on War In Heaven, and we all just need to be patient.
There are preview materials up on the Blue Planet site.
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And by the looks of it, WiH might, just might come out this year if we're lucky.
But like everyone else, quality before a quick release.
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Besides they're not an 'odd religious state'... Just kinda LKY ish.
I'm interested to know what parallels you find between Sol's government and Lee Kwan Yew. Mr Lee ran a tight ship with a considerable lack of resources and against all odds turned Singapore into a first world country.
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Besides they're not an 'odd religious state'... Just kinda LKY ish.
I'm interested to know what parallels you find between Sol's government and Lee Kwan Yew. Mr Lee ran a tight ship with a considerable lack of resources and against all odds turned Singapore into a first world country.
Just FYI I kind of hate the idea that Sol has more resources than all of the GTVA combined, I find it utterly daft that ONE system could have more resources than like 20+.
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Besides they're not an 'odd religious state'... Just kinda LKY ish.
I'm interested to know what parallels you find between Sol's government and Lee Kwan Yew. Mr Lee ran a tight ship with a considerable lack of resources and against all odds turned Singapore into a first world country.
Just FYI I kind of hate the idea that Sol has more resources than all of the GTVA combined, I find it utterly daft that ONE system could have more resources than like 20+.
They should really have enough to mount a solid resistance and inflict heavy casualties rather than win a war against the GTVA. After all, Sol does have 8 planets to mine resources from.
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Besides they're not an 'odd religious state'... Just kinda LKY ish.
I'm interested to know what parallels you find between Sol's government and Lee Kwan Yew. Mr Lee ran a tight ship with a considerable lack of resources and against all odds turned Singapore into a first world country.
Just FYI I kind of hate the idea that Sol has more resources than all of the GTVA combined, I find it utterly daft that ONE system could have more resources than like 20+.
They should really have enough to mount a solid resistance and inflict heavy casualties rather than win a war against the GTVA. After all, Sol does have 8 planets to mine resources from.
So you're saying there are only 8 planets in the whole GTVA? Mousewheels.
I really think that for Sol to have rearmed and gotten a fleet large enough to counter the GTVA, they'd have pretty a miraculous recovery following the GW.
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Not that I disagree with you, but I was wondering if that's where you were going with it... :)
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Well thing is, once something jumps through that portal, the entire Sol Fleet can mount a blockade, neutralizing basically everything coming through that portal. The GTVA can only send a few ships or so at a time through that portal, so they'd be at a great disadvantage. The Sol Fleet's got them practically bottlenecked. And who knows, maybe the GTVA made a rapid change of plans after the first few probes went through the portal. If the GTVA is acting out of reason, then maybe we'll learn that in WiH. However seeing as the player fights for Earth in WiH, I have reason to doubt that there is something hugely flawed with the side. But then again, we never found out about the GTVA's plan until the end of AoA.....maybe Darius has another surprise in store at the end of WiH?
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Well thing is, once something jumps through that portal, the entire Sol Fleet can mount a blockade, neutralizing basically everything coming through that portal. The GTVA can only send a few ships or so at a time through that portal, so they'd be at a great disadvantage. The Sol Fleet's got them practically bottlenecked.
Same goes for the Sol fleet coming through the Terran Knossos. They'd be nailed by the entire GTVA fleet too. It'd be a stalemate, not a decisive Sol victory. And, by the time of War in Heaven, there is already a large amount of GTVA ships on Sol turf - Remember 'Forced Ejection'? The GTVA were mounting a blockade within Sol. The GTVA were probably already on the verge of winning at that point.
But then again, we never found out about the GTVA's plan until the end of AoA.....maybe Darius has another surprise in store at the end of WiH?
Yeah. I'll bet there's a really big surprise in store. I've heard some things from the big man himself that suggests there's something else in store for us. I'm seriously looking forward to seeing what's gonna happen. ;)
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Besides they're not an 'odd religious state'... Just kinda LKY ish.
I'm interested to know what parallels you find between Sol's government and Lee Kwan Yew. Mr Lee ran a tight ship with a considerable lack of resources and against all odds turned Singapore into a first world country.
Just FYI I kind of hate the idea that Sol has more resources than all of the GTVA combined, I find it utterly daft that ONE system could have more resources than like 20+.
Infrastructure, though. The idea that it has more developed infrastructure than the rest of the GTVA is quite credible. It's only been forty-something years, right?
The Terrans didn't do nearly as well as the Vasudans at recovering from the loss of their homeworld. While they have more raw material available, their population and industry may still be a bit staggered. Plus, the economic impact of the Capella refugees.
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Militarily though, there's no question the GTVA is better equipped than the UE.
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Militarily though, there's no question the GTVA is better equipped than the UE.
That's certainly true.
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Honestly if I had to choose a side, I'd go with the GTVA.
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I think its going to bog-down in a massive stalemate where no-one really wins and the GTVA is forced to concede Earth's independence. Remember what Khonsu II said: "In the future, it will not be said that Earthborns fight like Vasudans, but that Vasudans fight like Earthborns." Earth has one major advantage in all this. They are fighting for their homes, and the GTVA has to deal with the fact that its military is made up of members of the Lost Generation. 50% of the initial GTVA forces defected to the UEF after the GTVA declared war.
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Hm.
3.6.10 doesn't seem to like one of the Vishnan ships in "The Great Preservers."
Assert: sip->subsystems[j].model_num == sip->model_num
File: ship.cpp
Line: 15659
Call stack:
------------------------------------------------------------------
fs2_open_3_6_10d-20090203_r5063.exe 00744a80()
fs2_open_3_6_10d-20090203_r5063.exe 00730b7e()
fs2_open_3_6_10d-20090203_r5063.exe 00730cb6()
fs2_open_3_6_10d-20090203_r5063.exe 00730e86()
fs2_open_3_6_10d-20090203_r5063.exe 0073dd33()
fs2_open_3_6_10d-20090203_r5063.exe 00953226()
fs2_open_3_6_10d-20090203_r5063.exe 0073c8b2()
fs2_open_3_6_10d-20090203_r5063.exe 009537f8()
fs2_open_3_6_10d-20090203_r5063.exe 0073ff98()
fs2_open_3_6_10d-20090203_r5063.exe 0074022e()
fs2_open_3_6_10d-20090203_r5063.exe 00c96bc6()
fs2_open_3_6_10d-20090203_r5063.exe 00c96a4f()
kernel32.dll 76dae3f3()
ntdll.dll 7729cfed()
ntdll.dll 7729d1ff()
------------------------------------------------------------------
This is the last error it gives before failing to respond. Using Nightly Build 5063.
Other errors include 3.6.10 errors about effects missing LODs and ships not having subsystems linked to the models or not being named properly.
[attachment deleted by admin]
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I think its going to bog-down in a massive stalemate where no-one really wins and the GTVA is forced to concede Earth's independence. Remember what Khonsu II said: "In the future, it will not be said that Earthborns fight like Vasudans, but that Vasudans fight like Earthborns." Earth has one major advantage in all this. They are fighting for their homes, and the GTVA has to deal with the fact that its military is made up of members of the Lost Generation. 50% of the initial GTVA forces defected to the UEF after the GTVA declared war.
True that. The GTVA don't have loyalty or morality on their side.
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So basically the GTVA is pulling a Gaeta on Earth...
Hell i'd go got Earth
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In a straight fight the GTVA would clearly win against Earth - having battle-hardened pilots on their side, considerably advanced technology compared to Earth and lacking compassion to the enemy like Earth has. (Remember a picture from BP website "What will happen of us when the Elders find us pillaging GTVA freighters like common brigands?" or something similar)
Also with the loyalty of the pilots on each side, I highly doubt that every single one of the Sol pilots will continue to fight with their homes. Clearly, there are always cases of desertion, defection and betrayal - but I guess the GTVA would do it too. However, not for the Vasudans.
Finally it's not like the GTVA is fighting to utterly destroy Sol and it's people - simply trying to gain control over it. I'm sure that even the Sol-born can recognize that, so it's not like they will exactly fight as if their lives depended on it. If there was a chance to surrender and life, I'm sure they would take it.
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There's an old saying, one peasant fighting for his homestead is worth ten armored knights, or some such.
Allow me to put it another way. Say, for example, that China decided to "take control" of America. I am a total wuss, and I hate hurting people. However, if my nation (not necessarily me, just my nation's organization, society and governing structure) was at risk from a powerful enemy and faced imminent destruction, I would practically run to the recruiting post. In war, volunteers don't fight for personal reasons (usually), they fight because they believe in something bigger than themselves.
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In war, volunteers don't fight for personal reasons (usually), they fight because they believe in something bigger than themselves.
QFT
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In war, volunteers don't fight for personal reasons (usually), they fight because they believe in something bigger than themselves.
You obviously know Samuel Bei Cheow Keng very well. :drevil:
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Well, there are some who go like 'REVENGE!!!', but the GTVA would have absolutely no reason for that.
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Well, I guess that makes both the GTVA and UEF worth fighting for then. :drevil:
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Does anyone else here think that some of the fighter and capship designs REALLY resemble ships from the game starlancer? as for the "why are the GTVA and UEF fighting?" debate, the GTVA seems concerned only with maintaining their status as military and political leaders in the galaxy. if they all of a sudden joined back up with Sol then they'd have to cede power back to earth which they (seemingly), being selfish bastards in general, dont wanna do. so they just decide to go in with an invasion fleet to either,
A) make it seem like they are the aggressors to the UEF which would make the UEF fire first which would mean the GTVA would then be acting in self defense
or
B) just decide to flat out invade Sol to eliminate the problem
as for military might they would be at a stalemate although if that stalemate were ever broken the GTVA would win no matter what barring a massive revolt from the GTVA. Sol does have the advantage in terms of infrastructure but only just barely. Sol never got attacked by the shivans during the GW whereas the GTVA did. Sol also didnt have to deal with the second coming of the shivans and the subsequent displacement of several billion(?) people all at once causing a HUGE economic strain. However Sol doesnt have the economic backing of another allied sentient race as well as 30+ planetary systems with which to draw natural resources from. So basically Sol has had a more solid infrastructure in place for longer than the GTVA but the GTVA has a massive amount of natural resources with which to draw on for a war effort.
As for the military aspect of the conflict, the GTVA has vastly more ships than Sol does (or at least they should with having to police and show force in that many systems). They could both blockade the jumpgate on both sides making an assault by either side a literal bloodbath. However if the GTVA were ever able to punch a hole in Sol's defences, it would be like turning on a water tap full blast into a small balloon, Earth would be screwed. But if Sol were to somehow break the blockade on the GTVA side they wouldnt have enough of a fleet or the manpower needed to take control of the galaxy from the hands of the GTVA. They would manage to take a few border systems but that would be it. Once the GTVA reserve fleets arrive their sheer numbers (again having that much open space to govern means you have to have a considerable reserve fleet to call upon) would annihilate the UEF. I see one of three outcomes,
1) UEF manages to hold their defense line for so long a time that the GTVA gives up trying to invade earth and finally recongizes their independence
2) The stalemate is broken and Sol is defeated
3) A massive rebellion within the GTVA (as was said in a few other posts) due to morality issues with GTVA high command switch the balance of power in the UEF's favor which they in tern use to take control of the galaxy from the "corrupt" GTVA.
but darius has said we are in for a nice surprise so all of the above could be complete and utter BS :lol:
just my little .02 :D
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If I was the UEF Iwopuld be highly suspicious of the GTVA. Look at their known history, after a 14 yr war, which is a long war, a sudden treaty, a new enemy, then suddenly cut off from the rest of the galaxy by some of their own and the Vasudans for thirty years. I think I would forgive the UEF of being very suspicious of the GTVA when the suddenly show up in their back yard.
I've been thinking of a new campaign/mod that occurs like Blue Planet, but the UEF have become paranoid and corrupt over the number of years they have been isolated from the rest of the GTVA. They have intergrated as much technology the could obtain from the Lucifer and other Shivan tech they could obtain, including software, that thay themselves become as xenophobic as the Shivans. So when the GTVA finally re-establish contact with Earth, they unleash an unholy wrath worse than the Shivans themselves, the UEF become the new Great Destroyers, taking up the purpose and drive the Shivans once held themselves.
And that's my 2 cents worth!
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I think I would forgive the UEF of being very suspicious of the GTVA when the suddenly show up in their back yard.
Especially when they do so with a full invasion force.
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I've been thinking of a new campaign/mod that occurs like Blue Planet, but the UEF have become paranoid and corrupt over the number of years they have been isolated from the rest of the GTVA. They have intergrated as much technology the could obtain from the Lucifer and other Shivan tech they could obtain, including software, that thay themselves become as xenophobic as the Shivans. So when the GTVA finally re-establish contact with Earth, they unleash an unholy wrath worse than the Shivans themselves, the UEF become the new Great Destroyers, taking up the purpose and drive the Shivans once held themselves.
And that's my 2 cents worth!
I would love to see that. Though i wouldn't say the Shivans are Xenophobic...Xenocidal maybe, but we know so little about them that labeling them Xenophobic is not appropriate at this time
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Xenophobic? Pah. They ain't scared of us. :nervous:
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I think I would forgive the UEF of being very suspicious of the GTVA when the suddenly show up in their back yard.
Especially when they do so with a full invasion force.
:lol: :lol:
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I'd totally play that "Earth Alliance As New Destroyers" campaign, that seems like a pretty awesome idea.
I also had something else to say here, but I kinda forgot what it was since my chair just buckled in half and is now a twisted heap of metal. I think someone upstairs is telling me to lay off the muffins >.>
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Woooh just finished this campaign but damn it was riddled with bugs...
Most links to patches and such are dead so no help there. Had to get the mod.ini to get the effects working in the first place. Then I couldn't continue the campaign cause after the mission where you board the duke(wounded prey), the cutscene wouldn't return my hud controls to me. Had to continue playing with the almighty ctrl+shift+s cheat in the tech room. Then the mission the great preservers pretty much crashes when started. Also had a crash when you get to woop the luci with your new friends but on a second try was able to complete that after all. And finally after destroying the big bad Sathy I couldn't get my ship to dock. I explored every possible corner of the docking bay, it just wouldn't finish the mission.
aaaaside from that. Really loved the ships. Such beautiful capships! Liked the plot. Was afraid for a second it would drift off into the spiritual realm but thankfully it didn't. Effects were good as well, making capship battles really neat to look at.
Missions in general were good (bugs etc aside) though I was constantly wondering why they figured it was a good idea to run away from the shivans by going into a completely unexplored node and doing so by arriving and departing one by one! That was kinda stupid really.
Well... what more can I say? Bring on BP2?
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Were you playing with 3.6.10 exes?
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Just press shift-O if your HUD is gone and it should come back.
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And The Great Preservers tends to crash with 3.6.10 builds, but it does work with 3.6.9.
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Yeah was playing with 3.6.10_5063 and the normal 3.6.10 but no difference between those 2 builds.
The shift-o key combination did the trick. (finished that mission for the heck of it, seeing that demon class getting rip to shreds was beautiful)
But I think it would really help if the first post of this thread was updated with working links, tips if missions wont start/work (like the shift-o one) and the general recommendation to play this mod in 3.6.9 (?)
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Yeah was playing with 3.6.10_5063 and the normal 3.6.10 but no difference between those 2 builds.
Normal 3.6.10?
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Yeah was playing with 3.6.10_5063 and the normal 3.6.10 but no difference between those 2 builds.
Normal 3.6.10?
One provided with Turey's Installer
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How's that any more normal than the others?
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Well for one, it doesn't have "r-20090203_r5063" after the file name :p
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But it's... old. It lacks features. It has more bugs.
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I'm uploading a new version of the campaign that should (hopefully) work a bit better in 3.6.10. This needs testing, though, since I need to know how well it works on other people's systems.
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Awesome! Replay #6 coming up.
By the way, Darius, we've got all of Corey's lines recorded. Ransom did a great job. I'll try to get them to you tonight.
We're more than half done with the VA now, at least character-wise. I think.
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I'm uploading a new version of the campaign that should (hopefully) work a bit better in 3.6.10. This needs testing, though, since I need to know how well it works on other people's systems.
Seeing as i'm one of the persons that complained about the bugs, I volunteer for testing duty if need be.
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Found an issue with the 3.6.10 version of BP
Error: Couldn't open mission 'bp-10.fs2'
File: missionparse.cpp
Line: 6302
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
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Thanks. Didn't pack Forced Entry in with the VP for some reason :) I'll reupload it.
In the meantime:
[attachment deleted by admin]
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Hi
i like this campaign so much like leech loves blood!
But but...
When consciousness of my hero was tranfered to the vishnians after mission when i must dock to the keeper....
next mission hang on me.
Ok juggling fsopen build do not help...
patch may resolve my problem, but download server is dead for now and i can`t find mirror...
can any body help me out?
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Hi
i like this campaign so much like leech loves blood!
But but...
When consciousness of my hero was tranfered to the vishnians after mission when i must dock to the keeper....
next mission hang on me.
Ok juggling fsopen build do not help...
patch may resolve my problem, but download server is dead for now and i can`t find mirror...
can any body help me out?
Hmmmm, so you've downloaded the latest 3.6.10 builds and 3.6.10 version of blue planet?
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YYY sure...
My copy is from freespacemods.net.(that is ok?)
FSopen build is lates nightlybuild of 3.6.10 and i try latest 3.6.10( and i try some earlier builds also) inferno build from december 2008... but for nothing...
so i don`t know what to do.
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YYY sure...
My copy is from freespacemods.net.(that is ok?)
FSopen build is lates nightlybuild of 3.6.10 and i try latest 3.6.10( and i try some earlier builds also) inferno build from december 2008... but for nothing...
so i don`t know what to do.
Download the version from here and report back
http://www.mediafire.com/?khlymmyjr5w
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Do that. And, alternatively, try a 3.6.9 build.
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Ok, older mediavps and build 3.6.9 do the job.
but now i can`t depart after succesull protecting Ancient Keeper from ambush by two ravana two cain and one moloch (sorry i cant remember name of that mission).
also i can`t destroy remaning corvettes because they starts to be immortal with 1% hull integration...
so i must do this whole mission once again?
Edit:nevermind,sorry
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Ok, older mediavps and build 3.6.9 do the job.
but now i can`t depart after succesull protecting Ancient Keeper from ambush by two ravana two cain and one moloch (sorry i cant remember name of that mission).
also i can`t destroy remaning corvettes because they starts to be immortal with 1% hull integration...
so i must do this whole mission once again?
Edit:nevermind,sorry
The 1% hull immortality thing isn't a Blue Planet bug, it's a feature of all larger ships in Freespace 2.
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Just adding on, it is caused by being attacked with weapons that don't have a HUGE flag, like anti-capital torpedoes or beams.
No more rubberband-strapping the mouse and facing in the general direction of the Sathanas!
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Hi,
i installed blue planet trough the Open Freespace Installer.
So far a very great mod! :nod:
i was just wondering if the installer version contains the recent patches?
For example, things like the "mod.ini" or a launcher bitmap were missing.
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Hi,
i installed blue planet trough the Open Freespace Installer.
So far a very great mod! :nod:
i was just wondering if the installer version contains the recent patches?
For example, things like the "mod.ini" or a launcher bitmap were missing.
Hmm, that installed them for me, try downloading it again from the release thread, or using the 3.6.10 version (make sure you're using 3.6.10 builds, you can find the most recent one my looking on "Announcements" since it should be there.)
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Wow... 100 pages. :eek2:
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Wow... 100 pages. :eek2:
:pimp: This thread is the fourth longest in HLP history ... I guess that's a testament to Blue Planet's success :D
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The top two are, IMO, spam threads and shouldn't be counted anyway, so this thread is second :nod:.
Go BP! :yes:
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Testament to success, or perhaps to the number of complaints about the campaign? :P
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Whoah, this thread has even beaten the Derelict SCP Edition's one. Wow :eek:
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Testament to success, or perhaps to the number of complaints about the campaign? :P
The former is more likely. It doesn't matter which campaign there is, there will always be complaints.
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Testament to success, or perhaps to the number of complaints about the campaign? :P
The former is more likely. It doesn't matter which campaign there is, there will always be complaints.
QFT :yes:
I love this campaign and I can still nitpick things about it, but the awesomeness far outweighs what I can nitpick.
BTW are Beta and Gamma wings not meant to appear in mission for the second last mission? I was playing 3.6.10 version of the campaign and I never see them
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Well, if there are any small things to be fussy about, this is the biggest one that riles me:
Admiral Bei lends his "special Erinyes" to his son Samuel in the penultimate mission. Why is it that there are five Erinyes fighters and one Ares fighter?
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Well, if there are any small things to be fussy about, this is the biggest one that riles me:
Admiral Bei lends his "special Erinyes" to his son Samuel in the penultimate mission. Why is it that there are five Erinyes fighters and one Ares fighter?
That's not Admiral Bei who does the lending, it's Esmar Al'Faddil.
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Still...
Shouldn't it be five Ares and one Erinyes then? :P
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Well, if there are any small things to be fussy about, this is the biggest one that riles me:
Admiral Bei lends his "special Erinyes" to his son Samuel in the penultimate mission. Why is it that there are five Erinyes fighters and one Ares fighter?
That's not Admiral Bei who does the lending, it's Esmar Al'Faddil.
That's what I thought
Well the rest of Alpha Wing would be sorely disadvantaged if they weren't packing Erinyes fighters IMO
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Hmm, that installed them for me, try downloading it again from the release thread, or using the 3.6.10 version (make sure you're using 3.6.10 builds, you can find the most recent one my looking on "Announcements" since it should be there.)
Hi,
this links doesn't work for me
DOWNLOAD:
Blue Planet (http://darius.rabidcarrot.com/releases/blueplanet.rar): Updated root VP incorporating bugfixes of patch. (RAR, 84 MB)
Patch (http://darius.rabidcarrot.com/releases/bpfix.rar): resolving FRED cutscene errors, cleanup of tables and mission updates. Download only if you have the original release root VP. (RAR, 3 MB)
Patch (http://darius.rabidcarrot.com/releases/bpfix2.rar): includes cruiser03x.pof and associated textures, however it does not include weapons textures from mv_effects. (RAR, 1 MB)
No Red Alert Missions (http://blueplanet.hard-light.net/noredalert.rar): Use this as a temporary fix if you're getting a crash with red alert missions (ie. missions from Journey of a Thousand Miles onwards) even after creating a new pilot for the mod. This disables the red alert setting for each mission that uses them, which means you don't keep your fighter/weapon loadout throughout those missions.
Since i'm using scp 3.6.10 i'll try BP 3.6.10 .. maybe this mission (http://www.hard-light.net/forums/index.php/topic,56604.0.html) gets a bit easier :doubt:
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Remember to also get this patch (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/00patch.vp).
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Remember to also get this patch (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/00patch.vp).
damn...ya got me
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No, that's the April Fools day URL filter :P
Quote the post to see the real URL.
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lol! :D
mm.. blueplanet could really use a good intro movie ^^
i downloaded the 3.6.10 version and so far everything runs fine :cool:
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lol! :D
mm.. blueplanet could really use a good intro movie ^^
The Intro mission-cutscene did the job admirably IMO
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That's true.
So some sort of null file etc to stop playing the default FS2 intro movie would be nice.
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Remember to also get this patch (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/00patch.vp).
damn...ya got me
That's for the 3.6.10 version?
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Remember to also get this patch (http://koti.mbnet.fi/reiler/FunkyFreeSpaceStuff/00patch.vp).
damn...ya got me
That's for the 3.6.10 version?
:nervous: Not anymore.
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I loooooooove riddles.
*Pulls out Glock*
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It was my personal April Fool's joke. Feel free to download if you want. I think I haven't taken it down yet.
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Can someone please post the txt code for the BP mod.ini? mine doesn't seem to work.
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Here you are.
[launcher]
modname = Blue Planet;
image255x112 = bplogo.bmp;
infotext = Blue Planet is set eighteen years after the Capella Incident which marked the end of the Second Shivan Incursion. The focus driving Terran engineering has been the construction of the portal which would reconnect the Sol system with the rest of the GTVA. Upon its completion, probes were sent to scout the surrounding area and to test the stability of the portal. Imbued with confidence after several successful missions, GTVA has deployed the GTD Orestes, a state-of-the-art destroyer, and her complement of ships to establish contact with a long-isolated Earth and to reunite the Lost Generation with humanity's ancestral home.
The Orestes and her ships embark on a historical journey which is to have profound consequences for the future of the GTVA, Earth, and the entire human race.;
website = http://blueplanet.hard-light.net
forum = http://www.hard-light.net/forums/index.php/topic,49876.0.html
[multimod]
primarylist = ;
secondarylist = mediavps;
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Not sure if this has been mentioned yet but the download link is dead.
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Did you try the one on FSMods?
Unless you're talking about the 3.6.10 patched version?
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Did you try the one on FSMods?
Unless you're talking about the 3.6.10 patched version?
I forgot to check FSMods. I was referring to the link in the original release thread.
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Thought I'd share this funny BP event with you all!
Was playing Preserving The Balance just now. Temeraire was hit very badly but the Ravana was destroyed. As I was chasing down a bomber I started seeing all these weird giant orange balls flying past my fighter and was like "wtf?" then realized they were flames from the Ravana. And I looked up and a GIANT HULKING PIECE of Ravana debris zoomed past me and hit the Temeraire and... *sniff*.
Fission Mailed!
Not sure if it was the debris that did her in although she was at like 2% hull, certainly could have been. Reminded me of the Battlestar Pegasus except, you know, in reverse.
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DNA = National Dyslexic Association.
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Thought I'd share this funny BP event with you all!
Was playing Preserving The Balance just now. Temeraire was hit very badly but the Ravana was destroyed. As I was chasing down a bomber I started seeing all these weird giant orange balls flying past my fighter and was like "wtf?" then realized they were flames from the Ravana. And I looked up and a GIANT HULKING PIECE of Ravana debris zoomed past me and hit the Temeraire and... *sniff*.
Fission Mailed!
Not sure if it was the debris that did her in although she was at like 2% hull, certainly could have been. Reminded me of the Battlestar Pegasus except, you know, in reverse.
Hahaha, that's awesome.
DNA = National Dyslexic Association.
What? Relevance?
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Fission Mailed!
What? Relevance?
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:doubt: Still off topic
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It's a Metal Gear Solid 2 reference.
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Oh.
:doubt: Still off topic
Yes mother.
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Exactly General Battuta.
Jee I've been playing Blue Planet a while today. Can almost hear Campbell telling me to turn the gaming PC off...
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You're related to colecampbell666? :confused:
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No, Colonel Campbell from MGS2.
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Gosh you people are gaming ignorant. I'll watch the pop culture references from now on ;)
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I need help...
I keep on hanging up on the Great Preservers mission. Do you guys have any idea what the problem is?
Oh btw... i downloaded my blue planet mod using Turey's installer. Is the one there updated or it is much more advisable if I will download the one posted in page 1 in this thread or are they the same?
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Welcome to HLP Siddyus :)
You're likely to run into less problems if you download the new version in page 1 of this thread. The original release from Turey's installer has a few show-stopping bugs for some users, while the newer 3.6.10 version contains some new mission balancing and general bugfixing. It's still a work in progress though, but it's your best option so far.
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Siddyus, someone else had this problem recently. I believe it was fixed by updating to the 3.6.10 version of the campaign.
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Thanks for the warm welcome :cool:
And so ive thought. Thanks for confirming it. Im downloading it now. Great mod btw. The Theory of parallel universes rules!
Looking forward for War in heaven. Keep up the good work!
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Blah, I thought I remember seeing it somewhere but I can't find it or it actually was never mentioned, but where did the menu music for Blue Planet come from again?
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Song is called emotif, by a Melbourne produce called Illusive Mind.
You probably saw it in the credits.txt that came with the campaign :)
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the "mod.ini" file isn't there anymore. Anybody know where I can find it? Also, how do I use the other download that is there?
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Which other download?
It's recommended that you get the 3.6.10 version of Blue Planet (http://www.hard-light.net/forums/index.php/topic,61406.0.html), which should does include everything needed to play, except for the 3.6.10RC3 engine build, which can be found here (http://www.hard-light.net/forums/index.php/topic,63492.0.html).
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So I see the Blue Planet forum here finally has a proper description, instead of "Blue Planet: post in here to cheer it up" ;)
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So I see the Blue Planet forum here finally has a proper description, instead of "Blue Planet: post in here to cheer it up" ;)
/me checks.
/me imitates M Bison.
YESS! YESS!
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For you, the day
Bison graced your village the Blue Planet forum got a proper subtitle was the most important day of your life. But for me Goober...it was Tuesday. (http://tvtropes.org/pmwiki/pmwiki.php/Main/ButForMeItWasTuesday)
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How many tropers are there on these forums? :rolleyes:
Hey! Speaking of which: who else thinks it would be fun if Blue Planet had its own entry? STR has one, so...
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I don't understand... :(
What are you refering to?
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TVTropes.
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For you, the day Bison graced your village the Blue Planet forum got a proper subtitle was the most important day of your life. But for me Goober...it was Tuesday. (http://tvtropes.org/pmwiki/pmwiki.php/Main/ButForMeItWasTuesday)
Damn it, I just lost 2 hours of my life. Stop linking to that site. :mad2:
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How many tropers are there on these forums? :rolleyes:
OVER 9000!!!
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I played all the way up to the final mission, but there is this odd bug. When I reached the Sol system, there was only me, Alpha's 2 and 3, and the Earth Federation ship. The rest of the fleet just vanished and all thier dialouge was routed through 'Command.'
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You couldn't progress past that mission either?
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Whoa. That's weird.
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It's possible that I could complete it, but I had a definate feeling there was supposed to be a big capship battle, it's just that all the capships weren't there.
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Well, the Renjian can't die without the fleet present so I doubt it could be completed.
Unless you try and kill it yourself (or cheat).
Does it have to die before you can jump out? I don't remember.
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Does it have to die before you can jump out? I don't remember.
Only after the Renjian is destroyed will the rest of the mission continue.
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So, is there a fix for this or should I try to attack the ship with my damaged Erineys fighter?
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Yup. Set the difficulty higher.
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Yeah, turn it up to Insane, the Orestes will fire a lot more. (We've fixed this issue with new AI profiles in War in Heaven.)
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Um... there is no Orestes. I said earlier that the entire fleet dissapeared except for me, Alpha 2, and Alpha 3.
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Sorry, I'm getting two threads confused. Check here. (http://www.hard-light.net/forums/index.php/topic,64507.msg1271856.html#msg1271856)
We'll make a permanent fix and put it up ASAP.
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Stick these missions (http://www.hard-light.net/forums/index.php/topic,64507.msg1272010.html#msg1272010) into your blueplanet/data/missions folder. They should act as a temporary fix until Darius or other people on the BP team do a more permanent one.
IIRC, you'll have to replay "Universal Truth" to make them work properly, though.
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Thanks. Done it already after reading the other thread, but had to replay the entire campaign again. In the end, it was worth anyways as it was sucha good campaign in the first place.
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Yay!
If you'd like to post a review thread, please do so. It really cheers us up and helps us keep War in Heaven moving along.
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The Renjian and Alpha Wing are the only ones present. I had the same issue. I take it this last mission is just for storyline purposes anyway, so I don't care much because Blue Planet was a bit indecipherable to me. :D
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The Renjian and Alpha Wing are the only ones present. I had the same issue.
There's a fix (http://www.hard-light.net/forums/index.php/topic,64507.msg1272010.html#msg1272010) for that....
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The Renjian and Alpha Wing are the only ones present. I had the same issue. I take it this last mission is just for storyline purposes anyway, so I don't care much because Blue Planet was a bit indecipherable to me. :D
We really need to get that fix into the official download ASAP. Jeez.
Anything we can help with regarding the storyline? It's really a pretty coherent story, in that everything is foreshadowed, but it can be a bit overwhelming at first. Questions in particular?
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Anything we can help with regarding the storyline? It's really a pretty coherent story, in that everything is foreshadowed, but it can be a bit overwhelming at first. Questions in particular?
No particular examples, but try to get as much storyline in the mission briefings as possible. If there's something important to see during a mission, try and squeeze it in during a lull in fighting, not when I'm busy dogfighting and not bothering to read the text.
Or voice acting. I know, I know. :p
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You can always hit F4 and check the messages log, though it does kinda kill immersion.
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Hey, wasn't the Shivan ship destroyed at the beginning of the mission "Ceremony" formerly a Rakshasa cruiser, and not a Moloch?
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IIRC that was another campaign, I though that too. I believe that was in Homesick.
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No, you're right - it was originally a Cain, though, not a Moloch.
It needs to not be a Moloch. The flak guns spoil the mood.
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Wasn't it changed to a Moloch to fix some other problem?
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Ooh, maybe. I am open to enlightenment.
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It was. There were some problems with missing mediavp Cain models, so it was changed to a Moloch to sort that out.
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Well if the flak is ruining the mood then you could always change it to a Rakshasa. (Unless the Cain problem was fixed somehow?)
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Also the size of it makes it seem like it could have been an actual threat... which would be like 'wtf'
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Molochs aren't much of a serious threat to capships though.
Definitely much less so than the Lilith, and even probably the Rakshasa (due to weapon configuration - the Moloch can't bring all three of its SReds to hit the same thing).
The flak could also be fixed by well, changing the weapons to blobs...
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Or just neutering the thing.
-
Blobs! That's a good idea.
-
Finally decided to get Blue Planet...
First, I tried going to fs mods. The download works but only contains the .vp file and the credits. I assume this is the FSO 3.6.9 version. Regardless, if this file is to remain on the site it should be patched (as the fs mods version already is... though that patch doesn't contain the mod.ini or the image either). Several other SCP mods on the site feature similar shortcomings, such as Deus Ex Machina (Goober?).
The mediafire links seem to work - I just thought pointing out the somwhat unsatisfactory links on freespacemods.net might solve some problems later on.
-Thaeris
-
Get the 3.6.10 version stickied at the top of this forum.
-
MediaFire seems to be working really well for us - I have no idea if the FSMods version is anywhere near up to date.
-
played through this last weekend and thought I'd toss my review in:
The first ten-ish missions of this campaign are some of the best I've played so far in any FS2 campaign, maybe including retail itself. The new Terran ships, the burned up Earth, Sanctuary, and getting confused and slaughtered in a hostile universe were absolutely fabulous. Custom music, story, and gameplay comes together seamlessly in a couple of the early missions to provide some excellent fights that prove combat mission quality over quantity is the way to go. The initial storyline is well written too, with exposition done intelligently over the course of several missions and communication methods.
However, once the Vishnans show up, it's my opinion that this mod takes a straight nosedive on all fronts. Interpreting the Shivans as their literal namesake in the Hindu pantheon struck me as uncreative, and it does not mix well with the FreeSpace universe as a whole. Balancing out the Shivans with a heavenly antagonist makes the game much less compelling. For example, one of the reasons the Warhammer IP has been so successful is the designers never put in a dumb angelic Order army to stand toe to toe with Chaos. It's just a desperate and horrified humanity against an endless swarm of supreme bad guys, which brings out the best (and worst) in them every step of the way and is super fun to think about. Putting in angels or Vishnans regulates the humans into dumb little allies who are just riding around on the coattails of someone else's glories and tragedies. The uncommunicative, unpredictable, and unstoppable Shivans are one of FreeSpace's best qualities, and I feel like Age of Aquarius has stripped that away by the time we're reading philosophical forum posts between the Dante and the Preserver.
I also didn't like the dream mission where you witness your wife and mother die. Having your father being quietly ashamed of you for something you can't bring yourself to remember is way more horrifying that a goofy cutscene where the escort fighters ignore Shivan bombers to go chase interceptors. I know it had a point in making me come to terms with my shame, but the delivery seemed off. I felt like the mission where you escort the governor's shuttle and try to overcome past sins with present virtue to be much, much more powerful.
Lastly, the placement of the final mission in the campaign seemed rushed. I'd just spent five missions desperately avoiding a court martial only to immediately defect in the next? Seemed really bizarre- maybe the sudden shock was the storyteller's intent, but I think a slow unveiling of the GTVA's insidious intentions would have been better than the weird rushed fight that went down (which, by the way, is really historically implausible; human powers never declare war on each other immediately on contact- they at least scout each other out first)
Overall very good and recommended!
-
The scouting and the pre-war buildup did in fact happen. Check out the Blue Planet website, 'media', 'prose.'
There was no way a rank-and-file officer would have known about it, however (although the campaign makes it clear that LOTS of probes were sent in.)
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On the very last mission, if you fly into the fighter-bay of the UEFg Karuna class "Renjain". There are actual docked fighters in the fighter-bay. SWEEEEEET! They look the same as seen in the this youtube vid
http://www.youtube.com/watch?v=rAUQkpmp6Vo&feature=channel_page (http://www.youtube.com/watch?v=rAUQkpmp6Vo&feature=channel_page)
at about 2:08 into the vid, same fighter. I can't wait for the next installment of this series.
-
Good spotting! I've never noticed that before.
-
I think we took them out in the latest version due to performance hits. I could be wrong, though.
-
Yeah they're gone.
Something I noticed about using afterburners in BP is that the trail is blue in colour, unlike the customary orange-yellow of the 3.6.10 mediavps. Was the intentional, or does it need an update from 3.6.9?
-
I thought that was a UEF only thing?
-
I think we took them out in the latest version due to performance hits. I could be wrong, though.
What about detail boxing? It would be so sweet to be able to fly around between those...
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I think we took them out in the latest version due to performance hits. I could be wrong, though.
What about detail boxing? It would be so sweet to be able to fly around between those...
There are two big issues. The first is with texture use. The second is a believability one. Why are there a wing of Uhlans sitting on Ready Five in that Karuna's hangar when I'm out here trying to keep a bomber strike and some Auroras with a subspace missile link off this station? What are they doooooing?
-
True thing.
-
played through this last weekend and thought I'd toss my review in:
The first ten-ish missions of this campaign are some of the best I've played so far in any FS2 campaign, maybe including retail itself. The new Terran ships, the burned up Earth, Sanctuary, and getting confused and slaughtered in a hostile universe were absolutely fabulous. Custom music, story, and gameplay comes together seamlessly in a couple of the early missions to provide some excellent fights that prove combat mission quality over quantity is the way to go. The initial storyline is well written too, with exposition done intelligently over the course of several missions and communication methods.
However, once the Vishnans show up, it's my opinion that this mod takes a straight nosedive on all fronts. Interpreting the Shivans as their literal namesake in the Hindu pantheon struck me as uncreative, and it does not mix well with the FreeSpace universe as a whole. Balancing out the Shivans with a heavenly antagonist makes the game much less compelling. For example, one of the reasons the Warhammer IP has been so successful is the designers never put in a dumb angelic Order army to stand toe to toe with Chaos. It's just a desperate and horrified humanity against an endless swarm of supreme bad guys, which brings out the best (and worst) in them every step of the way and is super fun to think about. Putting in angels or Vishnans regulates the humans into dumb little allies who are just riding around on the coattails of someone else's glories and tragedies. The uncommunicative, unpredictable, and unstoppable Shivans are one of FreeSpace's best qualities, and I feel like Age of Aquarius has stripped that away by the time we're reading philosophical forum posts between the Dante and the Preserver.
I also didn't like the dream mission where you witness your wife and mother die. Having your father being quietly ashamed of you for something you can't bring yourself to remember is way more horrifying that a goofy cutscene where the escort fighters ignore Shivan bombers to go chase interceptors. I know it had a point in making me come to terms with my shame, but the delivery seemed off. I felt like the mission where you escort the governor's shuttle and try to overcome past sins with present virtue to be much, much more powerful.
Lastly, the placement of the final mission in the campaign seemed rushed. I'd just spent five missions desperately avoiding a court martial only to immediately defect in the next? Seemed really bizarre- maybe the sudden shock was the storyteller's intent, but I think a slow unveiling of the GTVA's insidious intentions would have been better than the weird rushed fight that went down (which, by the way, is really historically implausible; human powers never declare war on each other immediately on contact- they at least scout each other out first)
Overall very good and recommended!
Mmm, gotta say I disagree. It's... not always cliche when order and chaos are balanced, and thinking there can only be hopelessness and tension when the forces of evil are super charged beyond compare isn't dramatically true at all. If heavenly/godlike forces universally cheapen a hero's struggle, then I fail to see why the Odyssey or Iliad have remained so legendary. I didn't get the sense the Vishnans were Vorlons mark II, or the Shivans were any less scary than their first appearance. It's just you get the sense with these two factions that something seriously huge is coming down the pipe, and the races of the galaxy had best prepare or be swept aside like the Ancients.
-
played through this last weekend and thought I'd toss my review in:
The first ten-ish missions of this campaign are some of the best I've played so far in any FS2 campaign, maybe including retail itself. The new Terran ships, the burned up Earth, Sanctuary, and getting confused and slaughtered in a hostile universe were absolutely fabulous. Custom music, story, and gameplay comes together seamlessly in a couple of the early missions to provide some excellent fights that prove combat mission quality over quantity is the way to go. The initial storyline is well written too, with exposition done intelligently over the course of several missions and communication methods.
However, once the Vishnans show up, it's my opinion that this mod takes a straight nosedive on all fronts. Interpreting the Shivans as their literal namesake in the Hindu pantheon struck me as uncreative, and it does not mix well with the FreeSpace universe as a whole. Balancing out the Shivans with a heavenly antagonist makes the game much less compelling. For example, one of the reasons the Warhammer IP has been so successful is the designers never put in a dumb angelic Order army to stand toe to toe with Chaos. It's just a desperate and horrified humanity against an endless swarm of supreme bad guys, which brings out the best (and worst) in them every step of the way and is super fun to think about. Putting in angels or Vishnans regulates the humans into dumb little allies who are just riding around on the coattails of someone else's glories and tragedies. The uncommunicative, unpredictable, and unstoppable Shivans are one of FreeSpace's best qualities, and I feel like Age of Aquarius has stripped that away by the time we're reading philosophical forum posts between the Dante and the Preserver.
I also didn't like the dream mission where you witness your wife and mother die. Having your father being quietly ashamed of you for something you can't bring yourself to remember is way more horrifying that a goofy cutscene where the escort fighters ignore Shivan bombers to go chase interceptors. I know it had a point in making me come to terms with my shame, but the delivery seemed off. I felt like the mission where you escort the governor's shuttle and try to overcome past sins with present virtue to be much, much more powerful.
Lastly, the placement of the final mission in the campaign seemed rushed. I'd just spent five missions desperately avoiding a court martial only to immediately defect in the next? Seemed really bizarre- maybe the sudden shock was the storyteller's intent, but I think a slow unveiling of the GTVA's insidious intentions would have been better than the weird rushed fight that went down (which, by the way, is really historically implausible; human powers never declare war on each other immediately on contact- they at least scout each other out first)
Overall very good and recommended!
Mmm, gotta say I disagree. It's... not always cliche when order and chaos are balanced, and thinking there can only be hopelessness and tension when the forces of evil are super charged beyond compare isn't dramatically true at all. If heavenly/godlike forces universally cheapen a hero's struggle, then I fail to see why the Odyssey or Iliad have remained so legendary. I didn't get the sense the Vishnans were Vorlons mark II, or the Shivans were any less scary than their first appearance. It's just you get the sense with these two factions that something seriously huge is coming down the pipe, and the races of the galaxy had best prepare or be swept aside like the Ancients.
I have to agree with manwiththemachinegun's point...
I just finished playing the BP campaign myself not too long ago (after overhauling my desktop and putting many hours into trying to beat Forced Entry, of course :D ), and all I can say is this: I can't wait for WiH!
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(which, by the way, is really historically implausible; human powers never declare war on each other immediately on contact- they at least scout each other out first)
Recon probes were sent to Sol and GTVA was scouting it before attacking.
Also, Vice Admiral Morian behaved in rather non-diplomatic way, but it was Renjian that fired first.
I recommend you to read the addiational material on BP site, it explains very lot of things.
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One of the big conversation points a while ago was how this campaign fits the idea of the Shivans existing as both "Preservers and Destroyers" and how that fits in with the
Vishnans.
It seemed clear to me that...
The Shivans and the Vishnans aren't the lightside/darkside of the universe aimlessly bashing it out for control of the lesser races. The Vishnans seem more like teachers and educators, while the Shivans are the muscle that keep the galaxy in check. They BOTH want races on par with the old, creative Brahmans. The Shivans destroy those who fall into warlike existences, and thus preserve the potential of future races. This was explicitly mentioned in the second to last mission. These two factions are actually complementary to each other... until the Shivans overstepped their boundaries and duties by seeking to annihilate the Terrans and Vasudans after they put aside their differences to unite, both in the alternate universe and the primary GTVA one.
Obviously, many people hold their own canon on what they consider to be the future of Freespace. But what's in Blue Planet doesn't contradict anything in the canon of the first two games given what they tell us.
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In fact the BP stuff is almost a straight extrapolation from FS2 canon, with only the Vishnans thrown in. There's not much new material (Starborn/whatnot), just processing.
I personally think that the Shivans are both destroyer and preserver, but only time will tell.
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Agreed, I think that some people were interpreting...
The Vishnans were the great preserver side of the coin, full stop. While the Shivans were just cosmic bullies. I don't think that accurately represents what we see. Clearly the Shivans are trying to preserve the potential of some great plan set into motion long ago. It's just that they went too far and ignored the rules that dictacted what was to be saved/preserved. Then the Vishnans stepped in and acted as great preservers since the Shivans abandoned their apparent ordained place in the universe.
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i have a problem with the mission of the disabled cruiser when i push alt+ A the pilot not ejecting what can be done in order to pass the mission?
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What's your autopilot key bound to? Check your key settings.
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ןi don't understand the question :(
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Go to the options menu by pressing F2. Once there, go to the control config menu. Check what "Activate Autopilot" is bound to. Set it to Alt-A. Then try the mission again.
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Go to the options menu by pressing F2. Once there, go to the control config menu. Check what "Activate Autopilot" is bound to. Set it to Alt-A. Then try the mission again.
Isn't there a feature to make keypress-based directive text match what a player has rebound stuff to? If so, shouldn't this be put in, for the next release?
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Not using the key-pressed sexp, AFAIK.
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And it can't be modified to detect if autopilot has been engaged? :(
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That's what it does. Unfortunately, there is no way to change the directive text to reflect the actual key combination.
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???
I could have sworn there has been a feature to do that since retail.
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Yeah, I was under the impression that the directive text in the training missions reflected your actual key assignments, and not just the default controls.
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I thought things can be automated through cutscenes. Turning the press-Alt+A event into a cutscene shouldn't affect gameplay much, since that happens right at the end of the mission segment anyway.
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That's been considered.
An alternative is to have it remain an alt-A trigger, but if nothing happens for a few seconds, the cutscene triggers automatically.
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That might work too. :nod:
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Wait... In that case, how does a campaign like "Windmills" work, then? Despite it using several standard UI controls, it definately has a series of uniquely-defined keystrokes for gameplay.
...I think Aardwolf has to be right about this...
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Uniquely defined keystrokes are not the problem. The problem is getting them to show up in the directives box.
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Enter $Alt-A$ into the directive keypress line? I'm fairly sure it's something like that, in the help files...
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Will try it out.
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I was just digging through the FRED2 manual in preparation for giving the walkthrough a spin, and I happened to stumble across a paragraph explaining the use of directives that reminded me of this thread;
You can also specify the default key the player should press to bring about this event; this is useful mostly in training missions. In a training mission (see the Mission Specs Editor), if you surround the name of the key with dollar signs ("Press $spacebar$"), FreeSpace 2 will automatically adjust if the player has remapped their keys.
So yeah, what FSF said should work, though I'm not sure if it strictly applies only to missions with the "Training" flag.
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the first 1 min 15 sec of this song would be EPIC for like a huge battle between cap ships.
http://www.youtube.com/watch?v=5aLbtudCbnI&feature=PlayList&p=0C8331471EFCB225&index=0&playnext=1
i can see it. the rest of the song is terrible tho. i cant wait to see if theres a new BP. Id seriously stuff my pants playing it
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The game keeps crashing on the "The Great Preservers" mission. I herd that the 3.6.9 mediavps work but 3.6.10 doesn't. Can someone verify this and give me a link to were i can download the 3.6.9 mediavps?
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Do you have a 3.6.10 build selected, the 3.6.10 MediaVPs, and the 3.6.10 version of Blue Planet?
You shouldn't need the 3.6.9 MVPs at all. Blue Planet works fine under 3.6.10.
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Okay, an update. Are you using the 3.6.9 or 3.6.10 versions of Blue Planet? If the former, then switching to a 3.6.9 build (not the 3.6.9 MediaVPs) may solve the problem. But try downloading a recent version of Blue Planet from here (http://www.hard-light.net/forums/index.php?topic=61406.0).
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3.6.9 mediavps...
3.6.9 mediavps
3.6.9 MediaVPs
8! The 3.6.8 MediaVPs. 3.6.9 MediaVPs do not even exist.
I herd that the 3.6.9 mediavps work but 3.6.10 doesn't.
Actually, both the 3.6.8 and the 3.6.10 MediaVPs have proven to work with Blue Planet. Though if you're using the 3.6.10 MediaVPs, you should really be using the official 3.6.10 build as well. And BP 3.6.10.
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Yea I was using an older version of the campaign, I got the new one and it works fine now. Thanks General Battuta
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Hello.
I've just downloaded this campaign, however like ShadowGorrath, the lasers don't show their usual flashing effect! How can I fix this?
Plus, when I entered the main menu, it said something like "there are 33 error messages. Continue?". Is this a problem with me putting the mod in the wrong place? Or am I missing a download? I have 3.6.10 version of FS2 Open. Help, please!!! This is an awesome campaign, I know, and I don't wanna stop playing it just because the lasers are invisible!! :(
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In order to determine whether your install was done correctly, we'll need a fs2_open.log. Just run a debug build with BP selected as a mod, and post the log file from the data folder.
Now, as for the weapon effects, please take a look at the known issues (http://www.hard-light.net/forums/index.php?topic=63577.0) to see if they can be fixed with the solution presented there.
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Marcov, you have downloaded old version of the mod. Get it from links in this topic: http://www.hard-light.net/forums/index.php?topic=61406.0
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The latest one seems to have any and every new GTVA ship not appear after the first mission you play.
Example, the Duke pursuit missions, the Duke is not there.
Cheat around a bit, mission with the Demon, the Temeraire never appears but the cutscene still plays.
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:wtf:
Sorry but something is totally screwed on your end, that's not the mod's fault.
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That's.....slightly worrying. Also, impossible. Can you run debug with one of those missions and post the log? I suspect this is either a setup or pilot file issue.
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:wtf:
Sorry but something is totally screwed on your end, that's not the mod's fault.
Sorry, but this is with a fresh install of game, FSO, and mod.
So it's not my end.
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Actually, it is. Consider: You are the first person to notice this, despite this being one of the most popular mods around. What does that tell you?
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...fresh install of game, FSO, and mod.
Popularity has nothing to do with anything, if I have completely fresh, untouched installs of everything needed to play this and something is somehow screwed up, then there's something wrong with the mod.
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By all means, you can believe what you want. Since you don't actually want to try to solve your problem, have fun.
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Popularity has nothing to do with anything, if I have completely fresh, untouched installs of everything needed to play this and something is somehow screwed up, then there's something wrong with the mod.
Actually, it does. BP 3.6.10 saw several hundreds (or at least dozens) of downloads since August (that's when the most recent version was released to the public). You are the first one to report that specific problem. Now tell me why NOONE ELSE HAS NOTICED THIS BEFORE YOU.
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How about both of you install everything from scratch then yourselves and see if the problem is reproduced? :rolleyes:
I happened to wipe every trace of FreeSpace from my system because the problem came up in the first place.
And then it happens again.
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How about both of you install everything from scratch then yourselves and see if the problem is reproduced? :rolleyes:
I happened to wipe every trace of FreeSpace from my system because the problem came up in the first place.
And then it happens again.
So rather than give us the goddamn mother****ing fs2_open.log, you're more interested in pointing a finger at Blue Planet?
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And you're more interested in being the typical fanboy by saying that Blue Planet is incapable of having any errors whatsoever?
It may be one of the best mods around but that doesn't mean it can't be bug-free.
==========================================================================
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
-env
-mipmap
-missile_lighting
-glow
-spec
-normal
-ballistic_gauge
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-snd_preload
-mod BluePlanet,mediavps
Building file index...
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\BluePlanet\blueplanet1root.vp' with a checksum of 0x818a65ef
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\BluePlanet\blueplanet1sound.vp' with a checksum of 0x6d5b52a0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\BluePlanet\blueplanet1visual.vp' with a checksum of 0x66183f1f
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\BluePlanet\' ... 27 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\BluePlanet\blueplanet1root.vp' ... 41 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\BluePlanet\blueplanet1sound.vp' ... 62 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\BluePlanet\blueplanet1visual.vp' ... 645 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\' ... 75 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Program Files (x86)\GOG.com\Freespace 2\' ... 18 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\GOG.com\Freespace 2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 0 files
Found 25 roots and 14372 files.
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!
Initializing OpenGL graphics device at 1680x1050 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 : NVIDIA Corporation
OpenGL Renderer : GeForce 9600M GT/PCI/SSE2
OpenGL Version : 3.0.0
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".
Using extension "GL_NV_vertex_program3".
Found special extension function "wglSwapIntervalEXT".
Compiling shader -> null-v.sdr / null-f.sdr ...
Compiling shader -> b-v.sdr / b-f.sdr ...
Compiling shader -> b-v.sdr / bg-f.sdr ...
Compiling shader -> l-v.sdr / lb-f.sdr ...
Compiling shader -> l-v.sdr / lbg-f.sdr ...
Compiling shader -> l-v.sdr / lbgs-f.sdr ...
Compiling shader -> l-v.sdr / lbs-f.sdr ...
Compiling shader -> le-v.sdr / lbgse-f.sdr ...
Compiling shader -> le-v.sdr / lbse-f.sdr ...
Compiling shader -> ln-v.sdr / lbgn-f.sdr ...
Compiling shader -> ln-v.sdr / lbgsn-f.sdr ...
Compiling shader -> ln-v.sdr / lbn-f.sdr ...
Compiling shader -> ln-v.sdr / lbsn-f.sdr ...
Compiling shader -> lne-v.sdr / lbgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lbsne-f.sdr ...
Compiling shader -> lf-v.sdr / lfb-f.sdr ...
Compiling shader -> lf-v.sdr / lfbg-f.sdr ...
Compiling shader -> lf-v.sdr / lfbgs-f.sdr ...
Compiling shader -> lf-v.sdr / lfbs-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbgse-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbse-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgsn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbsn-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbgsne-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbsne-f.sdr ...
Compiling shader -> l-v.sdr / null-f.sdr ...
Compiling shader -> l-v.sdr / lg-f.sdr ...
Compiling shader -> l-v.sdr / lgs-f.sdr ...
Compiling shader -> l-v.sdr / ls-f.sdr ...
Compiling shader -> le-v.sdr / lgse-f.sdr ...
Compiling shader -> le-v.sdr / lse-f.sdr ...
Compiling shader -> ln-v.sdr / lgn-f.sdr ...
Compiling shader -> ln-v.sdr / lgsn-f.sdr ...
Compiling shader -> ln-v.sdr / ln-f.sdr ...
Compiling shader -> ln-v.sdr / lsn-f.sdr ...
Compiling shader -> lne-v.sdr / lgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lsne-f.sdr ...
Max texture units: 4 (32)
Max elements vertices: 1048576
Max elements indices: 1048576
Max texture size: 8192x8192
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.30 NVIDIA via Cg compiler
... 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 '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' ...
TBM => Starting parse of 'uef-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 (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 86 frames at 24 fps.
BMPMAN: Found EFF (exp20.eff) with 64 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 'range-wep.tbm' ...
TBM => Starting parse of 'bp-wep.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 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
Ships.tbl is : INVALID!!!!
Weapons.tbl is : VALID
cfile_init() took 1001
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file '88th.pcx'
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
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/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "warp.pof"
128
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 animation...
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 60 fps.
SHOCKWAVE => Default animation load: SUCCEEDED!!
MISSION LOAD: 'bp-07.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: Captain Iwakura
Using alternate ship type name: Commander Tell
Starting mission message count : 205
Ending mission message count : 207
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xce1df975, IBX checksum: 0x37c93eb1 -- "fighter2t-03.pof"
Loading model 'cruiser3t-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser3t-01.pof'.
IBX-DEBUG => POF checksum: 0xbef9f3ef, IBX checksum: 0x49147a08 -- "cruiser3t-01.pof"
Allocating space for at least 18 new ship subsystems ... a total of 200 is now available (18 in-use).
Loading model 'ComancheHTL.pof'
IBX: Found a good IBX/TSB to read for 'ComancheHTL.pof'.
IBX-DEBUG => POF checksum: 0x6d8bef43, IBX checksum: 0x829cbd93 -- "ComancheHTL.pof"
Loading model 'SeminoleHTL.pof'
IBX: Found a good IBX/TSB to read for 'SeminoleHTL.pof'.
IBX-DEBUG => POF checksum: 0x688fa547, IBX checksum: 0x1d8cac99 -- "SeminoleHTL.pof"
Loading model 'capital04.pof'
IBX: Found a good IBX/TSB to read for 'capital04.pof'.
IBX-DEBUG => POF checksum: 0xdd0af35a, IBX checksum: 0xd3f4404b -- "capital04.pof"
BMPMAN: Found EFF (capital04-02-glow.eff) with 37 frames at 15 fps.
BMPMAN: Found EFF (capital04-03-glow.eff) with 37 frames at 20 fps.
Potential problem found: Unrecognized type subsystem 'fighterbay 1', believed to be in ship capital04.pof
Potential problem found: Unrecognized type subsystem 'fighterbay 2', believed to be in ship capital04.pof
Loading model 'fighter11.pof'
IBX: Found a good IBX/TSB to read for 'fighter11.pof'.
IBX-DEBUG => POF checksum: 0x4809458e, IBX checksum: 0xe92e2c8b -- "fighter11.pof"
BMPMAN: Found EFF (fighter11-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter10.pof'
IBX: Found a good IBX/TSB to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 0xd2a0181f, IBX checksum: 0x599a6228 -- "fighter10.pof"
BMPMAN: Found EFF (fighter10-01-glow.eff) with 37 frames at 25 fps.
Loading model 'carrier3t-01.pof'
IBX: Found a good IBX/TSB to read for 'carrier3t-01.pof'.
IBX-DEBUG => POF checksum: 0x55bab494, IBX checksum: 0x0de4f34f -- "carrier3t-01.pof"
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship carrier3t-01.pof
Loading model 'corvette3t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette3t-01.pof'.
IBX-DEBUG => POF checksum: 0x151dcb74, IBX checksum: 0x5940177b -- "corvette3t-01.pof"
Loading model 'Miner.pof'
IBX: Found a good IBX/TSB to read for 'Miner.pof'.
IBX-DEBUG => POF checksum: 0x7e081a22, IBX checksum: 0x41375e28 -- "Miner.pof"
Potential problem found: Unrecognized type subsystem 'Tank1a', believed to be in ship Miner.pof
Potential problem found: Unrecognized type subsystem 'Tank2a', believed to be in ship Miner.pof
Potential problem found: Unrecognized type subsystem 'Tank3a', believed to be in ship Miner.pof
Potential problem found: Unrecognized type subsystem 'Tank4a', believed to be in ship Miner.pof
Potential problem found: Unrecognized type subsystem 'Tank5a', believed to be in ship Miner.pof
Potential problem found: Unrecognized type subsystem 'Tank6a', believed to be in ship Miner.pof
Potential problem found: Unrecognized type subsystem 'Tank7a', believed to be in ship Miner.pof
Potential problem found: Unrecognized type subsystem 'Tank8a', believed to be in ship Miner.pof
Potential problem found: Unrecognized type subsystem 'hangarbay1', believed to be in ship Miner.pof
Potential problem found: Unrecognized type subsystem 'hangarbay2', believed to be in ship Miner.pof
Loading model 'bomber2s-02.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-02.pof'.
IBX-DEBUG => POF checksum: 0xa863356f, IBX checksum: 0xa2a9ba52 -- "bomber2s-02.pof"
BMPMAN: Found EFF (bomber2s-02-glow.eff) with 37 frames at 25 fps.
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX/TSB to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "starfield.pof"
Model starfield.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
ACM ERROR: Have leftover data after decode!!
Allocating space for at least 233 new ship subsystems ... a total of 400 is now available (5 in-use).
About to page in ships!
ANI shieldft-03 with size 112x93 (27.3% wasted)
ANI shield-f13 with size 112x93 (27.3% wasted)
ANI shield-f05 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
ANI shield-f10 with size 112x93 (27.3% wasted)
ANI shield-f11 with size 112x93 (27.3% wasted)
ANI shieldbs-02 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
ANI Lamprey_Particle with size 92x86 (32.8% wasted)
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 60 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
BMPMAN: Found EFF (BlueBeamGlow2.eff) with 60 frames at 26 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
Loading model 'helios.pof'
IBX: Found a good IBX/TSB to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0xd9214c8a -- "helios.pof"
Loading model 'EMPulse2.pof'
IBX: Found a good IBX/TSB to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0x5269eb44, IBX checksum: 0xb7bd5b3a -- "EMPulse2.pof"
Loading model 'Tsunami.pof'
IBX: Found a good IBX/TSB to read for 'Tsunami.pof'.
IBX-DEBUG => POF checksum: 0xf678e03f, IBX checksum: 0x9db41fc3 -- "Tsunami.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
Loading model 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX/TSB to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
Loading model 'MissileL.pof'
IBX: Found a good IBX/TSB to read for 'MissileL.pof'.
IBX-DEBUG => POF checksum: 0x3c84dcf9, IBX checksum: 0x5deab0ca -- "MissileL.pof"
Model MissileL.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x84f2378d, IBX checksum: 0x1203869f -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI Lamprey_Impact.ani with size 80x80 (37.5% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-03.ani with size 112x93 (27.3% wasted)
ANI shield-f13.ani with size 112x93 (27.3% wasted)
ANI shield-f05.ani with size 112x93 (27.3% wasted)
ANI shield-f10.ani with size 112x93 (27.3% wasted)
ANI shield-f11.ani with size 112x93 (27.3% wasted)
ANI shieldbs-02.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
ANI Lamprey_Particle.ani with size 92x86 (32.8% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2155/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 630, Estimated count = 425
================================================
Received post for event GS_EVENT_RED_ALERT during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_RED_ALERT (57) in state GS_STATE_START_GAME (52)
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xcc331676, IBX checksum: 0x3a14455c -- "fighter06.pof"
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcdb3e195, IBX checksum: 0x3176ea32 -- "fighter2t-02.pof"
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX/TSB to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0xcc6ff113, IBX checksum: 0x99680dc1 -- "bonus2t-02.pof"
Loading model 'fighter2t-04.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-04.pof'.
IBX-DEBUG => POF checksum: 0xe611ce17, IBX checksum: 0x5dac9e8c -- "fighter2t-04.pof"
Loading model 'fighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x1934a7e5, IBX checksum: 0xd808d8e3 -- "fighter2t-01.pof"
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xc8b2f868, IBX checksum: 0x3dfad880 -- "fighter2t-05.pof"
Loading model 'fighterCW-02t.pof'
IBX: Found a good IBX/TSB to read for 'fighterCW-02t.pof'.
IBX-DEBUG => POF checksum: 0xdf7d9d93, IBX checksum: 0xc4c968ee -- "fighterCW-02t.pof"
Loading model 'Bomber2T-03.pof'
IBX: Found a good IBX/TSB to read for 'Bomber2T-03.pof'.
IBX-DEBUG => POF checksum: 0xf62d5e93, IBX checksum: 0x16ce7cf1 -- "Bomber2T-03.pof"
Loading model 'bomber05.pof'
IBX: Found a good IBX/TSB to read for 'bomber05.pof'.
IBX-DEBUG => POF checksum: 0x1e5f9164, IBX checksum: 0x5105ed07 -- "bomber05.pof"
Loading model 'bomber09.pof'
IBX: Found a good IBX/TSB to read for 'bomber09.pof'.
IBX-DEBUG => POF checksum: 0x053ba5a8, IBX checksum: 0xd1923c7f -- "bomber09.pof"
Loading model 'bomber2t-01.pof'
IBX: Found a good IBX/TSB to read for 'bomber2t-01.pof'.
IBX-DEBUG => POF checksum: 0xbbfa68bc, IBX checksum: 0x11e25089 -- "bomber2t-01.pof"
Loading model 'ss01.pof'
IBX: Found a good IBX/TSB to read for 'ss01.pof'.
IBX-DEBUG => POF checksum: 0x626889d2, IBX checksum: 0x7bf2b169 -- "ss01.pof"
ANI 2_ssfighter06.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter06.ani
ANI 2_ssfighter2t-02.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-02.ani
ANI 2_ssbonus2t-02.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbonus2t-02.ani
ANI 2_ssfighter2t-04.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-04.ani
ANI 2_ssfighter2t-01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-01.ani
ANI 2_ssfighter2t-03.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-03.ani
ANI 2_ssfighter2t-05.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-05.ani
ANI 2_fighterCW-02t.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_fighterCW-02t.ani
ANI 2_ssbomber2t-03.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber2t-03.ani
ANI 2_ssbomber05.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber05.ani
ANI 2_ssbomber09.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber09.ani
ANI 2_ssbomber2t-01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber2t-01.ani
ANI 2_ssfighter01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter01.ani
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconflail with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconPromS with size 56x24 (25.0% wasted)
ANI iconNewton with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
ANI iconLich with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX/TSB to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0x7183bf7e -- "tempest_tech.pof"
Loading model 'newhornet_tech.pof'
IBX: Found a good IBX/TSB to read for 'newhornet_tech.pof'.
IBX-DEBUG => POF checksum: 0xe97f1fa7, IBX checksum: 0x785e23c6 -- "newhornet_tech.pof"
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
Loading model 'piranha_tech.pof'
IBX: Found a good IBX/TSB to read for 'piranha_tech.pof'.
IBX-DEBUG => POF checksum: 0x4334dee5, IBX checksum: 0xfa7523a6 -- "piranha_tech.pof"
Loading model 'stilettoII_tech.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII_tech.pof'.
IBX-DEBUG => POF checksum: 0xf50214c4, IBX checksum: 0x0bb6314c -- "stilettoII_tech.pof"
Loading model 'helios_tech.pof'
IBX: Found a good IBX/TSB to read for 'helios_tech.pof'.
IBX-DEBUG => POF checksum: 0x551ec88b, IBX checksum: 0x018a4544 -- "helios_tech.pof"
Loading model 'empulse2_tech.pof'
IBX: Found a good IBX/TSB to read for 'empulse2_tech.pof'.
IBX-DEBUG => POF checksum: 0x55e483b3, IBX checksum: 0xde0bbd46 -- "empulse2_tech.pof"
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_Flail2.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_PromS.ani with size 332x304 (40.6% wasted)
ANI 2_Newton.ani with size 332x304 (40.6% wasted)
ANI 2_Kayser.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
ANI 2_Lich.ani with size 332x304 (40.6% wasted)
Frame 0 too long!!: frametime = 24.666 (24.666)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time = 31.743
Frame 1 too long!!: frametime = 0.317 (0.317)
message 'their demon' with invalid head. Fix by assigning persona to the message.
ANI Head-TP4a.ani with size 160x120 (6.3% wasted)
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Wed Dec 23 09:33:03 2009
The log, since you're so hellbent on looking even after I said the problem happened since I started the install from scratch. :doubt:
-
So, just because I was bored, I did just what you did. Fresh install of FS2. Fresh install of BP and mediavps.
I see the Duke in Joatm 1. I see the Temeraire in the cutscene after that. Now tell me again how to reproduce this error.
Looking at the log, I can't see anything out of the ordinary there. I can also see no hints of the errors you describe.
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I don't recall BP having so many vp files in the mod folder. Is that a GOG.com installation thing? :confused:
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And you're more interested in being the typical fanboy by saying that Blue Planet is incapable of having any errors whatsoever?
It may be one of the best mods around but that doesn't mean it can't be bug-free.
Nobody ever said that. What we said was that you're the only one having those errors you described. If you can run a debug build without it throwing a hundred errors and yet you still manage to finish loading a mission and encounter these errors you described, then it certainly is not the mod's fault. Something is screwy on your end.
What I'd suggest to do, is to get recent 3.6.11 build and run debug. 11 builds are far more strict in their error checking and might reveal what's the problem.
http://www.mediafire.com/file/wy3jnjlllyq/z-WIN-20091219_r5727-INF-SSE2.7z
It is likely 3.6.11 will throw more errors because currently publicly available BP was not error proofed using .11 builds, but none of the errors it might report should cause what you've described.
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I don't recall BP having so many vp files in the mod folder. Is that a GOG.com installation thing? :confused:
The latest version has three .vp files instead of one.
-
Has anybody checked his MediaVPs checksums? There have been cases of corrupt mediavps in the past!
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When I say "Nothing out of the ordinary" I mean "Nothing out of he ordinary". As in, all checksums checking out and so on.
-
Exactly like the Ctrl + Shift + S deal, I'm the only person that can't use it yet there's no problems with my files and it has been confirmed.
-
There's something wrong on your end, apparently. Can you try setting up FRED with a -mod command line and seeing if the new GTVA ships appear?
Does the Sol Gate appear in the opening cutscene? The Aurora fighter? Do you get any error messages about 'missing x ship classes'?
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On the introduction "mission" and the first mission, EVERYTHING is there, but after that any mission featuring new-fleet capital ships do not appear.
Removing the campaign data did it, I don't know why it would **** up on the first go. :wtf:
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Are you saying the problem is fixed?
-
With the exception of my weapons mysteriously changing during Red Alert sequences, yes.
-
Are you using the 3.6.10 version of Blue Planet? I don't remember if it even had any Red Alerts.
-
Most of the Duke pursuit missions use the Red Alert sequence.
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Noooooooooooooooooo this is no longer the fourth longest thread in HLP history :(
-
We can still catch up.
Someone post a WiH screenshot in the thread. :P
-
Or we could start a new debate about the moral behind the GTVA invasion. Those fill up quite a bit of space too ;)
-
Or evolution vs. intelligent design by Brahmans and how that was a terrible plot point despite the fact we know next to nothng about it.
-
Or who would win in a duel between Alpha 1 and Samuel Bei. ;7
I do say Bei is more BAMF than Alpha 1. :P
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Hello there dear FS fans .. i`ve encountered a one big problem during playing great Blue Planet mod .. it appear when i start the mision with ancienst (when i fly i Kato propably) the game start only for 2 secs, then, i have freeze on screen, and then Windows Error reporting problem with Freespace 2) .. have no idea whats wrong with that : <
its an BP-16 mision
My verison of FS and BP are from package FS2 SCP + 15 campaigns .. i didnt checked and modified any of files / effects / - anyone had same problem?
(If theres already a solution in this topic, please forgive me .. searching 107 pages ;) )
Cheers
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Ah right mate, have you tried downloading Blue Planet from here? http://www.hard-light.net/forums/index.php?topic=61406.0
That's the 3.6.10 version, do you know if you're using the 3.6.10.exe's? If you're not, try downloading these as well: http://swc.fs2downloads.com/builds/WIN/fs2_open_3_6_10.zip
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i have the DVD release - http://www.freespace.pl/forum/viewtopic.php?t=5201 from this site (its quote from HLP i think ; ) )
all SCP files are 3.6.10 - including .EXE
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Ah, well, I'm not sure if you've got the 3.6.10 version of BP in that case. I suppose you could try it anyway, I think this is a known bug that's been fixed in that version.
-
Redownload the 3.6.10 version of the campaign and see if that helps.
We'll help you get it fixed. Hope you're enjoying the campaign!
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Holy ****. I just finished the mod. That was...simply amazing. I really can't think of many criticisms; the amount of detail put into the campaign is staggering; yeah the plot was kind of weird at times but I suppose it's supposed to be like that. The ship designs were pretty cool too.
Amazing work guys, really looking forward to War in Heaven. Got an estimated release date?
-
Well, we can estimate the release date of the voice-acted, sexed-up Age of Aquarius Director's Cut: reasonably soonish!
As for War in Heaven, progress is very good, but we're not ready to set a release date or even a ballpark yet.
Oh, and? Thank you for posting. It's the community appreciation that keeps us going, and it really does mean something.
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I? Waiting for the AOA directors cut first. . . . .
Edit. . . I was beaten to it.
How soon is soon. My head hurts. I want. :(
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Oh sweet, well you can bet I'll be playing that as soon as it's released :lol:. Anyways I'm new to this community (but not really to FreeSpace) and I'd love to get involved with one of these projects some time, if you need more members or whatever.
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FREDders are always desperately needed. Modelers are also at a premium. FRED is really easy to pick up (a weekend and a few sample missions can get you on your feet), and it's a great skill for the community.
-
I was actually thinking of doing my own mini-campaign in order to gain some experience with FRED.
-
That's how I learned, even though I cringe looking at my collection these days, it's quite a good method. Opening up other campaigns, and having a read through the FRED walkthrough is also good.
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I was actually thinking of doing my own mini-campaign in order to gain some experience with FRED.
:yes: , Freding is hard for newcomers because it's a slow process, I would say do 1 or 2 missions and then if you like post them as individuals on the forum, we'll check them out and tell you what can be improved.
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Is Mass Effect 2 impeding the progress of the Director's Cut?
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That probably depends on whether those who still have AoA related work on their to-do-list are planning to play it ASAP. I think I've finished all of mine, except for quality control which won't be over until it's released to public. I can live with that, playing ME2 starting tomorrow. :D :p
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It's not.
The beautiful thing's already pretty much put together. The big holdup is waiting for a couple more actors.
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That probably depends on whether those who still have AoA related work on their to-do-list are planning to play it ASAP. I think I've finished all of mine, except for quality control which won't be over until it's released to public. I can live with that, playing ME2 starting tomorrow. :D :p
Have fun, Fury. You've earned your share of relaxation for a little space. :)
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I thought it was just the one role you were waiting to fill?
Have you fluffed one?
Also how big is the outtake pile because i've forgotten which ones I made ;)
On that note, did that document I linked to help unify and improve the feel of all the vocals? :)
-
We do indeed have a pretty good radio filter going now. Thanks. :)
All roles are filled except Nehru, but two actors have only partially completed their lines. We're in constant contact with both of them, so no worries.
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Wait, so if someone were to do their lines, you have a filter you can lay over it to make it sound more like a radio transmission?
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Quite so.
You can hear a great version of that effect in 'Beyond the Red Line', though they took it farther than we did to make it sound like the show.
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oh dammit... maybe i should've tried out and kept the recordings i made.... i thought i sounded terrible and like it wouldn't have fit...
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BP: AoA Director's Cut is now in final beta-testing. Depending on beta-tester feedback, official release will be very soon.
-
**** Yeah!
-
Spurt.
-
Dekker made sex mess?
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BP: AoA Director's Cut is now in final beta-testing. Depending on beta-tester feedback, official release will be very soon.
Good to hear that. I'll have to re-visit it, and take ideas too. I'm especially looking forward for War in Heaven, though. I can use it as a basis to build my own campaign on, so people don't have to DL a huge pack of ships when they'd install my mission pack once it'd be done. Still, I've already done so much work, I should get my work finished before War in Heaven arrives.. =P else i'll definitely end up spending months to upgrade everything.
Looking forward to both, and keep up the great work!
-
Darius, good luck to you and your crew with preparing AoA for its big release. We all look forward to see your crown gem blossom once more and to relive AoA in its finest moments.
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Thank you. :)